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Everything posted by InfestLithium
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Great thread, friendo! If I have anything to say, it's that the boost to health recovery rate is just badass. I'd think it would make the surviving aspect a bit too easy as we've all come to love having a red screen and feeling that moment of despair. But still, getting trapped will mean nothing even with Jugg Pro.
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Welcome to the family, friendo! Also good to get lurkers as new members, and we're happy to have you here. If ya got any questions on anything - zed related or ont - just come to us. Happy slayin'!
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Both Origins and Ascension in alternate realities?
InfestLithium replied to corwin1ful's topic in General Zombies Discussion
No, it hasnt. You just theorize that it is. You can't claim a theory to be fact like that without confirmation. Everything is just theory. Mob of the Dead alludes to our universe but within purgatory, which in itself is inside a different realm other than reality. Hence, why Alcatraz Island never actually became zombified but rather what the mobsters had to endure in this version of Hell. Origins is not fully cannon because if Group 935 indeed found the deposits of Element 115 and created the technology that they did, surely they would've won the war. Unfortunately for them, it wasn't the case because history was rewritten (or so we presume). It's suggested that this is a differing universe, though it could easily just be a re-edited past of what could have happened. The Pack-a-Punch machine does not exist in our dimension; perhaps in our universe still, but bear in mind that it pulls weapons from somewhere else. When a gun is put into it, it completely disappears in a flash and returns with un-realistic features: laser-esque ammo infused with 115 and potentially something else. Ethereal energy perhaps? Who knows. Whatever it is, it's pulling it from somewhere else. For the longest time, people began to question whether Kino der Toten was even in the Zombies universe, as an alternate reality. The key lied in the construction of the Berlin radio tower and the date brought upon the map. To say that alternate universes is not possible is absurd - Treyarch has most certainly pointed to the possibility and even our feet wet in the idea without flat out telling us. Nothing is fact in Zombies, besides a handful of small details. -
Favorite Map Strategies
InfestLithium replied to Covert Gunman's topic in General Zombies Discussion
Good show, friendo! Getting that YouTube chock full with vids sounds like an awesome plan. As far as strategies go, it depends on what you're looking into (high rounds, speed runs, safe zones, etc). Still, I think all the strategies that people will come up with can be of much benefit and may even give you new insight on the maps themselves. Nacht der Untoten You can do figure 8's around the thin walls of the Mystery Box room. Hug the wall as tightly as possible to allow space in between. If you feel uncomfortable getting too close to the zombies, a little bit of circling can help as well. I would leave the stairs blocked off in that room to allow only one major spawn (initial room) alongside the four other entrances. And if you're playing the Black Ops version, Thundergun will go a long way as a third weapon choice with Mule Kick. Verruckt Circling around the entire facility should do you just fine, if you're playing solo of course. Otherwise, you can hold up for a good amount of time in the Speed Cola room with the k!tch3n [i still can't say that word, damn] inaccessible. This creates only one barrier behind the group and the rest to consolidate into two pathways, eventually merging into the hallway (you can keep buying Bouncing Betties to make this flow nicely). The traps also force the zeds to come up the stairs and the back barrier only. Shi No Numa The area right after passing the flogger makes great for tight training. In addition, it helps during Hellhound rounds. Not only do you have a trap available right next to you, but there's ton of running space to go around that location so you don't feel cornered. You could also do a bit of running towards the Doctor's hut (I think it is) and run around in the muddy waters...though it will constrict your movement severely. Der Riese As if strategies haven't been done to death on this one map. Honestly though, I find training next to the power switch to be superior as a solo strategy. A trap handy with a potential Mystery Box spawn and an MP40 or FG42 nearby? Sounds like a good plan to be - and it hasn't failed me yet. If you have teammates, keep them camped up on the catwalk with perhaps another one doing thinner trains down on the lab floor. Kino der Toten Stage stage stage stage stage. It's been tested and proven on solo and co-op. If with teammates, you could also holdout in the supply room (above the theater past the alley) while keeping the stairwell to the theater closed off. Have two people stand ground facing the alley and two defending the barriers inside the room itself. There is also a chance of a Mystery Box spawn and the AK74-u in the alley. FIVE Good luck. Just kidding. You can do a bit of holding out in the MPL hallway before heading out down below into the control room. Either keep things situation on the catwalk, or back yourselves into the large elevator, switching back and forth between the basement elevator and rising back to the control room elevator. The switch acts as a defense mechanism and can allow some time to revive a fallen teammate, set claymores, the works. Another strategy you can try involves the Pack-a-Punch room. Every round, hold out somewhere until you hit all the switches to reach the final Defcon level. Get into the PaP room, and prepare to hollow out the incoming horde waiting outside. Rinse and repeat. If combined with the elevator trick, this may save time for the Defcon levels to reset after leaving the PaP room. On a solo run, you can have the entire floor of the control room to yourself. Open up the barriers and enjoy running a severely tight but effective training around the entire room. Ascension Too easy, but you could do