Call of Duty: Black Ops III

Call of Duty: Black Ops III

DAS STAHLLABOR
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Update: 2 Nov, 2017 @ 5:20am

- The zombie spawn overhaul is complete! Rather than just having generic ground spawners, zombies now have a multitude of different spawning options. These options include:
• Crawling in through the sewer system.
• Jumping in through air vents.
• Breaking through windows (there are now five different window barricades whereas the original map layout only had one).
• Vaulting over various objects.
• Climbing up the railings in the biodome.
• Any actual ground spawners that are still in use are all placed outside of the playable area.

- Changed FX when activating the PHD canisters.
- Slightly increased the Panzer's health again and increased the frequency at which he spawns.
- The Wunderwaffe will no longer be able to instantly kill the Panzer.
- Adjusted the zone volume for the elevator so that zombies will no longer spawn in the rooms below / above the player.
- Zombies will now correctly vault through the elevator stairway door (...most of the time anyway. If there are too many other zombies nearby they'll still just walk through it. It's designed like this because dogs can't vault over objects like zombies can, and they both need to be able to get through that door. So there isn't actually anything blocking the zombies/dogs from just walking straight through the door.).

Update: 24 Oct, 2017 @ 5:08am

- An intro video will now play while loading the map (solo only).
- Added in a handful of ambient sounds.
- Added in some new FX and details.
- The player's Who's Who clone will now properly have the M1911 equipped, rather than the MR6.
- Players will no longer be able to interact with the Samantha Says terminals while the code is still being displayed.
- Added a light in front of Richtofen 1.0's face so that he is more easily visible.
- The PHD canister in the biodome is now significantly easier to hit with the Ray Gun Mk. II.

Update: 21 Oct, 2017 @ 2:21am

- The issue where all players would be set on fire when anyone was hit by the Panzer's flamethrower has been fixed.
- The Panzer has had a small increase to his base health.
- Richtofen 1.0 now uses his actual character model, rather than the PES suit.
- The dog round starting and ending music has had a significant quality boost, as they now use the official audio files.
- Edited the Ray Gun Mark II's pack-a-punch camo.

Update: 8 Oct, 2017 @ 9:52pm

- Forgot to disable the Panzer from spawning on round one!

Update: 8 Oct, 2017 @ 9:40pm

- A new challenger approaches! Brutus has been replaced with the Panzer Soldat!
- The MSMC's ammo capacity has been significantly increased, making it a more viable weapon.
- The PHD canisters should now be a little more forgiving when players try to activate them.
- Added a handful of new details and props around the map.
- Decreased brightness of the red light in the spider teleporter room.
- Further work on converting all of the ground spawners into spawners outside of the playable area has taken place in both the starting and biodome areas. The starting area in particular has now had all of its ground spawners fully converted!

Update: 23 Sep, 2017 @ 8:57pm

- Changed one of the effects for the easter egg.
- Repositioned one of the mystery boxes.
- The lighting was bugging out a little bit after the previous update, so it was recompiled.

Update: 23 Sep, 2017 @ 5:44pm

- Fixed the massive lag spike that occurred when turning on the power and reintroduced the machines turning on as the power is turned on. Update: Apparently the massive lag spike when turning on the power is an issue that's affecting many custom maps right now. Alledgedly, it was caused by the latest offical update to the game. If that's the case, then hopefully Treyarch will fix it eventually.
- Players can no longer jump on top of the staircase railings in the power room.
- Custom audio volume is now no longer tied to the music volume (unless it actually is music, of course).
- Perk lights no longer turn off when in the emergency lighting state.
- Added a little more detail to two of the easter egg steps.
- Increased cost of the final door from 40000 to 60000.
- Readjusted the cafeteria reflection probe.
- Added in a Kino-style box locator.
- Adjusted the prices of specific wallbuy weapons.
- Added new traversals / spawns to the Widow's Wine room and the final Easter Egg room. This means that you can no longer camp with your back against the wall in these rooms! This is also the beginning of a complete overhaul of the zombie spawns which will eventually have them all spawn outside of the map rather than as ground spawners (much like an official Treyarch map).

Update: 18 Sep, 2017 @ 9:57pm

- Removed the Extracam (Secuirty Camera) as it was the true source of the instability.

Update: 18 Sep, 2017 @ 4:05pm

- Multiple edits to certain scripts, hopefully providing more stability.
- Originally, all of the machines in the power room were in an off-state until the power was turned on. However, turning on the power (and thus changing all of these machines into
an on-state) causes a massive lag spike and potentially decreases stability. Therefore, this feature has been disabled. Update: This wasn't actually the cause of the lag spike and has since been restored in a future update.

Update: 18 Sep, 2017 @ 2:21am

- Removed accidental duplicate of the sink in the decontamination area.
- The light in the Nacht Des Metzgers office no longer turns off upon completing the easter egg.
- Added a few new zombie traversals in relation to one of the easter egg areas.
- Adjusted clipping / spawn points to better prevent zombies from getting stuck on each other.
- Changed the AN94 to use the knife as a melee attack rather than the gun itself (like the other weapons).
- After completing the easter egg and using the elevator to escape, the end game cameras will no longer jitter.
- Reduced skybox and other various volumes to better fit the actual size of the map (potentially increasing stability).
- Added in a reflection probe to the zombie-exclusive elevator mainenance area.