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Last post by Dev Der Riese Style - 7 hours ago
what will the code look like when I teleport from all three teleports to the main computer (it's on the giant bo3 map)?I'm not asking to throw a monkey into each teleporter and make the robot's eyes shine, after which a perk appears, need the player to teleport from each teleporter to the main computer, and after these actions can continue the Easter egg, for example, to activate a bonus or something like that, like this code what will it look like in giant_teleporter.gsc?
but I need it for waw/bo1 (there is no difference)
I don't think there are big differences in the bo3 code.
but I need it for waw/bo1 (there is no difference)
I don't think there are big differences in the bo3 code.
Last post by TiozzoPro - 2 days ago
Great mod to fix the other maps but ragnarok has g spawn_errors cause after rnd 15 the game has a high chance of crashing since zombies teleporting would it be possible to fix the g spawn error in the next patch?
Try this and let me know
https://drive.google.com/file/d/1Co6Ardrginro4mPCgMWAXOiFpi35Q5Ky/view?usp=sharing
Last post by Dev Der Riese Style - 3 days ago
How do I transfer weapons from waw to bo1?such as type99,Browning,MG42,PTRS-41?

Last post by marinescdude - 5 days ago
Apologies for not replying sooner, I don't usually check this nearly as often as I should (most of my feedback is on the Steam Workshop after all with a nice notification feature)
About pap camos:
-The ppsh-41 does not apply correctly with the BO1 "circuits camo" . I don't know what happened, it just feel like the details of the camo are very tiny and you can barely see it;
I'll look into it, I did a widespread adjustment a few months back because the 'scale' of the applied camo was incorrect and due to the relatively large amount of work I'm bound to have missed some weapons
-Apparently the "Wave Gun" and the "Shrink Gun" does apply the circuits, origins and maybe the 115 weaponized green camos, but the others simply does not even show;
-The optional mp guns (I think all of them) have that issue with the dirt and scratches on the model.
Think I've already been informed of this issue, thanks for giving me a reminder anyway
About claymores:
-It is on the "Die Rise Remastered" from Xela and when I tested it worked pretty well. Maybe you could try using the same assets.
Are those assets publicly available? That's the main problem I've had while developing this mod: I can't easily find all assets necessary for the mod
About glitches:
-There is an important rule Treyarch made since BO2 that if you have the Ray Gun Mark 2, you shouldn't be able to get the Mark 1, and vice-versa, but I managed to get both on "The Giant" when enabling the Mark 2;
I'll have to see if I can get this to work properly, however I'm not familiar with the script implementation and will have to do some research. Should be feasible however
-The "Save Config. Feature" for the mod isn't really working, but I don't know if you intend to work on that;
It actually does work, however it's not currently possible to load the saved settings because I haven't figured out how to set up the lobby UI - again an issue with the implementations that do exist not being publicly available so I'm at a loss how to do it myself. You can actually see for yourself with gcpeinhardt's T6Mod that anything saved using "Save Config. Feature" in my mod appears in that mod's gamemode selection
- One thing I just remembered is that when I completed the Shangri-la easter egg, I received a permanent perkaholic as a reward, but I did not get phd flopper even with it enabled in the mod config. Instead I got widow's wine which should have been replaced. I think the other ZC maps might have the same issue;
Might be a separate array for the perks the game gives when completing the easter egg (I guess to stop infinite Quick Revive on solo), will look into it further
- Some people might have said this but "Call of the Dead Remastered" from Copyforthat crashes when loading with the mod enabled, although having support for it.
I'm going to port over all the rest of this mod's features to the WaW zombies weapon pack so hopefully I can figure out what is really going on - because I'm not going to allow another mod to break in this way as well
After the 03/22/25 patch
About WAW guns: (I have no idea if it is possible to fix)
-Some of them lack the slide animation, making it very awkward when the character slides while holding the gun with both hands;
-The Thompson has weird animations when running or sliding.
I could ask TheAllNightFall about these issues, I'll see if I can catch what's going on with the Thompson on video so I can send more detailed feedback as well. I could also look at TheSkyeLord's WaW ports to see how the slide animations are handled there although the animations might not be able to actually work with different models
About some ideas I think you could add to the mod:
- Try making the "Mouser C96" and the "Bloodhound" optional starting weapons to all maps (if possible);
This would require adding a custom port of both weapons to the mod, though should be doable just need to download a few more assets
- Change the BO3 Stg-44 and M1927(Thompson) to the WAW models on Origins;
That is actually an oversight on my part, should've been something I could immediately notice as a possible feature but trying to get all of the WaW ports set up in time is definitely something that can make me forget about stuff like this
- Try restoring the OG sounds that drops make, because on BO3 they are a little different;
From my perspective there's a question as to whether this can be easily added as an option or if I have to do a global override of the sounds, however in general this should be possible just need to actually get these powerup drop/ambient sounds
- Add the "M1911" on Origins dig spots when you choose it to be the starting weapon, replacing the C96.
Should be able to adjust my modified zm_tomb_dig.gsc script to accomodate this

