
Jbleezy
Posts
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Black Ops 2 Zombies Reimagined -
Arthur's got the moves -
Black Ops 2 Zombies ReimaginedGhostRider0125
Just don't EMP yourself
It's mainly added for Grief. -
To be fully honest (BO2 Reimagined Serverbase)...Nice post, I appreciate your kind words.
Once the 2.0 update is fully done, I'm going to get the word out there more.
As for the Grief servers, you can join my discord to see when we are getting games going. We try to get a full lobby every Saturday.
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Black Ops 2 Zombies ReimaginedDenizens:
- Decreased number of melees to kill from 5 to 3
- Decreased number of melees to kill with Bowie Knife from 3 to 2
- Decreased number of melees to kill with Galvaknuckles from 2 to 1
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Black Ops 2 Zombies ReimaginedNuketown:
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Initial perk is no longer always Quick Revive in solo
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Initial perk no longer always spawns in the starting area in solo
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Initial perk spawns at round 1 in coop
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Perks spawn every 5 rounds
Those are the only changes for Nuketown, I didn't have enough time in the trailer to show every change. Look through the changelog for all the details.
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Black Ops 2 Zombies ReimaginedYou can add back fog with
r_fog 1
and DOF withr_dof_enable 1
Zombie Blood is very annoying when going for high rounds. I feel like this version of Zombie Blood is still on theme for the powerup.
I think having staff parts to pick up on Origins is enough.
You are underestimating the use of Arthur. It is a very good trap for going for high rounds, and allows you to revive players easier while he kills all the zombies around.
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Black Ops 2 Zombies Reimaginedomar123ad It's still in development, but here are the alpha releases.
https://github.com/Jbleezy/BO2-Reimagined/releases -
Black Ops 2 Zombies ReimaginedD_Guy454 Fog option added.
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Black Ops 2 Zombies ReimaginedAlbi234 This is fixed now
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Black Ops 2 Zombies ReimaginedSegmentWolf You would have to find where I changed that within the source, I don't know off the top of my head.
I would say my mod is a great place to look to learn how to work on BO2 mods yourself.