DDDX RPG survival (map and mod)

UPDATE 07.04.2024.
New version (v172) of my map and mod is out.
See the bottom of this post for changes to the latest version.
DDDX_RPG_Survival is the map
Survival Mayhem&BO balance is the mod.

WARNING - NEW MOD REQUIRED, BUT ONLY AS A SOFT REQUIREMENT (needs to be downloaded on the disk by all players). Extreme wars (could not get approval from Team Asurbaelvect). It is advised you play without that mod enabled, though (makes units too strong).

First a quick intro for those who do not know it - it's a heavily modded survival, so that it provides Total Mayhem, Blackops, and custom units in waves, minibosses (for both attackers and defenders) as well as a random end boss fight (can be 1 of 10 variants), a player 7 spot that, if chosen, is allied with the attackers and plays against the defending team, various mission goals throughout the game, and a very strong evolving upgradeable hero type role for whomever picks Player_1 as their spot in the lobby (but only player 1 can play a hero)..

The map/mod requires Total Mayhem, Blackops:Unleashed, Blackops:ACUs, and Extreme wars mods to function - it is NOT a standalone mod and cannot function without those, but relies heavily on units and models inside those mods, and serves also to promote these awesome mods (with approval of Uveso).
Extreme wars does NOT need to be enabled for the match, only downloaded onto the HDD.

Here's what that looks like:DEF2.jpg

Comparison between UEF+ SERA lvl 1 and lvl 5 heroes. Tiny lvl 1's next to massive lvl 5'sSize comparison lvl 1-5 On the right side, the lvl 1 hero only has 1 Defense orb orbiting it, while a fully upgraded lvl 5 sera hero has 4 (with those upgrades, but can have more). The orbs circle constantly and partially absorbe some weapons fire on the Alpha heroes

Difference in upgrades for starting hero and final hero level. Here we have the weapons slots for UEF heroes, and all 3 slots for SERA heroes shown.SLOTS.jpg As you can see, there is quite the difference between the 5 levels.

Micro missions like destroying this massive anti teleport tower to activate teleporting across the map
ANTITELE.gif There are several missions, like land and naval gateways that spawn enemy units, or bases that host specialized teleports that teleport enemy SACUs behind your defense lines, nuke or arty bases, naval bases or air bases that need to be destroyed, and many more, picked randomly (and also based on difficulty, or selectable in map settings in the lobby).

Base area for the hero ewe.jpg this is mostly decorative, to give our hero a starting location and a respawn point if it dies. However it does have a site-to-site teleport building, for faster traversing of terrain.

A nice view of starting defences (can be turned on/off in map settings). Also, a 3.rd value of this setting will give you periodic extra reinforcements.

Forward outpost that gets crushed at the start of the game, mostly decoration but can be a problem if there's a player 7 and he is allowed to reclaim the wrecks early on.

Teleport building, only works for hero units. Takes 25 seconds to charge up.

As for heroes, they come with a very buffed Overcharge, various drones (based on picked upgrades), a unique ability button (per faction, usually long cooldown), special auras that buff your team or nerf the enemy (each faction has 2, upgradeable via enhancements), buildable epic base buildings and unique experimentals (but only a very limited number), as well as an array of weapons and upgrades for you to pick (usually between a shorter range weapon, longer range and AoE/specialised).
They also have special abilities, like Aeon's Eternal life, that does not let you die for a short while after getting killed, mind controling enemies as Cybran heroes, spawning team-friendly Othuy energy beings as Sera heroes, getting extra regen while standing still as UEF heroes...and many, many more

(straight from the file Changes.txt inside the mod)
Patch 172


Fixed clean-up of unused stuff in South that remained when lower difficulties are chosen
Leveled terrain under some turrets
Created 2 GLOBAL anti teleport towers - kill those first to enable teleporting across the map, then the smaller, local ones guarding various areas.
Reduced max build time to 6 min


