Jump to content

Ramsy

Users
  • Posts

    2,014
  • Joined

  • Last visited

  • Days Won

    109

Everything posted by Ramsy

  1. And my cancer has majestically cured itself.
  2. Pro: Faster response time. Con: Open to manipulation, as Kevin stated.
  3. Ramsy

    Zam Suggestion

    You want to take away players' right to playing the game in the way the game allows them to? Fuck no. EDIT: Suggest ideas that affect the gameplay in a way that isn't literally a form of saying "we quit trying, can we move on to the next map now?"
  4. @ViiRuS_iQuicKZ Turn down your in-game volume when you're talking.
  5. I feel like this website should tell every new user something like: "DON'T SUGGEST IDEAS THAT INVOLVE CUSTOM GUNS AND STUFF LIKE THAT! DO YOU UNDERSTAND THAT?" The mod is full of custom stuff, suggest stuff that doesn't require the addition of things that aren't already in Black Ops 1 itself (no custom guns, no custom elements, none of that). And stop coming up with classes that are essentially a mix of other classes or things that already exist.
  6. Ramsy

    New Limb??

    Perhaps an elemental limb? I find both a teleporting limb and an insta-kill limb to be OP, but something for x points that disorients the survivor, could be a thing.
  7. Activision and Treyarch's way of making things easier for them. Rather than work on actually making Supply Drops be fair, they just do this shit. If you don't know what I'm talking about, I suggest you watch this video:
  8. Putting the spawn on a black barricade won't do anything cuz you'll still be able to just get hardscoped by 20 people using Interventions. Why not make many spawn areas (when going to the out-of-the-map area) rather than just one (this would pretty much get rid of spawntrapping as long as there was a handful of spawns)?
  9. Did you (download and) install the software for it? Did you try using all USB ports when connecting it to your computer case (if it is indeed a USB-based mouse)? Did you try contacting customer support after doing the two things above? P.S. Make sure you have your warranty ready at all times.
  10. Sorry for taking time fixing your mistakes, Blueturd. :<
  11. Fixed ramp bridge, fixed minefield to make it like the original and kept my variant so we can choose from either of the two. All of the pictures and code are in my previous post that included that stuff. That's all of the fixes for Jungle, moving on to making a new Hanoi.
  12. Agreed, but I went ahead with the bridge change to repair that pit between the cades. Minefield was cosmetic and off of request. Anyway, like I said, I'll rework the bridge tomorrow and then I'm gonna continue working on my Hanoi iteration.
  13. Like I said on TeamSpeak, I forgot they only need to be on one side. I'll rework it tomorrow.
  14. *UPDATE* Fixed the bridge with the "ramp cades". ^ That ramp is to boost an RC-XD between, kinda fun actually. ^ Players can now fall between the cades if they don't jump (and no, you cannot go on that little piece of wood sticking out). ^ Cades on the sides are to prevent team-jumping over. ^ You can still limb accross. level.bunkerList[0] = createBlock((1895.86, -37.2031, 280.125), (0, 110, 30)); level.bunkerList[1] = createBlock((1907.55, -70.6321, 280.125), (0, 110, 30)); level.bunkerList[2] = createBlock((1852.53, -91.268, 315.301), (0, 110, 30)); level.bunkerList[3] = createBlock((1840.23, -57.3225, 315.301), (0, 110, 30)); level.bunkerList[4] = createBlock((1695.21, -87.0136, 280.125), (0, 200, 0)); level.bunkerList[5] = createBlock((1695.21, -87.0136, 307.25), (0, 200, 0)); level.bunkerList[6] = createBlock((1695.21, -87.0136, 334.375), (0, 200, 0)); level.bunkerList[7] = createBlock((1713.5, -137.407, 280.125), (0, 200, 0)); level.bunkerList[8] = createBlock((1713.5, -137.407, 307.25), (0, 200, 0)); level.bunkerList[9] = createBlock((1713.5, -137.407, 334.375), (0, 200, 0)); level.bunkerList[10] = createBlock((1723.4, -163.483, 361.5), (0, 200, 0)); level.bunkerList[11] = createBlock((1723.4, -163.483, 388.625), (0, 200, 0)); level.bunkerList[12] = createBlock((1686.16, -59.6728, 361.5), (0, 200, 0)); level.bunkerList[13] = createBlock((1686.16, -59.6728, 388.625), (0, 200, 0)); level.bunkerList[14] = createBlock((1675.7, -186.043, 314.715), (0, 110, 0)); level.bunkerList[15] = createBlock((1675.7, -186.043, 341.84), (0, 110, 0)); level.bunkerList[16] = createBlock((1675.7, -186.043, 368.965), (0, 110, 0)); level.bunkerList[17] = createBlock((1637.49, -69.661, 315.19), (0, 110, 0)); level.bunkerList[18] = createBlock((1637.49, -69.661, 342.315), (0, 110, 0)); level.bunkerList[19] = createBlock((1637.49, -69.661, 369.44), (0, 110, 0)); ----- Also, fixed up the minefield a bit and added a variant to it. Version 1 (originally made by Bluebird): ^ Made it a bit less OP for the humans by adding that 1st cade to get up quicker. ^ Cades are closer to one another so, again, easier for the zombies. ^Last part has a total of 2 cades and not 3, so less humans crowded up there. level.bunkerList[20] = createBlock((961.235, -3062.36, 134.21), (0, 260, 0)); level.bunkerList[21] = createBlock((950.977, -3123.48, 149.623), (0, 260, 0)); level.bunkerList[22] = createBlock((949.71, -3130.37, 166.748), (0, 260, 0)); level.bunkerList[23] = createBlock((948.372, -3137.66, 183.873), (0, 260, 0)); level.bunkerList[24] = createBlock((946.778, -3146.29, 200.998), (0, 260, 0)); level.bunkerList[25] = createBlock((945.319, -3154.24, 218.123), (0, 260, 0)); level.bunkerList[26] = createBlock((924.793, -3272.51, 218.359), (0, 260, 0)); level.bunkerList[27] = createBlock((919.115, -3305.32, 218.359), (0, 260, 0)); level.bunkerList[28] = createBlock((913.371, -3336.67, 217.98), (0, 260, 0)); level.bunkerList[29] = createBlock((970.534, -3454.56, 217.98), (0, 260, 0)); level.bunkerList[30] = createBlock((823.158, -3431.92, 217.98), (0, 260, 0)); level.bunkerList[31] = createBlock((817.089, -3466.73, 232.88), (0, 260, 0)); level.bunkerList[32] = createBlock((815.936, -3474.33, 250.005), (0, 260, 0)); level.bunkerList[33] = createBlock((814.8, -3481.81, 267.13), (0, 260, 0)); level.bunkerList[34] = createBlock((813.688, -3489.14, 284.255), (0, 260, 0)); level.bunkerList[35] = createBlock((965.179, -3489.44, 232.938), (0, 260, 0)); level.bunkerList[36] = createBlock((963.775, -3497.65, 250.063), (0, 260, 0)); level.bunkerList[37] = createBlock((962.331, -3506.09, 267.188), (0, 260, 0)); level.bunkerList[38] = createBlock((960.887, -3514.54, 284.313), (0, 260, 0)); level.bunkerList[39] = createBlock((861.912, -3601.25, 283.657), (0, 260, 0)); level.bunkerList[40] = createBlock((856.443, -3633.63, 284.403), (0, 260, 0)); Version 2: ^ All of the elevator cades work perfectly, and you can go in crouch under those bent-over looking cades, as well as hide between them. level.bunkerList[24] = createBlock((901.881, -3208.24, 147.481), (0, 80, 0)); level.bunkerList[25] = createBlock((900.983, -3214.1, 164.606), (0, 80, 0)); level.bunkerList[26] = createBlock((900.072, -3220.54, 181.731), (0, 80, 0)); level.bunkerList[27] = createBlock((899.275, -3226.67, 198.856), (0, 80, 0)); level.bunkerList[28] = createBlock((898.523, -3233.05, 215.981), (0, 80, 0)); level.bunkerList[29] = createBlock((589.479, -3121.33, 145.901), (0, 80, 0)); level.bunkerList[30] = createBlock((588.912, -3126.25, 163.026), (0, 80, 0)); level.bunkerList[31] = createBlock((588.317, -3132.16, 180.151), (0, 80, 0)); level.bunkerList[32] = createBlock((587.67, -3139.46, 197.276), (0, 80, 0)); level.bunkerList[33] = createBlock((587.153, -3146.21, 214.401), (0, 80, 0)); level.bunkerList[34] = createBlock((580.568, -3182.49, 213.525), (0, 80, 0)); level.bunkerList[35] = createBlock((574.74, -3217.12, 213.525), (0, 80, 0)); level.bunkerList[36] = createBlock((892.617, -3267.71, 