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[Map Request] Exo Zombies in BO3

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Created 7 years ago
by Exoth21
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Location: us
Date Registered: 30 April 2015
Last active: 7 years ago
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Hello, I have worked on this idea for a long time but i am bad at modding so I've kind of lost hope that I could do it. It's exo zombies with the origins characters, and AW weapons, that's the basics. The specifics and such are listed in the looooong list below, do with it what you will.

AW ZM General

Guns
Assault Rifles:
* AE4
- Anatomic Eliminator 4000
* AK-12
- Repeating Infernal Painmaker
* AK-47
- Reznov's Revenge
* ARX-160
- Steelbitten Damnation
* Bal-27
- Obsidian Steed
* HBRa3
- Bear Fist
* IMR
- Thunder Tusk
* Lever Action
- Mare's Leg
* M1 Garand / Rifle Grenade
- M1000 / Imploder
* M16
- Skullcrusher / Crotch Rocket
* MK14
- Mnemonic
* STG-44
- Spatz 447+
Submachine Guns:
* AMR9 / Grenade Launcher
- SLDG AMR 9000 / Pro Pipe
* ASM1
- Prohibition
* KF5
- Neck Breaker
* MP11
- Squeaker Squad 115
* MP40
- Afterburner
* Repulsor
- Receding Demon
* SAC3
- Blood and Glory
* SN6
- Empowered Successor
* Sten
- Bootlegger
Sniper Rifles:
* Atlas 20mm
- Odin's Heir
* Lynx
- Tack-Driver
* MORS
- Silver Bullet
* NA-45
- Ravager
* SVO
- S115 Seperator
Shotguns:
* Blunderbuss
- Dust Storm
* CEL-3 Cauterizer
- Cyto-115 Cremator
* Bulldog
- Face Hammer
* S-12
- Screaming Dozen
* Tac-19
- Bang Stick
Heavy Weapons:
* Ameli
- Whale Horn
* EM1
- Polar Vortex
* EPM3
- Bona Fide
* OHM
- Overpowered Hell Melter
* Pytaek
- Exploited Loophole
* XMG
- Flesh Mashers
Specials:
* Crossbow
- Awful Lawton
* Heavy Shield
- Tesla's Terror
* M1 Irons
- Jesse and James
* MDL
- Backdraft
Handguns:
* 1911
- Mustang and Sally
* Atlas 45
- Oath Breaker
* MP-443 Grach
- Utopian Downfall
* PDW
- Presumptive Dying Will
* RW1
- Rail Whip 115
Launchers:
* MAWWS
- JAWWS of Defeat
* MAHEM
- Anarchy
* Stinger M7
- Nighthawk

Equipment
Primary Grenades:
**can normally hold 4, one is replenished every round
* Contact Grenades
* Frag Grenades
Secondary Grenades:
**can normally hold 2, one is replenished every round
* Distraction Drones
* Explosive Drones
* Nano Swarms
* Repulsor Grenades
* Teleport Grenades
Exo Ability:
*This is a concept in zombies that is like a specialist ability
* Exo Cloak
*visually cloak and can't be detected by zombies for a short time or until weapon is fired
* Exo hover
*Hover in place for a short time, hit again to cancel and save some charge for next time hover is active
* Exo Overclock
*Increases movement speed for a short time
* Exo Ping
*Shows all zombies as if hit by threat grenade for a short time
* Exo Stim
*Increased health and regeneration for a short time

Additional Items
Exo Upgrades:
* Exo Deadeye
* Exo Flak Plating
* Exo Medic
* Exo Health
* Exo Impact
* Exo Reload
* Exo Shock Defense
* Exo Slam
* Exo Soldier
* Exo Stamina
* Exo Stockpile
* Exo Tertiary
Powerups:
* Full Reload
- Max Ammo
* Hyper Damage
- Insta kill
* Multiplier
- Double Points
* DNA Bomb
- A green sphere quickly expands from the drops location that kills all zombies
* Power Surge
- Fire sale
* Open Fire
- Infinite Ammo
* Explosive Touch
- Spike drones fly around all players and any zombie that gets near gets turned to blood and guts
* Security
- Activates all traps and doors that have been opened slam shut when zombies walk through, crushing them
* Resupply
- Gives the player whatever weapon they were using before they bled out
Orbital Drops:
* Remote Turret
- Rippable, Sentry
- Rippable, Sentry, Directed Energy
- Rippable, Sentry, Rocket Turret
* Aerial assault drone
- AI Control, Machine Gun
- AI Control, Rockets
* Camouflage
* Credits
- 100
- 200
- 300
- 400
- 500
- 600
- 700
- 800
- 900
- 1000
Advanced Weapon Upgrade Station:
* Pack a Punch Machine
- No elemental
Decontamination Zone:
* Removes "Infected" timer and debuff
* Kills all Hosts (Infected zombies) that walk over it
* If infection is cured it grants camouflage buff for a short time
* Has a 10 second cooldown time
Credit Dispensers:
* Turn green after a certain amount of time
* Will grant 100 points when activated and will reset the timer
* Can sometimes malfunction when activated and spew out money, each dollar collected grants 10 points
Generators:
* Grant 100 points to turn on
* Turn on all power in that area
* One behind all doors and in spawn

