Call of Duty: Black Ops III

Call of Duty: Black Ops III

Not enough ratings
Swamp Fever - Plantation (Map Details/Guide)
By ReDStrukk
   
Award
Favorite
Favorited
Unfavorite
Overview & The Making of the Map
Thank you for checking out this guide and for checking out my map! Here is a link to the workshop page:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3503827354

Even though this is a custom map that most people will only play once, and even though there is no main easter egg, I still wanted to make a full map guide that goes over everything I have to say about the map.

This is my second BO3 zombies map that I have finished. My first map is a very basic map that helped me familiarize myself with the mod tools. Swamp Fever - Plantation was a far more ambitious endeavor. I wanted to make a Left 4 Dead 2 themed zombies map. When I found out about an incredible program called Corvid that allows you to port Source engine maps to CoD (thank you to -johndoe for a Youtube tutorial), I got Swamp Fever chapter 4 loaded up in Radiant and I knew I had to commit to making this map. From there it was only around 450-500 hours later and the map was finished. It took about 4.5 months. I had a lot of fun making it but I am also relieved to be finished with it. I have a tremendous amount of respect for modders that spend many more months, or years working on their map/mod.

Although there is still so much more that could be done with this map, I am very happy with how it turned out. I wanted a map that looked and sounded like Left 4 Dead 2 but played like a traditional CoD Zombies map. I used about as many L4D2 sounds as I could work into the map. Everything from character vox, weapon sounds, AI sounds, music, sound effects, and more. There are around 1,300 audio files from L4D2 in total, and a little more than 900 are voice lines.

Below you will find sections that cover various map features.

Weapons
This map uses around 44 weapons from various CoD games, the majority of which are from MW Remastered and MW2 Remastered. Every gun from L4D2 (including the CS:S guns) has an equivalent on this map that is meant to sound/feel like a L4D2 weapon (as much as CoD guns can feel like L4D2 guns). There are also several non-L4D2 related weapons in the box because L4D2 just doesn't have enough weapons for a CoD Zombies map. I tried to pick some other modern era weapons that felt good for the map and are fun to use. Below is a list of every weapon on the map:

Wall Buys

  • Mini Uzi [1000] (MWR)
  • Mac-10 Suppressed [1000] (MWR)
  • MP5 [1000] (MWR)
  • Winchester 1200 [800] (MWR)
  • M1014 [1500] (MWR)
  • Spas-12 [1500] (BO1)
  • AK-47 [1500] (MWR)
  • M16 [1500] (MWR)
  • Scar-H [1500] (MW2R)
  • M40A3 [1000] (MWR)
  • M60 [2000] (MWR)
  • Fireaxe [3000] (BO3)
  • Baseball Bat [3000] (Cold War)
  • Pipe Bombs [250] (reskinned stielhandgranate from BO3)
  • Molotovs [5000] (reskinned thermite from BO3)

Box Weapons

  • UMP45 (MW2R)
  • P90 (MWR)
  • PP90M1 (MW3)
  • PK-PSD9 (MWR)
  • AK-74u (Cold War)
  • Winchester Model 1897 (WW2)
  • Blunderbuss (WW2)
  • Dual Wield Rangers (MWR)
  • Grau 5.56 (MW 2019)
  • TAR-21 (MW2R)
  • FAL (MW2R)
  • FAMAS (MW2R)
  • MP44 (MWR)
  • F2000 (MW2R)
  • L118A (MW3)
  • M21 (MWR)
  • Barret .50cal (MWR)
  • M60 (MWR)
  • RPD (MWR)
  • L86 LSW (MW2R)
  • Chain SAW (Ghosts)
  • USP .45 (MWR)
  • M1911 (MWR)
  • Desert Eagle (MWR)
  • M79 (Cold War)
  • RPG-7 (MWR)
  • Machete (Cold War)
  • Crowbar (BO3)
  • Ray Gun (BO4)
  • Ray Gun Mk II (BO3)
  • KT-4 (BO3)
  • Paralyzer (BO2)
  • Li'l Arnies (if you squint your eyes you can pretend these are bile jars ;)
Perks
  • Juggernog
  • Speed Cola
  • Double Tap 2.0
  • Quick Revive
  • Stamin-up
  • PHD Slider
  • Deadshot Daiquiri
  • Mule Kick
  • Electric Cherry
  • Death Perception

