Call of Duty: Black Ops III

Call of Duty: Black Ops III

Neptune
Neon Slice Jun 18, 2020 @ 6:14pm
Feedback and [FULL PLAYTHROUGH]!
First of all I would like to open this thread up by saying "Wow!" I love this map so far!
But there are some things I would change/adjust and here is a short list of those things:
Weapon Balancing [b/]: Past round 10 if you don't have Double Tap 2.0, you're screwed. The G3 is a great addition and that kinda helps as a starting weapon but some box and cabinet guns should be buffed and that HAMR is way too loud, the sound is kind of messed up!
Lack of Bosses [b/]: Regular Nova 6 Crawlers are fine but the teleporting ones just screw the entire gameplay up! They teleport too much and sometimes they glitch inside of you. That combined with the staggering Zombies is a nightmare! I think the map needs boss zombies such as the Shriekers and Napalm Zombies from Shangri-La or Brutus. The addition of the Shangri-La duo could also benefit the gameplay since the map is full of close quarters areas and dispatching of those Zombies could kill all "CREW" members around the player and make the gameplay a lot more fun and diverse.
Final Thoughts : I think the Flooding system is genius but I can't really tell when the map is flooding. The announcer only announced it once in our playthrough and that's it. Having a system similar that of Moon with the excavators could benefit the map although I know that's been recently used by *other maps* with the same water theme :P

Overall I love this map so far, I cannot wait until we see more updates. Here is our first playthrough: https://www.youtube.com/watch?v=EaOYhyM8-A0
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Showing 1-10 of 10 comments
Green Flurp Jun 19, 2020 @ 9:25pm 
the shangri la boss zombies are cancer and their inclusion in every other mod map is a blight on the workshop
Green Flurp Jun 19, 2020 @ 9:26pm 
"The addition of the Shangri-La duo could also benefit the gameplay since the map is full of close quarters areas and dispatching of those Zombies could kill all "CREW" members around the player and make the gameplay a lot more fun and diverse"

actually what tf is this, read your own post
Neon Slice Jun 19, 2020 @ 9:48pm 
@Purple Smart I'm sorry but I can't take someone that uses the word "cancer" seriously especially when they are talking about a videogame. You should reconsider how you talk to other people even though you probably don't get that much social interaction anyway. I do hope your day gets better though, sounds like you've had a rough day... Actually, sounds like you've had a rough life. Hang in there buddy!
Last edited by Neon Slice; Jun 19, 2020 @ 9:48pm
Bodussy2k Jun 19, 2020 @ 9:54pm 
yikes
Judas Cradle Jun 20, 2020 @ 1:32pm 
@Neon Slice, I dont get the issue, the shangri la bosses ARE cancer. Grow a pair if the word cancer triggers you that much. Its a word people use to describe something garbage about video games. Sounds like we got a normie on our hands.
Koe  [developer] Jun 20, 2020 @ 8:29pm 
@Neon Slice Thanks for the write-up and feedback! I'll look into those HAMR sounds. Re: Crawlers - Yeah, this is still being tuned and I'm aware of the teleporting issues. I may end up either severely reducing their teleport usage or outright removing it. Re: Flooding - Currently looking into better messaging around when the flooding is active. It looks like its a bit too subtle right now.
Neon Slice Jun 22, 2020 @ 8:53am 
@Koe Awesome, keep up the great work, this is one of my favorite maps so far! Can't wait to see more from you
itsCorona29 Jun 29, 2020 @ 2:04am 
Originally posted by Neon Slice:
Final Thoughts : I think the Flooding system is genius but I can't really tell when the map is flooding. The announcer only announced it once in our playthrough and that's it. Having a system similar that of Moon with the excavators could benefit the map although I know that's been recently used by *other maps* with the same water theme :P

The map clearly has cues. There will be one huge shake with an audio cue. After that there will be small shakes that indicate the water going up. Not that hard to figure out while playing
Neon Slice Jun 29, 2020 @ 9:49am 
Originally posted by itsCorona29:
Originally posted by Neon Slice:
Final Thoughts : I think the Flooding system is genius but I can't really tell when the map is flooding. The announcer only announced it once in our playthrough and that's it. Having a system similar that of Moon with the excavators could benefit the map although I know that's been recently used by *other maps* with the same water theme :P

The map clearly has cues. There will be one huge shake with an audio cue. After that there will be small shakes that indicate the water going up. Not that hard to figure out while playing


@itsCorona29 When I played this map the audio cues were random and the volume of the announcer's voice was barely audible. Also, as a new player, the shaking of the screen could mean anything. The more you play the map you figure that out eventually of course but it should be more obvious, kind of like the excavators from Moon. This is just my opinion, I am glad you had a different experience than I did because mine wasn't at all perfect so I am just giving feedback based on what I experienced on launch day/week. Have a good day!
@Koe:

I've played through your map a few times, and I really like it. The setting and atmosphere combine to sell the feeling of being isolated at sea. I do have some minor issues/feedback though:

1: The reverb on some weapons is very loud when in interior, close-quarters spaces, and needs to be reduced. I've only noticed this effect on the BO2 weapons, though.

2: There is no indication you can interact with the 5 corpses around the map to start the trials. If I hadn't watched an online playthrough beforehand, I would've dismissed them as set dressing. A simple button prompt when you get within interaction distance would be an easy fix. As for the captain's message telling you about how to open PaP, I would say something like, "What is a captain without his crew?". I assumed from the current message I had to find him a captain's hat or something to that effect.

3: The parasites have trouble following the player indoors if they spawned in an open area, such as Level 6's deck; they are practically unable to enter Level 4 interiors, to the point of giving the player near-complete safety while inside. Maybe a terrestrial boss would work better, such as the Insanity Elementals or Hellhounds.

4: Zombie spawns are somewhat strange. Zombies rarely, if ever, re-spawn closer to the player if they are too far away. Additionally, zombies seem to spawn both near and far away from the player, e.g. someone at the Level 4 corpse will trigger zombies to spawn on the opposite side of the level. Both of these factors make it hard to keep track of zombies, either for holding or for gauging when to start a challenge. A zombie counter would help some of this.

5: It can be difficult to locate the Mystery Box because it doesn't cast a beacon of light into the sky. I don't know if the box requires open air to the sky for this effect to happen or if it's some other flag in the code.

6: Finally, the flood system is very cool, but doesn't change up the gameplay very much as-is. The water only starts coming up once the power is on, and paying 250 points at a handful of locations around the map instantly lowers the water to it's minimum for the rest of the round. Additionally, the water completely blocks off submerged areas of the map, damaging the player if they stand in it for too long. The only time I noticed an immediate, drastic effect on the gameplay was during the Captain's trial, when all but the highest point of the map is flooded. If it were possible, and if you wanted to change it, why not make the rising water actual "swim-able" water? BO3 has a swimming system that, aside from ZnS, goes completely unused in zombies. If you could implement a changing level of "swim-able" water, it would create a choice for players to either raise or lower it according to their needs; swimming allows for greater mobility, but cuts off access to submerged perks and greatly affects the ability to do challenges and buy weapons thanks to the limited amount of air characters have. A system like this would also give more importance to the primarily-BO3 weapons in the token lockers, since only BO3 weapons have visible swimming and ADS animations (other weapons still function underwater, but are invisible).

All of these points are only minor complaints, and the entire experience still works well despite them. Thanks for making such a cool zombies map.
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