Some things I noticed when playing this mod:I have already notice some issues that need to be fix, and I am glad that you are helping out, I will try to fix all the issues as I did say that Overrun and Lockdown would be a test run of the mod. All weapon files are literally the same from black ops, so if you think you notice any differences in the guns you might be wrong. I realized that I have no explosive sounds for some of the scripted explosive, will add those. As for the 1911, there is no empy sprint animations that you can use in world at war, that is an engine limitation. The zombies do move away from you in solo, so it might have just glitched out for you.
-I may be wrong when I say this (I don't remember if it was like this in BO1), but the screen doesn't zoom in when you aim with the Olympia
-Some weapons (M14, claymore, I don't know the rest but I'll find out later) don't have the screen moving when you're running with it
-No explosion sound is heard when a claymore explodes
-I don't think it was like this in BO1, but one odd thing I found was how rapidly fast you could shoot the upgraded M1911
-When you shoot down all the way with the PM63, the weapon slowly moves down
-When you get the AK74u for the first time, no sound is heard when the gun is cocked
-If you run with the M1911 while it's out of ammo, it appears as if the gun does have ammo, but when you stop running the gun quickly switches back to the M1911 without ammo and overall, the look of it looks a bit odd
-Zombies don't run away while in Quick Revive (solo)
-When you have the M16, the gun pops out of nowhere after you knife with it
-Is the AK74u using AK-47 animations? When you run with it, it doesn't look like the original AK74u running animations
-Apart from that, when you stop running with it, the gun kinda moves up quickly (I can't really explain it, but I think it's better if you tried it out for yourself to see what I'm talking about)
When I have time I'll post more problems that I have found here.
Other than that, this mod was extremely well done and I appreciate the amount of work that you put into it making it fun :)
Perfect day for me to be wearing my Black Ops t-shirt as well hehe.... *scratches off the II Symbol*Thanks man, keep in mind that I will have an updated version up tomorrow.
Looking forward to playing this J, Already downloaded it but will try it out later with the crew, Thanks for finally releasing this, been looking forward to it for a while.
To be honest, little bugs and glitches (so long as their not game breakers) don't bother me, I just like to have fun on peoples creations and even more so on this since there are a few things I've not tried. I've not played Overrun before and looking forward to seeing the Black Ops mod in action.Well if you plan on doing the easter egg in the map, I would suggest downloading the new version tomorrow when its out. Anyways have fun playing and and you can look forward to Lockdown's black ops mod update in the next few days.
Looks good man. Saje already sent me his approval for this to be on the Manager so I'll just wait until you have most of the aforementioned bugs fixed in future update(s).Is it ok that its over the 300mb limit? The mod alone took over 200mb, mainly from each material having at least 4 images. And I just finished all the bug fixing and what not, going to reupload by the morning.
Other than the previously mentioned bugs, the Scavenger doesn't seem like it's killing zombies. That or I'm not getting any points for the kills, just the 10 points for hitting the zombie with the shot itself.
Other than that, the map looks great. I also love the Black Ops perk bottles, they look so much better than the W@W bottles.
Perfect day for me to be wearing my Black Ops t-shirt as well hehe.... *scratches off the II Symbol*I am proud of your humor DuaL (sniff) so very, very proud.
after an arm or something falls off a zombie. you can no longer get a headshot. compile the head box model on all the models (arm/leg off). I had it in the earlier version of Titan Corp and it gives you an off feeling while playing, cause well your headshots arent registering.
commando is solig black after PAPYou have specular maps off, the packapunch texture can only be visible with the specular maps on.
scavenger explosion time down!I timed the explosion from black ops and it is 4 seconds, so I am going to keep it as that.
semtex damage down to make crawlers in lower rounds (15)
after an arm or something falls off a zombie. you can no longer get a headshot. compile the head box model on all the models (arm/leg off). I had it in the earlier version of Titan Corp and it gives you an off feeling while playing, cause well your headshots arent registering.Thanks for the advice, I am going to fix this for sure!
I just finished playing this solo and you did a great job on the map and the mod. One bug I did find whilst playing was getting a third gun without mule kick (I got downed with self revive and traded in the pistol for a box weapon, when I was revived I had three guns).I will put a check in the _zombiemode_weapons.gsc if the player is in solo revive laststand
Will I be able to run this map on my cod WAW? plz do help :nyan:Yes, this is not actually for Call of Duty: Black Ops, this is merely a mod that simulates it for world at war.