Perk Enhancements

Below are some bonuses that certain perks have in addition to their normal effects. Credit to HarryBo21 for the perk pack with these scripts.

Speed Cola
  • Fast weapon switch
  • Fast grenade throws
  • Fast melee recovery

Stamin-up
  • Mantle faster
  • Fire while sprinting
  • Throw grenades while sprinting

Deadshot Daiquiri
  • 20% more headshot damage
  • 20 extra points per headshot kill
  • Fast ADS
  • Faster movement while aiming

Mule Kick
  • Get your third gun back when you buy Mule Kick back

Perks can be refunded by walking back up to the perk machine, similar to Infinite Warfare zombies. Quick Revive will even give you 1500 back in solo but it will use up one of your revives. Credit to Shiddy for this script.

There is a 4 perk limit but you can buy more perk slots by walking up to the perk bottles on the counter in the starting room. A 5th perk slot is 2500 points and the price will increase by 2500 points each time a slot is purchased. 10 slots maximum. Credit to Sphynx for this script.

Free perk powerups can be acquired from blue water plants or by getting an On the House/I'm Feeling Lucky gobblegum.
Gobblegums
This map uses randomized gobblegums. The full list of gubblegums in the rotation is below. Credit to Func_Vehicle.

  • Aftertaste
  • Alchemical Antithesis
  • Arms Grace (Coop only)
  • Arsenal Accelerator
  • Board Games
  • Board to Death
  • Bullet Boost
  • Burned Out
  • Cache Back
  • Coagulant (Coop only)
  • Crate Power
  • Crawl Space
  • Dead of Nuclear Winter
  • Ephemeral Enhancement
  • Extra Credit
  • Eye Candy
  • Fatal Contraption
  • Fear in the Headlights
  • Head Drama
  • I'm Feeling Lucky
  • Idle Eyes
  • Immolation Liquidation
  • Impatient (Coop only)
  • In Plain Sight
  • Kill Joy
  • Killing Time
  • Licensed Contractor
  • Lucky Crit
  • Mind Blown
  • Newtonian Negation
  • Now You See Me (Coop only)
  • On the House
  • Phoenix Up (Coop only)
  • Pop Shocks
  • Profit Sharing (Coop only)
  • Projectile Vomiting
  • Respin Cycle
  • Secret Shopper
  • Slaughter Slide
  • Stock Option
  • Sword Flay
  • Temporal Gift
  • Tone Death
  • Unbearable
  • Undead Man Walking
  • Wall Power
  • Who's Keeping Score
Plants
This map uses Zetsubou No Shima plants because why not :D You can expect them to work fairly similarly to Zetsubou. Purple water makes attack plants, green water makes babysitter plants, and blue water gives weapons and powerups. Imprint plants can also be grown with blue water + KT-4. Fruit plants can be grown by using all 3 types of water on a plant. Below is a list of weapons that can be acquired via blue water/purple plants.

NOTICE: fruit plants currently have a bug that cause them to sometimes not give you a perk but still take up a perk slot. They also don't always go away after eating them. I will look into this soon and try to fix it but until I update this section of the guide, I don't recommend eating fruits. Just buy perk slots in the starting room instead.

UPDATE 6/28/25: The issue with the plants not giving a perk but still taking up a perk slot should be fixed from my testing. Let me know if it happens to you though. The bug where fruit plants never go away after eating them is not yet fixed. This issue doesn't happen often in my experience but I still recommend just buying perk slots instead.

