[Map] Ancient Canyon

Ancient Canyon

Welcome to this ancient site. While going on an expedition, everything went wrong. The dead are now…undead. Explore the map to find the best weapons for survival. Can you win?

“Ancient Canyon”, almost, if not bigger than Nuketown, is a completely new map, inspired by several adventure films and games. It was designed with Zombies mode in mind, but smaller areas can be designated to gun games too, if there is demand for that.

If you wish to explore the map yourself, skip the spoiler!

Spoilers!


The spawning area. Has the basic wallbuys and the random box to get you going. Zombies can enter through the two doors.

The Ruins

Lies just outside the spawning area, the ruined city is a rather unique place to fight the zombies. The walls and obstacles will split the horde; Which will make them attack You from different angles.


The Maze

Maze is a dangerous place, narrow corridors make you an easy target. In the center, you can find the PaP box and a couple powerful weapons to aid in your survival. For the right price of course.


Bridge

It’s a bridge. A long one. Very long bridge. It’s a great place to kill the undead, until you are attacked from both directions.


Cave Entrance

Leads to the second main area of the map.


Ancient Canyon

Hidden in a huge cave like structure, ripped open at the top, a long lost civilization’s settlement lies here. Were recently inhabited by archeologists, but their research were interrupted by the Horde.


Village

Just like the Ruins, the Village serves as a second main area of survival.


???

A pyramid of mysteries. Has not been opened up yet

PLAY IT HERE

Feedback, as always, is much appreciated.

It needs to be said that the screenshots were taken at maximum graphics settings.

It may take a few second for lighting to be computed in caves.

And it may take a long time for zombies to make it from one part of the map to another in the early rounds.

8 Likes

I checked it and it looks absolutely gorgeous! Cant wait to find some exploits

Cant wait to find some exploits

I have placed over 400 invisible walls around the map. There certainly will be exploits, but much rarer.

1 Like

Wow this is insane work.
I dont have the time to try it myself, but i would like to leave a few suggestions:

  • Use the custom_marker that you shared with me (if you haven’t) to mark zombies in case they get stuck somewhere
  • Make medkits and ammo very accessible, or make infinite health regen with player profile and let guns carry more ammo. (Because it was the case with many zombie maps i see)
1 Like

mark zombies in case they get stuck somewhere

They are marked.

kép

Make medkits and ammo very accessible, or make infinite health regen with player profile and let guns carry more ammo. (Because it was the case with many zombie maps i see)

That’s intentional. Not having ammo box or medkit box at every 5 meters is by design. I want the player to plan a little ahead before moving from one area to another.

1 Like

as usual, top notch quality mod :+1:

however, if you’d allow me,
in my humble opinions, there are some loadouts that would need to be addressed.

i’m unsure if some of these loadouts were made for balance reasons, or preferences.

anyway, if you have time, i suggest to

  • change various characters in different squads for easier and organized management based on the type.

for example, movies ( homelander, indie, meyers etc )

germans, soviets, japan and us separated or in a ww2 category.

few squads suggestion

for movie characters: ( usa_moon_assault_1 )
image

x german characters ( squad_ger_mgun_3_event_1 )
image

x japanese characthers: ( axis_pacific_prem_medic_1 )
image

x modern soldiers ( ussr_modern_inf_1 )
image

x red army soldiers ( ussr_moscow_rifle_1 )
image

  • indie:


    he has an m1 carbine, but i’d argue he should have the revolvers like in the movies.
    swap the private’s m19 rifle for the m1 carbine.

  • swap the luftwaffe officer and volkssturm weapons



    that the zk was primarily used by ss units. since you don’t have any in your mod, the closest thing would be the volkssturmer. as the luftwaffe never used such weapons and the mp40 would fit based on the pouches as well

  • either change the jedi to be a sith, or change the blade color

a bit funny but, a very small nitpick.
so yeah, if it’s meant to be a jedi, usually they have the Green lightsaber for Masters, Blue for knights & padawans, purple for council members and yellow for sentinels.
or, if it doesn’t have to be a jedi, white for grey jedi.

