Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Nope it spawned to the right, well, it tried, it started, and the count down was going, and I thought, woo-oo, it's take care of its self since Zombies couldn't reach it, nope, it failed because the map wasn't open.
Pack A Punch, I no now thanks to guides, though I've yet to attempt it, but I didn't dare touch the call for evac things, since I thought that was like a cold war exfil things, so I spend ages running around trying everything but that to get to pack a punch.
The Ullapool Caber, very funny joke weapon, could have at least let me keep it as a blunt object to use after it downed me.
It's be nice if these issues were addressed, since without outside knowledge, the only method of learning this stuff is trial an error, which ruins the fun, and makes it frustrating, it can even be game ending, if I didn't have QR when i used the Caber, I would have gamed over.
This map should have been just a Nacht/Verruckt reskin. Small simple map with some fun custom stuff, instead it's poorly communicate pain in the ass.
Hence why now I've unsubscribed from it, since I don't feel like wasting anymore of my time on it, there are fun complicates maps, like Origins, or DE, but this takes notes form the worst of them.
Not that I imagine the creator of this map would take on this criticisms and implement sweeping changes to better this map, but I'll put them forth anyway.
Perk System: Full Revamp Required!
First, better UI and actual indicators to guide you to the active location, perks should only spawn in opened areas, and QR should always spawn in the spawn room, with on screen hints, or quotes from the characters, as to introduce and explain the feature.
The Evac Radio, should be renamed, as not to be confused as an Exfil system, and shouldn't require the play to stand next to it, it should just be a press F and it's done, or maybe another defence.
Perk Limit, communicate the limited perk slots on the HUD, or Remove the Perk Limit.
The Ullapool Caber should only Red Screen the player, not down them, I can't imagine anyone would be happy wasting a QR, or getting a Game Over for trying out that weapon, especially those who aren't familiar with TF2.
The Death-machine shouldn't do splash damage, the fact that it does is just dumb, the entire point is it briefly make you OP and borderline unkillable, if you can use it to kill yourself, that's just bad design.
Better Map Guidance, trial and error is not fun gameplay, there should be clearer clues to help players progress, I don't care if it's literally written out on the walls, I shouldn't have to look up a guide.
The ullapool caber is crap yeah xD but now you know not to use it, it's like getting any other crappy gun from the box. The perk spawns aren't even that bad considering the size of the map and you do get their locations prior by a beam of light up in the sky. And I'm pretty sure jugg is hard coded to come early. So that's sorta nice.
The death machine is now explosive, so just play it safe whilst using it, I know that might be blunt but it's just that really. Its not like you're going to end your game suddenly after picking it up.
And who knows maybe there is a perk slot quest, as far as I know no one has even found the main quest yet, which is normal for maps. I'm sure there is one here somewhere.
Not trying to say your opinions are invalid, I totally get the frustration when you feel so lost. This is fine. And you're free not to play it, but I do hope you give it a second chance with everything you've learnt now. I'd say this is an absolutely quality map which deserve more attention 💪 overcoming such difficult odds can be gratifying, push yourself to the limit and get out on top.
You are right about the perk slot! There are two confirmed ways I know of getting extra slots. Equaling 6 perks (as of typing this). One is staying inside the Zeppelin for around 5 rounds. A Max Ammo and Perk Slot spawn near where you jump out of the Zeppelin. And if you gamble the grenades with the fountain in the center. Once it reaches the top and starts bubbling, you can use a zombie blood and interact with it. Which has a chance to give a Perk Slot (Maybe it does the first time everytime? Haven't tested enough though)
See? I knew Chicken wouldn't put in all of these perks just to have us limited with 4 slots lmao. If 6 is the max then I think that's perfect (not unless there is a way to get all perks >~>)
Also thank you for the info on that!
6 is not actually the limit either. Not only can you repeat the steps that TRINITY proposed to get even more slots (the fountain is a randomised drop so less reliable, and the method also steals a LOT of money), but there is a third method which gives you all of the perks at once! I won't say how just yet, I'm sure it will become common knowledge in the next day. I think this perk system is brilliant and rewards players very well for putting in the work to understand the map.
"I shouldn't have to look up a guide".
It's zombies. Sharing and learning through other players' experiences is a massive part of its appeal and helped build such a dedicated community in the first place. This kind of map making that doesn't tell you what to do or hold your hand is what many of the older maps, like even Origins that this is inspired by, does. There are plenty of clues, and just because they're not spelt out to you directly or said in dialogue, it doesn't mean they're not there. Every experienced person I've seen play managed to find pack-a-punch by themselves, not necessarily with ease. For me it took some patience to figure it out, but that patience was well rewarded. I was even intimidated by the transmission step when I first found it, but sometimes you just need to dive in.
But yeah if that's too much for you then, yeah maybe the map just isn't for you. It offers a gameplay experience that many of us who have been playing for years are well familiar with, and have likely been missing. It's a different kind of hardcore that is rather unique to zombies, and in that sense, is uniquely rewarding. This isn't designed to be a map that you pick up and play once. It's made to be revisited, discussed and conquered with communal trial and error. Trial and error can be incredibly fun for many, look at how much of a world-wide phenomenon Elden Ring is.
I'll tell you what though, the name change on the evac radio is fair, but for the love of god please don't just write out steps on the wall. If it helps, jug is always the 3rd perk.
I assume it's completing the Main EE but only time will tell! Good to know.
I grew up on classic Zombies, I've been around just as long as the mode itself, I remember when Zombies wasn't even on the main menu yet, it only existed as a secret bonus after the Campaign.
That reveal terrified me, as I was a very young child then, what was I in '08, 6?
but despite the horror, it was addicting af, and I've been playing it every since, almost every version of this mode, almost every map, I've played 98% of Treyarchs content, minus most of Vanguard, Jesus...
And SledgeHammers Nazi Zombies, and IW Zombies (Lowkey, Spaceland Slaps, and is better than some treyarch maps)
The complexity of the mode is nothing new to me, it's just become tedious is all, I'm not a little kid anymore, I don't have all the time in the world, or the same attention span, nor the patients.
So for a map like this, that is more frustrating than some official maps, I just can't.
If the Radiant Editor wasn't ass to work in, I'd make my own maps, and they'd be pretty complicated, and have wild new ♥♥♥♥ in them.
Complexity isn't bad, so long as it's done right.
This map didn't to it right for me.