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// General Gameplay Changes (Because u probably too lazy to click the link)
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- All maps can be played in a single mod
- Moving backwards does not penalize your movement speed
- Zombie Chronicles hands for Dempsey, Nikolai, Takeo, and Richtofen
- New viewhands for P.E.S. suit
- New powerup and perk shaders
- Revive range increased
- Bonfire sale and Perk Drop powerups appear in the later rounds round 12+
- WAW pap camo for all guns (blue/silver)
- Players go down in 3 hits like BO3 (stacks with Jugg)
- Fire sale added to all WAW maps
- Additional powerups such as Bonfire Sale, Firesale, Zombie Blood, All Revive, Bonus Points and two custom ones
- Added PAP spawn powerup into Verruckt and Shi No Numa that spawns pack a punch at a random location around the map, last for 2 minutes.
- Zombie Blood player model is changed to the Nazi zombie model for all maps
- Players cannot be hurt by barrier zombies while in Zombie Blood
- Grabbing a powerup that is already active will stack to it's current time instead of resetting the timer
- Fixed downed players being able to damage alive players
- 1 second immunity to zombies after getting revived in both solo and coop
- Dead Players can type to alive ones
- Musical Easter Eggs can be re-activated 3 rounds after the song finishes playing (includes Nacht radio, Verruckt toliet, and SNN Telephone)
- Included Meat powerup from BO2 grief
- Meat powerup can be thrown at teammates and switching weapons will immediately drop it on the ground
- Meat has no effect on players in zombie blood
- All easter eggs except Acension's can be completed with any amount of players
- Zombie Chronicles round music
- Player hit sounds from Zombie Chronicles
- Indicator sound in Acension and Call of the Dead when players receive perk rewards
- BO2 death hands
- Decreased round intermission time from 10 to 9 seconds
- Zombie Chronicles bleed out and last stand audio
- Added BO4 style powerup buildup effect (now you don't have to worry about knifing a zombie and getting a nuke)
- All Revive powerup has been added to larger maps, (Also revives players in Who's Who and gives them back their perks)
- Players can give unwanted weapons to others by simply knifing the box for them to grab (Like BO4)
- Instead of set having set locations powerup icons now move to the side like BO2
- Meat powerup cannot be grabbed if the player has a deathmachine or wonderwaffe powerup vise versa
- All characters have pain and grunt/exert sounds
- Box locations now have the BO3 teddy on top
- Mystery Box spawns are random in every level (Including maps with set spawn points such as Acension, & Der Riese)
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// Perk Changes
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- Total of 14 perks (varies per level)
- Perk Jingles for Quick Revive, Juggernog, Double Tap, Speed Cola, Stamina, and Mule Kick are changed to the Shadows of Evil ones
- All perks have jingles
- Players can all buy the same perk at once
- Perk limit is set to 6
- Thirdperson perk Changesdrink animation from BO2 instead of the radio animation
- Updated perk models to BO3 ones minus Cherry and Who's Who
- Black ops 3 perk bottles
- Additional perks into each map which includes all BO1 DLC Perks, Whos Who, Electric Cherry, Vulture Aid , and Widows Wine
- Mule Kick gives back your third weapon upon purchase after downing, (does not give back limited weapons such as Thundergun)
- To save fx space cherry only has one burst effect for all explosions
- Two perks exclusive to the perk bottle powerup, Bandolier Bandit and Timeslip
- Bandolier Bandit, (Regenerates ammunition for players weapon, increases the amount of Lethal and Tactical grenades, excluded wonder weapons from the list)
- Timeslip, (Increases powerup duration for a minute, spawned powerups stay for longer, increased cycle rate of box and pack a punch, Faster trap cooldown times)
- Deadshot now has a head damage multiplier that goes up for each consistent headshot (it goes down slowly if you miss headshots)
- You can now prone under perks to get 100 points (some locations may not yet you)
- Quick Revive increases health regeneration time (Like BO4)
- Collision sounds added when a player walks up to a perk
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// Weapon Changes
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- Weapons from various Call of Duty games, and some from other games
- All weapons are either re-balanced or tweaked
- Weapons are changed to their real life magazine sizes (excludes HK21, Winchester 94, RPK, ETC)
- Custom muzzleflash effects for each weapon class + upgraded versions
- New shell models for guns
- Additional thirdperson animations for weapons including WAW flamethrower, and BO2 Staff animations.