( but perhaps could have been for balance reasons… divide the magazine in half? )

  • the 40k guardman should get a lazer pistol or rifle
    ( perhaps a nerfed version of the PA weapons )

  • the sergeant from the future using a lever rifle is a bit… odd.
    but i wouldn’t know what to replace it with :upside_down_face:

perhaps a blacked scoped T14?


or a modern shotgun based on the spas 12 that i made for my police mod:

and last but not least,

as usual, if you need more characters, let me know :wink:



4 Likes

1.0.1:

  • Fixed exploit in Ruins
  • Added spawns for zombies inside Ancient Cave to reduce time spent waiting for zombies.
1 Like

You are very creative with these characters, damn.

I was thinking at categorizing the characters at some point into fictional and realistic, but never got around that.

1 Like

cheers :slight_smile:

after all… i can’t really do much else because of the limitations for my pves in terms of stability…

and as i’m waiting for custom content or rather, custom textures, i’m working more on cosmetics than anything.

forgot to mention, i have more ww2 ones as well:




( those are for winter, but can be easily changed both the color and the gloves and that jazz =

but many more as well. if you can think it, i can probably make it.

or even custom weapons.
“”“AR-15"”"

““Fn Fal””"

““Mpx””"

“saiga 12k”

“sks 20 rounds”
( could be perfect for the stalker character that i made )

glock pistol

mp5a2
( with full stock, and 3 fire mods ( burst, semiauto full auto )

“drum weapons”


and much more.

or even just reskinned weapons.

looking at that green rifle,
gave me an idea for a green plastic man characther haha :slight_smile:

2 Likes

1.0.2 hotfix:

  • Disabled teamkilling
  • Removed far zombie spawns.
  • Fixed exploit.
1 Like

good rifles, by the way, for your information, DF broke the native sounds for UMP45, MP5, Scar and Aug.
1699782694169312420

4 Likes

never a single good news for the editor uh…

Those cosmetics all look incredibly good. Good job! :slight_smile:

Awesome looking map, like always!

1 Like

@Bazsi37
All the mods dont work right after the update that dropped an hour ago.
Please see if we players/modders can do anything to solve it.

And to anyone seeing this:
https://community.gaijin.net/issues/p/enlisted/i/ENnWeqM6PEcr
Click the link here and click the “I have the same issue” button

I thought it was only the Aug A3. F! Is there a way that we can change the sound of the guns with entities.blk to some other working ones. It is still better to have sounds even if they are not the original

Is there a way that we can change the sound of the guns with entities.blk to some other working ones.

Of course there is. You just need to replace the sound paths to another one. Sounds are IIRC defined in the gun’s root entity. What i mean are gun entities without any postfix like _gun or gun_item.

1 Like

I see, for example, if i want to change the m4_gun sound, then i would modify the correct sound path (i will figure that out on my own hopefully) in m4? (Maybe its a good idea to check the _use tags in the mod editor by putting the mouse on the name of the entity in the edit menu)

Let’s look at an example:

m1903_springfield_air_service_gun{
  _use:t="equipable_gun"
  _use:t="rifle_ww2_preset"
  _use:t="m1903_springfield_air_service"
  _use:t="rifle_muzzle_preset"
  _use:t="hit_effect_group_12_14mm"
  _use:t="rifle_gun_aim_sound"
  gun_shell_ejection__timeMult:r=0.37
  gun__length:r=0.4
  gun__recoilAmount:r=0.155
  gun__recoilDirAmount:r=0.8
  gun__recoilDir:r=0.1
  gun__visualRecoilMult:r=1.0
  gun__recoilControlMult:r=0.0
  gun__recoilOffsMult:r=1.0
  gun_attach__slot:t="weapon"
  gun__adsSpeedMult:r=0.84
  meleeSoundType:t="rifle"
  gun_anim_var__fpsGunOffsetAlong:r=0.06
  gun_anim_var__fpsGunOffsetAcross:r=0.025
  gun_anim_var__fpsGunOffsetUp:r=0.075
  gun_reload_state__prepareTime:r=1.0
  gun_reload_state__bulletSingleTime:r=0.8
  gun_reload_state__bulletMultipleTime:r=1.2
  gun_reload_state__bulletMultipleCount:i=5
  gun_reload_state__postTime:r=1.5