Fixed Aeon lvl 2 hero not evolving to next lvl at full veterancy
Buffed lvl 1 and 2 Aeon hero lasers dmg slightly
Fixed lvl 1 Cybran hero torpedos not working
Reworked Cybran hero special ability & accompanying enhancement (Siren's song), removed the previous teleport-based ability.
Created Armored Command Assassin unit, added to some mission waves
Further buffed certain high-end units and mission based on the number of Paragons the Defenders managed to build
Fixed Fire beetles and DOOM beetles not suiciding when close to target
Improved target acquisition & behaviour of zombified units and of Interceptors (Carrier drones)
Buffed Zombie Habitats HP by cca 30%, reduced mass value by cca 20% of all Zombies and Habitats
Buffed Legendary units (Novax sat more dmg, Supershield more hp to shield, Sloth 100k more hp, Regen turret more self regen)
Increased TotalA sub shield size slightly
Nerfed Artemis sat damage
Reduced big rock mass cost to prevent hero farming veterancy off them, but gave them x2 mass in wrecks when destroyed, to compensate

Patch 171


Fixed main waves stopping if Paragon gets built
Tweaked naval nukes for when Paragon gets built
Fixed Sats side mission not triggering when all missions are selected
Removed allied reinforcements (units) for diff over 38, if it was selected under Extra Defences

Patch 170


Fixed nuke launch script
Increased nuke launch at late game, and more with bigger diff
Scaled bosses, mission objectives, Universal Colosus...even more, with bigger diff, to discourage extreme diff
(this includes tele SACUs, Extra minibosses, transport dropship veterancy, and a lot more)
Cleared out navy spawn area if naval Omega boss is chosen
Allied Pride miniboss should no longer make reinforcements - finally...
Buffed several missions/bosses/units if Paragon gets built
Reduced veterancy level to 0 for default difficulty
Leveled terrain around bases to adjust for new terrain-building interaction
Tweaked SACU teleport script (added Othuys on later spawns, as well as everancy for higher diff)
Added another wave of mini Bosses spawning late game, if that mission is selected, increased hp for higher diff.


Fixed shields not respawning on units that are attached to other units, after they go down
Buffed all lvl 1 heroes if build time is longer than 6min, to help them evolve to next level
Nerfed Dominator exp turret death damage (50% range and dmg)
Buffed Spiderlord, Centipede, UC health
Nerfed Yolo damage back to 200 000 from 300 000
Buffed "bubbles" mission if it's chosen - increased Duke and Count HP, shields
Buffed "Arachnophobia" mission wia added veterancy for higher diff settings
Fixed Aeon "Inquisitor's rain" enhancement not dropping down projectiles with Overload
Fixed tractor beams not working on Aeon heroes
Fixed tractor beams not killing units they pull
Fixed UEF hero sats not nuking on suicide
Fixed Cybran hero EMP missile not EMPing enemy
Fixed Balrog upgrades on UEF hero lvl 4 and 5 crashing game when Balrog starts being built
Increased Sera hero Orbs hp, shields
Buffed Helios bomber bomb HP so it doesn't get wrecked by AA so easily.

Patch 168 - 169


Added map option for hero to be a bit stronger (via better bonuses on veterancy + buff to hp and regen).
Fixed opening battle not clearing everything out/not killing defending commander in front.
Leveled terrain under some buildings that made them crooked with new terrain behaviour.
Slightly nerfed naval waves, most notably via less subs, buffed air in waves slightly.


Fixed heroes not evolving to next lvl on veterancy gain.
Fixed Cy anti teleport and Aeon t3 transport cloaking units when they shouldn't.
Fixed Goliath bosses crashing up the game.
Added new option in map to buff hero slightly (cca 10-15%) to help new players with progression (default is OFF).
Many minor hot fixes of things that got broken with patching FAF.

Patch 167


Buffed certain defence turrets for starting enemy bases on the map.
Fixed bug that transferred some of the hero's starting buildings over to the enemy with Airbase Side mission.
Finally fixed allied Pride spawning Dukes and Counts when it shouldn't.
Added extra enemy unit spawn if Paragon gets built.
Buffed teleSACU script in late game to also teleport in experimentals.
Fixed Extra minibosses side mission missing icon.