Absolutely epic work man! Love the experience of playing a map where all the features are perfect like guns, perk shaders,power-ups and the perk machines themselves.
Just a couple of things I feel could be improved:
Semtex sounds are a bit off, kind of annoying
M14 could do with the bipod like in BO1, I think it looks cooler
Double Tap 2.0 would be nice
(Any hints as to what you do after you turn the key, looked around the whole map and can't find anything :derp:)
Awesome map!!! i found a key but i cant find where it goes... somebody know?well i found where it goes
His custom perk Vigor Rush essentially is Stopping Power, doubling bullet damage - aka the useful part of DT2, its better than DT as now your ammo isnt wasted. You can try as much as you like - as I have, but he will not add anything from BO2 (I wanted the Mark II), if it wasnt in BO1, he wont add it.
jbird this map is so damn good. seriously i personally don't know how to describe it but aside from the bugs i've found this map is seriously perfect. it feels like black ops and it feels like a professional map! i die and die and die and die but i keep on going to play it again and im not sure why. there's a lot of replayability and thats just on the solo survival side! anyways heres a list of things ive noticed while playing and take it with a grain of salt!
- i was shooting at zombies and bought the box during firesale w/o facing it and i turned around and there was a floating dragonuv with no open mystery box beneath it
- i had a leftover claymore placed it and then as the next rounded started accidentally picked up and i then had three claymores and you should only be able to carry two at a time
- no dolphin diving or black ops style round indicator in the hud?
- when you buy claymores they don't appear in the hud. it's hard to remember they were even bought!
- M1911 model would occasionally do this weird position after crouching/proning similar to the looks of sliding in ghosts
- i could throw grenades and make points while downed in solo
- zombies would only walk away while i was downed sometimes
- the semtex are really weird sound wise
- when you press select/back it will show "objectives" instead of a scoreboard!
- the main menu doesn't have that black ops zombies song on the piano after loading up the mod
- a lot of gun sounds seem quieter then then rest of the noises in game
- lack of deadshot daiquri?
- sickle knifing animation isn't black ops 1
- lamentation's red dot isn't centered
- reserve soda and vigor rush dont have a light when turned on. reserve soda looks like its hiding in the corner!
- sickle and ballistic knife animation is choppy
- clipping at first 750 door i occasionally get stuck!
- some guns don't seem to have the same ammo as they did in black ops (hk21, rpk & ballistic knife papd) i may be wrong
- died with mule kick and lost a gun that wasnt my third gun slot. not sure if thats supposed to happen or not
- no duel wield weapons!?!?!
anyway aside from all these incredibly minor things this is easily the best custom zombie map that is out right now if you are reading this and havent played it download overrun right now :troll:
You have to realize some of these things are due to engine limitations, like the objectives scoreboard thing, thats always been that way in waw solo, scoreboard is only there in coopi did not know that. simply wanted to include everything to make sure that jbird could make the map as polished as possible!
jbird this map is so damn good. seriously i personally don't know how to describe it but aside from the bugs i've found this map is seriously perfect. it feels like black ops and it feels like a professional map! i die and die and die and die but i keep on going to play it again and im not sure why. there's a lot of replayability and thats just on the solo survival side! anyways heres a list of things ive noticed while playing and take it with a grain of salt!
- i was shooting at zombies and bought the box during firesale w/o facing it and i turned around and there was a floating dragonuv with no open mystery box beneath it
- i had a leftover claymore placed it and then as the next rounded started accidentally picked up and i then had three claymores and you should only be able to carry two at a time
- no dolphin diving or black ops style round indicator in the hud?
- when you buy claymores they don't appear in the hud. it's hard to remember they were even bought!
- M1911 model would occasionally do this weird position after crouching/proning similar to the looks of sliding in ghosts
- i could throw grenades and make points while downed in solo
- zombies would only walk away while i was downed sometimes
- the semtex are really weird sound wise
- when you press select/back it will show "objectives" instead of a scoreboard!
- the main menu doesn't have that black ops zombies song on the piano after loading up the mod
- a lot of gun sounds seem quieter then then rest of the noises in game
- lack of deadshot daiquri?
