Call of Duty: Black Ops III

Call of Duty: Black Ops III

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SHOOT HAUS
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Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
6.644 GB
Jun 1, 2023 @ 4:50am
Mar 19 @ 2:32am
41 Change Notes ( view )

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SHOOT HAUS

Description
Long ago, on the battlefields of the great war, on the outskirts of a legendary storm, four German soldiers must fight for their chance at survival against the undead horde.





Shoot Haus is a love letter to Black Ops 2's Zombies map 'Origins,' taking place a few miles from Excavation Site 64. Explore a never before seen side of the battle that would shape an entire multiverse.

Features:
+ Assortment of weapons from AW, BO3, WWII, BO4, MW19 and BOCW
+ Re-balanced and redesigned weapon traits and upgrades
+ Dynamic weather
+ Full main EE quest
+ Multiple side EE
+ Fully custom wonder weapon
+ Fully custom lethal and tactical equipment
+ Custom player models
+ Unique random perk system
+ Overhauled hit-marker system
+ Classic Origins style PaP camo
+ Full soundtrack to accompany your journey
+ Iconic 'Shoot House' layout from Modern Warfare 2019
+ And many more secrets to uncover...



Map Credits
Get the MP version here

Popular Discussions View All (46)
457
Jan 21 @ 3:30pm
PINNED: Easter egg step discussion thread
DTH2DTH
264
May 13 @ 9:50am
PINNED: Bug Reports
ChickenHatMan
133
16
Apr 28 @ 9:47pm
FULL MAP GUIDE (PAP, WONDER WEAPON, EASTER EGG, ETC.)
jared
393 Comments
CorndogCrusader May 31 @ 8:19pm 
Ohhhhh, okay. That makes sense to me. I think the reason why I wasn't able to call the zeppelin is because it had already arrived. After a while I looked up a guide, and I just decided to look up and there it was. I went up to the zeppelin and couldn't figure out how to get back down so I just died up there. Apparently there's supposed to be a key up there in front of the PaP after you double PaP a weapon, but I couldn't find it.
ChickenHatMan  [author] May 31 @ 8:12pm 
There is a bit of randomisation to the perk spawning intervals, but after the first three, they're roughly 3 rounds apart from each other. The first three are a bit more fixed, so round 3 for the first one, second one can be on round 5,6,7, and third one will try to go on round 10 if possible, later if necessary.
Locations again are mostly random, there's some logic behind it for the earlier rounds, keeping them in or near the opened up areas, but that rule changes later on to encourage more of the map to be opened.

As for requesting evac, the hint text changed to 'request transport' a little after the map launched, but you should still be able to transmit the message assuming you're doing it on a reasonably early round and the zeppelin isn't already in place.
Around round 17, you'll hear a Morse transmission from the radios and the zeppelin will arrive within a round or so if it hasn't been called already, as a sort of safety net for newer players, especially those playing solo.
CorndogCrusader May 31 @ 5:53pm 
Ohhhhh, okay. So basically most of the map. What intervals do the perk stones activate on usually, and is there a specific order that they activate in? Also, I put all the parts into the launch pad but I can't activate evac. The option doesn't even pop up, it's very confusing and annoying.
ChickenHatMan  [author] May 30 @ 10:20pm 
Main part of the map is the 'Shoot House' part, so the spot thats not the zeppelin or the boss arena.
CorndogCrusader May 30 @ 9:45pm 
Ah, okay. What classifies as the "main part of the map"? Cause it felt to me like the perks were just dropping at random, I couldn't find any rhyme or reason to it.
ChickenHatMan  [author] May 30 @ 9:23pm 
@CorndogCrusader Perks generally activate based on the round. Every few rounds, a few checks will be made (is anyone in the main part of the map, is this not an early raps/panzer round etc), and if those checks pass, a perk will appear. If not, the perk will be queued for the next round if viable.
Perk selection is random, excluding the Jugg guarantee for the 3rd success, and the QR guarantee for the first success in solo.
Failure conditions are slightly more complex, zombies can disrupt the perk spawn by destroying the machine. Additionally if not enough souls are obtained and the timer reaches 0, the machine will go into a 'meltdown' phase (when the alarm plays and the countdown becomes red), in which a single soul will net a success. Hitting 0 in this state will also result in a failure.

Im not really covering bell difficulty, location selection etc for the sake of simplicity, but that is the gist. I do get how it is a little complicated though, totally valid criticism.
CorndogCrusader May 30 @ 9:02pm 
Honestly, the way the randomised perk drop system works is super not clear, I couldn't figure it out after playing it for a while. I don't think this map is for me, because I just can't figure it out. :(
ChickenHatMan  [author] May 29 @ 3:36am 
if the mod modifies one of the functions in the pack a punch script theres a chance a modified piece of code isnt being run on the map side.
ChickenHatMan  [author] May 29 @ 3:35am 
repack should be 10k by default? are you running a mod by chance?
timnervo May 29 @ 3:15am 
All three machines have the electric aura so i know ive done that step of destroying the fuel cells, could i just be missing something?