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Contact Support - Help Center Get help on the UGX Discord. Join it now!BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Thank you for the confirmation that there will be a patch for those drops. After beating my record and making it to round 11 (before getting ruined by two panzers ), I have a couple more issues to report:
1. Electric Cherry seems to be useless. I don't know if the damage values are too low or what, but it was pretty much ineffective on round 6
2. I don't know if this was intentional, but crawlers kill themselves off VERY quickly. Moving to some zones (even if it's just 20 meters away from them) will end them instantly. Again, don't know if this was intentional but it makes solo play very frustrating at times
First of all, GREAT JOB REDSPACE!
Second of all. I have finally gotten some sort of a hang for the map in original solo, so I might as well give my thoughts on it.
Positives:
The map is heavily scripted, and no one can deny that fact. You did an amazing job putting the weapons and animations together, adding afterlife in, and putting in all the boss zombies. The wonder weapon variety was also good, too. Another thing is Double Tap II. This perk makes life SO much easier with its added damage and I thank you for putting it in. The differently scripted zombies were also a great touch. Other things such as the golden shovel and the switches make the replayability levels extremely high. I also like the detail and environment found within the map. The rain and oil slicks add to the intensity of it.
Negatives:
I don't know if it's just me, but the Panzer Soldat's hook seems inescapable, as I tried to shoot his arm but he wouldn't let go. Second of all is the constant switch activations for multiple visits to PaP. As I would have to keep going down to the "security room" to hit the hardest switch, I would usually die because the round ends whenever I try to hold a crawler for it. I can't enjoy Pack as much as I would want, and most of my runs would end because of this. This is a huge negative due to constant reruns of the map, making me agitated at every death. I would want to go to Pack without risking my entire life for it. This is my opinion, though, and I respect your desire for a higher difficulty. I just personally think it would add to the fun factor. Sorry that this section seems so long, but this one negative keeps ruining my desire to solo run this map.
Overall, the map is solid and is amazing in the evolution of custom zombies. It's wide variety of features make it a sight to behold. Sadly, at least to me, this sightseeing usually comes to a rapid close by the clutter of zombies in the security chamber after the new round begins. I hope to enjoy this map even more, though, despite its difficulty.
Change that to around a generator near where your currently in. As i said, there was a round where i was still killing templars a good 5 minutes after the start of the roundas i said it resets both. I'm just trying to fix lag issues
Regarding the fire zombie, the issue is that in buried i would touch him than run away so he would detonate. In viking, its extremely tough and he never seems to detonate like that untill hes running
Also a suggestion for zombie king i didnt see this option but maybe income boosts?
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
It looks good in game, it plays good, and has a nice weapons list to boot.
Here are some issues:
1) on solo the revive soda machine seems to go MIA[cant find it anywhere, so I have to depend on afterlife for second chancewas this intentional because second chance would conflict with afterlife mode?)]
2)Staminup does nothing to help mobility in the tar(this was depressing as stamin-up isn't all that easy to buy)
3) As nice as the Wunderwaffe death machine is, it goes away before its suppose to and I can still switch weapons with it. It is suppose to function like a death machine, in the sense that I shouldn't be able to switch weapons, but it should only go away once i burn through all of it's ammo.
Again great map, and will definitely play the hell out of it on full release.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
2. Stamin-up should slightly increase your running speed, and boost your running duration. I believe the effects are more noticeable with a lighter weapon. Having stamin-up will also allow you to jump inside while on the oil, to get through it faster.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Oil Rig Beta Access |
Alright, after testing out how crawlers die, I've noticed a couple of things:
1. Sometimes it appears random -- for example, when I take the elevator down into the catacomb, usually my one or two crawlers will join me there. However, one time they simply died, and I had to start the round in the catacomb.
2. Making crawlers inside a zone seems to allow them to survive there, which was slightly useful in my last run
3. I'm convinced that the system you currently have set up is either broken or not functioning as intended. For example, on Round 2 I had 3 (injured) zombies in the first room (the starting room with the energy drink machine). Upon opening the door to the second room and entering it, all 3 zombies died. I was only about 10 meters away from them. Another issue I noted is that heading from the mystery box area to the Speed Cola area will instantly kill off your crawlers. There were several more spots like this, but unfortunately I don't remember the specifics.
Ultimately these issues make it very difficult to explore the map in solo, as you don't have anyone to baby-sit zombies. I do have a unique idea for how to fix this issue, however: implement a literal "baby sitter" as a buyable utility on the map. Perhaps in the mystery box area you could place a sort of force-field like device that, when a 200 point fee was paid, would lock your crawler inside and keep him from dying (like what Leroy did on Buried). Give it a 2 round cooldown or something.
In any event, I think I'm gonna take a break from the map until the crawler issue is addressed, as it's too difficult to explore in solo otherwise
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
lagg with other people not internet but the map itself
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
lagg with other people not internet but the map itself
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |