Return of Zombie Ops is a zombie modification for Call of Duty 4, it features content from Black Ops Zombie mode aswell as from Modern Warfare 3 Survival mode and Ghosts Extinction mode. It's set slightly in the future with some weapons from Ghosts, Black Ops series and Modern Warfare series.

Post tutorial Report article RSS Feed Return of Zombie Ops - Basic Mapping

This is a tutorial to give you a basic idea of mapping for RoZo Mod. I assume you already know the basics of mapping so I will not explain how the radiant works or anything like that!

Posted by 3aGl3 on Mar 19th, 2013 Page 2 of 6    
Intermediate Mapping/Technical.

3. Preparing the map

I assume that you already have a fully working Map-Geo, such as which is with the Mod Tools. In case it is designed for the normal CoD4 Multiplyer start with removing all spawnpoints expect the ones for TDM. Also delete the gamemode objects such as bombsides, falgs and the bombtimer. In case the map has alot of xmodels (not running with OW2 mod and similar mods) delete some xmodels like small bottles, and other trash. You can also replace exploding vehicles with non exploding ones or delete them. I suggest to keep them because 0.6 will make more use of exploding cars ;)
Once you're done with that or you didn't even had these things you can now place the survivor spawn or move them. RoZo will use mp_tdm_spawn_allies_start and tdm_spawn_axis_start for the survivors. Place them all together at the location you want the survivors start. Look out for the usual rules, spawning inside solid objects is not funny for survivors.
The mp_tdm_spawn spawnpoints are used by default for the zombies, so place them all over the map or in case you still got the old ones just move on. In case your map is designed as a classic zombie map place the spawns inside the zombie spawning area.
Now save your map with a separate name, I suggest mp_zmb_ as a prefix. Now compile the BSP, for setting up the waypoints you will need a working TDM map. Also compile the FastFile and move on to the next step.

4. Placing the waypoints

In case you already have working waypoints for your map you can just skip this step!
Now start your map with the Pezbots Mod and create a waypoints.gsc file, I'll link a tutorial for that at the bottom. The RoZo Mod doesn't have a own mode for that at the moment.Alternatively you can also use Rotu waypoint.csv files, in case you're already used to creating them.

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Slvr99 Mar 29 2013, 9:57am says:

I am getting an error saying Bad Syntax when i make the .gsc include the waypoints. Do you have Skype so i can maybe get some help to fix this? I have the RotU Waypoints and i am not sure how to exactly get them into the script. Adding "scripts\level\_waypoints::getFromCSV();" or "waypoints/MY_MAP_NAME_wp::getFromCSV();", which is what my .csv is called and where it's located, gives me the script error.

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Slvr99 Mar 29 2013, 2:11pm replied:

Ok, i have managed to keep the Syntax error away, but my waypoints are still not incorporated into the map. Why would this be?

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