Last post by TjAbodaiVT - 5 days ago
So, I recently got into map making, and making my first map, I've got most things down like adding weapons, getting rid of certain features like dogs, and etc...
The only problem I've been having so far other than getting used to radiant (I'm more used to Hammer++ for Source Engine) is getting co-op spawns to work. Solo works just fine and spawns in the right place but when I launch co-op, player 1 spawns where the solo spawn is and the other 3 players spawn in the ground a little bit behind the solo spawn.
Anyone know what's going on and how to fix it?
(I've been following youtube map making tutorials that are pretty damn old btw if you think that could have outdated info somehow)
Photo of what happening (Google Drive Photo)
Also I've been launching through Plutonium cause my T4M keeps disappearing from my main game files and Plutonium automatically has T4M so it's easier.
The only problem I've been having so far other than getting used to radiant (I'm more used to Hammer++ for Source Engine) is getting co-op spawns to work. Solo works just fine and spawns in the right place but when I launch co-op, player 1 spawns where the solo spawn is and the other 3 players spawn in the ground a little bit behind the solo spawn.
Anyone know what's going on and how to fix it?
(I've been following youtube map making tutorials that are pretty damn old btw if you think that could have outdated info somehow)
Photo of what happening (Google Drive Photo)
Also I've been launching through Plutonium cause my T4M keeps disappearing from my main game files and Plutonium automatically has T4M so it's easier.
Last post by yaybeat - 9 days ago
Space Platform is a very large map set on a space platform, where the objective is to find three door-opening cards to access the final zone. Be careful: all weapons are in crates, and there will be only one Mystery Box. Good luck to you!
15/04/2025 : update, error fixed
17/04/2025 : update, error fixed ,add mystery box and change the position of the Perk.
17/04/2025 : update, error fixed ,add death barriers and add picture
17/04/2025 : update, error fixed ,add buyable max_ammo.
18/04/2025 : Error corrected regarding the elevator: (The travel time to certain floors will last 20 seconds to prevent players from being ejected from the elevator due to its speed and distance covered.)
-add Weapon
20/04/2025 : update, error fixed and add Ray Gun Mark II from Black Ops II
- Large Map
- No Dogs
- Elevator
- Teleporter
- Add Weapon BO2, MW2, IW and BO3
- Add Perk BO2 AND BO3
- Buyable Ending
- Secret Room
- Buyable Max Ammo
If you happen to find any bugs or issues, don't hesitate to contact me. Thank you!
Thank you for the help!
- Shippuden
- EpikIzCool
- Blitzn
- Jubby
- Sadoron
- Samoth
- RealVenomModz
-------If you don't want to get spoiled, don't watch the video.
Download : https://mega.nz/folder/djViSLhJ#kwdbN5QFvd3TmwXtXSaMGw
15/04/2025 : update, error fixed
17/04/2025 : update, error fixed ,add mystery box and change the position of the Perk.
17/04/2025 : update, error fixed ,add death barriers and add picture
17/04/2025 : update, error fixed ,add buyable max_ammo.
18/04/2025 : Error corrected regarding the elevator: (The travel time to certain floors will last 20 seconds to prevent players from being ejected from the elevator due to its speed and distance covered.)
-add Weapon
20/04/2025 : update, error fixed and add Ray Gun Mark II from Black Ops II
- Large Map
- No Dogs
- Elevator
- Teleporter
- Add Weapon BO2, MW2, IW and BO3
- Add Perk BO2 AND BO3
- Buyable Ending
- Secret Room
- Buyable Max Ammo
If you happen to find any bugs or issues, don't hesitate to contact me. Thank you!
Thank you for the help!
- Shippuden
- EpikIzCool
- Blitzn
- Jubby
- Sadoron
- Samoth
- RealVenomModz
-------If you don't want to get spoiled, don't watch the video.
Download : https://mega.nz/folder/djViSLhJ#kwdbN5QFvd3TmwXtXSaMGw



Last post by Deadshot Dave - 10 days ago
Love it,
It definitely adds in that "Feeling that something is missing or out of place" while still keeping that vanilla feel,
good job Zombie slayer, We're all proud of you , i mean it!
It definitely adds in that "Feeling that something is missing or out of place" while still keeping that vanilla feel,
good job Zombie slayer, We're all proud of you , i mean it!


Last post by Die_Glocke - 11 days ago
What issue do you have?
Seconding what he said. The three weapons perk drop would actually cause you to lose weapons. Furthermore, I think there was something wrong with the sniper npcs affecting your autoheal. But it's been really long since I've played dead sand. Also, mortar shells would basically inst-kill the player, while not doing much damage. And bouncing betties didn't work correctly. Bouncing betties behaved like a weapon, rather than a piece of equipment.
Last post by esxty - 2 weeks ago
hey can i get a hand? i mean.. do i have to manually change the name of the file with the file name of the gun that i want and then put that in the images folder?