- sickle knifing animation isn't black ops 1
- lamentation's red dot isn't centered
- reserve soda and vigor rush dont have a light when turned on. reserve soda looks like its hiding in the corner!
- sickle and ballistic knife animation is choppy
- clipping at first 750 door i occasionally get stuck!
- some guns don't seem to have the same ammo as they did in black ops (hk21, rpk & ballistic knife papd) i may be wrong
- died with mule kick and lost a gun that wasnt my third gun slot. not sure if thats supposed to happen or not
- no duel wield weapons!?!?!
anyway aside from all these incredibly minor things this is easily the best custom zombie map that is out right now if you are reading this and havent played it download overrun right now :troll:
Proper Duel Wield is not entirely possible in waw due to limitations, only a few people have them working decent but no where near as good, the objectives screen on solo is normal, every map has that in solo, even the treyarch maps on waw, all the weapons seem to have the correct ammo and damage for the most part, i believe he had to make the sickle animation so it wont be treyarch standard. Dolphin diving is not possible on waw.just began looking into some of these things, ugx has a duel wield functionality made don't they?
i believe he had to make the sickle animation so it wont be treyarch standard. Dolphin diving is not possible on waw.As far as I can tell it's the official sickle animations. Also diving is possible with scripts, but not the same as the 'official' diving.
just began looking into some of these things, ugx has a duel wield functionality made don't they?
As far as I can tell it's the official sickle animations. Also diving is possible with scripts, but not the same as the 'official' diving.
As far as I can tell it's the official sickle animations. Also diving is possible with scripts, but not the same as the 'official' diving.https://www.youtube.com/watch?v=3aHLLzpO-Os (https://www.youtube.com/watch?v=3aHLLzpO-Os) at 0:34 - i wasnt getting that jab animation
https://www.youtube.com/watch?v=3aHLLzpO-Os (https://www.youtube.com/watch?v=3aHLLzpO-Os) at 0:34 - i wasnt getting that jab animationWorld at war uses the normal knife animations when you purchase the bowie knife. There is not such weapon file that is used for the sickle/bowie knife meaning that it has to use the knife animation in the players weapon file, of which there can only be one. So there is no way to add the sickle's animations, as much as I'd like to.
World at war uses the normal knife animations when you purchase the bowie knife. There is not such weapon file that is used for the sickle/bowie knife meaning that it has to use the knife animation in the players weapon file, of which there can only be one. So there is no way to add the sickle's animations, as much as I'd like to.oh my bad! thanks for the explanation. should we be expecting another bug fix for overrun?
I'm not going to add some broken dual wield weapons into the map, nor will I add a broken dive to prone.
About the weapons without the proper clip size (ie rpk and hk21) this is due to the reserve soda perk. There is a limitation in the world at war engine where you cant have a weapon clip greater than 127 rounds, so if you get the reserve soda perk and increase your clip size, you would go over the limit and break the ammo counter hud.
GOOD LORD! Thorough testing, thy name is JadenSzewczak. You are a handy person to know :)
- i was shooting at zombies and bought the box during firesale w/o facing it and i turned around and there was a floating dragonuv with no open mystery box beneath it
- i had a leftover claymore placed it and then as the next rounded started accidentally picked up and i then had three claymores and you should only be able to carry two at a time
- no dolphin diving or black ops style round indicator in the hud?
- when you buy claymores they don't appear in the hud. it's hard to remember they were even bought!
- M1911 model would occasionally do this weird position after crouching/proning similar to the looks of sliding in ghosts
- i could throw grenades and make points while downed in solo
- zombies would only walk away while i was downed sometimes
- the semtex are really weird sound wise
- when you press select/back it will show "objectives" instead of a scoreboard!
- the main menu doesn't have that black ops zombies song on the piano after loading up the mod
- a lot of gun sounds seem quieter then then rest of the noises in game
- lack of deadshot daiquri?
- sickle knifing animation isn't black ops 1
- lamentation's red dot isn't centered
- reserve soda and vigor rush dont have a light when turned on. reserve soda looks like its hiding in the corner!
- sickle and ballistic knife animation is choppy
- clipping at first 750 door i occasionally get stuck!
