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    Treyarch's February and March Livestream Summaries

    Treyarch held multiple live streams in the build up to Black Ops 3, from the D.I.C.E. Conference last February (wow, it’s been that long?) to their Black Ops Fridays just before launch. Luckily for fans, they’re back at it again and in the last two months, they’ve had four! But don’t worry, because if you don’t feel like watching the many hours of streams, the summaries have arrived! (Note that I cut out details from livestream two because it was primarily about new Black Market items in the Awakening DLC).
     

    Before I start, though, something you should understand about me is that I didn’t have very fast internet when I was younger, and as such, I was never able to develop any skills. I am, as some would say, a late bloomer when it comes to Call of Duty (especially multiplayer). Due to this, as I’ve recently played Black Ops 3, I gained a new appreciation for multiplayer and the complexity behind it. Watching these live streams has been kind of fun, as they dive into a few things more intricately. Anyhow, if you have any questions regarding the live streams (or really anything), feel free to drop it in the comments and I’ll get back to you!

    Eclipse DLC

    Spoiler

    The host of this DLC 2 live stream (and all recent live streams) was John Rafacz, the Director of Communications, being joined by Matt Scronce (Game Designer) and Miles Leslie (Producer) for multiplayer and YouTuber NoahJ456 for the Zombies portion.  The DLC this time around is named Eclipse and as usual, contains four multiplayer maps and a zombies map. It releases April 19th for PlayStation 4!

    The first map highlighted, Verge, is a reimagining of the map Banzai from World at War. It’s a post-apocalyptic desolate wasteland where two entities are fighting over the water supply. It has high verticality, which fans have been asking for, as well as a cave system for lots of flanks. Next up was Spire, a futuristic suborbital airport terminal with a white, antiseptic sort of look to it. It has lots of mid-range engagements, but watch your step, as “one wrong move could send you plummeting back through the stratosphere.” Third was Rift, a military complex over a caldera aimed at extracting minerals and resources for the war effort. It forces engagements and makes it so that if you’d like to get anywhere, the way to do so is through the enemy. Finally, there’s Knockout, a privately owned island with a “traditional Shaolin Temple,” but it also has a twist. While the outside is more traditional to the environment and has mid-range engagements, the inside is “tight close-quarters” with “an eclectic 1970’s style.”

    The next Zombies installment in Black Ops 3 is Zetsubou No Shima, which Blundell called the Island of Despair, and is described as one of the most scary and disturbing maps to date. There, Division 9 held experiments that could only be described as perversions of nature. On top of the discussion, the in-game intro cinematic was shown, which you can see below! Join the discussion in the dedicated forum for the new map. :biggrin:

     

     

     

    Awakening DLC + Game Development

    Spoiler

    For the Awakening live stream, John Rafacz was joined by guests Dan Bunting and David Vonderhaar, two multiplayer directors inside of Treyarch. The former (Bunting) is a Game Director largely focused on the maps ahead, while the latter being a Studio Design Director who focuses on the day-to-day mechanics of the game. One thing they discussed is something that I see users upset about across all platforms, whether it’s CoDz or Reddit or Xbox or PlayStation. That is, the performance of weapons and scorestreaks in regards to if they’re under- or over-performing (UP and OP, respectively). David Vonderhaar mentioned that if something is under-performing, it’s much easier to beef it up than to “drag it back,” so to speak. He also said that many people may not realize they put out a live update just about every day, but “there’s only so much you can do in a hotfix, and only so many hotfixes you can do.” Bunting added that after game launch, they go into “Live Ops” mode. At that point, their team is dedicated to interacting with fans and whenever issues may arise, get their Q&A team on it to fix them and push them out in the next 24 hours.


    They also discussed the Awakening DLC, and DLC in general. While the types of maps that come with the game, the core maps, are the ones that gamers have come to know, they said that DLC was the time for experimentation. Many of their maps have a three-lane structure but one overall environment (think of Aquarium, where you can either go through the center or around the sides, but you’re still at an aquarium). The idea came to them that it would be neat to have an entirely different environment depending on the “lane” that you’re in, and so the map Gauntlet was born! Coming up with ideas for maps after four games and one century spanned can be a bit difficult, but they said that with new gameplay mechanics, it can really open up some doors. That’s where the map Splash came into effect, where the developers asked ‘what goes well with water’ and naturally, a water park came to mind. To my surprise, they said they’ve tried a map like this twice before in Black Ops 2 but it wasn’t coming out as they hoped, so they scrapped it until now! (I have to say, this map looks incredible, so I’m glad they didn’t!)

