Call of Duty: Black Ops III

Call of Duty: Black Ops III

DAS STAHLLABOR
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Update: 7 Apr @ 7:08pm

- Turns out that little update back in March 2018 ended up breaking the spawns for the secret Widow's Wine room. Not only did this make camping in there extremely easy, it also had the much more negative effect of soft-locking the game should you happen to be in there on a dog round, as the spawner would get confused and permanently stop spawning dogs. As I unfortunately no longer have the map files in tact to manually update it, this is actually a revert back to the January 2018 version where that wasn't an issue.
- Didn't realize Steam gave you the ability to revert to old versions of mods, pretty sick!

Update: 4 Jun, 2018 @ 9:22am

- Note: This update unfortunately contained a game-breaking glitch and, as the map files are no longer in tact, had to be reverted to a previous version. Therefore this update sadly "never happened".
- When the official 1.27 patch for Black Ops III came out and prevented all custom maps from being playable, I ended up accidently resetting some important files back to their default values in an attempt to make the maps playable again. This included the sound alias file that linked all of the sounds on the map, as well as some modified models (such as the tree). So, I've finally taken the time to reconstruct them (so that I can actually update the map again) but this means that some of the values (such as volume, sound distance, model textures, etc.) for the sounds and models won't be the same as they originally were, for better or for worse.
- After recently discovering how to set lights to dynamically update their shadow caches (as it's disabled by default), the lighting in the map will no longer bug out and randomly shine through walls, stop displaying shadows, etc. Additionally, the shadows produced by zombie ragdolls will no longer disappear when the zombie dies, and scripted models (such as doors) will now properly cast/block shadows.
- Reactivated a few zombie spawns that were thought to be unusable. As it would turn out, the traversals they were using were set to the wrong traversal animation.
- Fixed the elevator death barrier that was accidently introduced in one of the previous updates.
- Updated the Panzer's model to include its proper specular texture map, making the Panzer's metallic pieces shinier and more detailed. The Panzer now also has glowing green eyes like the rest of the zombies.
- Killing the Panzer now rewards the player with 1500 points.
- Added in some new voxes (voice lines) for the player characters, such as for when a player picks up an item, kills the panzer, etc.
- The PPSH-41 has been added into the mystery box, while the Dingo, FFAR, and Peacekeeper have been removed.
- Richtofen 1.0 is now fully animated, rather than just being a static model.
- Activating the easter egg song will now properly mute the round changing music until the song is complete.
- Updated to a newer version of HarryBo21's custom perks. Notable features include exploding when "diving" to slide with PHD, and tripping balls when resurrected as a clone by Who's Who.
- Added in custom LUI HUD, primarily to support the new version of Harry's perks, which now use the proper FX and proportions in regards to perk shaders (icons). The custom HUD also removes the Gobblegum widget (as they are unused on this map) and adds the map name onto the scoreboard.
- Fixed the boundaries for the player zone in the power room. The zombies that spawn next to the stairs (unreachable by players) will no longer drop powerups in that unreachable area.

Update: 7 Mar, 2018 @ 8:26am

The latest official update to Black Ops III (v1.27) has apparently rendered all workshop maps unplayable. This tiny patch should fix that and make Das Stahllabor playable again.

Update: Treyarch has addressed this issue with the latest patch, meaning that all maps should now be playable again.

Double Update: This actually introduced a softlock glitch into the map, so it had to be reverted. Gah.

Update: 27 Jan, 2018 @ 12:33am

- The weapon reward for completing the easter egg has been changed from the Ray Gun Mk. III to the Ray Gun Mk. II. As much as I love the Mk. III, it's massive ammo capacity essentially makes the player unstoppable. Therefore, I've decided that this reward needed a bit of a nerf (I was actually going to change it to the Apothican Servant, but unfortunately, using the Servant against the dogs or the Panzer not only turns them invisible but also makes them invincible. So for now, it will have to be the Ray Gun Mk. II).
- Changed the style of the font that appears when picking up the Empty Bottle (Additional Perk Slot) powerup and added a shader (image) that also pops up overtop of the text (similar to a Max Ammo).
- Increased the chance of getting an Empty Bottle powerup drop after completing a purge sequence from 25% to 40%.
- The player characters are now using their voicelines from Revelations, rather than Der Eisendrache (for the most part).
- Added the official Shadows of Evil Summoning Key sounds that now play when picking up / placing down the Summoning Key.
- Swapped out the default Ray Gun Mk. I with ProRevenge's Ray Gun Mk. I Rework.
- A blue powerup effect now plays on the Wunderwaffe and the Ray Gun Mk. II while waiting to be picked up.
- Monkey Bombs were removed from the box in the previous update as using the new zombie point of interests for the teleporter / elevator seemingly broke their script. As it would turn out, the real cause of the Monkey Bombs breaking was because I spawned them in with a console command, rather than getting them out of the box, which breaks the script for whatever reason. So, they're back in the box again.
- Significantly raised the volume for the Mystery Box's weapon cycling jingle.

