<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[[ZM] TODESFABRIK (Custom Map)]]></title><description><![CDATA[<h1><strong>TODESFABRIK</strong> V1.1.2</h1>
<p dir="auto">A Der Riese remake with a much larger size and more difficulty, mostly designed for surviving endless rounds but still has an ending for those who want it. I don't really have anything else to say about this map lol</p>
<h3><strong>Features:</strong></h3>
<p dir="auto">Custom Weapons<br />
Main Easter Egg Quest (not too long)<br />
All perks + timeslip &amp; electric cherry<br />
waw zombie models<br />
Der Riese Teleporters<br />
Kino Teleporter<br />
FIVE Elevator</p>
<h3><strong>Credits:</strong></h3>
<p dir="auto">Blitzc<br />
shippuden1592<br />
Brigeezy123<br />
Stendby<br />
Jbleezy<br />
oJubby<br />
Wunderful<br />
EpiKizCool<br />
NGcaudle<br />
Windy<br />
Xarc<br />
Necroatic</p>
<h3><strong>Images:</strong></h3>
<p dir="auto"><img src="/assets/uploads/files/1786732908235-call-of-duty-black-ops-screenshot-2026.08.14-10.38.27.09-resized.png" alt="Call of Duty  Black Ops Screenshot 2026.08.14 - 10.38.27.09.png" class=" img-fluid img-markdown" /><br />
<img src="/assets/uploads/files/1786732928027-call-of-duty-black-ops-screenshot-2026.08.14-10.38.51.54-resized.png" alt="Call of Duty  Black Ops Screenshot 2026.08.14 - 10.38.51.54.png" class=" img-fluid img-markdown" /><br />
<img src="/assets/uploads/files/1786732944696-call-of-duty-black-ops-screenshot-2026.08.14-10.39.14.50-resized.png" alt="Call of Duty  Black Ops Screenshot 2026.08.14 - 10.39.14.50.png" class=" img-fluid img-markdown" /><br />
<img src="/assets/uploads/files/1786732960578-call-of-duty-black-ops-screenshot-2026.08.14-10.40.19.02-resized.png" alt="Call of Duty  Black Ops Screenshot 2026.08.14 - 10.40.19.02.png" class=" img-fluid img-markdown" /></p>
<h4><strong>Updates</strong></h4>
<p dir="auto">V1.0.1</p>
<ul>
<li>fixed an issue where headshots wouldn't register</li>
</ul>
<p dir="auto">V1.1.0</p>
<ul>
<li>fixed dogs from glitching out on traverses (this may or may not have caused crashes)</li>
<li>fixed some upgraded weapon display names</li>
</ul>
<p dir="auto">V1.1.1</p>
<ul>
<li>fixed a barrier that had no collision or portaling</li>
</ul>
<p dir="auto">V1.1.2</p>
<ul>
<li>fixed dogs from glitching on a traverse near jugg</li>
</ul>
<h4><strong>If you encounter any issues feel free to let me know</strong></h4>
<h1><strong><a href="https://www.mediafire.com/file/bd403o9dfunkx92/Todesfabrik_V1.1.2.zip/file" target="_blank" rel="noopener noreferrer nofollow ugc">DOWNLOAD</a></strong></h1>
]]></description><link>https://forum.plutonium.pw/topic/46120/zm-todesfabrik-custom-map</link><generator>RSS for Node</generator><lastBuildDate>Mon, 17 Aug 2026 22:18:03 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/46120.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 14 Aug 2026 18:44:07 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to [ZM] TODESFABRIK (Custom Map) on Mon, 17 Aug 2026 21:38:27 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/homerjay42" aria-label="Profile: HomerJay42"><bdi>HomerJay42</bdi></a> I'm working on a port of your stairway to hell remake for my xbox 360 and it'd be really dope if maybe you could privately share with me your source project files?</p>
]]></description><link>https://forum.plutonium.pw/post/177544</link><guid isPermaLink="true">https://forum.plutonium.pw/post/177544</guid><dc:creator><![CDATA[ConfusingFool93]]></dc:creator><pubDate>Mon, 17 Aug 2026 21:38:27 GMT</pubDate></item><item><title><![CDATA[Reply to [ZM] TODESFABRIK (Custom Map) on Mon, 17 Aug 2026 02:54:42 GMT]]></title><description><![CDATA[<p dir="auto">I wanted to say, aside from how good the custom map is, I love how you combine the Verruckt Sprinters and the Ascension Zombies into one during high rounds, not only making it much more interesting but also challenging as well! I would love to see something like this in a future custom map! If not, then that's fine by me!</p>