AW ZM Gun Details
Assault Rifles:
* AE4 | 70/140
- PaP | Cooldown
* AK-12 | 35/210
- PaP | 70/270
* AK-47 | 30/240
- PaP | 30/270
* ARX-160 | 30/200
- PaP | 60/ 300
* Bal-27 | 30/245
- PaP | 45/360
* HBRa3 | 30/180
- PaP | 40/440
* IMR | 36/144
- PaP | 148
**PaP ammo regens right into clip, no reserve
* Lever Action | 20/160
- PaP | 30/240
* M1 Garand | 8/128 +RG | 1/20
- PaP | 12/150 +PaP RG | 3/40
* M16 | 30/120
- PaP | 30/270 +PaP GL| 1/8
* MK14 | 10/100
- PaP | 20/200
* STG-44 | 30/210
- PaP | 60/330
**PaP has dead wire by default
Submachine Guns:
* AMR9 | 35/210 +GL | 1/4
- PaP | 50/300 +PaP GL | 5/20
* ASM1 | 45/225
- PaP | 67/335
**PaP drum mag
* KF5 | 30/210
- PaP | 50/350
* MP11 | 35/245
- PaP |  50/350
* MP40 | 32/192
- PaP | 64/256
* Repulsor | 35/210
- PaP | 35/280
* SAC3 | 32+32 /256
- PaP | 64+64 /512
* SN6 | 30/200
- PaP | 45/270
* Sten | 32/192
- PaP | 64/320
**hold pap by mag if possible using bootlegger anims
Sniper Rifles:
* Atlas 20mm | 4/40
- PaP |  20/200
* Lynx | 8/48
- PaP | 16/160
* MORS | 1/40
- PaP | 1/115
* NA-45 | 2/80
- PaP | 2/200
* SVO | 10/80
- PaP | 20/160
Shotguns:
* Blunderbuss | 1/50
- PaP | 1/115
* CEL-3 Cauterizer | 16/80
- PaP | 32/160
* Bulldog | 4/40
- PaP | 8/88
* S-12 | 10/80
- PaP | 40/200
* Tac-19 | 6/54
- PaP | 19/190
Heavy Weapons:
* Ameli | 100/400
- PaP | 200/2000
* EM1 | 100%
- PaP | Cooldown
**Change PaP beam color
* EPM3 | 16/160
- PaP | Cooldown
* OHM | 80/320... SG | 20/80
- PaP | 160/640... SG | 40/160
**can switch between shotgun and lmg mode, each shotgun shot consumes 4 lmg ammo
* Pytaek | 125/375
- PaP | 314/1592
* XMG | 150+150/300
- PaP | 245+245/980
Specials:
* Crossbow | 1/15
- PaP | 1/25
*PaP arrows attract zombies
* Heavy Shield | ∞
- PaP | 3
**Regular shield plants, PaP has fast melee, fast plant, and shock plant (except it is like placing ragnaroks) but can only be planted 3 times until max ammo
* M1 Irons | 6+6/96
- PaP | 24+24/240
**dual wield
* MDL | 6/18
- PaP | 6/48
*Pap impact explosions, non pap are ricochet grenades
Handguns:
* 1911 | 7/77
- PaP | 7+7/77
**PaP is dual wield and explosive shots
* Atlas 45 | 10/ 100
- PaP | 45/225
**starting pistol, same damage as MR6, PaP becomes fully automatic
* MP-443 Grach | 12/120
- PaP | 24/240
* PDW | 28/140
- PaP | 50/250
* RW1 | 1/52
- PaP | 1/115
Launchers:
* MAWWS | 1/20
- PaP | 1/45
**can lock on, but not required
* MAHEM | 1/15
- PaP | 5/25
* Stinger M7 | 4/32
- PaP | 8/64
**lock on required, shoots all rockets in a cluster

AW ZM Exo Upgrades
Exo suit:
-Grants ability to double jump
-Grants ability to exo boost
-Hud is now emp'd when hit by or trying to boost near an EMZ
-Allows for the buying of exo upgrades:
* Exo Deadeye
- Auto Aim goes for the head, reduces hip fire spread, increased heat shot multiplier
* Exo Flak Plating
- No explosive damage taken
* Exo Medic
- Revive allies quicker in co-op, revive yourself in solo (maximum of 3 times
* Exo Health
- Increases health to five hits until down (from usual 3)
* Exo Impact
- Every bullet or pellet shot splits in two (each dealing regular damage), increased fire rate
* Exo Reload
- Increases reload speed
* Exo Shock Defense
- Creates an electric field when reloading, larger with empty mag, if spammed will malfunction and not shock until cooled down
* Exo Slam
- Allows player to exo slam
* Exo Soldier
- Tighter hip fire spread, can shoot while sprinting and sliding, swap weapons and use equipment faster
* Exo Stamina
- Run slightly faster, run longer
* Exo Stockpile
- Increases primary grenade count to 5 and secondary grenade count to 3
* Exo Tertiary
- allows for a third weapon to be kept, losing this perk will get rid of this weapon
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jesus that is a long list... But practice makes perfect if you really want this to be a thing. I'm not sure if many people will want to use this idea

 
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