Legendary units - slightly reduced costs, buffed regen on Cybran and Sera Legendary unit to make them more attractive to build.
Increased antitele tower hp +20k, anti tele range from 120 to 150
Dominator - energy drain +200, damage -1000, cost increased 10%
Carrier - Interceptors reworked to function propperly, added +1 Interceptor to Carriers.
Interceptor - dmg 800 (from 700)
Reworked all zombie meshes and gave them biting animations.
Reduced Zombies cost to slow down hero leveling from farming them.
Increased HP and mobility on Silba minelayer ship.
Increased Agamemnon antinavy turret hp to 38k (from 35k).
Slight nerf to all t3 arty buildings accuracy and damage area.

Reduced veterancy gains in regen and hp for Sera heroes.
Gave all heroes a short lasting but strong buff to regen upon evolving to the next level.
Reduced dmg from Black hole gained via Sera Bonus, reduced dmg range and increased time to detonate to allow Sera Alpha to get away from the blast.
Increased Sera hero Orbs hp, regen, damage.
Fixed mission icons for Alpha enhancements.
Made Sera hero portals grant bonus regen for 30s after use.

Patch 166


Fixed allied bosses not spawning
Fixed allied bosses and reinforcements still spawning if the Rift was destroyed
Buffed reinforcements numbers, and Extra defences turrets
Reworked all missions to make them a bit easier on defenders and more random. Buffed them to compensate.
Added Sats and Spider mission to mission rooster, randomly selected between tele sacus
Gave all mission types descriptions so people know what they're up against.
Made script less prone to breaking due to lazy players not cleaning the map of units.
Increased CZAR numbers in waves, reduced Carriers.
Removed Harbringers from attacking waves (they reclaimed wrecks instead of attacking)


Reworked zombies meshes + gave them attacking animations for bites.
Fixed zombie mind control not working.
Fixed Gateways not getting killed.
Created and added Centipede, SpiderLord to attacking waves
Created Overlord and added to certain special waves
Removed mini Czars from allied Pride boss
Nerfed mini Czars hp, dmg, crash dmg
Nerfed Carrier spawn chance in waves, slowed down its speed.
Nerfed transports numbers if trans mission is chosen.
Nerfed Dominator turret DPS, death damage.
Air Omega secondary form cannot be mind controled anymore.

Created Bonuses for heroes + all acompanying units and buildings, can be turned OFF in map settings
Fixed UEF t2 hero not being able to OC submerged units.
Nerfed Air hero death damages.
Fixed hero Sky tracker infinite build bug.
Made Cybran attached turrets on hero unselectable
Allowed Aeon Alpha to make limited numbers of Annihilators at higher lvls
Nerfed all Sera hero basic regen and max hp.
Buffed UEF HP gain when using special ability, nerfed the same for Aeon.
Fixed broken drone behaviour for heroes.

Patch 165


Enlarged naval area on the left, added more resources there to encourage expansion in water
Further flattened some water terrain
Reduced HP of some mission objective buildings, and some bosses, on lower difficulties (DEATH Ripper the most)
Added mines in water - few if standard, lots if Extra defences option is chosen


Created Agamemnon Cybran minelaying turret (creates Silba minelayer)
Created Silba minelayer ship that deploys underwater mines
Fixed Aeon tier 3 hero laser upgrades fucking up ranges
Nerfed some early high-end air attackers to make air easier to play against
Nerfed Raw Omega HP, should be a bit easier to handle
Added animation for naval hero teleports

Patch 164


Fixed MML spawning where they shouldn't
Reduced chances for long range Avalanche beetlebots in attacking waves - switched them to short range ones
Increased numbers of Monkeylords to promote short-range front base land combat
Nerfed defences for Air basses a bit, if that mission is selected
Added many more XL mass extractors, but reduced their chance of spawning from 2/3 to 50%
Allowed construction of Citadel and Gargantuan XL air experimentals - this sould help with anti air


Created an extreme range heavy turret for Aeon - Annihilator
Created an XL exp laser turret for Cybran - Dominator
Created a heavy AA turret for Seraphim
Added torps to Sera AA cruiser, buffed its hp and increased cost a bit, made it surface after build
Created a buffed Horizon experimental - available to hero only
Reworked buildable AA unit options for heroes, to include new AA turrets and units based on factions
Fixed double hero respawn if hero was gifted to other player
Nerfed Sera Heroes base regen and/or HP a bit
Fixed naval and AA ranges bug for Aeon hero lvl 3 and 4
Nerfed Interceptor base dmg a bit, nerfed death AoE by 50%
Fixed Carriers being purchaseable from Gateways with some mods
Added info if a Legendary unit is being constructed/completed
Added launch and land animation to Cybran legendary
Added idle and EMP animation for Sera Legendary
Made Paragon produce default income when built - no longer nerfed in resources.