- some guns don't seem to have the same ammo as they did in black ops (hk21, rpk & ballistic knife papd) i may be wrong
- died with mule kick and lost a gun that wasnt my third gun slot. not sure if thats supposed to happen or not
- no duel wield weapons!?!?!
anyway aside from all these incredibly minor things this is easily the best custom zombie map that is out right now if you are reading this and havent played it download overrun right now :troll:
GOOD LORD! Thorough testing, thy name is JadenSzewczak. You are a handy person to know :)ahahah thanks man. i found all that from only three games!
World at war uses the normal knife animations when you purchase the bowie knife. There is not such weapon file that is used for the sickle/bowie knife meaning that it has to use the knife animation in the players weapon file, of which there can only be one. So there is no way to add the sickle's animations, as much as I'd like to.ill look into that when i work on my attachment system since they might work the same wayish
Some of the weapons/weapon affects feel a little off(like the L96's damage, HK's running anim, and knife pickup trig when i didn't have knife, weird muzzle flashes), but its DAMN GOOD overall. Didn't get a chance to go through all of the weapons just yet.The only reason the mod is so large is because of all the images and sounds, originally the mod was around 280mb but I retextured every single gun so they look beautiful with the spec maps on.
Unfortunately there isn't much to the map itself which is a bit disappointing. I expected a bit more with a 362MB file size.
Am gutted because cannot seemingly download this :/
Says about filling in a CAPTCHA but keeps failing;
'An error has occurred. Please click here to reload the page'
Anyone know the best solo strategy on this map? There's really no good camping or training spots, even the big open area in spawn is too tight.i'd say that training in the first room is your best bet, that is if you're not trying to camp.
First attempt, only survived to round 11 (and that was with 3 buys of quick revive and 3 buys of jugg :P)
Open the first 1000 pt door that opens to the Mp5, grab the Mp5 and then just stay back in the starting area as long as possible. Then buy your way up to the PAP area when you have the money and you should be able to stand up there and funnel the zombies very easily. Use the electric trap that is up there in emergencies and buy claymores to put down behind you too in case things get really out of hand.
On a side not the Awful Lawton is SO weird. The crossbow bold is VERY strange looking, the sound it makes is strange and it doesn't attract the zombies merely makes them all stop where they are and many times doesn't even kill them even in low rounds.
Lemon was released?
I find it humorous that you have to register to his new ZM in order to use the program.
whats lemon?
whats lemon?
With the newly released Lemon
a program made by tom_bmx that allows us to export anims from MW2/3, BO1/2 and Ghosts, currently only support is their for BO1 (so any DLC content we can now get), now we can get the official 3arc anims for weapons, bosses anything else from the above CODs
Black Ops Mod: Update coming soonwhere's the M72 LAW!
With the newly released Lemon, I will be updating the map/mod some time soon with new animations and a couple of fixes.
Planned Features:
- add proper scavenger animations
- add matryoshka dolls with proper animations
- fix path node issue (prevent zombies from piling up at windows)
- removing Reserve Soda perk and increasing RPK + HK21 magazine sizes to their proper sizes
- add perk light for Vigor Rush
- fix claymores hud ammo count
- add deadshot daiquiri (will be located at Reserve Soda's present location)
Note: if anyone has seen any bugs/glitches in the map, please tell me so I can add them to the list.
Also, if there are any features, that you feel are missing from the mod, please let me know and I will see if I can implement it.
where's the M72 LAW!Its in the box, play the map.
Its in the box, play the map.sorry for the ignorance. how about the death machine power up that's featured in five acension call of the dead and moon?
Every zombies weapon from black ops are already in the map.
sorry for the ignorance. how about the death machine power up that's featured in five acension call of the dead and moon?
Good point i never noticed that either whilst playing and also jbird i found a tatic that makes this map major easy on co-op, running circles by power is there anyway you could make this a little bit more difficult? lolthe more challenging the better! also jbird maybe with the release of lemon you could do a poll and see what type of zombie people would like to see added (hellhounds, crawlers, weapon theif etc)
the more challenging the better! also jbird maybe with the release of lemon you could do a poll and see what type of zombie people would like to see added (hellhounds, crawlers, weapon theif etc)
yes i notice a lack of dogs and bosses in your maps, heres hoping for pentagon thief soonyou want a variation of the pentagon thief to make an appearance in overrun?
you want a variation of the pentagon thief to make an appearance in overrun?
not in overrun, he doesnt suit that map, a future map maybe thoughoh word i was confused my bad
Are there any more pending bugfixes for this map or is it finalized?Yes, I have one last update that I am currently working on. I will hopefully have it up in a few days.