Weapons in the Purple Plants (Blue Water)
  • AK-74u (Cold War)
  • P90 (MWR)
  • Grau 5.56 (MW 2019)
  • L86 LSW (MW2R)
  • Barrett .50cal (MWR)
  • L118A (MW3)
  • M79 (Cold War)
  • Chain SAW (Ghosts)
  • Li'l Arnies
  • Ray Gun (BO4)
  • Ray Gun Mk II (BO3)
  • Blunderbuss (WW2)

Weapons in the Red Plants (No Water)
  • Desert Eagle (MWR)
  • Winchester 1897 (WW2)
  • USP .45 (MWR)
  • Ranger (MWR)
Power Switch
Look for a generator. Its the tallest generator model from Left 4 Dead 2 so it should be easy to spot.
Specialist Weapon
I won't spoil what the specialist weapon is. Its nothing fancy, just a reskin of a BO3 specialist weapon. The specialist weapon deals infinite damage to zombies. It can be unlocked by filling all 5 soul "boxes" around the map. Look for the 5 gallon water jugs with a red glow on top. You will hear an audio cue when all 5 have been filled and it will open up a place where you'll be entrusted with the weapon.
Hidden Gnomes
There are 11 hidden gnomes in the map which give 250 points to all players when one is shot. Nothing happens when you get all of them so I won't post a guide on where they are. Happy gnome hunting!
Other Features
Some of these features were listed on the workshop page description, but here is a list of every notable feature in the map that is not already listed in the guide.

Left 4 Dead 2 Characters

Thanks to the excellent custom playable character tutorial by Surfy_Ed1ts, I was able to make playable L4D2 survivors. Credit to bread and vv on Sketchfab for the models. I was able to use the Zetsubou vox .csv files to setup vox for the L4D2 characters (credit to Zecstasy for the Zetsubou .csv files). There are around 900 voice lines in total across all 4 characters.

These characters are far from perfect. I've never used Maya or Blender before working on this map so they do look a little messed up at times but I think its serviceable at least. I have included a link below where you can download these characters on Devraw. You are welcome to use these characters in your maps/mods. If you think you can/want to improve upon these characters, by all means do so. I included not only the .xmodel_bin files but also the original .ma project files as well in the download. You can reupload them wherever you like.

https://www.devraw.net/approved-assets/redstrukk/l4d2-character-pack-%2B-vox

Around 1,300 Audio Files from L4D2

There are around 900 voice lines. All of the L4D2 equivalent weapons have custom weapon sounds, including fire sounds, reload, and rechamber sounds. There are plenty of sound effects and music as well.

Safe Room

The safe room can be used as a place to take a break in coop. You can access it by interacting with the spinning door in the middle of the starting room where Quick Revive and the Win 1200 are.

Other Notable Features
  • Round 50 health cap
  • Round 55 super sprinters
  • 24 zombies at a time + 6 for every extra player
  • Unlimited sprint
  • Rampage inducer (Permanent super sprinters. Cannot be disabled once activated. Look for the lantern in the room with the jukebox)
  • Weapon trading table
  • Custom PaP Camo
  • Buffed, BO4 Ray Gun
  • The M79, RPG-7, and even the Ray Gun and Ray Gun Mk II can be double Pap'd (because why not)
  • 2 fan traps and 1 turret trap
  • BO4 max ammo
  • BO4 powerup delay
  • Point sharing (press 2 or dpad down to drop 500 points)
  • Flashlight (press 3 or dpad right)
  • Jukebox (5 songs)
  • Thrashers
  • "Tanks" (REX's Skullbreaker AI). One will spawn on round 9. They spawn every 4 to 5 rounds after. They will always drop a max ammo.
  • Ziplines
  • Buyable ending (50k points)
Known Issues/Areas of Improvement
The bucket/seeds/water doesn't have a HUD inventory on the scoreboard screen. This is one of the biggest things I would have liked to have done but I'm not quite sure how to set it up. With the map being as small as it is and having 2 blue water sources, I didn't think it was a deal-breaker for releasing the map. I'm not very good at HUD related stuff which brings us to the next thing that could be better...

The HUD. It doesn't look very L4D2-like. It does its job and I like the way the d-pad area on the HUD turned out (just SOE HUD with a green hue). I would have liked to change the blue glow behind the ammo counter, but again, not absolutely necessary.

One thing I wanted to do that I never got around to finding out how to do is making the generator (power switch) and jug be randomized each game. There would be a 50/50 chance of power spawning on the green water side with jug spawning on the purple water side (like you see in the map now) or power spawning on the purple water side and jug on the green water side.

The "tank" has 4 spawn locations regardless of which doors are opened. This usually isn't an issue because most players will have been outside by round 9, but it does mean that you'll have to listen to the tank music from round 9 onward if you're doing a starting room challenge and the tank spawns outside.

The "tank" can be very easily killed with molotovs, the KT-4, and the specialist weapon. This really trivializes the tank fights once you acquire one of these. It can also be instantly killed by the fan traps and attack plants which is actually good though.

Gobblegums like In Plain Sight, Idle Eyes, or Now You See Me have no effect on the "tank".

There are places you can go where the "tank" and thrashers will not be able to get to you unless the thrashers decide to teleport.

If you interact with the trading table the instant you start to throw any type of grenade, the game will crash. ¯\_(ツ)_/¯

You can get unlimited attached grenade launcher ammo with the upgraded M16 and AK-47, and unlimited masterkey ammo with the upgraded FAL by placing these weapons on the trading table and picking them back up. You cannot do the reverse by placing the attached grenade launcher/masterkey on the table to get unlimited regular ammo because I patched it out ;) Attached grenade launchers and the masterkey aren't too great on high rounds so I don't really care about having unlimited ammo.

If you are resurrected by an imprint plant, the specialist weapon icon will go away until the next time you use the specialist weapon. You won't lose it and you won't need to pick it up again, it will just look like you don't have it until you pull it out.

Using a zipline will cause you to lose your own footstep audio for the rest of the game get a really cool perk called Dead Silence. I don't know why this happens and when I searched for the issue on the Discord server no one else seemed to know either.

The specialist weapon's primary attack only gives 50 points and its secondary attack does not give any points. I would like to make them both 100 points but I just couldn't quite figure out how to set that up in the script.

The ammo counter on the paralyzer doesn't work. There is a checkbox in APE that will allow it to work, but the game will crash any time you trade the paralyzer out for another weapon. I'm not sure how to fix the crashes so instead I just used HB21's paralyzer counter HUD.

Only one player will see the "the survivors have escaped" text at the top of the screen when you get on the boat. I believe its the first player to board the boat.

And of course a full length easter egg with a king booma boss fight would have been a nice touch but I've got other games to play instead of spending double the amount of time working on this map haha.

UPDATE 6/23/25: I thought of some more things:

Some things are a little messed up in split screen. The second player will notice that some weapon sounds won't play and the paralyzer ammo counter doesn't work. Other than that, I haven't noticed any other issues playing split screen.

There was originally going to be a second drop down spot for the zombies on the second level outside. It was next to where the box is on the balcony. I kept having issues with zombies falling onto the first floor balcony where Speed Cola is no matter which traversal I used or what sort of clipping I put in the way.

The KT-4 will make the zombies dance. It will also make the "tank" T pose lol. It also doesn't do quite as much damage to the thrashers as it should.

Another cool thing I wish I had the know-how for is getting gas cans/propane tanks that you can pick up and throw around.
Conclusion
Thank you for reading this guide. I hope you'll give my essay an A. Please let me know your feedback on the map or any bugs you encounter.
1 Comments
Echorion 22 Jun @ 5:11am 
It's wild this was your first map you did a fantastic job man.