Your feedback is much appreciated.
I will update this thread as new changes come out.

probably the best surv so far

queuing with a newbie to show him the beauty of tmm and meeting tagada be like:

This looks good.

I will assemble THE BOIS and check it out.

You must deceive the enemy, sometimes your allies, but you must always deceive yourself!

@DDDX Do you have a 145x97 image I could use for the NewsHub for a Post on this for you so others know about it?

"The needs of the many outweigh the needs of the few" - Spock

@rowey Cool 🙂

Well I can certainly make some, what exactly do you need? Screenshots of the action, the map, what?

@DDDX - The new version seems to break with All Factions Fixed and EXMEX mods. Can you take a look into it when you get a chance? Everyone is on their own team everytime.


@revekius sure will do, there's a bit of things i need to fix or balance still. Like the boulders obstructing new mex fields being way too bouldery in HP

This looks really cool. Gonna have to give it a shot.

Thank you @DDDX. Do you have a patron account to promote and fix those bugs? The new map deleted the old map, and I can't find the old map in FAF so we are stuck right now.

Thank you for updating the map. I truly love all that you do.

well...v158 is out and uploaded, still has some bugs to iron out (not to mention a complete workaround so that it does not use some of the meshes...).

I tried it with ExMex and all worked fine. Also tried 2 All faction mods (there's a lot of them) and it worked.

here's a list of changes in v158:

*Fixed rocks HP
*Nerfed air crash dmg for several high end experimentals
*Switched some starting defense buildings to option for extra defences so that they are not in the way of buildings
*Flattened Palace base terrain
*Fixed Jaggernaut projectile remaining on that unit (there are several more, Blackops team is working on that)
*Made Royal turrets and allied Paragon unreclaimable, to prevent early mass income by reclaim

*Buffed Aeon hero lvl 1 laser dmg
*Fixed Aeon hero lvl 2 - turrets not being rebuildable after destruction by the hero
*buffed all starting level heroes HP slightly ( a firebeetle can still take out some of them without upgrades, play safe)

So far all seems to be working, some units are too strong still.
One known bug is that the Paragon nuking script executes regardless of if the defenders made a Paragon - and it should not. 22.000 damage navy nukes around min 32+, targeting various t3 buildings. Will fix in v159 so that it only triggers when Para is built, like it's supposed to

TODO in future patches:

*Make the starting dialogue, battle, and mid base optional in settings, so you do not have to go through it every time if you do not feel like it,
*Reworking and buffing end game Bosses, to add them partial destructibility, more abilities, effects, different behavior based on hp remaining, more and varied minions,
*Check compatibility with some more extreme mods like 30% particles, AllFactions, and the likes,
*Add more random missions (in the future - Nuke sub event, Carrier swarm event, warp rifting all over the map (like in GaryTheGoat's Survival_stranded)
*Clean up script by making most LOGs and Warnings optional, to speed up SIM
*REWORK all used models that borrow from other mods, so that they...don't. (warned by the Creative team about this).


Some Blackops units have had their projectiles screwed by the latest FAF patch - the rapid fire projectiles in particular (like Juggernaut's) remain on the map and eat up a lot of SIM speed, making the game slow as f**k after min 35.

Gonna try to hunt them all down and switch their projectiles to default Ravager minigun - they are a bit smaller but other than that should be more less the same visually.

Till then sorry for the slow game speed.

@DDDX Could you report to me what projectiles they inherit from? We're trying to fix this issue from our end as well.

A work of art is never finished, merely abandoned

@jip I have cheat spawned every BO:U and every TM land unit and as far as I can tell it's only the Juggernaut battlestation that uses it.

I might be wrong with that.