     

    Discussion on Getting into the Industry

    Spoiler

    In this livestream (Episode 3), from Friday, February 26th, host John Rafacz brought in developers for a roundtable on how they got to their position and things they’ve learned along the way. The guests included Adam Rosas (Associate Animation Director, cinematics and storytelling), Caleb Turner (Weapon Artist), Sumeet Jakatdar (Senior Software Director, specifically AI), Kevin Sherwood (Senior Sound Designer), and Gary Stelmack (Senior Designer). Each of them explain that they may have got into game development through many different means, but after working in their respective areas with the same people for a while, they all expressed the enthusiasm, passion, and problem-solving-potential to move up (the latter being incredibly important).

    Some of them were gamers their entire lives, while others didn’t know they enjoyed gaming until they randomly discovered it. Some of them began in Treyarch’s Q&A department and have thus been with the company for years, while others transferred just recently in from other games. One of the things they all believed was essential, however, was pushing further than what was expected of them. Their formal schooling was important to their success, but they said it was by no means the only thing. For them, school allowed them to learn a lot about a little and figure out where their passions were, but as with most things, they were forced to dig into something deeper and really learn if they wanted to make it. Additionally, they recommended not waiting for the right time to find/do what you intend, but rather just starting. Finally, learn to network! Having a lot of knowledge in the area is great, and important, but someone you know can likely help you in the future if you only reach out (and it may be hard to get the job you want without it)!

     

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    • rvnleaks

      Amidst the dark and eerie night
      A choice to make – to run or fight?
      The undead horde approaches fast
      Armed with weapons, till the very last
      In Call of Duty: World at War - Zombies
      The battle for survival never ceases
      A test of skill, courage and wits
      As waves of zombies just never quits
      Blood-soaked grounds and a burning sky
      The stakes are high, the danger nigh
      But in this game, we rise above
      To conquer the undead with brute, tough love
      With finger on the trigger and heart in hand
      We face the terror, and take a stand
      For in this game, we live or die
      With Call of Duty: World at War - Zombies, we must survive.
      · 0 replies
    • rvnleaks

      and later released worldwide on December 14, 2011.
      The game features the same gameplay mechanics as its predecessor, with players fighting off waves of zombies as they try to survive for as long as possible. The game also includes a new storyline set in a Cold War-era Pentagon, with the characters from the original Zombies mode returning to fight off the undead.
      The game allows for up to four players to play together via Bluetooth or Wi-Fi, and also includes a single-player mode with a new leaderboard system to track high scores.
      Call of Duty: Black Ops – Zombies received mixed reviews upon release, with critics praising the game's addictive gameplay and multiplayer functionality, but criticizing the graphics and lack of content compared to the console versions of the game. Despite this, the game was a commercial success, with over a million downloads in its first week of release.
      · 0 replies
    • rvnleaks

      The games in this series are primarily first-person shooters that simulate real-world combat scenarios, with a heavy emphasis on multiplayer gameplay. Call of Duty has become one of the most successful and popular video game franchises in history, with millions of copies sold and numerous accolades and awards.
      Each Call of Duty game typically has a different setting and storyline, ranging from World War II to present day and beyond. The games often incorporate real-world events and locations, as well as fictionalized versions of historical battles and conflicts. Single-player campaigns usually revolve around a central protagonist or group of protagonists, while multiplayer modes offer a range of gameplay options and customization features.
      In addition to the video games, the Call of Duty franchise has expanded into other media, including books, comics, and a feature film. The games have also spawned a vibrant esports community, with professional players and teams competing in tournaments and leagues all over the world.
      · 0 replies
    • rvnleaks

      Dr Maxis is alive, the Maxis Drone is a buildable drone that helps kills zombies, revives players and even grabs power-ups. The Maxis Drone consists of a Brain, Frame and Rotors. The Drones weapon is a MG08/15 and shoots for 90 seconds before needing to recharge.
      · 0 replies
    • rvnleaks

