Call of Duty: World at War - Lucky At Bingo Zombie Mod Info

Download Call of Duty: World at War - Lucky At Bingo Zombie Mod
Filename: Lucky_at_Bingo.zip
Author: [LAB]Dc and [LAB]HeliMagnet
Size: 528 KB
Created: 9/17/2009
Updated: 9/17/2009
Downloads:
Also known as: CoD: World at War, Call of Duty 5
Download Call of Duty: World at War - Lucky At Bingo Zombie Mod
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Call of Duty: World at War - Lucky At Bingo Zombie Mod Details
Lucky at Bingo adds more nazi zombie maps inspired by Gambler's Ruin mod. It adds a mystery box where players can pick up an MG42, Raygun, or BAR at a certain level. Other gameplay changes have been made to improve the game mod.


[[[[[[ ]]]]]
[ L A BBBBB ]
[ L A A B B ]
[ L A A B B ]
[ L A A B B ]
[ L AAAAAAAAA BBBBB ]
[ L A A B B ]
[ L A A B B ]
[ L A A B B ]
[ LLLLL A A BBBBB ]
[[[[[[ Lucky At Bingo ]]]]]

Instructions:
Extract the contents of "Lucky @ Bingo.zip" into your mod folder.
(i.e.: C:\Users\\AppData\Local\Activision\CoDWaW\mods for vista or C:\Documents and Settings\\Application Data\Local\Activision\CoDWaW\mods for XP)
Start Up World at War
Launch Solo/CoOp
Launch Lucky @ Bingo mod
Enjoy

*** Lucky at Bingo Mod for Nazi Zombies ***
Creators: [LAB]Dc and [LAB]HeliMagnet (scoop25785 on CustomCod.com)
A special thanks to FWCorey and all other creators of the Gambler's Ruin mod for their inspiration and assistance.
Thank you to all at LAB or fans of LAB who have helped in the alpha and beta testing.

Works for Solo and Cooperative Nazi Zombies.

Comments: http://i398.photobucket.com/albums/pp65/scoop27585/Version5.jpg
The upper right corner of the screen (timer) is the biggest advantage of the mod, in our opinion. We guarantee you will not need to invest 3-4 hours of your time on one game anymore.

Details of the mod:
This is an umbrella mod that overwrites the inhabitant rules in the maps you play. This does NOT include a new map.
Some of the major changes / comments included in the Lucky At Bingo Nazi Zombie mod follows:

1.) All weapons are the same as the original prototype map.
The pickups themselves cost the same as the original, both the gun and the ammo.
Feel free to change the prices in the _zombiemode_weapons.gsc file to cater to your liking.

2.) Picking up ammo (you already have the weapon) costs you a percentage of the total ammo count. For example:
The Tommy Gun costs 1500 points to buy and 750 points for full ammo. The Tommy Gun holds 200 bullets plus a full clip in the gun. Say you fire off 60 bullets (you have 140 plus a full clip).
When you trigger the Tommy Gun pickup, it will cost you: 60/200 * 750 = 225 (Actually 230, the game ceilings to the tens place). It will save you 520 points this way.

3.) The zombies AI has a decent ramp up. You will notice runners earlier and the firepower needed to take them out is increased.

4.) Atomic Bombs have a cool mushroom cloud effect. Works the same as the other pickup, wipe the zombies currently spawned.

5.) THE MYSTERY BOX: the heart of the mod.
One of the biggest complaints/beefs we have with zombies is the long breaks between rounds to grab guns we want.
Thus, we have modded the mystery box to only include the three most important weapons that we want to use: the MG42, the Browning, and the Ray Gun.
When ONE zombie is left in the round (and none until the next round of zombies spawn), all weapons are removed except for these three.

The mystery box will act normal until several conditions are met.
a.) You are beyond a certain point in the game:
i.) One player game: Level 8
ii.) Two player game: Level 9
iii.) Three player game: Level 10
iv.) Four player game: Level 10

*** The LAB hud text will grow, crawl to the center of the screen, and blink yellow and blood red at the BEGINNING of the round that condition A is met. ***
*** This will help you, so you don't have to remember what level you need to get to ***

b.) There is one or less zombies left in the round
c.) You have four times (4x) the points for mystery box pulls. You must have 3800+ points to pull the box with the special guns.

If one or more of the above conditions are not met, the box will behave normally (cost you 950 points and select from all available weapons).

You can only have one of each, as usual, but there is no need to try the box 10-15 (or more) times anymore.
To simulate the trips to the box, we have a random number generator that is multiplied by 950, the price of trying the box.
The random number generator is a gaussian distributed generator, wikipedia it for some extra information [http://en.wikipedia.org/wiki/File:Standard_deviation_diagram.svg].
It is set to have a mean (average number) of about 11 with a standard deviation of 5.
In simpler language: 68.2% of the pulls will fall between 6 and 16. Lower numbers (1 - 5) will occur 15.9% of the time and 17+ 15.9% of the time. There is a chance of getting a 20+
multiplier, but it is a small percentage of the time (2.2%).
See the included image [Gaussian.jpg] for a histogram (bar graph) of what we are trying to explain. This will be a representation of how the box will operate.
Since we are using random numbers generated by the game, your match's numbers generated will be different from other matches.

If you do not have enough points to pay to open the box, you will have your score wiped down to a number between 2850 and 3800. The number you return is based on the number of 950 point
pulls you can have before you run out. It's easier to explain in an example.

Say you 14375 points. This will allow you to have a maximum of 14375/950 = 15.1315 pulls. Since you can't pull with less than 950, you really have 15 pulls.
You go to the box with one zombie left and pull an 18. Since you can't afford the price, the mod will remove three (3) less of your available pulls times 950, leaving you with 3 pulls during the round, plus the
0.1315 * 950 points. So, you will be docked 12 * 950 = 11400 points, leaving you with 2975 points. This will leave enough points for a pickup on the wall or a few tries with the regular operation of the box.

This will simulate repeated fail attempts to get the right gun (We've seen 25k wasted and nothing to show for it, so its possible).
The box behaves AS USUAL DURING the rounds (number of zombies is > 1). All weapons are in the box and it only costs 950.
** This part of the mod forces you to take more chances - or be more patient - early in the game. You can see a big chunk of your points go bye bye and haven't nothing to show for it. **

6.) A timer that shows your elapsed time in the zombie match. It has no effect on gameplay, just something to notice when you are playing a zombie match that takes half the time to play with this mod.

7.) A zombie counter is in the upper right of the screen. This will show how many zombies are left in that particular round, out of the total number of zombies in that round.
Take it with a grain of salt (it isn't perfect all the time, due to the game's threading). USE IT AS A GUIDE!
If you trigger an atomic bomb, then kill zombies that are still alive on the map, the zombies will be double counted.
Similarly, killing several at once seems to screw it up a bit. Again, its just a guide.


Ssssshhhhh: Be the first one to try the box when the special weapons only cycle is available!
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