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Oil Rig (T4M/BO3 Update)

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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Thanks for the feedback.

'Very emasculating' haha, I guess your first few goes might be, personally I find when you have a good tactic you can get decent guns before round 8 and you can (if you're lucky) get Jugg too. It helps when you know your way around the map, I obviously have always known it so it's hard for me to imagine it from the perspective of someone who has never played it. But the first Panzer isn't that hard to take out, and if you do manage to get past the first couple of boss rounds unscathed and get some wonder weapons and gershes and stuff, things get a bit easier. :)
The first boss I find depends one what you were lucky enough to get from the box, but I usually go for wall guns so that tactic fails me lol

I would definitely say this is harder than origins ;)
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Please add mediafire link stevie
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Please add mediafire link stevie

I completely forgot tbh, I'll try upload one tonight.
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While an absolutely beautiful map, my friends and I just can't get into it due to it's difficulty. We are not bad at zombies, but we play to have fun rather than to be super challenged, so it was hard for us to have fun on it. Even though we really wanted to.

Some guns seemed cooler than the power they had, when compared to the enemies power and how many there were at a time. A menu where you could adjust difficulty or frequency of these bosses would be great. As well as the runners that I swear were fast than me. I didn't like that at all. Very emasculating, lol.

Felt like I had to buy a door every 30 feet, so I had no cash to get perks or weapons to defend ourselves, without a good points weapon wall weapon within the first 5 debris busy. We were finally able to get past round 8 when we decided to sacrifice one players points and life, for the greater good of the others, but still were defeated when quad, jug, and the boss, ass-faced us all at the same time.  :o

Stunning map, great features, nice looking guns, just wasn't fun getting pummeled repeatedly before round 10. If your goal was a beautiful hard map, you succeeded  :D. If you decide to make it easier/more fun later, we will revisit the map to see all the guns and try to play through again.

Thanks for the map stevie.

Basically, the first 6-7 rounds are the most crucial. Most often you can get decent weapons either from the wall or 1 hit or 2 from the box in 6-7 rounds. Depending on your success rate with drops you can actually even get jug by round 7 (maybe 6 but not likely). If it is just a normal run and the success rate is only average, then round 8, but you should still have more than enough time to get decent weapons by that time to defeat the bosses. And best advice would be to avoid power until you are setup okay to deal with the crawlers (with jug and flop best case scenario, but not required, and unlikely that 2 players can get both perks by round 8 ). My experience is mainly with coop as I dont play much solo.

While I do see that the zombies are quite fast, I really didnt have a problem with them being faster than me and most of the time I'm on connections of 200-300, or 400-500 pings when playing coop.
Last Edit: November 17, 2015, 07:58:56 am by Nathiri
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Basically, the first 6-7 rounds are the most crucial. Most often you can get decent weapons either from the wall or 1 hit or 2 from the box in 6-7 rounds. Depending on your success rate with drops you can actually even get jug by round 7 (maybe 6 but not likely). If it is just a normal run and the success rate is only average, then round 8, but you should still have more than enough time to get decent weapons by that time to defeat the bosses. And best advice would be to avoid power until you are setup okay to deal with the crawlers (with jug and flop best case scenario, but not required, and unlikely that 2 players can get both perks by round 8 ). My experience is mainly with coop as I dont play much solo.

While I do see that the zombies are quite fast, I really didnt have a problem with them being faster than me and most of the time I'm on connections of 200-300, or 400-500 pings when playing coop.

Yeh this is about right. Btw the sprinters are not 'faster' than you lol, they are pretty quick though... :P
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Basically, the first 6-7 rounds are the most crucial. Most often you can get decent weapons either from the wall or 1 hit or 2 from the box in 6-7 rounds. Depending on your success rate with drops you can actually even get jug by round 7 (maybe 6 but not likely). If it is just a normal run and the success rate is only average, then round 8, but you should still have more than enough time to get decent weapons by that time to defeat the bosses. And best advice would be to avoid power until you are setup okay to deal with the crawlers (with jug and flop best case scenario, but not required, and unlikely that 2 players can get both perks by round 8 ). My experience is mainly with coop as I dont play much solo.

While I do see that the zombies are quite fast, I really didnt have a problem with them being faster than me and most of the time I'm on connections of 200-300, or 400-500 pings when playing coop.

Oh yeah, I completely agree, and that is the scenario we went with actually. About 1 out of 5 tries we were successful and "lucky" with box weapons. But then after 23 tries or so frustration set in and we quit and moved on, cause it started becoming like work, lol, but it prob took us 10 tires to figure that scenario out. If we knew the map it would prob be different, for sure, like stevie said. I'd also agree that if we were able to pass that hump, we may have been able to have some fun. Great map, and probably not as hard for more regular players, but def too much for us weekend warriors to enjoy. Hence the difficulty request for a more relaxed player.

One thing that happened once was I got a gun powerup with my good gun in hand accidentally, and the gun was worse than the gun I had,  :'(, and took my good gun, I thought it would be a temp thing or upgrade that gun thing... I know that now. Another time, everyone died but me, and there was a death machine drop, and I saved it for them so they would have a gun when they spawned in to get some points, they spawned in, on the drop, and it glitched them, stuck in slow walk with a pistol, lol, he was screwed, and died very soon after, lol, and that was the last game we played... We were not very lucky that night I guess.


