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Overrun Black Ops Mod

HOT
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Created 10 years ago
by JBird632
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Quite a few of those things suggested by JadenSzewczak are very minor and dont have to be put in. He is just putting out some things that he thinks could make it better or put it more closer to Black Ops. Although i dont totally agree with everything that he said to make it better or put it closer to Black Ops, like the G11 sights, reviving player and some others.

Putting some hints for the easter egg could be good because some people dont even realise there is an easter egg and an ending to the map.

The area by Pack a Punch to me doesnt really need a jump off point because this map is designed to be very difficult and it isnt that far away from the rest of the map, though if a jump off point was put in, it probably will not take that much of the difficulty away.

This map is a very good one, you have taken the time to detail it and really make it look good compared to some other maps that just put in some rooms and a few extra guns and do very little to make it look good. Because of this, this map will not just be played and put aside like most but will be replayed.

It is good you are taking the time to fix some of the bugs and improve the map, instead of just moving on to the next map.

This map also reminds me a lot of treyarch maps because it goes more in a circle instead of just one long thing room after room and the detailing.
Last Edit: June 06, 2014, 01:38:20 pm by Nathiri
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The only real "Game breaking" thing I could find wrong with the newest version is that if you have the PAP area open and all players there, when you get a quad round, not a single quad zombie spawned.  Not sure if it was something random or what, I'll try and play it again to see if it happens.
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The only real "Game breaking" thing I could find wrong with the newest version is that if you have the PAP area open and all players there, when you get a quad round, not a single quad zombie spawned.  Not sure if it was something random or what, I'll try and play it again to see if it happens.
I have already said that I have a fix for this, and I will upload the fix soon.
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Ah ok, I didn't really take the time to look through every post, laziness on my part.  Sorry for bringing it up again if it's been noted/found.  My apologies
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Ah ok, I didn't really take the time to look through every post, laziness on my part.  Sorry for bringing it up again if it's been noted/found.  My apologies
No worries man
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By the way, why was the door (leading to the teleporter) removed in your most recent version?
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By the way, why was the door (leading to the teleporter) removed in your most recent version?
It was causing a pathnode issue, even though all pieces of the door had dynamic paths.
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I'd like to commend you on this tremendous mod
I can see why that list appeared discouraging but many of the points were minor - more polish than anything else
I've every faith that any future versions will only add to the enjoyment and that any map that has this attached to it will be highly acclaimed
Wish you all the best :)
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Hi,guy,I play map has a bug is increases comes,Igo to the loft  :'(but the zombie will dissolve and thanks for you made the map
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Hi,guy,I play map has a bug is increases comes,Igo to the loft  :'(but the zombie will dissolve and thanks for you made the map
da faq? :poker:

Post Merge: June 08, 2014, 08:17:57 pm
Quite a few of those things suggested by JadenSzewczak are very minor and dont have to be put in. He is just putting out some things that he thinks could make it better or put it more closer to Black Ops. Although i dont totally agree with everything that he said to make it better or put it closer to Black Ops, like the G11 sights, reviving player and some others.

Putting some hints for the easter egg could be good because some people dont even realise there is an easter egg and an ending to the map.

The area by Pack a Punch to me doesnt really need a jump off point because this map is designed to be very difficult and it isnt that far away from the rest of the map, though if a jump off point was put in, it probably will not take that much of the difficulty away.

This map is a very good one, you have taken the time to detail it and really make it look good compared to some other maps that just put in some rooms and a few extra guns and do very little to make it look good. Because of this, this map will not just be played and put aside like most but will be replayed.

It is good you are taking the time to fix some of the bugs and improve the map, instead of just moving on to the next map.

This map also reminds me a lot of treyarch maps because it goes more in a circle instead of just one long thing room after room and the detailing.
i agree, but some things i do think should be fixed;

the rpk handle issue did throw me of a bit (being red and going in my players arm)
the cool little reticles for paped weapons would have been a nice touch, but its not too important...
obviously the quad round glitch at pap (don't think it needs to be said for obvious reasons)
the hyena infra-dead's blast fx are not like the official fx
mp40 should have the black nickel plating and correct fire sounds from blops
crossbow and semtex beeping noises sound odd and not like the regular ones
g11's special scope is missing

just some thoughts;

i agree with the fact that you replaced reserve soda with deadshot. Even though not many people appeal to it, it should still be there ;). And no offense - i think the reserve soda machine was a bit ugly
i love how you got that custom vigor rush jingle, it was a nice touch.
i like vigor rush's machine (looks very offical), but the font that displays vigor rush on the machine looks very bland and should be changed IMO.
And although its great you went through with the wave gun, i think you should have saved it for a future blops mod map.

In the end, the blops mod is fantastic. The amount of detail you put into your maps is unbelievable - and the blops mod makes it even better. The amount of official feeling content you make pimp slaps Tryarch and tells it to go and focus on how your going to fix the broken story-line they made for future zombie projects (:lol: shots fired). Keep up the awesome work Jbird! Cant wait for what you got cookin for Lockdown and Excavation! :nyan: 


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Only things that i got playing version 2.2 is, i crashed when loading solo (activision load screen) but then loaded again and it crashed when hitting solo and came up with an error (I wasnt able to get a screenshot of it because it didnt do it again, it was something to do with the dolls though) but still stayed in the game. I tried again and it successfully loaded.

The only other thing i would suggest would be to bring in the black ops mp40. I prefer this mp40 version myself over the waw version.
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Only things that i got playing version 2.2 is, i crashed when loading solo (activision load screen) but then loaded again and it crashed when hitting solo and came up with an error (I wasnt able to get a screenshot of it because it didnt do it again, it was something to do with the dolls though) but still stayed in the game. I tried again and it successfully loaded.

The only other thing i would suggest would be to bring in the black ops mp40. I prefer this mp40 version myself over the waw version.

Error sounds like one the BS errors WAW sometimes give when loading up a map, most likely means nothing.
And the BO1 MP40 is identical to the WAW version apart from the fire sound isn't it?  ???
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And the BO1 MP40 is identical to the WAW version apart from the fire sound isn't it?  ???

No it isnt, I also suggested this to Jbird way before release but he didnt do it, the sound is different and the gun seems more polished to fit in with BO1, he added the new model for the Ray Gun, so I'm surprised he didn't do the MP40.

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Well it's the same model with a shinier texture that's all easy enough to change.
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Well it's the same model with a shinier texture that's all easy enough to change.
As well as new animations & a modified weapon file.
Last Edit: June 09, 2014, 09:06:26 pm by SajeOne

 
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