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Regardless I love this map lots and I come back to play it so seeing potential challenges or ways to refresh the experience is awesome!
The swords aren't a bad idea. Perhaps as buildable aswell?
Btw. i'm updating with every question the workshop page with more information that might be missing. But since you asked here the Titel of the EE song:
Arion - bloodline (feat. noora louhimo)
You could have something like a buildable Sword then you go to the blacksmith table to upgrade it somehow into the the Keeper's sword up in the undead parish and when I think of Buildables, the only thing that comes to mind is just a shield but maybe it's possible to port a custom shield from a DS game to have to also fit the aesethetic or maybe a merchant you could buy from that sells DE bows.
I don't know the technical difficulties of all this but I think it's worth saying.
Also are we suppose to be able to fall off the map up there? or is that one of the aforementioned "wank" collisions?
The walls will be fixed thank you for calling them out.
For the outdoors however it's intended to fall off like in the original game but that could change in the near future if it makes the outdoors less fun. But that needs more playtesting and feedback and so far i haven't had much of an issue with falling of but i'm honest it's a bit annoying so there's a good chance it will change
What do you think about changing perks? At the moment perks get rolled every time you open the door and i thought it would make the map more interessting but i'm not so sure if it's a good idea after i played a few rounds.
Edit:
Yea fugg dis the entire outdoors area has terrible colliders. I'm redoing them till they feel natural to walk on.
First : this map is so cool.
Second, I know it's badshit crazy, but do you intend to ever make an Asylum Demon boss fight ? :3
Third, after some time (and bying all the perk), I realised that the zombies no longer drop ammo and point from the Vulture perk. The green gas still function though.
The Speed Cola zone (when camping near the distributor) : the zombies that are coming from up stairs tend to do a "jump", as if they bumped into something while making their U-turn to reach you. Also, Panzer Soldat can't reach you there, stay down stairs (the same one), out of sight of the player and constantly knock over all zombie nearby. Would be cool if they put themselves in sight and try to grab you from afar.
The Juggernog zone (the one with the StG44) : if you reach the end of that zone but don't open the door up stair, the zombie will only spawn beyond the door and can't reach you. Also, the zone in itself is a dead-zone in high round, making grabbing Juggernog mid-round impossible.
The room after the spawn : Pretty sure you know about this one, but the "sewers" are really bright... as in you can see outside the map from them pretty clearly.
Personally I love the changing perks. I feel it gives the map nice replay-ability even though its small. I'm excited to see how this map expands upon itself in the future.
First: Thank you
Second: Currently not. There are two problems that go with it. First is i'm not smart enough at the moment to realize a good looking and playable boss fight (perhaps more at the end of the map with more experience). Second is i don't know how the asylum demon as boss would fit into the games overall mechanics. I mean the boss is based on something like a dodge role, a role with more than the direction the player is facing, and we don't have anything like this in the core mechanics of movement. In order to solve this there must be a move like the dash in DOOM or the demon must be changed in it's behaviour to suite a shooter like COD. But in the end it could be a cool boss if those things got sorted out.
Third: I'm looking at the vulture aid code and i think there might be a problem with the calculation of chances. TL:DR intern the chance of a drop is calculatet with a total weight (Sum of all chances) and it's decided by a random number created by the build in function "RandomInt" (Random Integer = Random natural number) and i think it has to do something with how randomint works because in a logical environment like a computer there is nothing really random. I mean in most cases we don't want randomness anyway. I test some stuff and see if i can make it more stable in the future.
Fourth: That's why Wunderfizz exists. I reallized it isn't fun to run to quick revive again cause it's a deathsentence to do so. In the latest version that's on steam now are more wunderfizz machines on easy accessible areas to compensate for this issue.
Fith: has been fixed already but thank you for pointing out. I'm fixing up the models at the moment.
Then i'm sorry that i removed them for now. I didn't feel right for me to have them but maybe it's just casual dumbnes from myself and they will come back soon.
ERROR:Could not find zone "po_zm_undead_asylum"
The map only supports english language that means po_zm_whatever doesn't exists only en_zm_whatever exist. That means go into your steam library and change BO3 language to englisch. The language download will be around 4GB if you want to play the map.
Something I want to point out, at times, all the zombies in a round were spawning in the exact same place, specially on the zone were the ammo matic is! this made some rounds boring, and laggy.
And other thing, I don't know if it has to be with my computer or the map, sometimes when I turned my back on the zombies, they inmediatly dissapeared from the map to spawn somewhere else, making me lose parts of a train.
I'm looking forward to this map! It's a beautiful one
While I'm echoing VivyTheHuntress that Panzer are ill-suited for the map, I'm pretty sure the Margwa would be even worse. They would have even more trouble navigating than the Panzer already do !
Regarding the Panzers, they're incredibly frail, even if they came in group, their grenade launcher become irrelevant once you grab PHD and generally only ever spawn if you cross a zone where they can. They also wait for you once you teleport, basically right at the exit.
The fact zombie only ever spawn in the same room/zone make navigating the map easy enough as they almost never spawn in front of you, bar some exception (hello, Juggernog death trap zone !) but also making your whole train suddenly spawn in the same place from the ground (hello, upstairs of Speed Cola !).
The lightning made the ambiance of the map really cool, but I wish there were a little more torch or something like that at key point, like a particularly dark hallway where there is only one spawner on the ground that make the air almost opaque (hello again, upstairs of Speed Cola !).
Also, when you go into Who is Who mod and have a special weapon when you do, the game tell you you have it when in actuallity you don't. I may or may not had plundge into a horde of zombie to revive myself thinking I had my trusty Ragnarok...
And the best for last... man, is this map so cool ! Been two weeks since I last play, I thought I got the wrong map with how much it changed !
As leveldesign enhances more so will the spawns. The existing ones are the first ones i ever placed to test if the map is even fun to play.
For the second thing it's not your PC. Zombie management is far to brutal and will be changed aswell to prevent zombies from dying to fast when out of sight.
The balancing of Panzer isn't as easy because of singleplayer and multiplayer. I will try my best to get them more relevant but not to tankie.
Yes due to the crap ass old spawn placements. They're a left over from the very beginning. I mean did you see the zombies spawn in the middle of the players way by speedcola? Dumbest ♥♥♥♥ ever. Will be reworked in the next days. Drives me crazy.
That's a good suggestion. Will be added right away cause i can't see in these hallways either. Not fun. Delayed the idea of adding some right away because i want to rework every area in some degree but it looks like it's necessary and you are right.
TL:DR: Will be added soon.
Didn't know this bug exists. Thanks for pointing out i will do something against it.
Thank you very much. I'm sticking alot of time in since i'm working alone on it. It will definitly worked on till it feels, looks and plays like an actual map.
So, about the Panzer. I don't want them to be the insufferable bullet sponge they are in Origin but I also think being able to down them with a dozen bullet of LAD vaguely aimed at the head is wrong. I remember hearing somewhere that they got some massive damage reduction per weapon (and as they were lazy with Zombie Chronicle, forgot to do the same with the RPK, thus making it the ultimate anti-panzer weapon on this map), so maybe something like -50% damage anywhere except the head (-25% until the helmet is down then no damage redution) ? Something along those line to make them (somewhat) scary again.
Zombie have a really hard time spawning at the bonfire, especially when it's not filled with soul yet (zombie spawn somewhere and die really fast... constantly).
About the upstair of Speed Cola, rereading myself I realised I wasn't very clear about the problem here, so I'll try again : when a zombie spawn off the ground, he throw around some dirt. When one zombie spawn, it's no big deal, but when a dozen or so do at the same time, it's a true smokescreen, especially with the really poor visibility of the hallway, to the point that it's hard to pass them even though it's a straight line.
Got a couple of hole (that you can't fall through fortunately) in the map !
-A line on the ground where the (buyable) door between Juggernog and the first floor is.
-A missing wall at the right of the small stairs just before Juggernog.
-At the top of the broken stairs near Vulture, when looking though the crack on the wall toward the teleporter.
Also, about the shield piece, I only ever found one. I heard Treyarch use ligthing to guide the player toward the hidden piece, maybe doing something similar here ?
Lastly, now that the pack-a-punch is no longer there, we got no reason whatsoever to go to the crow cliff except for perk but even then the Wunderfizz make it unecessary. Im' not asking for the crow to go and catch you to bring you somewhere, but maybe putting something here to encourage the player to visit the place from time to time (other than to catch the Wunderfizz at least).
That's it from me (for now) !