Can't wait to cook zombies from the inside out, the next update is going to be fun. Jbird should be announcing it shortly.This is probably not the case but, hey guys maybe JBird replaced the Scavenger with a gun more suited for a smaller map like Overrun (perhaps the Wave Gun?).
AHA! I CALLED IT JUST MINUTES BEFORE! JBird somehow someway your maps get me as pumped up for release as treyarch maps do. I have a question though, is the Wave Gun replacing the Scavenger or are both in the box?They are both present :)
Is it just me, or does the doll's face look a bit pixelated?Yeah, looks like he needs to remove the ruined normalmap that's all pixelated.
Yeah, looks like he needs to remove the ruined normalmap that's all pixelated.Hex pointed this out as I posted the image, for some reason my normal map didn't convert. It will be fine when I actual upload the new map.
JBird, you must be some insane-o perfectionist because you are polishing these maps like a madman. You are doing so many things right with your attitude toward mapping, criticism and suggestions; dare I say a true mapping gentleman. Good show old sport!^^^^ yes indeed, well done chap
wow, well done jbird, i personally would've saved the wave gun to a future map, but you can still do that i guess, either way it doesnt bother me. And do we get perk bottles from the quads like die rise if they dont hit us?You will have to find out when I release the update
And do we get perk bottles from the quads like die rise if they dont hit us?Perk bottles from the quads would be awesome, but you dont get the bottles in Die Rise by not getting hit, you get them by having 100% accuracy during the round(this is why the trample steam and galvaknuckles are used during the round.)
Perk bottles from the quads would be awesome, but you dont get the bottles in Die Rise by not getting hit, you get them by having 100% accuracy during the round(this is why the trample steam and galvaknuckles are used during the round.)Don't worry, I will confirm that there is a way to get free perks from the quad rounds; however, you will have to find out how to do it. On the same note, I have removed perk drops from being randomly dropped by zombies and you can no longer get free perks from filling the generators.
Perk bottles from the quads would be awesome, but you dont get the bottles in Die Rise by not getting hit, you get them by having 100% accuracy during the round(this is why the trample steam and galvaknuckles are used during the round.)
This map just got better :DI can assure you that there is nothing wrong with the file.
Post Merge: June 02, 2014, 04:22:41 am
...I would like to mention this since it never happened to me before:
Chrome downloaded the first 2 Overrun .exe files (the first version and the second version) just fine, but it blocked this one because it said it was "malicious".
Why did this happen? ???
I can assure you that there is nothing wrong with the file.
http://gyazo.com/ad425655d23e43bfacf6202ffdce8b4f (http://gyazo.com/ad425655d23e43bfacf6202ffdce8b4f)
does anyone else see rain when the map starts?Rain was removed to prevent hitting the fx limit.
That's weird...must be something wrong with Chrome then :poker:Chrome likes to play virus police for you instead of leaving it up to your AV. With the latest update it pretty much flags any direct download of an exe file. Either stop using chrome or ask the uploader to .zip his exe. I keep hoping Google is going to realize that they are morons soon.
Overrun - Black Ops Mod 2.2
Download Now!
Ummm.... Where's the link? Am I missing something?
First page: Download Link: http://www.mediafire.com/download/po2sr9d326pd540/Overrun+2.2.exe (http://www.mediafire.com/download/po2sr9d326pd540/Overrun+2.2.exe)
I just found a game breaking glitch. If you are sitting at the pack-a-punch machine at the start of a quad round, the quads wont spawn, even if you leave the PaP room.I am aware of this and already have a fix for it, just need to upload. Just waiting to see if there are any more bugs before I upload so that there aren't a billion versions of the map.
I am aware of this and already have a fix for it, just need to upload. Just waiting to see if there are any more bugs before I upload so that there aren't a billion versions of the map.HOLD ON JBIRD. I WILL GO HUNTING TOMORROW AND PM YOU WHAT I FIND :alone:
I don't get how you could take offense at that. He provided a list of all the bugs he found, and he included some suggestions he thought could make the map better.
On the other hand, it seems as though, you do not have an understanding of the limitations we mappers have to deal with using this 10 year old program. Many of the issues stated are quite easy to fix, and I will try to improve on the mod as soon as possible; however, I do not like the fact that I put a lot of time and effort into this mod (of which is better than most peoples' - excluding ugx and other large mods) and have people like you throw a disturbingly sized list of complaints at me. Especially since majority of you complaints are opinionated.
You truly have kicked me in the balls, and quite hard might I add.
I would like to counter a lot of the things you put on the list, but unlike you I don't like writing essays.
Sorry if that sounded a bit harsh, it just seems that no matter how much work goes into the mod, it just isn't good enough for the community.
I don't get how you could take offense at that. He provided a list of all the bugs he found, and he included some suggestions he thought could make the map better.I take offence because in the last week, all I have gotten from people is complaints,
I take offence because in the last week, all I have gotten from people is complaints,
and I have never seen one post containing so many things that he believes are wrong, when I'm was there thinking the mod was practically done.
Your getting this all wrong! I am sure everyone would agrees that this is one of the best mods out there and is as close as you can get to the black ops with out playing it.my boy cold banana is spot on :accepted:
Everyone plays the mod not to just come back and say the mod was great and ignore any bugs. They come back with constructive criticism in order to make the next release of the mod even better.
The guy who u said wrote an essay spent alot time going through the map searching for any bugs and then reporting back to you his findings. He is in no way making complaints!
you dont need to keep updating the Overrun version of the mod, you said yourself this is just testing the mod for your lastest map. you can release a better version with lockdown.
Take this like a beta you dont say to beta testers stop complaining my mod is perfect.
everyone appreciates the brilliant mod you have made so dont rush to make it perfect it takes time
I take offence because in the last week, all I have gotten from people is complaints,Lol welcome to my life. Every time I think I've finished something I hand it off to Bryan or Saje or whoever else and they will usually come back with plenty of bugs and suggestions that I was unaware of :D
and I have never seen one post containing so many things that he believes are wrong, when I'm was there thinking the mod was practically done.
dont rush to make it perfect it takes timeI have spent months on this mod
I said that I was grateful that he took the time to this,
but I just don't see a list of things to fix that long as positive criticism.
Many people have posted some issues of the map/mod, of which I have tried to fix;
and I am very grateful of that. But when you write an entire page worth of things to fix, that is going beyond the point of being helpful, and more towards an annoyance.
I have spent months on this mod
And trem I do understand that people just want to help, but I just can't stand it when the community doesn't see that we put a lot of effort into this stuff. I'm sure you must feel the same. I have seen a lot of posts lately on maps, where people have been nit picking every little thing, but they must understand that there's usually only one person working on that map and it can get quite overwhelming.
I'm sorry if I lashed out at you JadenSzeqczak, but I hope you understand the amount of work that goes into something like this, and as much as I'd like to have the mod polished (along with a bunch of others) I simiply cannot address everything.
He does try his best guys, and his best is definitely freaking amazing, you do need to listen to him and understand how much has been done with this, this isnt just some "added black ops weapons, totally black ops mod" kind of thing, he has gone to every detail, each weapon file is edited to be just like in black ops, all the weapon hint strings, FX, images, everything, he has hit all the limits with this mod countless number of times, its honestly one of the best out there, most people dont understand that and just say "sound ain't perfect" or "gun aint perfect" and due to world at wars engine a lot of the time there is a REASON for that, not just cause he didn't feel like fixing it, there is nothing extremely game breaking in it either, its one of the most polished things ive seenWhere did any of us say it wasn't an astonishing mod? We all grasp the hard work and dedication it requires to make an utmost detailed and polished map like Overrun. I'd personally agree with you in a heartbeat, this map/mod is easily one of the best out there. I apologize JBird for not making it clear that I value and treasure your work and I also would like to apologize for being discouraging in any way.
JadenSzewczak very indepth list and that railing idea was exactly how i felt to! Cool to jump down there, however if room below is not open the zombies will derp out or something about zones hehe (not my cup of tea)yeah i know nothing of zones but i'd be honored to beta test your next map :alone:
- i will make sure YOU of all people beta test my next release before i can oficially fully call it "DONE" :)
I said that I was grateful that he took the time to this,
but I just don't see a list of things to fix that long as positive criticism.
