Call of duty bo3: FreerunZ

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Presentation

FreerunZ is a mod created to replicate the Blackops3 Freerun Gameplay Mode available in the Bonus section of the game. It is essentially a timed based Parkour style gametype where the player has to try and get from A to B in the fastest time. As the mod evolves we are hoping to bring new features like Enemy AI, Multiplayer races, Vehicles and more.

Getting the mod and demo map

  • You can get the FreerunZ mod HERE
  • You can get the demo Map FreerunZ HERE
Note: You must own Call of Duty Blackops 3 to play this and have Multiplayer installed. Online & Offline mode possible

Freerun type map building

Whats needed?

For freerunZ to work you must create your Multiplayer map in a certain way, mostly the requirement elements are as follow:

  • Start Trigger
  • End Trigger
  • Checkpoint Triggers (required for using Target shooting)
  • Weapon Pickup (if using Target shooting)
  • Reset Triggers (death > restart)


Optional Items include:

  • Ammo pickup
  • Perk Pickup
  • Health pickup


As mentionned above you must a Multiplayer map as the base, Zombie mode isnt supported

All triggers used in the map making are Trigger_Multiple

Also the pickup items prefabs can be found under the prefab browser, under MP:

Layout

In terms of layout you would build your map much like in the Official Maps, Start > Parkour > End. Multiple paths are possible also, so long as there are only one Start and End Triggers. Wall running can be used and so you can integrate that in your level (as seen on Example map provided).

Building the map

As with any other MP Map, you will need the entities present in the template, I therefore strongly suggest you start your level from the Template provided. You can always increase the volume sizes to match size of your map at a later stage.

Spawns

  • FreerunZ uses 2 type of spawns, info_player_start and mp_dm_spawn. info_player_start is used as the very first spawn at start of the map while the mp_dm_spawn are used to respawn player on fall/fail or manual reset to checkpoint.


  • In the template map you have you can delete all the spawn leaving only the info_player_start. This will be your start for the player on spawn. Add the following targetname for it: fr_start_00


  • Next you will need a mp_dm_spawn at the same location as the info_player_start, like so:


  • Subsequent mp_dm_spawn will be required behind checkpoints of your choosing to avoid the player having to respawn each time at the start of the race

Start and End Triggers

  • Only one of each, targetname are as follow:

Start trigger_multiple

targetname = fr_start_00

End trigger_multiple

targetname = fr_end_00

NOTE: Be sure to make the trigger big enough so that the player has no choice but to go through those.

Checkpoints and Reset Triggers

  • Checkpoints are placed directly after difficult obstacles or Targets shooting walls since its the common place for players to fail, just drop a trigger_multiple and add the following:
targetname = fr_checkpoint

NOTE: you can have as many checkpoint as you like but remember that only those with a mp_dm_spawn right next to them will be used as respawn checkpoints
  • Reset Triggers should cover any area that you consider a fail for the player, can be below the ground, in the air, on the sides. Just drag a trigger_multiple and add the following:
targetname = fr_die

Placement example in demo map: