Call of Duty: Black Ops III

Call of Duty: Black Ops III

TWD TELLTALE: MOTEL
itsbrodes  [developer] 5 Mar @ 2:24pm
Bugs and Feedback
Please use this discussion to report any bugs or feedback that require reviewal.

It is important to note that gameplay based feedback that stems from player preference will only be taken on board with respect FPSPsycho's wishes as the map was commissioned by and for him therefore I am taking his preferences into account on priority.

Bugs on the other hand will be considered generally speaking.
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Showing 1-15 of 18 comments
Dogs get stuck in the one room you have to mantle in for the pack a punch part.
itsbrodes  [developer] 6 Mar @ 1:57pm 
Originally posted by Zeus KrAZy:
Dogs get stuck in the one room you have to mantle in for the pack a punch part.
Yep this one i am aware of and it's first on my list :)
xbomp 6 Mar @ 7:54pm 
Great survival map. Needs a map preview and perhaps a part screen on the score menu. It'd at least make it seem more polished and finished. More dogs on dog rounds (as opposed to the 2 dog spawn limit) would fit the music that plays and amp up the difficulty. Character voicelines for characters other than Lee would also be an improvement. Besides those three suggestions, the map is a great survival map.
itsbrodes  [developer] 6 Mar @ 8:46pm 
Originally posted by xbomp:
Great survival map. Needs a map preview and perhaps a part screen on the score menu. It'd at least make it seem more polished and finished. More dogs on dog rounds (as opposed to the 2 dog spawn limit) would fit the music that plays and amp up the difficulty. Character voicelines for characters other than Lee would also be an improvement. Besides those three suggestions, the map is a great survival map.

What do you mean by map preview? As there are screens attached to the Workshop item - this is the preview haha. I can add some more if thats what you mean?

Parts menu can be looked into - just need to onboard someone else to do that.

I'll look into the dog limit although most fixes for this end up meaning that for group playthroughs there are heaps of dogs so usually the stock script is better overall - will discuss with FPSPsycho on his thoughts there

Voicelines, as discussed in the video and in the description, are currently in progress - Lee was done first just for the sake of FPSpyscho. There are over 2000+ voicelines to replace in a full playable cast so just need to allow time for this on top of the other projects but its 100% in the works.

Appreciate the feedback and suggestions though and will see what we can make happen :)
xbomp 7 Mar @ 8:47am 
Preview screen - I meant the one you select in-game. It’s either a fully black screen or a fully white screen.

Dogs - I make this suggestion because I’m mostly a solo player, so I suppose the dog limit would make sense for multiple players. It’s just that dogs (and most special round enemies in general) have like zero health and aren’t as menacing as they really should be. I remember back in the WaW days when dog rounds were something that’d make people actually panic. Guess I just want that back :p

Speaking of, if you’re looking to match that Walking Dead theme, perhaps you could replace dog rounds with one round of nothing but super sprinters? Or perhaps multiplying the zombie spawn limit to where it’d truly feel like an unstoppable hoard of slow moving shambles.

I think if you add all these suggestions, it’d match the Walking Dead theme greatly, then you could just copy and paste these mechanics, allowing you to focus solely on crafting other TWD survival maps. Though I’m no map creator, and I understand the amount of work these implementations would need.
Last edited by xbomp; 7 Mar @ 5:14pm
itsbrodes  [developer] 7 Mar @ 8:02pm 
Originally posted by xbomp:
Preview screen - I meant the one you select in-game. It’s either a fully black screen or a fully white screen.

Dogs - I make this suggestion because I’m mostly a solo player, so I suppose the dog limit would make sense for multiple players. It’s just that dogs (and most special round enemies in general) have like zero health and aren’t as menacing as they really should be. I remember back in the WaW days when dog rounds were something that’d make people actually panic. Guess I just want that back :p

Speaking of, if you’re looking to match that Walking Dead theme, perhaps you could replace dog rounds with one round of nothing but super sprinters? Or perhaps multiplying the zombie spawn limit to where it’d truly feel like an unstoppable hoard of slow moving shambles.

I think if you add all these suggestions, it’d match the Walking Dead theme greatly, then you could just copy and paste these mechanics, allowing you to focus solely on crafting other TWD survival maps. Though I’m no map creator, and I understand the amount of work these implementations would need.

Ohhhh gotcha yep yep - i can get that sorted!

Yeah dont worry i get where you're coming from with the dogs - i did use a fix for this on internment initially but because it ups the count per player, people who were playing with 4 people as an example, they would end up playing a dog round for like 10 minutes cause of the number of doigs per player being so crazy haha. It's like if you up the dog count for player to say 8 for solo then its 8x4 for quads. Im sure it can be tweaked in a way but theres nothing publicly available.

Yeah the hoarde mechanic/concept is something that woudl need to be developed form the ground up so i would need to find someone to handle that but i''ll keep it in mind.

I typically try and avoid too much in the way of super sprinters since TWD universe only has walkers/crawlers but i keep runners in to keep things interesting. Usually best not getting too caught up in the lore. Although something I can play with is the Variants from the later seasons
I have no idea how the hell this happened, but a dog round started I was in the 4 power switch room and the game just ended on round 12. I didn't go down or die or anything. It just ended...
Gaberade 10 Mar @ 12:20am 
Game abruptly ended at round 17. I had gone down the previous round so maybe that had something to do with it?
itsbrodes  [developer] 10 Mar @ 3:28am 
Originally posted by Reality:
I have no idea how the hell this happened, but a dog round started I was in the 4 power switch room and the game just ended on round 12. I didn't go down or die or anything. It just ended...

Hmm very bizarre - was there anything else worth mentioning? I.e Were you in the room when the round started or when round 12 ended or did it happen mid round. Did you hit any of the switches at any point while in there? Any other details that you can specify so we can try replicate it
itsbrodes  [developer] 10 Mar @ 3:29am 
Originally posted by Gaberade:
Game abruptly ended at round 17. I had gone down the previous round so maybe that had something to do with it?

Can you advise if you had either Fighters Fizz or ICU? Feeling like there might be an/some issues with either of these tied to the game ending randomly although not certain - these are 2 perks im using for the first time and is the only thing different in my maps mechanic wise
Went down with quick revive with axe and raygun and lost raygun never bought mule kick.
I found a pixel walk above the crafting table making the zombies pile up on the balcony.
itsbrodes  [developer] 18 Mar @ 3:17am 
Originally posted by masteratwriting42:
Went down with quick revive with axe and raygun and lost raygun never bought mule kick.

I believe this might be tied to an issue with Fighters Fizz or ICU - can you confirm if you had either of those perks?
itsbrodes  [developer] 18 Mar @ 3:17am 
Originally posted by 󠁳⁧⁧vind:
I found a pixel walk above the crafting table making the zombies pile up on the balcony.

This has since (hopefully) been fixed
Nikolai 30 Mar @ 11:55pm 
First off thank you Itsbrodes and FPSPsycho's this is by far one of my favorite maps. This is an amazing Telltale walking dead remake! Would be interested in more telltale maps! This is a 10/10, THANK YOU FOR MAKING IT HAPPEN! I do have a few glitches/ suggestions that could fit the map theme and game remake keeping it close with the original game.

Character voice lines for all 4 playable characters would be awesome, just as mentioned in your video. I agree that clementines voice lines from season 1 are to whinny and not making her a playable character but I did have an idea for clementine, as it feels like we can’t just leave her out of the map, she was a big part of the whole series! Maybe have her show up on the map from time to time and every time you play, clementine will be in a random spot on the map (non-accessible to zombies. On top of the Rv, In the rv, in a motel room, on top of the roof of the motel near the balcony, on the balcony on the top right side etc. Have her use some voice lines/ animations being scared or walking or hiding, or maybe every so often she gives the player something (power up/ Here some ideas below as examples.

• RV/Window Scene: Clementine occasionally peeking out from behind curtains in an RV or second-floor window, nervously looking around. Could be triggered randomly or upon certain player actions.

• Scared/Hiding Animation: She briefly appears hiding behind furniture or barriers, visibly frightened, maybe waving cautiously or motioning players to stay quiet.
Interaction/Reward Idea:

•Randomized Power-Ups: Occasionally, Clementine could toss or leave behind small power-ups (ammo, health, insta-kill, double points, etc.) for players passing by her hiding spot.

Voice Lines (less whiny/more atmospheric):

•Brief whispers or hushed warnings:
"Shh, walkers close!"
"Be careful out there."
"I found something for you."
•Quick emotional reactions (used sparingly):
"Please hurry..."
"They’re coming!"

Quiet, Worried Lines (ambient)
"They're close... stay quiet."
"I think they're coming up the stairs..."
"Hurry, before they see you!"
"Is it safe out there?"
"Did... did you hear that?"

Helpful/Supportive Lines (giving power-ups)
"Here, take this. It'll help."
"I found this... maybe you need it more."
"Please stay safe."
"Catch!" (softly, while throwing something)
"I can't fight, but I can help."

Emotional/Atmospheric (occasional usage)
"Don't let them get me..."
"I don't wanna be alone."
"Are there more coming?"

Reaction Lines (player nearby or interacting)
"Over here!" (whispering urgently)
"You should hide..."
"Be careful..."
"They hear everything..."
"You're hurt—be careful!"

Technical Implementation Tips:
• Scripted triggers: Create triggers for proximity or round-based appearances, keeping her interactions fresh but rare enough to remain special.

• Immersion: Sound cues (light footsteps, creaking floorboards) can subtly indicate her presence before she visually appears.


Another idea: Dog wave, add more dog variations and a couple models from Telltale walking dead like Sam or Rosie, or other types of dogs with telltale looks. Maybe make them more zombie like? (I know these are not season 1 I don’t believe but part of the universe and a little more similar to the game than the black ops zombies dogs.

Another idea: I loved how you could change from day to night, maybe two more times to pick from Dawn or Dusk? Just gives some more variety.

Another idea: maybe the ability to open up a trunk or car door on a vehicle (make it a random vehicle each time) (also maybe just 1 on the map, given the chance at a couple hundred points or a bad gun, or a crawler/ zombie that comes out?)

Another idea: I heard someone else mention a horde, I think that could be a cool concept if done well some slow, some faster. I know that might be a bit different then the regular zombie spawns.

Another idea: I liked the music, but a way to incorporate more of the music would be nice or an easter egg song so something different or as someone else mentioned maybe as the rounds progress in difficulty the type of music changes or night vs day ect.

Another idea: The ability to use the axe on a couple of more things: Being able to access a couple more rooms with it? Or a Locked Motel Rooms: Players find keys or tools hidden around the map to unlock certain rooms, rewarding them with lore.

Glitch: When getting downed with all the perks, I had the perk that give you your perks back but there was no delay from the time I was downed to when I self revived, so all the zombies were still within reaching distance of me and causing me to down again instantly losing all my perks. Maybe cause the zombies to run away for 1-2 seconds before standing?

Small glitch: Zombie pathing for dog specifically near the stairs, they seemed to have a hard time finding a path up the stair to me.
Last edited by Nikolai; 31 Mar @ 12:44am
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