hindercanrun I could not reproduce this issue nor could a friend I was testing with.
synthitic
Posts
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[Release] [Zombies] BO1 No Mans Land Challenge map -
[Release] [Zombies] BO1 No Mans Land Challenge map1.2 : Multiplayer Casual Mode
- Adjusted the points lost over time curve for challenge mode. Slightly harder for rounds 10-20. Noticeably harder for rounds 20+. Graph for those interested here
- Other stuff I forgot I did
- Added the casual mode for when there is more than one player. This mode is far easier and should be playable for most people familiar with the zombie games before BO3. Specifics of the casual mode are listed below
- All perks available for purchase at the start
- All perks awarded at round 30
- Super sprinters start at round 20 instead of 10
- The more players there are, the longer the rounds are
PB on 1.2 Challenge: 219R & 1124K
1.21 HOTFIX
- It has come to my attention that it is quite laggy to increase the difficulty in the way I like to with high precision in multiplayer games. Added some extra math to make the increments only have precision up to the tenths place in multiplayer games.
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[Release] [Zombies] BO1 No Mans Land Challenge map1.1
- Reworked points lost over time system. TLDR - runs should be more consistent and the map is overall easier; you need to get kills or you will fail quickly. For those who care, lots and lots of probability, calculus, wolframalpha, and desmos were used to get a decent formula for E(X) for the number of cumulative kills on a given round on this map. One can view a small portion of the work here
- Made round duration for 20+ time dependent instead of independent, so rounds are shorter
- Removed Quick Revive and PHD Flopper perk machines as they serve no purpose and the quick revive machine was bugged allowing a solo player to purchase it
- Teleporter gate open and closes 3x faster
- Made round counter a little smoother
- Other stuff I forgot I did
PB on 1.1: 227R & 1190K
EDIT: Playing with more than one player is probably completely unplayable not only because I forgot to implement a multiple player calculation for the points lost over time, but also because I have not tested a single millisecond of this version with multiple people. I think I am going to end up making one player the “Challenge” while playing with multiple people will be be much more “Casual”.
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[Release] [Zombies] BO1 No Mans Land Challenge mapA challenge map for no mans land. Click here for the initial changes. Credit to @dontknowletsplay for the map "base" that I could work on. This is my first go with a gsc mod so feedback is welcome.
The balance for multiple players is not tested thoroughly and is probably really bad (I have no friends)
Changes in 1.0 from the original modified survival map:
- Endless horde of no mans land is back
- "Round" counter for number of beeps, each beep is a round increase
- Perks are disabled till round 30
- Quick revive and PHD Flopper can not be bought (the machines are off)
- All perks on the map are awarded at round 163
- Teleporter cage and pack-a-punch cage move by beep
- Option for aim assist removed
- Buying more than 4 perks is not allowed
- Perks are kept after going down, except for quick revive in solo
- Lose points over time, with the loss increasing with rounds
- Insta-kill rounds exist, dogs are affected too
- Box moved to be on the teleporter (glitched look is intended, not fixing it because after moving it, the bug where the message to hit the box doesn't appear sometimes was fixed)
- Added every non-abysmal weapon on the map to the box, including the starting pistol
- Dead players are revived at the next beep
- Alternate ammo types are buffed, cost increased to 10000
- Super sprinters always starting at round 10 and on
- Number of dogs that spawn for player counts above 1 reduced
- Dynamic length of rounds, scaling with round and number of players
- Something that increases the difficulty by an enormous amount, but over time. It ensures that every game WILL end. My signature favorite way to increase difficulty
- Strafe speed fixes
Open to suggestions for balance and ideas. Please report bugs.
The original intent was an infinite dopamine map for me and my friends while we are messed up, but then it turned into a challenge because I got carried away because I thought it was too easy and wanted a map that I can play without having to spend many hours. It is honestly a good map to make your mechanics better.
The goal is as many rounds and kills as possible.
These are just for reference. The only merit I have as a player are 2 Ex-WR that were kind of short lived so I'm bad.
PB on <1.0: 278R & 1657K
PB on 1.0: 185R & 823KDownload: https://www.dropbox.com/s/pitojf699e3shv9/maps.rar?dl=0
Install: Extract files to
%localappdata%\Plutonium\storage\t5\maps
Uninstall: Delete the filesOpen source since the original modded map was open source. Do what you want with it but give credit and don't make it closed source.