Call of Duty: Black Ops III

Call of Duty: Black Ops III

Der Riese Revisited
All72Virgins 21 Jul, 2019 @ 10:26pm
Bugs/Map Suggestions
First off, I've noticed a bug where when in the PaP room, zombies are not able to find their way to you if the 4000 door is still shut.

Second of all, Not a bug but a suggestion, The map is too dark in many "Inside" Places, particularly in the tunnel to the PaP room, and there are also not enough Wallbuys, and the doors are too expensive. I often found myself putting 2250 into a door that led to a dead end room with no wallbuy inside it.
< >
Showing 1-15 of 20 comments
yodings  [developer] 23 Jul, 2019 @ 7:33am 
thanks for the feedback, there is an update for the map going live very soon, what wall buys would you like to see?
Last edited by yodings; 23 Jul, 2019 @ 7:34am
All72Virgins 23 Jul, 2019 @ 6:11pm 
What specifically you put in each room is entirely up to you, Though I think a good rule of thumb is at least 1 wallbuy per room. For the 2 rooms immediately adjacent to spawn, I think an SMG (I personally like the Kuda, but any would work) in one and a shotgun (Argus is a good one because it craps out earlier than the KRM, so you're not set for the game if you buy it early, but it is still really useful) in the other is a good way to go, as it gives the two main playstyles access to their preferred weapon early game without also removing the necessity to go further to get better ones. Beyond that I'd recommend sticking to SMG's, Assault Rifles, and Shotguns for the WB's, as having quick access to LMG ammo makes high rounding feel a little to easy IMO, though once again it's up to you, and the way you want your map to feel. I love the atmosphere, and the geometry of the additions you've made, and I definitely feel like this has potential to be a really great map.
yodings  [developer] 24 Jul, 2019 @ 11:19am 
thanks man, ive added the WWII weapons today and putting the original characters back in tomorrow. how are the wall buys looking atm for you mate?
Last edited by yodings; 24 Jul, 2019 @ 1:15pm
All72Virgins 24 Jul, 2019 @ 8:19pm 
Looking Pretty good, I've taken a few screenshots I'd like to share, DM me your Discord?
yodings  [developer] 25 Jul, 2019 @ 5:35am 
my discord name is same as my steam name dude
All72Virgins 25 Jul, 2019 @ 6:34pm 
Yee but without the numbers I can't send you a message
yodings  [developer] 26 Jul, 2019 @ 11:11am 
numbers? forgive me i barely use discord
All72Virgins 26 Jul, 2019 @ 11:18pm 
yee, Discord Id's are saved as the username followed by a 4 digit string of numbers, for example Username#1234 The numbers are automatically genereated and added on afterwards, but without knowing them no one can send you a message or friend request.
yodings  [developer] 28 Jul, 2019 @ 2:10am 
#6138
Basil Bonehead 28 Jul, 2019 @ 10:57am 
I'm going to add you as well on discord
chron667 28 Jul, 2019 @ 1:27pm 
good job on this map i really like all these new areas to explore but im most intrested in the area to the left of power. like where jug is but further up. please tell me you got ideas for expansion going up because that would be really nice. mabey even move pap on top of that roof or something. also wanted to let you know if you fall through the floor in that room up by the last teleporter pad and leave the door closed and go down through to pap that way the zombies cant find you so you cant buy your way out and i had to restart. like mabey make them all start respawning down there as soon as you drop down that hole or make them drop down the hole that would make it very challenging. anyways great work so far keep it up and mabey change the title to tell people you have expanded original because seeing another der reise remake in the workshop theres probably alot of people who wont even take the time to see what its about. I really like where your going with it and i think alot of der reise fans will to.
yodings  [developer] 30 Jul, 2019 @ 7:30am 
@chron667 there will be an update today that fixes this issue, yes there is a lot of changes to the area you mentioned, im working on detail and zombie paths atm
EdwardZNorton 30 Jul, 2019 @ 11:35am 
i think something with the scripting the pap for the GKZs' broke the animations for explosions, the zombies became a bit more mechanical and the dogs quit burning and just disappeared into thin air, and the guns lost the muzzle flash
voosh 2 Aug, 2019 @ 8:00pm 
https://imgur.com/a/UIm4AKL here are a few suggestions I had for the map in it's current state. Overall I would say you need to add a bunch of spawn locations in open areas, if the map is to be very big it needs a lot of spawns. I'm not saying eradicate all the new training areas with spawns, but there needs to be a lot more windows and spawns so that the map isn't slow. Also the new second floor you added is ♥♥♥♥♥♥♥ kickass.
E2Crucial 5 Aug, 2019 @ 9:27pm 
First off love the map layout better than the original and it's all minor things like the amount of wall buys and a couple of issues with certain areas and zombie spawns but I did find one major issue with the extension to the original cat walk. If you go up the stairs and go strait and you can follow the cat walk around the corner and jump over the break in the catwalk or walk across the board, strait ahead in that corner if you fall off the cat walk you can drop down on the wrong side of a barbwire barrier that's in the corner and you will be stuck and not be able to get out. It also glitches the zombies out and they can't get to you and depending on where you are located in that triangle some zombies will change there path to try and go a different route and other will stop just do that dance in unison like you just died and they don't know what to do.keep up the great work man and fix some of the lighting issues and wallbuys and door costs and the map will be super dope!!!
< >
Showing 1-15 of 20 comments
Per page: 1530 50