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Bus Depot (Update V1.2 - NEW AREA & GAMEMODE)

HOT
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Created 8 years ago
by RichGaming
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Please give me beta access, I would LOVE to test CO-OP
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But you could go to nacht der untoten
Well then, I have zero idea, might be because Nacht really had no allocated map, it was just an easter egg.
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hello, thank you for the map, she's good looking, weapons have good sounds :)
so the bug report :D

i was stuck under the ladder when i craft it :/ (i tried to escape but nothing worked so i used noclip to move)
widows wine grenades don't stick the zombie, they fall in the ground instead
somes places have invisible wall (like in narch der untoten ground floor)

now somes suggestions :D
the end games switchs need a tiny sound, it's a pain to search for them (of course activate the sound will coast money $.$)

i have nothing else to say :D all the features works well so far :)

The ladder but has now been fixed in the latest update which I will be releasing soon! The whole challenge is to find the end game switches, I'm not just gonna make them obvious ;) Also, could you explain where this "invisible wall" is in nacht? Thanks for the feedback!
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Good Map 20/20 !  :P
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Nacht Der Untoten: Reimagined
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Mapper and Weapon Porter - I release what I can of my work for the community to enjoy :)
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Had a go on this, fun map :)
Found it very hard to die with both Cherry and Widows

had a few issues though:
I managed to get infinite weapons, I dug a dig site, and "nothing" came up, but there was a prompt to hold X to pick up a gun, I did, nothing happened, from then on, any gun I took "added on" to my weapons until I had them all.

In the field by the soulbox, where you can see into NDU, you can see the zombies spawning out of nowhere to go into the NDU window (don't have a pic but its the one closest to Mule Kick in BO1)
The zombies would then pull the boards down, and then turn around and walk through the corn to get to me by the soulbox, so they just pulled the boards down for fun.
The clipping in the whole field area is very dodgy, I got stuck several times, also I might suggest making it a bit more obvious where zombies will come from in the corn, so maybe make it thicker where they wont come from or something?

This is more a WaW issue than yours, but the zombie spawns are REALLY far apart in some areas, like we can stand in the back of the tunnel and have to wait ages for walkers to come up all the way from the depot, they should spawn closer to the player, in waw I think they spawn in your zone and any adjacent ones, so maybe split up the tunnel/depot area into more zones? rather than huge ones that massively split the zombie spawns
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Had a go on this, fun map :)
Found it very hard to die with both Cherry and Widows

had a few issues though:
I managed to get infinite weapons, I dug a dig site, and "nothing" came up, but there was a prompt to hold X to pick up a gun, I did, nothing happened, from then on, any gun I took "added on" to my weapons until I had them all.

In the field by the soulbox, where you can see into NDU, you can see the zombies spawning out of nowhere to go into the NDU window (don't have a pic but its the one closest to Mule Kick in BO1)
The zombies would then pull the boards down, and then turn around and walk through the corn to get to me by the soulbox, so they just pulled the boards down for fun.
The clipping in the whole field area is very dodgy, I got stuck several times, also I might suggest making it a bit more obvious where zombies will come from in the corn, so maybe make it thicker where they wont come from or something?

This is more a WaW issue than yours, but the zombie spawns are REALLY far apart in some areas, like we can stand in the back of the tunnel and have to wait ages for walkers to come up all the way from the depot, they should spawn closer to the player, in waw I think they spawn in your zone and any adjacent ones, so maybe split up the tunnel/depot area into more zones? rather than huge ones that massively split the zombie spawns