Many people have posted some issues of the map/mod, of which I have tried to fix;
and I am very grateful of that. But when you write an entire page worth of things to fix, that is going beyond the point of being helpful, and more towards an annoyance.
I have spent months on this mod
And trem I do understand that people just want to help, but I just can't stand it when the community doesn't see that we put a lot of effort into this stuff. I'm sure you must feel the same. I have seen a lot of posts lately on maps, where people have been nit picking every little thing, but they must understand that there's usually only one person working on that map and it can get quite overwhelming.
I'm sorry if I lashed out at you JadenSzeqczak, but I hope you understand the amount of work that goes into something like this, and as much as I'd like to have the mod polished (along with a bunch of others) I simiply cannot address everything.
- the pack-a-punch, sickle, phd area is very distant from the rest of the map; i think it would be extremely cool if, like in the call of the dead lighthouse you could at the end of the catwalk make the bars broken so that you can jump down near vigor rush from pack a punch (of course you would die without phd) just a cool thing my friends and i thought of while playing
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.
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 apologiesNo worries man
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.
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 mapda faq? :poker:
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.i agree, but some things i do think should be fixed;
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.
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.
And the BO1 MP40 is identical to the WAW version apart from the fire sound isn't it? ???
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.
As well as new animations & a modified weapon file.Hmmm I was not aware of this.
I have this weird effect on my screen every time i play any map. Could someone help me fix it?? (http://s30.postimg.org/5zmxofq41/nooo.jpg)http://ugx-mods.com/forum/index.php?topic=2984.msg29979#msg29979 (http://ugx-mods.com/forum/index.php?topic=2984.msg29979#msg29979)
http://ugx-mods.com/forum/index.php?topic=2984.msg29979#msg29979 (http://ugx-mods.com/forum/index.php?topic=2984.msg29979#msg29979)thanks dude, that fixed it ;)
i still love this map my current high round is 31 and the pap'ed MP5k only has 20 reserve ammo :Dhe's fixing it in the next update <3
Sorry to bump, but Jbird, is this map ever going to be updated again? It's been more than a month.
The same time that he's releasing the BO1 Mod version of Lockdown is also the same time that the next update for this map will be released
Okay, thanks for the info. Do we have an idea of when that might be?
found a glitch on the map, but it only occurs after you play the map 'moon of fooy'. The zombies, after they die, simply float awayThis isn't a glitch with JBird's mod, this is a glitch with moon of fooy. It changes the ragdoll gravity dvars but they are not reset when you exit the map.
This isn't a glitch with JBird's mod, this is a glitch with moon of fooy. It changes the ragdoll gravity dvars but they are not reset when you exit the map.Thanks for the info
there are no maps for bo mod tools were never releasedYeah that must be it. I had some MP mods for blops but come to think of it, never had a community made map.
Yeah that must be it. I had some MP mods for blops but come to think of it, never had a community made map.All sites have the updated link, unless it was posted by someone to another site that I don't know about - which that has happened to me before.
So v2.2 this must be newer version, other website needs to update the link then.
All sites have the updated link, unless it was posted by someone to another site that I don't know about - which that has happened to me before.
You mean some people pretend they're you, and then post your map to gain credit?I don't know about that, but I have had people post the map to other sites with my name as the creator. Like they post it, but say that I made it.
I don't know about that, but I have had people post the map to other sites with my name as the creator. Like they post it, but say that I made it.
When it comes Quad Rounds, the quad does not spawn where there is pack a punchhappened to me too ... :poker:
http://youtu.be/50QqHDCbDnU?t=22m8s (http://youtu.be/50QqHDCbDnU?t=22m8s)
Yeah, I've tried this in both co-op and single player. Every time, the second quad zombie round starts and only one of them spawns, then you are stuck in the round and have no way to end it. So yeah this bug is game breaking for now.This bug is due to being in the packapunch area while on a quad round, I forgot to add that zone to the script - and I just haven't gotten around to fixing it.
There's a bug with quad zombies. When you are in the area with the sickle and pap the quad won't spawn plz fix
i need help finding the download linkTry reading the original post, the downloadlink is in there.
i need help finding the download linkhttp://www.mediafire.com/download/po2sr9d326pd540/Overrun+2.2.exe (http://www.mediafire.com/download/po2sr9d326pd540/Overrun+2.2.exe)