215.64), (0, 80, 0)); level.bunkerList[37] = createBlock((886.554, -3302.63, 215.64), (0, 80, 0)); level.bunkerList[38] = createBlock((532.952, -3245.09, 228.629), (0, 80, 0)); level.bunkerList[39] = createBlock((531.643, -3253.23, 245.754), (0, 80, 0)); level.bunkerList[40] = createBlock((530.306, -3261.54, 262.879), (0, 80, 0)); level.bunkerList[41] = createBlock((917.655, -3343.6, 230.764), (0, 80, 0)); level.bunkerList[42] = createBlock((918.445, -3349.32, 247.889), (0, 80, 0)); level.bunkerList[43] = createBlock((919.62, -3356.97, 265.014), (0, 80, 0)); level.bunkerList[44] = createBlock((736.597, -3523.24, 264.881), (0, 80, 0)); level.bunkerList[45] = createBlock((730.569, -3557.29, 264.881), (0, 80, 0)); level.bunkerList[46] = createBlock((724.589, -3592.09, 264.881), (0, 80, 0)); level.bunkerList[47] = createBlock((656.436, -3579.81, 264.881), (0, 80, 0)); level.bunkerList[48] = createBlock((662.157, -3544.85, 264.881), (0, 80, 0)); level.bunkerList[49] = createBlock((668.178, -3510.74, 264.881), (0, 80, 0)); level.bunkerList[50] = createBlock((616.037, -3608.35, 289.882), (0, 80, 0)); level.bunkerList[51] = createBlock((686.65, -3620.05, 290.117), (0, 80, 0)); level.bunkerList[52] = createBlock((755.706, -3631.77, 290.176), (0, 80, 0)); That is all.
  15. Bump! Does this mean that pausing my game in solo will no longer make me get CI? Anyone know?
  16. Double standing barricade spot, the point of these barriers is to make it somewhat easier for the survivors and prevent spawnkilling by a little bit (the barriers will somewhat absorb the bullets and prevent spawnrape). ----- The manequinn's spawn is questionable, but you can still cade around it pretty easily, I took that part into consideration. ^ This is just to show that you can run between the barriers and not get stuck or glitched in any way. Also, the barriers on the left side (final pic) also have the purpose of preventing the strafe jump that you can do to jump over the barriers next to that shelter down there (not many people can make it, but when done, you can easily kill anyone over there). ----- Garden code: level.bunkerList[0] = createBlock((-1874.24, 328.321, -54.3429), (0, 160, 0)); level.bunkerList[1] = createBlock((-1874.24, 328.321, -27.2179), (0, 160, 0)); level.bunkerList[2] = createBlock((-1874.24, 328.321, -0.0929108), (0, 160, 0)); level.bunkerList[3] = createBlock((-1928.09, 176.516, -53.875), (0, 160, 0)); level.bunkerList[4] = createBlock((-1928.09, 176.516, -26.75), (0, 160, 0)); level.bunkerList[5] = createBlock((-1928.09, 176.516, 0.375), (0, 160, 0)); level.bunkerList[6] = createBlock((-1766.37, 623.734, -55.2797), (0, 160, 0)); level.bunkerList[7] = createBlock((-1766.37, 623.734, -28.1547), (0, 160, 0)); level.bunkerList[8] = createBlock((-1766.37, 623.734, -1.02975), (0, 160, 0)); level.bunkerList[9] = createBlock((-1821.35, 472.925, -54.7969), (0, 160, 0)); level.bunkerList[10] = createBlock((-1821.35, 472.925, -27.6719), (0, 160, 0)); level.bunkerList[11] = createBlock((-1821.35, 472.925, -0.54689), (0, 160, 0)); Staircase code: level.bunkerList[12] = createBlock((-1204.92, 761.593, 160.655), (0, 160, 0)); level.bunkerList[13] = createBlock((-1229.09, 695.755, 161.245), (0, 160, 0)); level.bunkerList[14] = createBlock((-1146.01, 653.368, 161.492), (0, 160, 0)); level.bunkerList[15] = createBlock((-1170.27, 589.223, 161.492), (0, 160, 0));
