Call of Duty: Black Ops III

Call of Duty: Black Ops III

NUKETOWN ZOMBIES
Open power / Other side of map / Bunker
I went with noclip and i have discovered that:
1. There is a tunnel system under the bunker.
2. The map continues, it has more doors to open, more guns in the walls and mystery boxes to other side and also traps that require power to be opened.

Does anyone know how to open the rest of map?
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Showing 1-6 of 6 comments
aquafina 26 Jun @ 2:48pm 
probably the unfinished alpha omega project he had going
TDawg262 28 Jun @ 11:24am 
Oh man, there's got to be a way to get into the bunker and tunnels...Clix did say there's a little secret with this recent update.
Originally posted by Lord Κα⸸αρά⸸ος:
I went with noclip and i have discovered that:
1. There is a tunnel system under the bunker.
2. The map continues, it has more doors to open, more guns in the walls and mystery boxes to other side and also traps that require power to be opened.

Does anyone know how to open the rest of map?
How did you noclip?. I have tried enabling the console and using some command mods and the map just keeps giving errors.. qnq
Originally posted by EddieBaledy:
Originally posted by Lord Κα⸸αρά⸸ος:
I went with noclip and i have discovered that:
1. There is a tunnel system under the bunker.
2. The map continues, it has more doors to open, more guns in the walls and mystery boxes to other side and also traps that require power to be opened.

Does anyone know how to open the rest of map?
How did you noclip?. I have tried enabling the console and using some command mods and the map just keeps giving errors.. qnq
Just download a mod menu from the workshop that gives you that option (occasionally called ufo mode in some menus)
Originally posted by Cursed_Copycat:
Originally posted by EddieBaledy:
How did you noclip?. I have tried enabling the console and using some command mods and the map just keeps giving errors.. qnq
Just download a mod menu from the workshop that gives you that option (occasionally called ufo mode in some menus)
Thank you so much, I will try out some menu's and see how this goes..
I am too intrigued at seeing how the underground is designed since I just recently got WaW and had played a Nuketown map which actually also includes the Bunker and an expanded portion of the map..
Originally posted by TDawg262:
Oh man, there's got to be a way to get into the bunker and tunnels...Clix did say there's a little secret with this recent update.

Honestly, just went around exploring and I am seeing way too much to point to it being completely cut..
Now there could be scripts in place to prevent some stuff from blocking the player by the end but some of the things to note;
-Invisible barriers around the other half of NT.
-No sign of Power on top half meaning Bunker is required entrance.
-Bunker very clearly not finished due to portions missing and seems not completely binded.
-Second half logically not accessible since a bunker door is completely open by default without the player needing to do anything.
-Wallbuys have been moved behind some walls to remain hidden from main playable space.
-Checkpoint contains KRM and RK5 wallbuys with a 250pt door implying for an Alpha Omega style starting room which would have been cut due to lack of additional detail in the area.
-Near checkpoint a Mystery Box location has been completely buried in a hedge(although this alone doesnt mean this side is not accessible its worth mentioning).
-Noticed some models that look to be extra doors for accessing second half of map have been moved under the map.
-And this were to have some full ee at some point with something to do with a Ritual Table from SoE, Sophia from GK, aaaand elemental Wave Guns!!! qnq (I would assume Sophia would have been the Rushmore on this version of Nuketown.

There is probably much much more that I have listed but these are some of the things that instantly stand out to me..
I hope the dev does repurpose the second half at some point if they want and have the time because its well detailed..

For anyone who is curious from my last messages and seeing how I did get noclip working, a mod I used was the Apparition Zombies Mod Menu which seemed to be the only one that worked for me..
It seems like its possible that anything pre2020 in terms of workshop mod menus dont work properly however I could be very wrong..
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