  "multiStateReloadSystem:tag"{
  }

  "gun_sound__shotPath:shared:object"{
    _tags:t="sound"
    path:t="/weapon/rifle/m1903"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"

    "reload:object"{
      path:t="/weapon/rifle/m1903_springfield_air_service/reload"
    }

    "reload_prepare:object"{
      path:t="/weapon/rifle/m1903_springfield_air_service/reload_prepare"
    }

    "reload_loop_single:object"{
      path:t="/weapon/rifle/m1903_springfield_air_service/reload_loop_single"
    }

    "reload_loop_multiple:object"{
      path:t="/weapon/rifle/m1903_springfield_air_service/reload_loop_multiple"
    }

    "reload_post:object"{
      path:t="/weapon/rifle/m1903_springfield_air_service/reload_post"
    }

    "boltAction:object"{
      path:t="/weapon/rifle/m1903_springfield_air_service/bolt_action"
    }

    "ammo_drop:object"{
      hero:t="player/weapon/_common/clip_drop"
      type:t="matUnderFeet"
    }
  }

  "gun__mountPoints:shared:array"{

    "point:object"{
      type:t="rest"
      recoil:r=-1.0
      offset:p3=0.45, -0.005, 0.0
    }

    "point:object"{
      type:t="rest"
      recoil:r=-1.0
      offset:p3=0.66, 0.005, 0.0
    }
  }
}

Here

"gun_sound__shotPath:shared:object"{
    _tags:t="sound"
    path:t="/weapon/rifle/m1903"
  }

Defines the sound for the Air Service M1903. Sometimes gun sounds are defined in GUNNAME_gun entities:

stg_44_gun{
  _use:t="equipable_gun"
  _use:t="stg_ww2_preset"
  _use:t="stg_44"
  _use:t="assault_rifle_rapid_muzzle_preset"
  _use:t="hit_effect_group_12_14mm"
  _use:t="gun_switch_firing_mode_sound"
  _use:t="rifle_gun_aim_sound"
  gun__length:r=0.4
  gun__recoilAmount:r=0.049
  gun__recoilDirAmount:r=0.8
  gun__recoilDir:r=0.3
  gun__visualRecoilMult:r=1.3
  meleeSoundType:t="mgun"
  gun__recoilControlMult:r=0.3
  gun__recoilOffsMult:r=0.3
  gun__rotationSpringMult:p3=0.75, 0.9, 0.9
  gun_anim_var__fpsGunOffsetAlong:r=0.13
  gun_anim_var__fpsGunOffsetAcross:r=0.025
  gun_anim_var__fpsGunOffsetUp:r=0.025
  gun__saveAmmoInChamberOnReload:b=yes

  _group{
    _tags:t="sound"
    gun_sound__forceOneshot:b=yes
  }

  "gun_sound__shotPath:shared:object"{
    _tags:t="sound"
    path:t="/weapon/mgun/stg_44"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"

    "reload1:object"{
      path:t="/weapon/mgun/stg_44/reload1/change_ammo"
    }

    "reload2:object"{
      path:t="/weapon/mgun/stg_44/reload2/change_ammo"
    }

    "reload3:object"{
      path:t="/weapon/mgun/stg_44/reload3/change_ammo"
    }

    "reload4:object"{
      path:t="/weapon/mgun/stg_44/reload4/change_ammo"
    }
  }

  "gun__mountPoints:shared:array"{

    "point:object"{
      type:t="rest"
      recoil:r=-1.0
      offset:p3=0.49, 0.02, 0.0
    }

    "point:object"{
      type:t="rest"
      recoil:r=-1.0
      offset:p3=0.25, -0.195, 0.0
    }
  }
}

You will have to take a path from one gun and paste in to another one.

Don’t forget the overrides.

1 Like

Yep thats what i was thinking to try. I have a few replacement gun shot sounds for the modern weapons in mind.
But how about the reload sound, they are also broken. I guess it is also tackling with more sound paths.
You have already shown me that those can be done with your Ray Gun MK96 so I just need to think of the best replacement sounds