  17. I went ahead and fixed the barriers on the cliff (that allow zombies to limb the survivors from the other side, but could previously also be used to glitch in and get the survivors killed). How it looks: You can still limb from between all cracks (both between the barriers horizontally and vertically speaking): Here is the code: level.bunkerList[0] = createBlock((1654.7, -1144.45, 488.557), (0, 140, 0)); level.bunkerList[1] = createBlock((1654.7, -1144.45, 515.682), (0, 140, 0)); level.bunkerList[2] = createBlock((1654.7, -1144.45, 571.172), (0, 140, 0)); level.bunkerList[3] = createBlock((1708.76, -1075.85, 496.099), (0, 140, 0)); level.bunkerList[4] = createBlock((1708.76, -1075.85, 523.224), (0, 140, 0)); level.bunkerList[5] = createBlock((1708.76, -1075.85, 586.811), (0, 140, 0)); P.S. The glitch was that a team of two zombies could jump on the lower set of barriers, then from that onto the top one and then just hop over and kill the survivors inside.
  18. *UPDATE* For anyone that didn't quite understand what I meant by this: Here are 2 examples of spots you could "thrust" over without losing any of your jetpack fuel: So, like I said, short intervals of usage time that you'd mainly use to "tactically surprise the enemy".
  19. Hence why I said you'd be able to blow up just like the standard Bomber Zombie (meaning you'd be able to commit suicide at any point).
  20. *RoF stands for rate of fire ("shooting speed") *DMG stands for damage *BO3 stands for Call of Duty: Black Ops 3 1. When you take a look at the Skorpion EVO, it has both a high RoF and high damage. But if you look at the MP7 and MSMC, they don't deal nearly as enough damage, especially considering their RoF is lesser than the one the Skorpion EVO has. So, my suggestion is to up the damage for those two SMGs, but leave their RoF and other characteristics untouched, because I've played with those weapons enough to be able to tell that they handle exactly how they are supposed to, all they need is a little damage buff, that's it. 2. Arlington's jetpack ability is cool and all, don't get me wrong, but wouldn't it be awesome if you could use the jetpack an unlimited (or large) ammount of times, but in far, far shorter intervals? I got this idea from thrusting in BO3 Multiplayer, and the point of this would be to get over lines of fire quicker, dodge an attack, etc... There's a lot of spots on many maps that you can get over and surprise the enemy, but it's impossible to do so without using Arlington's jetpack. So, tl;dr - option of selecting how you wanna use Arlington (one lengthy charge or unlimited boosts), unlimited boosts allow you to use your jetpack for around 2-3 seconds at a time and then your jetpack has to recharge for about 4-5 seconds after that (look up BO3 Multiplayer gameplay on YouTube to get the idea). 3. Something that literally just came to my mind. So, my idea is to replace Blood (withing Cold-Blooded) with Glitch (also something from BO3). What this would do is bring you back to your exact position (coordinate-wise) and state (running, ADS, etc...) from about 5 seconds ago, guaranteeing you an escape from a sticky situation. I think 500 points and unlimited uses are fine for something like this, feel free to throw your suggestions in though. 4. Reincarnating an idea I shared several times, this would be a specialty zombie (much like the Axis Zombie, Bomber Zombie, Shaman Zombie and former Electric Zombie) with the following characteristics - 5000 HP, really slow (far slower than pretty much any other moving thing in ZAM), is also a Bomber Zombie but deals far more damage upon exploding (and can also auto-detonate, just like the classic Bomber Zombie). Spawn rate can be decided by Classixz and you guys.
  21. Bish, holla at me when you've got 27 upvotes on your post, kek. Those words still apply to this day, btw.
  22. Please stop making new thread every so and so weeks on you trying to trade your stuff in for VIP/MVP. It's so cheap, just buy it, lol...
  23. This means more custom stuff would be added into ZAM, and that's borderline impossible at the current time due to restrictions within the mod.
  24. There's a reason it's called Random Knife, there's no solid reasoning as to why one should have a higher chance of getting the best type of knife.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.