Yeh this is about right. Btw the sprinters are not 'faster' than you lol, they are pretty quick though... :P
Maybe they are not faster, but I think they all have staminup 3.0,  :lol:, cause I couldn't out run them.


Edit: What about a helo powerup where you teleport to a helicopter that circles the rig and you fire a gatlin gun into it!... Like for 30 seconds. Or maybe just a item that called in helo support? Earned maybe or a timed thing? Might balance things out a little. Would fit the map and be pretty awesome.
Last Edit: November 17, 2015, 06:29:02 pm by MakeCents
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Oh yeah, I completely agree, and that is the scenario we went with actually. About 1 out of 5 tries we were successful and "lucky" with box weapons. But then after 23 tries or so frustration set in and we quit and moved on, cause it started becoming like work, lol, but it prob took us 10 tires to figure that scenario out. If we knew the map it would prob be different, for sure, like stevie said. I'd also agree that if we were able to pass that hump, we may have been able to have some fun. Great map, and probably not as hard for more regular players, but def too much for us weekend warriors to enjoy. Hence the difficulty request for a more relaxed player.

If you dont get what you need in 1 or 2 hits of the box in 6-7 rounds, then it is best to just move on and buy the PDW or another wall weapon. I tend to just buy the PDW as it is a pretty decent wall gun with decent damage. You could if you want, avoid the box entirely until later. PDW and AK12 and others are all decent guns. It does depend on the circumstances too. Sometimes when you make it into power room and you are getting low on points, it is better to open up to the bigger room (assuming you are coming from a certain way), instead of hitting the box once or twice. But if you have a few thousand between players, then it is safe to hit it a couple times, but it may not be wise to do so as you could save that for jug.
Last Edit: November 17, 2015, 09:02:51 pm by Nathiri
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If you dont get what you need in 1 or 2 hits of the box in 6-7 rounds, then it is best to just move on and buy the PDW or another wall weapon. I tend to just buy the PDW as it is a pretty decent wall gun with decent damage. You could if you want, avoid the box entirely until later. PDW and AK12 and others are all decent guns. It does depend on the circumstances too. Sometimes when you make it into power room and you are getting low on points, it is better to open up to the bigger room (assuming you are coming from a certain way), instead of hitting the box once or twice. But if you have a few thousand between players, then it is safe to hit it a couple times, but it may not be wise to do so as you could save that for jug.
I go for that tommy gun thing near PHD - but if i recall, i think he moved it again since i last played lol
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I go for that tommy gun thing near PHD - but if i recall, i think he moved it again since i last played lol

I actually found the mp5,  I think it was, effective for points, and the m27 I believe it was, lmg, for all around decent game play
Last Edit: November 17, 2015, 09:30:00 pm by MakeCents
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The ASM1 is still near phd, but like the AK12 its in a little blocked in area. The good thing about this gun is it has a large amount of ammo. It is not the best on damage, but with its large ammo it means you can get some decent points. It's at least good for the first couple rounds in the area. MP5 is okay, the only downside is its lack of ammo. The AK12 doesnt have amazing ammo either, but its good on damage. The PDW is only 1k and you get 5 mags of 50 bullets so I consider it a pretty good buy and its in the area where I have to sit for a couple rounds.
Last Edit: November 17, 2015, 09:36:17 pm by Nathiri
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The ASM1 is still near phd, but like the AK12 its in a little blocked in area. The good thing about this gun is it has a large amount of ammo. It is not the best on damage, but with its large ammo it means you can get some decent points. It's at least good for the first couple rounds in the area. MP5 is okay, the only downside is its lack of ammo. The AK12 doesnt have amazing ammo either, but its good on damage. The PDW is only 1k and you get 5 mags of 50 bullets so I consider it a pretty good buy and its in the area where I have to sit for a couple rounds.
No worries to me, if im a professional at anything its running like hell from zombies lol, im in and out of that little side part in seconds :)

I am also a fan of under powered weapons. If its on a wall you can buy ammo, so it becomes just a battle of endurance really lol
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No worries to me, if im a professional at anything its running like hell from zombies lol, im in and out of that little side part in seconds :)

I am also a fan of under powered weapons. If its on a wall you can buy ammo, so it becomes just a battle of endurance really lol

I also like the under-powered wall buys. point building is a breeze. just wish that the asm1 were in a better spot. Also, you really shouldn't have to worry about ammo if you buy amm-o-matic. That perk does wonders, especially on wall buys and the cel-3 cauterizer.
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Added a Mediafire link to the OP.
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I also like the under-powered wall buys. point building is a breeze. just wish that the asm1 were in a better spot. Also, you really shouldn't have to worry about ammo if you buy amm-o-matic. That perk does wonders, especially on wall buys and the cel-3 cauterizer.
everyone keeps saying this but its really not hard to get to at all

its like 3 meters of closed space, in out - freedom

stick to the right on your way in, and left on your way out, and if theres zombies between you and there - wait, do a pass, and come back
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wasnt designed to run with T4M, some maps seem to just react badly with it

hes not bug fixing it any further anyway
I can't fix G_Spawn it's connected to way too many functions.

 
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