      The new Wonder Weapon G-Strike is a tactical Grenade that is an upgraded version of the Monkey Bomb and when activated attracts zombies and becomes the target of a single napalm missile, however, if there is a Giant Robot on the map, the robot will fire several more missiles at the target.
      · 0 replies


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    • Disclaimer: All screenshots / images are re-purposed from videos form public channels. Source links will be provided at the end of this text guide for credit and reference.   -----------------------------------------   Easter Egg Guide   Recommendations, tips and tricks for completing this Easter Egg as easy as possible are available at the end of this post.   STEP 1: Turn on AMP Generators (power) across 3 locations/modules:   Location 1: Guard Station, near exit heading outside Location 2: Juggernog room, near tentacle trap switch Location 3: Bio-Lab, center 2nd floor of entire lab     Note: These locations will always be marked by a yellow start icon in the match.   Step 2: Activate the Pack-a-Punch machine underwater in the Bio Lab.   Step 3: Obtain the Beamsmasher Wonder Weapon.   Note: There are two ways to get the Beamsmasher: via the Mystery Box, or by completing the side quest. If you intend on doing the sidequest, expand the spoiler below.     Step 4: Obtain the hard drive from a Tentacle Trap by shooting the trap tentacles with the Beamsmasher and give to Peck/Strauss.   There are 4 possible locations where this hard drive can drop (see list below); however, you can tell which is the right one by finding the trap that has a broken upper grate and a Project Janus keycard on the floor. Make sure you are using the primary beam of the Beamsmasher on the tentacles, and not the alternate beam.   Juggernog room Spawn / Guard Station Bio Lab (entering Speed Cola tunnel) Bio Lab (entering PhD Flopper tunnel)     Step 5: Find and enter the 3-digit passcode for the Bio Lab chamber.   After completing Step 4, you can actually begin doing this step and location the digits needed to unlock the Bio Lab chamber. The locations for the digits can be found:   First digit is in the Quick Revive room. Look at the clock in the zombie spawn barricade and note what hour the short hand falls on. Second digit is in the Mess Hall (cafeteria). Look at the bulletin and note what number is on the playing card tucked on the board. Third digit is in Engineering (workbench, outside of Juggernog building). Look at the "Days Since Last Injury" sign and note the number.     Once you have all the digits, go back to the Bio Lab chamber (center of the entire lab) and enter the digits on the keypad.   Step 6: Turn the Bio Lab chamber dials to release Nathan. If you are doing this Quest with multiple people, a majority of the squad needs to turn these dials simultaneously. For instance, a 4-person squad only need 3 people to turn the dials.   Note: After Step 6, you will enter the mid-Quest boss fight against Nathan. Be warned that this will lock you in the Bio Lab with infinitely spawning zombies until Nathan is defeated.   Step 7: Obtain the key card in the bottom of the Bio Lab water.     Bonus tip: while you are down here, go to the left where the Pack-a-Punch lift originally was underwater and find a lightly-shaded rock. If you throw/shoot an explosive at it, you will be able to retrieve an oxygen tank. This will be very helpful for the final boss fight.   Step 8: Travel to the bottom of the Ship, climb up the ladder, and obtain the nodes.     Note; Similar to the Nathan boss fight, you will be locked in the Ship room but only have to deal with 3 waves of zombies spawning in. After completing these waves, the hatch where you entered the room from will re-open and you can exit. Note that while you have the node on you, you will be unable to sprint.   Step 9: Take and reconnect the node to 2 of 3 locations that may have a missing pipe connection. Repeat the same for the next node.   There are 3 possible locations these incomplete connections can be:   Crab Island, opposite of the workbench near the shore Under the Sea Tower (see image below) Speed Cola Sea Caves, right side path     Note: It will take a couple of seconds to connect each node, which means you'll be susceptible to zombies while completing this step.   Step 10: Return to the Guard Station and obtain the hacking device from Peck/Strauss.   Note: Some players have reported a slight delay with getting the hacker device. Make sure the dialog with S.A.M. and the crew finished, then long-interact with Peck at the Guard Station window until the dialogue reactivates again.   Step 11: Travel to 3 buoys outside the island water and hack each one within the time limit.   Each buoy will flash a yellow light and have satellites on top of them, so you'll know which ones to hack.     You will need to jump into the water and interact-hold with the buoy to hack it. Once you hack the first buoy, the timer will begin to hack the others. During this time while you are hacking, you'll be swarmed by Parasites.   Step 12: Upon the final buoy hack, immediately go back to the Bio Lab and defuse 3 bombs within the time limit.   When you enter the Bio Lab for this step, you will be locked in, similar to the Nathan boss fight. 3 bombs will slow appear in a few windows that you'll need to de-activate. Their locations are always the same:   Ground floor (floor where Melee Macchiato is at), left window before left stairway begins Ground floor (floor where Melee Macchiato is at), right window before right stairway begins 2nd floor directly under the 3rd floor     De-activating the bombs take a LONG time, and you will absolutely be susceptible to zombies. If you are doing this with a 2 or more squad, the bomb progress will SLOW RESET if you do not complete it all the way (bomb progress is halted in Solo). I highly recommend throwing down Decoys/Monkey Bombs and using Aether Shroud to get through them all.   Note: Failure to complete this step will immediately end the game. It's important to be well-prepared before attempting Steps 11-12.   Step 13: Enter the Bio Lab door near Melee Machiatto where the boats spawn for the final boss fight.   Note: Once you enter the boss fight, the next round will "start" but you will be locked in the docks area. It is widely and strongly recommended to have a Chopper Gunner scorestreak, Tier 3 armor, full equipment, mid-level upgraded guns and at least 10k essence before starting this fight.   THIS BOSS IS LONG AND DIFFICULT. But still do-able. Round number does not change the boss health or damage. There are 3 phases to this boss, with an intermittent "break" between each phase. Infinite zombies will be spawning all throughout this fight.   Phase 1 is basic - shoot the red tumors on the boss's arms, as these are the critical spots for damage. Boss will occasionally slam and sweep the field, so hide behind the boxes in the corners to avoid this attack. Interim Phase 1 begins after you get Phase 1 ends (33% health gone). The boss will disappear and multiple zombies will appear including a couple Manglers, which you will want to defeat. You'll get a max ammo after surviving for a while. Phase 2 is the same as Phase 1, except the critical spot is now the mouth. Same attacks as before. Eventually, the critical point will move to the boss's tentacles (where you'll see yellow tumors). Interim Phase 2 begins after Phase 2 ends (66% health gone). Same as previous interim phase, but now Amagalms are in the mix. You'll get a Max Ammo from this as well. Phase 3 is the most difficult. Besides the previous attacks, the Boss will now slowly charge a blue energy ball above its head. Right before it unleashes it (which is a ONE-HIT-KILL), jump into the outside water and let the attack finish, then resurface and climb back up onto the docks. Critical spot will be its head while it's blue. When it turns red, it will get red tumors in the same spots as Phase 1. Rinse a repeat until the boss is defeated. Alternatively, shortly after this phase begins, go behind one of the corner boxes and activate the Chopper Gunner scorestreak. Shoot the head and you should be able to almost if not completely defeat the boss with this alone.   Completing the Quest will allow you to exit the match with Exfil-like rewards or continue playing. If you choose to continue, round-based zombies will return and you will be presented with several rewards such as Wonder Weapons, all perks obtained, rarity upgrade tools, and scorestreaks.   -------------------------------------------------------- Image/video sources:   https://www.youtube.com/watch?v=VvsvyH3h-xk https://www.youtube.com/watch?v=W2AKsf1IH8M   --------------------------------------------------------   Recommendations   The Terminus Easter Egg has a sharp learning curve to it for most players. Here are some weapon and equipment setups that will help you further succeed in completing this Easter Egg.   WEAPON LOADOUT   Primary: GS45 (akimbo) or ASG-89   The GS45 akimbos are basically Mustang & Sally. Not only will they keep you alive for most of the quest, but they are highlight effective against the final boss, allowing you to hit ANY part of its body and do damage. Not to mention, they will melt the Nathan boss fight as well.   