Update: 19 Jan, 2018 @ 12:27am

- Certain easter egg steps now reward the player(s) with a random powerup.
- Changed the behavior of the Empty Bottle (Additional Perk Slot) powerup. This powerup no longer drops from regular zombies, and can now only be dropped by the Panzer or by the previously mentioned easter egg steps. Additionally, acquired perk slots are no longer removed after being downed.
- Edited multiple FX colours, including the soul FX and the Nova 6 gas FX.
- Previously, activating a purge sequence on a dog round would prevent Brutus from spawning. This is no longer the case. Additionally, Brutus can no longer drop powerups and he's also had a small health increase.
- Opposite to Brutus, the Panzer can no longer spawn on dog rounds and will instead spawn-in on the next zombie round. Furthermore, the Panzer can now spawn in every 3 or 4 rounds rather then every 4 or 5.
- If the easter egg is completed during a dog round, the dog round fog will now be removed during the ending sequence.
- Adjusted clipping on a couple of hotspots that zombies like to get stuck at.
- The misbehaving Cafeteria zombie spawn mentioned in the last update still wasn't fully cooperating, so it was completely redone.
- The spawn room has had a significant increase in detailing, most notably to the wall between the spawn and the mainframe room as it was extremely barren before.
- Added a new zombie traversal to the center platform (with the Keeper on top of it) in Lab B1, making camping on the platform a much less viable strategy.

Update: 16 Jan, 2018 @ 11:18pm

- After round 15, dogs now have the ability to randomly spawn-in mid-round.
- One of the zombie spawns in the Cafeteria seemingly decided to stop working after the last update.
- Added Maxis voicelines that play when activating the purge sequences.
- Increased the amount of souls needed for the purge sequences to make them a little more challenging.
- As the official chief of security, Brutus now spawns in upon (unlawfully) activating one of the purge sequences!
- The keyboards of the purge computers should no longer disappear for a second after being activated.
- Added some new teleporting FX when using the teleporter.

Update: 15 Jan, 2018 @ 7:41pm

- While all players are using either the teleporter or the elevator, zombies are now instructed to move to certain locations and wait for the teleporter / elevator to finish. In the case of the teleporter specifically, this eliminates the "idle" period where there are no zombies nearby after coming back from teleporting.
- The previous update introduced a bug that occurred while teleporting which would force all players to teleport everytime, regardless of whether or not they were actually standing on the teleporter pad. This has since been fixed.
- The elevator will now kill any zombies inside of it after being activated. This prevents a couple of bugs that would happen to zombies inside the elevator, such as floating up in the air.
- The elevator cooldown time has been increased from 10 seconds to 15 seconds.
- The Mystery Box now has a 50/50 chance of spawning in either the Biolab or the Cafeteria at the start of every game (you can use the map in the Juggernog lab to figure out where the box is!).
- Fixed the issue on the lower level that caused muzzle flashes to appear as though they were being fired underwater.
- Increased the magazine size of the Lamentation (PaP'd Galil) from 35 to 50.
- Removed a ground spawner that was accidentally left behind from the zombie spawn overhaul update.
- Adjusted the brushes (walls) on the doorway between the power room and the Juggernog room, which should hopefully prevent zombies from getting stuck there as often.

Update: 12 Dec, 2017 @ 2:34pm

- A handful of changes/fixes have been made to the Panzer. These changes include the following:
• The Panzer's model has been changed to the Origins Panzer. This model has much higher quality textures and also doesn't have that weird flappy bit that the previous Panzer had. Additionally, the previous Panzer had little bits of snow on him as he was the Panzer model from Der Eisendrache, which of course made little sense in the current setting.
• Previously, when the Panzer was defeated (which would then cause him to explode) it would kill all of the zombies on the map. With this update the explosion will now correctly kill only nearby zombies.
• Fixed the bug that would occur when a player was being lit on fire by the Panzer's flamethrower and was then meleed by the Panzer (which would turn his flamethrower off) but would still continue burning anyway.
• The Panzer's face mask will no longer indefinitely remain sitting on the floor after being shot off.

- Quick Revive will now properly light up (without turning on the power) in solo games.
- After finally figuring out how to use them, respawn points have been added! This means you no longer have to respawn in the starting room!
- When using the teleporter, all players will now teleport together as a group rather than going one after the other.
- Players will no longer jitter around while going down the elevator.
- During the game over sequence (once everyone is down), players who were already in last stand will no longer recieve the Black Ops II death hands animation (only the last man standing will recieve them after being downed, like it was in Black Ops II). Additionally, escaping the laboratory will no longer cause the death hands animation to play.

Update: 8 Nov, 2017 @ 3:23pm

- A major lighting overhaul has taken place. All of the reflection probes around the map have been tweaked to provide higher quality lighting. The biodome in particular has had its reflection probe properly curved to fit its walls, as it was simply a square before.
- Special weapons that are only aquirable through doing the Easter Egg can now be reobtained in the box after initially picking them up (Note: These weapons don't seem to ever appear in the random selection of weapons that the box cycles through before landing on one, but I have tested it and can confirm that it is possible for the box to land on them regardless).
- After finally figuring out how to rotate scripted FX (harder than one might think) a bunch of new FX (mostly EE related) have been added into the map.
- The Panzer will now explode on death, killing nearby zombies (much like the official Treyarch Panzer).

Update: 2 Nov, 2017 @ 10:37am

- One of the spawns from the previous update wasn't working properly.