BEL0307 and my unit SBEL0307U ( S for designation it's my mod hook, U meaning it's a unique special hero-only unit)

        ProjectileId = '/projectiles/TDFHeavyPlasmaGatlingCannon01/TDFHeavyPlasmaGatlingCannon01_proj.bp',

local JuggPlasmaGatlingCannonWeapon = import('/mods/BlackOpsFAF-Unleashed/lua/BlackOpsWeapons.lua').JuggPlasmaGatlingCannonWeapon

Nothing special about it. I did hook the BlackopsWeapons.lua (needed to add a more potent Inquisitor weapon to go off with Overcharge on Aeon hero), but did not edit anything else in it.

And that's all, nothing to report.

Tried switching it with TDFHeavyPlasmaCannonWeapon from terranweapons, but gotten same result.

Hey I'm loving the map and game mode but I seem to be running into an issue where the game freezes about 20 minutes in. Are there any mods I should not be running with this map? Aside from the required mods I'm running particles 10% and Simspeed ++

@mitchbear7 next time that happens, pause the fame, press f9 and only select the WARNINGS tab
Look at the last warning before waves stopped, it should be an error regarding the file DDDX_RPG_survival_script.lua file (because that's the one spawning stuff,doing the timer etc...

This can give you an idea what did what.

10% particles - I have never gotten this one to run propperly with my map, simply too aggressive, too many things overwritten.
Keep in mind that some units or weapons or abilities have a big number of effects to them, in my mod but also TMayhem.
Look at cybran t1 hydrocarbon perimiter monitoring station, for example.

I would avoid the 10% particles mod completely.
Use SUM speed,that one seems to help a lot.

Also, there are currently several issues with the map, some of them my fault (nuke subs misbehaving and slowing things down) as well as FAFs fault (bad projectiles for some Blackops units after FAF update).

I am aware of the issues and will fix for v159, and the Blackops team is on top of the other problem.

Ty for the feedback, tell me more

Oof - fafs vault ⛏

A work of art is never finished, merely abandoned

@DDDX thanks a lot for getting back to me. I'll certainly keep that in mind and look at it in more detail next time I run it!

Version 159 coming in as soon as the FAF Development team patches the antitele towers issue with INSIGNIFICANTUNIT category.
Should be today, maybe tomorrow. Soon, anyways.

Below is a detailed list a list of changes for v159, also in the CHANGES file inside the mod.

Most important changes is that the mod is reworked to not contain any Blackops assets (for the rest i've gotten permission from mod makers).

WARNING: because of that, the map/mod now need extra mods (but only downloaded, no need to enable them)

  • Xtreme Wars
  • Harryvk21s Naval Pack

if you experience desyncs at the start of the game, it's probably because you have not downloaded those 2. Make sure upon hosting that all players have these mods, and the desync and missing meshes for units should be no more

Next, added a Legendary class of units. They are essentially tier 5 - very strong, but only one can be made by the entire team. So do not waste resources making more, you will just lose them.
aeonL1.JPG Aeon have a massive shield with a larger area than the Aurora, and insane power requirement (adjecancy does reduce it)!
cyL1.JPG Cybran have a very powerful megabot that also cloaks allies around it
seraL.JPG Sera have a regeneration field turret that also provides some defensive capabilities

UEF has a modified Novax that automatically builds sattelites as long as it's alive. No need for a picture.
Only the chosen faction can make a Legendary unit of its race, even if you have engineers of other factions (so, only Aeon can make Aeon Legendary, only Sera can make a Sera Legendary...). Let me know if the "only one" rule can be exploited/broken.

Zombies. New main mission, has a 30% chance to trigger
zomb.JPG Above: an idyllic picture of a peaceful zombified village. FU**ING KILL IT WITH FIRE ASAP!!!!!

Next, reworked the teleporting SACUs so that they actually teleport. This means that they can be stopped using antiteleport towers. And right you are to do so, for the SACUs grow in numbers, strength, and even bring experimentals over time to teleport in the middle of your base!

New AA optionsSo that the Aeon and their Sky trackers are not the only go-to solution.aang.JPG AANG stands for Anti Air Non Guided. They are very fast, fire and forget, antiboss-class anti air rockets of extreme range, but can only be built on hydrocarbon deposits. Good vs CZARS, bad vs bombers, because of god awfull turret turning and no guidance of missiles.
cruiser.JPG Heavy AA cruiser for Sera, submersible.

Uef have had the Horizon experimental buffed in ragne and damage to be better suited for anti air, and Aeon...they're good 🙂

Here's a list of all major changes:


  • Made the starting dialogue, battle, and mid base optional in settings -can be reduced or turned off completely
  • Added reinforcement waves as an option under "Extra defences".
  • Added a 4.th main mission type - Zombies. Triggers in place of the Gateway mission, if randomly chosen (2/7th chance to get picked).
  • Reworked the teleSACU script so that they actually teleport in our bases - can be countered with antitele towers finally. Increased the area where they spawn, gave them enhancements over time, and even experimentals that teleport in near endgame unless you make antitele towers.
  • Opened path to Allied Paragon so it can be reached by foot and repaired to give us a Palace shield -if difficulty is 30+
  • Cleared up terrain around transport paths to allow for making distant AA outposts to take transports out before they have a chance to land - or even some Gateways!
  • Raised mountains around some farther mexes to prevent them from getting hit by arty in yet unopened parts of the map.
    Increased props around the starting area and the map in general (for visual appeal), added more mexes and hydros to the edges of the map - to make transport paths areas more appealing for colonisation.
  • Added more Mexes in the far south to reward expansion there
  • Fixed Naval factories event not triggering unit spawn if it was chosen as an active event
  • Fixed Paragon nuking triggering always, regardless if we made a Paragon -no more nuke subs nuking at min 25 🙂
  • Fixed Paragon nuking script giving nukes to dead subs, and locking subs in place, messing up SIM speed
  • Reduced Antitele structure HP to make it easier to kill and free up teleporting, reduced field range drastically, but increased antitele numbers around the map (field range is now 120, that's slightly less than an Avalanche beetlebot range)
  • Nerfed all mission transport HP, removed Fire and Doom beetles from cargo to prevent friendly fire
  • Reduced transport numbers if extra transport mission is selected (max 14 per side, with 6 players, more if pl 7 is in game)
  • Made all allied and enemy minibosses have varied hp based on difficulty


  • Added Legendary units and build restrictions for them - only one allowed per entire team!
  • Added new anti-air options (t3 AA cruiser for Sera, buffed Horizon exp damage and range for UEF, hydrocarbon Antiboss rocket instalation for Cybran )
  • Nerfed Raw Omega air damage
    Removed a bunch of warnings for drones and events to speed up sim speed
  • Nerfed Aeon Alpha lvl 1 hp, buffed lvl 3 slightly
  • Fixed Aeon Alpha lvl 3 getting free nukes with nuke enhancement
  • Fixed Aeon Alpha lvl 2 and 3 not being able to make Sky Tracker with air enhancements
  • Fixed Aeon lvl 3-4-5 naval weapons range bug
  • Gave rapid fire anti fighter missiles (Shaddower missile) to Aeon hero lvls 4 and 5 with some enhancements.
  • Nerfed Cybran hero lvl 3-4-5 long range weapon (less damage, slower fire), fixed Rail gun pitch
  • Buffed all lvl 1 Alphas mass production to allow for faster starting upgrades and less time wasted on getting them.
  • Gave Silencer turret weapon enhancements
  • Nerfed Duke and Count (mini CZARS) land damage, HP, air crash damage, and slowed down spawn rate by +10 seconds
  • Nerfed Carrier shield - +20 sec for shield to recharge, - 10.000 hp to Carrier hull. Fixed the unkillable Carrier bug.
  • Reduced Carrier movement speed, reduced Interceptor turret damage, crash damage
  • Reduced the mind control chance of nanite projectiles for Cybran heroes.
  • Added a bunch of missing icons and unit descriptions.
  • Fixed issues with Aeon hero Stinkfly drones not getting upgrades when hero gets enhancements for them.
    ...and a bunch more...

can you add those into the map/mod description?
i mean the additional mods

queuing with a newbie to show him the beauty of tmm and meeting tagada be like:

@rezy-noob yup, did. Needs to be upoloaded to the Vault, though - waiting on FAF to reverse some changes that broke some mods first