]]></description><link>https://forum.plutonium.pw/post/177475</link><guid isPermaLink="true">https://forum.plutonium.pw/post/177475</guid><dc:creator><![CDATA[Brugman013]]></dc:creator><pubDate>Mon, 17 Aug 2026 02:54:42 GMT</pubDate></item><item><title><![CDATA[Reply to [ZM] TODESFABRIK (Custom Map) on Mon, 17 Aug 2026 02:09:51 GMT]]></title><description><![CDATA[<p dir="auto">Hi from Youtube video!</p>
<p dir="auto">I found another bug, in the Ascend from Darkness hallway section, during dog rounds, there's a chance that the final dog will not spawn at all, even if you move from the area and it bleeds out.</p>
]]></description><link>https://forum.plutonium.pw/post/177473</link><guid isPermaLink="true">https://forum.plutonium.pw/post/177473</guid><dc:creator><![CDATA[BloodDragooner]]></dc:creator><pubDate>Mon, 17 Aug 2026 02:09:51 GMT</pubDate></item><item><title><![CDATA[Reply to [ZM] TODESFABRIK (Custom Map) on Mon, 17 Aug 2026 01:55:34 GMT]]></title><description><![CDATA[<p dir="auto">Having spawns inside the facility and in ceilings isn't necessary, as there are plenty of windows where zombies can enter. The inconsistency of having windows with barriers and without is also unnecessary. The amount of fog that's present during dog rounds without power is very visually disabling. These are my opinions and can differ from others. I would recommend have 0 zombie spawning inside the facility (ceilings/ground). Although I actually wouldn't mind unintrusive spawning from the ceiling, just not everywhere. If you want to keep spawns from ground inside playable areas, move them in unintrusive locations, such as not in the middle of paths, like in spawn, which is in a corner. I would also reduce the amount of fog during dog rounds. Haven't tested with power on. I would also either make all windows that zombies can enter have barriers or no barriers at all and remove carpenter. That's all I got so far. The map feels quite big, especially vertically. It's great! I like the weapon variety, deviation from OG Der Riese, and the design of the map too, since it looks like flopping will be fun! Thank you for making this map!</p>
]]></description><link>https://forum.plutonium.pw/post/177472</link><guid isPermaLink="true">https://forum.plutonium.pw/post/177472</guid><dc:creator><![CDATA[Coralious_Prime]]></dc:creator><pubDate>Mon, 17 Aug 2026 01:55:34 GMT</pubDate></item><item><title><![CDATA[Reply to [ZM] TODESFABRIK (Custom Map) on Sun, 16 Aug 2026 05:38:36 GMT]]></title><description><![CDATA[<p dir="auto">Sick map dufe cant wait to play it<img src="https://forum.plutonium.pw/assets/plugins/nodebb-plugin-emoji/emoji/android/1f44d.png?v=72ad87c2c01" class="not-responsive emoji emoji-android emoji--+1" style="height:23px;width:auto;vertical-align:middle" title="👍" alt="👍" /><img src="https://forum.plutonium.pw/assets/plugins/nodebb-plugin-emoji/emoji/android/1f601.png?v=72ad87c2c01" class="not-responsive emoji emoji-android emoji--grin" style="height:23px;width:auto;vertical-align:middle" title="😁" alt="😁" /></p>
]]></description><link>https://forum.plutonium.pw/post/177418</link><guid isPermaLink="true">https://forum.plutonium.pw/post/177418</guid><dc:creator><![CDATA[GhostRider01250]]></dc:creator><pubDate>Sun, 16 Aug 2026 05:38:36 GMT</pubDate></item><item><title><![CDATA[Reply to [ZM] TODESFABRIK (Custom Map) on Sat, 15 Aug 2026 08:00:10 GMT]]></title><description><![CDATA[<p dir="auto">Another banger from the one and only! :3</p>
]]></description><link>https://forum.plutonium.pw/post/177362</link><guid isPermaLink="true">https://forum.plutonium.pw/post/177362</guid><dc:creator><![CDATA[Lemon]]></dc:creator><pubDate>Sat, 15 Aug 2026 08:00:10 GMT</pubDate></item></channel></rss>