Call of Duty: Black Ops III

Call of Duty: Black Ops III

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Amplified Zombies Lite (no menu)
   
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468.644 MB
1 Jan, 2023 @ 10:18pm
1 Jun @ 2:34pm
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Amplified Zombies Lite (no menu)

Description
COPYRIGHT NOTICE
This work by vnuser is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License[creativecommons.org]. This work contains modified third party contents, the attributions of all of which are included in the Credits section. Attribution is required only if the usage or display of this work is shared publicly. Income generated through display or usage of this work through voluntary means (i.e. donations, merchandise) is permitted, but strictly prohibited if generated through mandatory means, including but not limited to monetizing attribution (profiting from providing credits) and forced paywalls/advertisements.

Description
Amplifies Zombies mode, giving it a faster pace, making easy maps challenging and hard maps even harder. Unlike DKA_Masta's unbalanced Insane 100, this mod also buffs the survivors' arsenal.

This mod was created for personal use and made public for friends of friends only, although anyone may freely use it. Criticism, feedback, and bug reports are welcome, but the mod will not be updated to any third party's own preferences (as stated, not meant for strangers). The mod is also watermarked, and this will not be removed.
Mod may crash/cause stuck in some custom maps due to script conflicts/exceeding memory limit (examples: Cube Ops II, Omnigon).

Main version (customizable gameplay + custom weapons): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2556500058

Gameplay:
  1. Timed.
  2. 64-zombie limit.
  3. Round 1 sprinters.
  4. Zombies have amplified speed that increases by 6% of normal speed every 5 rounds starting at round 11 until round 31, capping at 130% and affected only by some slows (Widow's Wine, GKZ-45 Mk3, Snail's Pace Slurpee, ...).
  5. Additional starting weapon: Pharo.
  6. Every player gets a 1000-point bonus upon spawning/respawning.
  7. Auto-adjusting 50-perk limit: If current perk limit is lower than 50, changes limit to 50. Checks once every 20 seconds.
  8. Weapon trading (by interacting with another player, default button: F).
  9. Point sharing (shares 250 points each trip mine button press, default button: 3).
  10. Co-op last stand weapon: Death Machine (if map has, otherwise default last stand weapon) or pistol, if player has pistol before going down.
  11. Mod's custom HUD amount is limited (all unnecessary HUD elements are removed) in custom maps to increase compatibility.
  12. Disabled some AAT's visual effects for optimization.

Contents (details in parent item's discussion section):
Perk-a-Cola changes:
  1. Cryo-Slide Soda (compatibility fix)
  2. Deadshot Daiquiri (mechanism)
  3. Electric Cherry (mechanism)
  4. Juggernog (addition)
  5. Mule Kick (mechanism)
  6. Quick Revive (mechanism)
  7. Snail's Pace Slurpee (compatibility fix)
  8. Speed Cola (mechanism)
  9. Stamin-Up (mechanism)
  10. Widow's Wine (compatibility fix)

Power-ups:
  • Changes:
    • Power-up drop limit increases by 1 every round, starting from 4 at round 1.
    • Score-based power-up dropping occurs more frequently than vanilla at higher rounds.
  • Drops (those not included can be dropped in custom maps if scripted in):
    • Available:
      • Custom:
        1. Bottomless Magazine (Infinite Ammo)
        2. Permanent Pack-a-Punch (modified Free Pack-A-Punch)
        3. Rainbow Star: gives the player invulnerability to most damage sources for 30 seconds, all zombies and most bosses coming in contact during invulnerability are immediately killed.
      • Vanilla:
        1. Death Machine
        2. Insta-kill
        3. Max Ammo
        4. Nuke
    • Removed from pool:
      1. Bonus Points
      2. Carpenter
      3. Double Points
      4. Invincible
      5. Speed Boost
      6. Thunderstorm
      7. Time Warp
      8. Weapon Drop (the one that is automatically picked up)
      9. Zombie Blood

Weapon changes:
  1. Alternate Ammo Types (AAT's/Re-PaP attacks)
  2. GKZ-45 Mk3
  3. Li'l Arnie
  4. Monkey Bomb
  5. Ragnarok DG-4
  6. Ray Gun
  7. Thundergun
  8. Wunderwaffe DG-2

Other changes:
  1. Fixed Li'l Arnie taking up a primary weapon slot when acquired.
  2. Fixed lag upon switching on power.
Popular Discussions View All (1)
0
1 Jan, 2023 @ 10:19pm
PINNED: Credits
V137n4m3$3_n00b
12 Comments
V137n4m3$3_n00b  [author] 7 Sep, 2023 @ 11:46pm 
This mod is not for scrubs.
TheLordOmega777 7 Sep, 2023 @ 1:35pm 
this is ass
TomyV 18 May, 2023 @ 6:19pm 
thanks
V137n4m3$3_n00b  [author] 18 May, 2023 @ 3:30am 
zombie_utility::set_zombie_var("zombie_move_speed_multiplier", 100, false);
zombie_utility::set_zombie_var("zombie_move_speed_multiplier_easy", 100, false);
Use these at game's start.
TomyV 17 May, 2023 @ 6:34pm 
Hello bro, I wanted to ask you if you can help me with this: (Round 1 sprinters) how did you do so that the zombies can run from round 1?
GTI TCR 290 14 Feb, 2023 @ 11:41am 
thanks brooo :)
V137n4m3$3_n00b  [author] 14 Feb, 2023 @ 9:51am 
You open the mod list through the Mods button on the game's main menu (before Zombies main menu) then find and load the mod. Maps never load mods on their own, you or the host have to do it manually.
GTI TCR 290 14 Feb, 2023 @ 9:47am 
hi
GTI TCR 290 14 Feb, 2023 @ 9:44am 
how can i load the mod before playing a map im suscribed to the mod but when i load the map it doesnt load the mod
V137n4m3$3_n00b  [author] 26 Jan, 2023 @ 9:44pm 
Load mod then load into a map.