UGX-Mods

Call of Duty: Black Ops 1 => Custom Maps, Mods & Tools => Mod Releases => Topic started by: jbird on October 05, 2015, 07:30:59 pm

Title: [BO1] FFA Grief Mod
Post by: jbird on October 05, 2015, 07:30:59 pm

Power is already on
No walking zombies
No special rounds
No thundergun, crossbow, vr11, gersches, or monkeys in the box
No mule kick (except for Moon)
Keep your weapons, grenades, knife, and claymores after a round restart
Slowdown turrets (turrets target other players, and instead of damaging them they slow them down; turrets will not attack the player that activates them and they will attack zombies if there are no enemy players nearby)
Grenades and equipment can damage and be triggered by other players
Can destroy other players equipment
Shooting players slows them down and knifing them pushes them
Upgraded weapons slow people down longer
Upgraded knife pushes people farther
Gain 10 points when you grief an enemy that is damaged
Gain 5% of an enemy's points if they down after you grief them
Gain 10% of your points when an enemy bleeds out
Quick revive is off
Default 90 FOV (with FOV slider)
Powerdowns (negative powerups that don't effect the player that picks them up) - Clip Unload (unloads the clip on your current weapon), Infinite Kill (half damage for 30 secs), Half Points (half points for 30 secs), Punishment Points (lose 100-2500 points), and Death Walk (move at 70% speed for 30 secs)
Amount of powerups you can earn in a round resets after a round restart
Amount of points you can earn from barriers in a round resets after a round restart
No player dialog
Fire sale makes traps cost 10 points
On classic maps, the wall weapons are in the box
Box can be hit again quicker after just being used (like in BO2)
Box weapons go away twice as fast
Flopper flops and scavenger explosions do damage to enemies
Custom powerdown HUD shaders
Multiple players can now buy the same perk at the same time
Initial spawn points can be respawn points
Removed death machine
Zombies are equally attracted to all players
Removed songs

KINO:
Teleporter is permamently linked, just have to wait for it to cooldown after each use

FIVE:
No teleporters
All 6 spawns in the first room are active
The first room door is already open
Traps are already assembled
Pack-a-punch door is now a 1500 point door
Pack-a-punch machine is always open
All zombies will die on a floor if they are on a floor that is not occupied by any players
Added a half second delay between being able to use the elevator again due to players being unable to enter or exit the elevator if it keeps getting called

ASCENSION:
No landers
Centrifuge goes off more frequently
Jug area, flopper area, and stakeout area are already open
Pack-a-punch door is a 1500 point door that you open from where you launch the rocket

COTD:
George's max health is 250K (solo health always)
George drops a perk bottle cap (takes a random perk away) and a random powerdown
Wunderwaffe is in box and can be upgraded
No zombie spawn delay at the beginning

SHANG:
Pack-a-punch stairs are always open
The geyser in the first room is already open
Spikes now kill zombies
Spikes do 25 damage to players (normally 5 damage)

MOON:
No no mans land
Start off at moon
First room door is opened
No PES suit or hacker
Always have space suit model
Won't die in low gravity zones

NACHT:
All doors are open

VERRUCKT:
Door separating the first rooms is open
Bar door is open

SHI NO NUMA:
Both first room doors are open
Flogger will instantly kill you if you don't have jug
Zipline costs 750 points, and will kill players if they touch it while it's moving

DER RIESE:
Both first room doors are open
All teleporters are linked
Pack-a-punch is open
A powerup drops at the beginning of a game
Everytime you teleport, you are guaranteed a powerup AND dog spawns

TODO/FIX:
Fix FOV change from teleporting and ziplining
Make powerdown HUD only show for players being effected by the powerdown
Fix no red screen issue after a round restart
Moon - remove wave gun attachment from zap guns
Change player model
Fix trap effects showing while spectating if died by trap
Players stop moving and have to repress move keys when a player respwans
Add meat powerup
Deadshot - double headshot damage
Double tap - 1.5x damage
Change powerup models
Remove quick revive completely
Weapon balance

If anyone wants to play with me, I'm always down! Add me on steam: jbirdjustin

www.sendspace.com
Title: Re: [BO1] FFA Grief Mod
Post by: jbird on October 08, 2015, 12:39:39 am
Update 1 is live!
-Fixed issue where certain explosive weapons would damage players
-Fixed issue where powerdowns would last longer than they were suppose to
-Powerdowns now have custom HUD shaders
Title: Re: [BO1] FFA Grief Mod
Post by: thezombieproject on October 18, 2015, 08:24:50 am
i just noticed that you released this  :)
now this would be fun if we where to hold a grief tournament. I remember doing the last man standing challenges / tournaments  back in the day on these bo1 maps.
It was fun as hell and great to watch.
i love how upgraded weapons slow players down longer. nice touch ;)

Title: Re: [BO1] FFA Grief Mod
Post by: timelordalex on October 19, 2015, 02:19:13 pm
Why remove the most fun WWs? T-Gun and Gersch are awesome - it would be funny if the thundergun pushed players really far, and gersches sucked the enemy in and teleported them
Title: Re: [BO1] FFA Grief Mod
Post by: jbird on January 10, 2016, 10:22:05 am
This mod is going to be completely re-done as I was using outdated versions of the scripts when I made this and have started running into several big problems, such as Moon not working.

I will post my progress on this thread.
Title: Re: [BO1] FFA Grief Mod
Post by: Utamia on January 11, 2016, 06:40:27 pm
ill stay tuned
Title: Re: [BO1] FFA Grief Mod
Post by: jbird on January 12, 2016, 09:19:41 am
Some new changes:

Turrets will not attack the player who activates them, and turrets will attack zombies if no enemy player is nearby
Punishment points now take 100-2500 points instead of 25% of the players points
Players will no longer get damaged by their own claymores and will no longer have shellshock effect
Clip unload now shows red text hud
Turrets are now 10 points on a fire sale
Removed deadshot double headshot damage (for now)
Multiple players can now buy the same perk at the same time
The wait time between griefs is now correctly working

The latest version is now out! The mod now works on Moon and tons of fixes that make the mod feel much better. Download the file from the first post.
Title: Re: [BO1] FFA Grief Mod
Post by: meddle2k on April 06, 2016, 09:21:56 pm
I love this mod, just wish more people play it. You have done a great thing for the grief community!
Title: Re: [BO1] FFA Grief Mod
Post by: jbird on June 09, 2016, 11:18:33 am
The long awaited update is here!

Zombies are now equally attracted to all players!
Added custom powerup shaders!
Ascension now has 3 more doors open from the start.
The pack-a-punch door on Ascension is now a 1500 point door that you purchase where you launch the rocket from.
The first stairs in the war room on Five are now already open.
Added a short delay on using the elevator on Five so people cant constantly use and call the elevator so no one can escape.
Fixed the grief messages not showing up for players.
Fixed alive players not receiving their reward points when an enemy downs.

Still more updates to come in the near future!
Title: Re: [BO1] FFA Grief Mod
Post by: jbird on June 18, 2016, 04:29:31 am
A small update is live!

Removed songs on all maps
Removed intro announcers on maps that have them
Punishment Points now takes 25% of your points instead of 100-2500 points