- Most of the weapons and equipment have been updated to their newer counter parts (such as ZC Thundergun, Hacker, MWR Claymores)
- Custom fire and reload sounds
- Explosives, Gersch Device, Scavenger, and Upgraded shotguns cause zombies to disintegrate (Like in BO2)
- Chalks and strings are changed to match the new weapons
- World At War maps have COD WW2 weapons that replace their old gen counterparts
- Buffed Winter's Howl
- Fixed Gpsawn error with the Baby Gun in Shangri La
- Ray Gun Powerup in dead ops grants additional movement speed
- Wall weapons in some maps can be obtained via the mystery box in other maps
- Unique weapons to each map
- Tweaked movement speed for weapon categories
- Faster cooldown between burst shots (Like BO2)
- Scavenger does infinite damage towards zombies
- Replaced BAR w/ Bipod with the regular BAR, costs 1800
- Trench gun is the standard shotgun for both WAW and BO1 maps
- M1911 gibs zombies
- Certain weapons have the ability to switch ammo types when pack a punched
- Galva Knuckles will not affect the melee of the Ballistic Knife
- Neckshots grant players 90 points for a kill
- Rocket launchers now have back blast that can knockdown zombies behind the player when discharged
- Expanding the last shot for the Upgraded M1 Garand causes nearby zombies heads to pop off
- All weapons have sprint and dive animations
- Reviving players that are in Who's Who with the ballistic knife gives them their perks back
- Matroyshka Dolls deal infinite damage
- Wonderwaffe DG-2 Chainlink Arc connects to a full horde now
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// Zombies/AI Changes
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- Changed eye glow to red (based on KF2 Rioter Glow and MOTD), also in blue for moon
- Black Ops 3 AI zombie animations
- New death animations for the zombies
- Additional Walk, Run, and Sprint animations for the zombies (varies in each map)
- Zombie variants are added and vary in each map, zombie types vary between higher health, teleporters, screamers, suicide bombers, gas zombies, shielders, cloakers, and pukers
- Hellhound rounds have been reworked and dogs have much less health but there are 4 times as many and increase with player counter
- Flaming dogs cause damage to players when they explode (closer you are the more damage you take)
- Added Fire Breathing Hellhound similar to COD OL (think of it like a hellhound panzer)
- Cyberus/Armored Hellhound type that deals 50 damage instead of 25, more health, and moves slower
- Additional boss enemies added into maps such as the Engineer, Cosmic Silverback, Panzer Soldat, and Scrake
- Zombies use taunt animations when distracted by monkeys, or similar distractions rather than switching to an idle stance
- Zombies spawn at a much faster rate during the rounds for faster paced gameplay
- Added Chronicles zombie audio to cold war maps and original vox for WAW ones
- WAW Nacht zombie sounds for Prototype/Nacht Der Untoten
- All zombie variants are immune to the distractions (Monkeys, Upgraded Crossbow, Meat)
- Additional meat chunk models for when zombies get obliterated
- Headshot FX now includes brain chunks and blood spewing out
- Hellhounds will now appear on some maps which didn't originaly have them
- Secret boss zombie that appears on all maps except Moon
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//Map Specific Changes
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// Nacht Der Untoten
- Included World at War intro sound when players first load ingame
- Return of the Marines along with quotes to both Nacht and Verruckt
- Adding 4 locations around the map that each cycle through all 10 perks including pack a punch
- The perks randomize location every 2-5 minutes
- Included Hellhound rounds
- Included Suicider, Cloaker, Shielder, and Armored zombie variants
- Original zombie sounds from WAW Nacht
- Box is now above the ground with it's own stand model and can now move locations
- Mystery box light effect has been added to show the location of the box
- Added 3 new box locations to Nacht
// Verruckt
- Added intro sound for when players first start
- Custom max ammo round, Lockdown Rounds (Players are teleported into a random area and have to hold off an endless horde of zombies for 2 minutes, 30 seconds are added each new lockdown round)
-upon completion players are awarded max ammo
-Hellhounds now appear during the lockdown round
- Added Armored Zombie types
- Return of Verruckt sprinters and deadlier zombies
- Power switch handle is hidden, spawns in any room
- Wonder Waffe DG-2 is obtainable via the mystery box (Like in BO3)
// Shi No Numa
- Added Panzer Soldat boss (immune to traps, DG-2, Cherry, Widows, and Flogger)
- All perks on the map besides Cherry, Deadshot, and Quick revive randomize in the areas opened aswell at the huts
- Suiciders and Gas zombies have a unique look to match the map theme
- Shielder, Gas, Suicider, Cloaker, Screamer, & Teleporter zombies appear
- Added event in the later rounds where mortars fall from the sky that can insta kill players
- Hellhounds spawn alongside zombies in the later round
- Takeo's model no longer has a moustache like on WAW (applies to Der Riese too
// Der Riese
- Added Scrake boss(Killing Floor 2), immune to the DG-2, teleporters, and electric traps, also has massive HP and enrages once hes at half health.