For the final boss fight: Rarity 3 and Pack-a-Punch 2 will do just fine.   The ASG is a heavy-damage gun that shreds Manglers and does good damage on the crit spots of the final boss. Paired with Dead Wire, it can also take down Amagalms easier and still do big damage against manglers.   For the final boss fight: Rarity 3 and Pack-a-Punch 2 will do just fine.   EQUIPMENT LOADOUT   Tactical: Decoy/Smoke Lethal: any (preference: Combat Axe) Field Upgrade: Aether Shroud   You absolutely will need some kind of decoy tactical to do a couple of steps that involve turning your back on zombies, especially the bomb step. While you can also craft these and Monkey Bombs at the workbench, I highly recommend starting out with some to stack a couple ahead of time before wasting your salvage.   I do recommend the Combat Axe as a lethal simply because it's retrievable and One-Hit-Kills normal zombies. You can stack up to 5 (from my experience), and works very well when trying to conserve ammo during the final boss fight.   Aether Shroud will absolutely help in some of those time-sensitivity steps and help you deliver some nearly-uninterrupted damage on the final boss. Overall a very solid field upgrade to stay alive with.   GOBBLEGUM LOADOUT   Cache Back (spawn Max Ammo) Shields Up (replenish all shields) Idle Eyes (ignore zombies for 30 seconds) Hidden Power (upgrade current gun to Legendary rarity) Wonderbar! (next Mystery Box roll will yield a Wonder Weapon)   Most people would run with Cache Back and Idle Eyes, simply because ammo and time is so precious in BO6. If you're looking to min/max the Quest, however, nothing beats saving salvage and essence like Hidden Power and Wonderbar to skip the tediously-long Beamsmasher side quest or get your primary weapon ready for the boss fight early on. It's up to you what you value most when doing the Quest.   PERK SETUP   Quick Revive (+Equivalent Exchange augment a major plus) (preferably with squad) PhD Flopper Stamin-Up   Quick Revive is always a must. And with Equivalent Exchange during a squad Easter Egg hunt, you can get back into the fight quicker.   PhD Flopper is also a must if you're going to use the GS45's Pack-a-Punched versions, Sally & Forth.   Stamin-Up will help you escape tight moments easier, which for a map like Terminus, is going to be very handy for you.   In reality, however, you don't need to prioritize much on perks (aside Quick Revive), as you can get free perks by doing some of the side quests in Terminus. The real need for them arrives when it's time for the final boss fight.   OTHER TIPS   If you are not high enough level to craft a Chopper Gunner for the final boss fight, then do your best to get one from a drop by a Mangler or Amagalm and hold onto it tightly. 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    • The Nitro Deck is one of our favorite handheld controllers for Nintendo Switch, and right now you can save big on one of the awesome retro-themed models bundled with a custom hardshell carrying case. As part of Amazon's Black Friday gaming sale, the Nitro Deck Limited-Edition Controller Bundles are discounted to only $50 (was $80). You can choose between six nostalgic color schemes, including one inspired by the purple GameCube controller and a handful of translucent editions. Nitro Deck Nintendo Switch Controller + Carrying Case Bundles GameCube-themed purple controller bundle -- $50 ($80) Retro Mint controller bundle -- $50 ($80) Crystal Pink controller bundle -- $50 ($80) Emerald Green controller bundle -- $50 ($80) Orange Zest controller bundle -- $50 ($80) Atomic Red controller bundle -- $50 ($80) Nitro Deck Gamecube-themed Switch controllerThe carrying case is a great add-on, especially since the carrying case you have now likely isn't the right size for the Switch while attached to the Nitro Deck. But Amazon also has discounts on the Nitro Deck without a carrying case, including a Hellboy-themed edition, as well as the Nitro Deck+, which has a few new features, including two extra buttons, video out, and a modified layout. Nitro Deck ControllerHellboy Special Edition -- $48 ($60) SNES PAL Gray -- $40 ($50) Retro Pink -- $35 ($50) White -- $40 ($50) Black -- $40 ($50) Nitro Deck+ ControllerClear Black -- $50 ($70) Clear White -- $50 ($70) Clear Black with HDMI Adapter -- $60 ($80) Clear White with HDMI Adapter -- $60 ($80) You can also save $10 on CRKD's NEO S wireless controllers for Nintendo Switch and PC. A compact controller with an interesting form factor, the NEO S is available in a variety of colors, including an eye-catching gold. See all Switch Deals at AmazonView the full article
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