DONE:
Power is already on
No walking zombies
No special rounds
No thundergun, crossbow, vr11, gersches, or monkeys in the box
Power downs instead of power ups
Power downs don't affect the person that picked them up
No mule kick (except for Moon)
Keep your weapons, grenades, knife, and claymores after a round restart
Slowdown turrets (Kino & Ascension turrets target other players, and instead of damaging them they slow them down)
Grenades and equipment can damage and be triggered by other players
Shooting players slows them down and knifing them pushes them
Upgraded weapons slow people down longer
Upgraded knife pushes people farther
Gain 10 points when you grief an enemy that is damaged
Gain 5% of an enemy's points if they down after you grief them
Gain 10% of your points when an enemy downs
Quick revive is off
Weapon changes - M16 and PM63 have 1 extra mag, famas and spectre have double the amount of mags, M16 upgraded grenade launcher does more damage and half the explosion radius, upgraded FAL reduced time between bursts, unupgraded olympia does double damage
Default 90 FOV (with FOV slider)
Quads explode after a round restart
Powerdowns (negative powerups that don't effect the player that picks them up) - Clip Unload (unloads the clip on your current weapon), Infinite Kill (half damage for 30 secs), Half Points (half points for 30 secs), Punishment Points (lose 10% of your current points), and Death Walk (move at 70% speed for 30 secs)
Amount of powerups you can earn in a round resets after a round restart
Amount of points you can earn from barriers in a round resets after a round restart
Perk changes - Deadshot (costs 1500 points, headshots do double damage)
No player dialog
Fire sale makes traps cost 10 points
Box can start off in the first room on maps where the initial box spawn is random
On classic maps, the wall weapons are in the box
Box can be hit again quicker after just being used (like in BO2)
Box weapons go away twice as fast
Flopper flops do damage to enemies
Scavenger explosions do damage to enemies
KINO:
Teleporter is permamently linked, just have to wait for it to cooldown after each use
Gas crawlers from round 1
FIVE:
No teleporters
All 6 spawns in the first room are active
The first room door is already open
Traps are already assembled
Pack-a-punch door is now a 1500 point buyable door
Pack-a-punch machine is always open
ASCENSION:
Landers can only be called, not used, and cost 250 points to call
Centrifuge goes off much more frequently
Jug door is already open
Pack-a-punch door is already open
COTD:
George's max health is 250K (solo health always)
Wunderwaffe is in box and can be upgraded
No zombie spawn delay at the beginning
SHANG:
Pack-a-punch stairs are always open
The geyser in the first room is already open
Spikes now kill zombies
Spikes do 25 damage to players (normally 5 damage)
NACHT:
All doors are open
VERRUCKT:
Door separating the first rooms is open
Bar door is open
SHI NO NUMA:
Both first room doors are open
Flogger will instantly kill you if you don't have jug
Zipline costs 750 points, and will kill players if they touch it while it's moving
DER RIESE:
Both first room doors are open
All teleporters are linked
Pack-a-punch is open
A powerup drops at the beginning of a game
Everytime you teleport, you are guaranteed a powerup AND dog spawns
TODO:
Make power downs red
Fix FOV change from teleporting and ziplining
Make turrets cost 10 points on a fire sale
Make claymores detonate when damaged by enemies
Make powerdown HUD only show for players being effected by the powerdown
BUGS:
Quad zombies drop power ups FIXED
If there is a round restart beyond round 1 it will not work properly; the game will freeze for about 5 seconds, then only the host will spawn back in and they will only have the starting pistol FIXED
Cannot red screen after a round restart
Players spawning in from a round restart will always spawn at the initial spawn point (at one point I had it so they would spawn in whatever zone they were in but it now stopped working)
Upgraded weapon camo disappears on weapons after a round restart
Only one player gets their weapons back after a round restart
Looking for testers! If you have BO1 on steam, add me: jbirdjustin