- Suicider, Cloaker, & Teleporter zombies appear
- Engineers spawn in the later rounds
- Additional powerups are included into the teleporter rotation
- Fixed players getting stuck on geometry
- There are now 3 power switches located around the map and when activated will turn on their respective areas
// Kino Der Toten
- Suicider zombies appear
- AUG can be purchased on the wall under the turret for 1200 points
- Engineers spawn in the later rounds
- If a player is upgrading their weapon the teleporter will wait for them to take their gun
- Turret model is changed from the Type 92 to the MG42 to match the German theme
// Five
- Thief has two additional sprint animations
- Engineers appear on round 12+
- New viewhands for all characters
- Hellhounds now appear every 5-7 Rounds
- Dogs will now use the teleporters like zombies
- Elevators are disabled during dog rounds
- After the power is turned on Thief rounds randomize with dog rounds
// Dead Ops Arcade
- 3 hit down system
- Slightly faster respawn time for downed players in coop
- Powerups such as weapon drops, turrets, and others last slightly longer
- Increased chance of entering the Room of Fate
- Fates are always in the same order
- Zombies health reduced slightly
- Powerup models changed to their BO3 counterparts with few exceptions
- Changed playermodels
- Increased player movement speed
- Powerups such as Heli, & Tank can spawn in earlier rounds
- More variety to zombie animations
- Ability to switch between first and third person with the melee key (can only be activated by host in coop)
- Updated powerup models and sounds
// Ascension
- Cosmic Silverback Boss (Has immunity towards massive amounts of damage, ground slam attacks can knock down zombies)
- Replaced turret model with RPD to match the Russian theme
- Added back Double Tap
- Hellhounds now appear past round 15 alongside zombies
- Monkeys don't arrive until you purchase Jugg, Stamina, Speed, PHD, Or Quick Revive
- Power ups can spawn from monkeys
- Shielder, Gas, Suicider, Cloaker, Armored, Screamer, and Teleporter zombies appear
- More monkeys spawn but has less health and deal less damage to perks
- Completion of the Easter Egg rewards players with 90 second death machines and permanent perks.
- Does not feature Vulture Aid because of FX limit
// Call of the Dead
- Uses Round transition music from Voyage of Despair
- George will spawn between rounds 5-7
- Changed powerup model for Wonderwaffe to a more appropriate model
- Completion of the Easter Egg also rewards players with permanent perks.
- Shielder, Gas, Suicider, Cloaker, Screamer, & Teleporter zombies appear
- Steps have been changed for Easter Egg, but are the same in Solo and Coop Now
- Does not feature Vulture Aid because of FX limit
// Shangri La
- Added new locations to include Widows Wine, Electric Cherry, and Whos Who
- All perks randomize locations (minus revive)
- Increased Pack A Punch duration time to 2 minutes before the water fall activates
- Eclipse mode can be activated with any amount of players, simply hit all the buttons to activate
- Easter Egg is completable with 1-4 players
- Removed extra FX
- Added Slasher, Suicider, & Armored zombies
- Punji spikes now deal damage to zombies
- Does not feature Vulture Aid because of FX limit
// Sidequest steps edited by Jbleezy
- Stepping stones step: stones stay down until a new stone on the same side has been stepped on
- Waterslide step: only 1 player now required
- No longer recompletable in a match
- Melee stones step: Increased melee range for stones
- Mud pit step: radio is no longer required to be played in order to complete
// Moon
- Added Cyborg Bloat/Puker zombie that spawns on round 7
- Hellhounds can be spawned as a negative effect from Q.E.D
- Added dog rounds to Moon level
- Because of the Hacker you cannot give other players your weapons from the box by knifing
- Easter Egg is compatable with 1-4 players
- You have to spawn as Richtofen in order to do the complete soul swap sequence
- Removed Who's Who due to issues (NML and Moon related)
- All powerups are included into the jump pad powerup cycle
- Receiving Bay door closes during dog rounds
- Players cannot use the teleporter on moon if the next round is a dog round
- Moonman has a chance of sprinting in the later rounds
- Reduced the ramp up time in No Mans Land to 90 seconds instead of 20 seconds
- Powerups can spawn in No Mans Land
- Galva Knuckles can be found near the AK-74u area near the teleporter
- Zombie variants, (Gas, Juggernauts) appear in NML after teleporting from moon on round 7+