Thanks for letting me know! The dig site that gave you a weapon was left in from testing and I must have forgot to remove it, sorry about that. Could you explain where the dig site is? Also, the spawners outside of NDU have now been changed to Risers in the upcoming update. I have also tweaked the corn clipping slightly but it is hard to make it perfect due to it being such a tight area which causes you to get stuck on things. I'm not gonna make it obvious where zombies are coming from, that makes it too easy :P The depot and tunnel are split into two zones which is strange and I have noticed this myself. Am not quite sure how to force all zombies to spawn in the zones that the player is standing in though. Thanks for the report! Appreciate it! :D
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Thanks for letting me know! The dig site that gave you a weapon was left in from testing and I must have forgot to remove it, sorry about that. Could you explain where the dig site is? Also, the spawners outside of NDU have now been changed to Risers in the upcoming update. I have also tweaked the corn clipping slightly but it is hard to make it perfect due to it being such a tight area which causes you to get stuck on things. I'm not gonna make it obvious where zombies are coming from, that makes it too easy :P The depot and tunnel are split into two zones which is strange and I have noticed this myself. Am not quite sure how to force all zombies to spawn in the zones that the player is standing in though. Thanks for the report! Appreciate it! :D
divide it into 4 then
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Glad you are taking feedback on board :)
The dig site wont be a specific one, unless you/whoever coded them made it so each dig site gives specific rewards (highly unlikely) it will just be one of the possible outcomes that has the bugged weapon.

And for the zoning, yeah splitting it into 3/4 could work
Or another suggestion, but it requires a LOT of thought and testing, is adding spawners for some zones, in other zones, so maybe have a spawner for the second depot area, at the back of the tunnel, so some will spawn closer, but this requires careful planning and a method for zombies to get to the depot area if the tunnel is yet to be opened, so a traverse somewhere.

(I used a similar system on Encampment to keep some zombies spawning outside whilst the player was in the power building, so it wouldn't always be 100% safe to drop down)
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at first i forget to mention that ^^


then for the blocked path with invisible wall it's here


and the second one (this is not blocked but hard to pass)

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Glad you are taking feedback on board :)
The dig site wont be a specific one, unless you/whoever coded them made it so each dig site gives specific rewards (highly unlikely) it will just be one of the possible outcomes that has the bugged weapon.

And for the zoning, yeah splitting it into 3/4 could work
Or another suggestion, but it requires a LOT of thought and testing, is adding spawners for some zones, in other zones, so maybe have a spawner for the second depot area, at the back of the tunnel, so some will spawn closer, but this requires careful planning and a method for zombies to get to the depot area if the tunnel is yet to be opened, so a traverse somewhere.

(I used a similar system on Encampment to keep some zombies spawning outside whilst the player was in the power building, so it wouldn't always be 100% safe to drop down)

The dig sites are specific, there are 3 different types that reward 3 different things. One of those 3 being weapons. If you could tell me where the dig site is then I can remove that weapon specific dig site. Thanks!

Double Post Merge: April 05, 2016, 03:19:25 pm
at first i forget to mention that ^^


then for the blocked path with invisible wall it's here


and the second one (this is not blocked but hard to pass)



I'm not too sure what you are pointing out in the first image? Everything looks exactly how it's supposed to. I have now fixed the wall in the second image and I'm not too sure where the last mage is because you are staring at the ground and there is allot of mud in the map xD. Thanks for the feedback!
Last Edit: April 05, 2016, 03:19:26 pm by RichGaming
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Ahh, In that case it was the one near the first mystery box spawn in the cornfield.

Id assumed it was coded like Origins dig sites in which any dig site can give any reward.

Wouldn't it also be better to script it to actually give a weapon rather than just removing it though? Kind of defeats the point
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Ahh, In that case it was the one near the first mystery box spawn in the cornfield.

Id assumed it was coded like Origins dig sites in which any dig site can give any reward.

Wouldn't it also be better to script it to actually give a weapon rather than just removing it though? Kind of defeats the point
Thanks for letting me know! These how now been updated to actually give weapons instead of give nothing. Thanks!
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my bad, the thing is the cube i see it when i have a missing texture so i was thinking it was the same here ^^
for the last pic i uploaded the wrong one T.T

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donate to purplemanwomen www.paypal.me/bwc66930
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my bad, the thing is the cube i see it when i have a missing texture so i was thinking it was the same here ^^
You dissing the purple square!

Also missing textures in waw are white
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my bad, the thing is the cube i see it when i have a missing texture so i was thinking it was the same here ^^
for the last pic i uploaded the wrong one T.T


The purple square is an Easter Egg, lol. I have no fixed the issue that you posted in the picture, thanks for letting me know!
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how do you people find this map easy? man i must suck cause i find this hard,  :'( and they really swarm you in this map.

but yeah, i hope the bug fixes are soon! i love this map!

 
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