various training at the lander station near PhD Flopper, the Claymore area/lander station, outside of Pack-a-Punch, in spawn underneath the spinning mechanism, so on and so forth. Call of the Dead There are two major training sessions I see with this map: spawn and the AK74-u area. The good thing about these is that there are weapons available in each and a body of water to cool of George in case he's busting your balls. I feel that both are superior and equivalent but I personally enjoy spawn because 1) it's more open 2) more escape routes 3) delay where zombies slow down in water unless they're sprinting 4) Quick Revive machine. Shangri-la Much similar to FIVE, but a little more vast in terms of landscape and movement. Solo will call for running around the entire map at some point with the Shrink Ray, and before that, may require a bit of training the AK74-u room before accessing the door to PhD Flopper. If in co-op, you could possibly hold out on the bridge or on the railcart. This is very team-oriented unless you're absolutely godlike in dragging or cutbacks. Moon My favorite map of all time. What strategies CAN'T you do here? I personally love heading to the Ak74-u area and just circling around the rock. 9/10 times you won't be hit because the zombies will be too busy floating while you race them around the perimeter. If that's not your style of training, you can go old school by fending off in the Biodome. Co-op makes this a breeze since every person will have their own area to contain and not that many zombies. The only downfall to this is the lack of weapons to constantly access and the perilous event of an oxygen breaching via excavator. Having someone with Hacker on hand, however, will not only prevent excavators from reaching the Biodome in time but also allows for Max Ammos up the wahzoo. Tranzit :: Green Run There is literally no strategy for this map. You can train at the Bus Depot, the tunnels, outside of the garage at the Diner, around the truck in Farm, bouncing between buildings in Town, anything. The safest would be Town, Diner, and the tunnels. It's your pick at that point. Town offers Juggernog but no weapon access so you may have to teleport or be patient and wait for the bus to roll by with the B23R in it. Diner has the MP5 and Speed Cola nearby, alongside unlimited Zombie Shields. This makes Diner the best of the three, but requires tighter training than the others. Tunnels is more open for running but only has the M16 available (although it works well when PaP'ed into the Skullcrusher). Nuketown Backyards are a must. You may be required to do many, many cutbacks because zombies will be hopping over fences and diving through the doorways on the first floor of the houses. In the long run, it's worth it since you're almost guaranteed a Mystery Box spawn every time and a good perk machine near by. If one backyard doesn't have what you like, use the other. Also, Mustang & Sally all the way. Die Rise Buddha Room is a great choice for holdout out with teammates or running solo. If you run solo, use the floor as your running space with the balcony access and broken pole to your advantage. If with teammates, have one person run on the floor and three camp up top to block barriers and protect the runner below here and there. Another place would be the dragon rooftops, right next to the NavCard table. If all teammates huddle there with one Trample Steam behind the group (right into the barrier), you'll be safe for a long time. Create your own "Claymore Garden" underneath the rampway in case you need to kill off a group of zombies and haven't the ammo to do so. Sliquifier is fairly dangerous here. I would advise having an upgraded SVU on hand and possible an An-94. If you're lucky, the Pack-a-Punch and Juggernog machine will be in the neighboring elevators instead of the lonely corner. Mob of the Dead It's like a heightened version of Shangri-la and Five, but with a little more space. Most people find the cafeteria to be the perfect training zone, but I honestly call for the Golden Gate Bridge. Rounds go blazing up there and you can leave at anytime you'd like. Of course, the cost of that is having to collect all the fuel again but honestly it isn't that bad if you switch off between the cafeteria during fuel time and the bridge for hitting rounds. If possible, obtain the Hell's Redeemer asap. An insanely powerful weapon that cuts through multiple zombies, has unlimited ammo, and makes Brutus a cinch to kill. It works wonders in both locations mentioned. Buried Not much going on in the training department, but you could technically start a nice-sized cluster if you run around between the general store and original Mystery Box spawn. It's a tight fit but can work given you have a good arsenal on hand. But that's not your cup of tea, right? Then camping out is ideal for this map. Take a stand in the Juggernog alley, or access the inside of the courthouse via Paralyzer/Trample Steam and leave the front door closed off. I like both to be honest, but I know the latter works tremendously since you're controlling the spawn points, flow, and barriers. With teammates, the courthouse is a MUST. Origins Too many technicalities with this map, but you could train in various areas of the muddy wasteland. Generator 4 (Juggernog area) is always accessible for training, with several looping options available. I tend run around the MP40 mudpit and the Wind Tunnel, making my loop bigger than if I included the generator spot. Tighter training can be done in the mudpit of Generator 5 where the soul crate is. The only consequence of running these is having the giant robots step in your path, making the training process more constricted often until they leave the spots. Professionals will utilize the muddy road outside the tank station (where the tank rolls in). Despite having your movement reduced, it actually works well if you have a staff. I've even seen @Chopper use this area several times when he streamed Origins along many other famous high rounders with only an upgraded Ice Staff (sometimes even not upgraded!). A couple of charged shots, and whoosh - round is over. You will find a Max Ammo before running out of firepower, but very seldom will you actually not get one. A Boomhilda will come in handy nonetheless, and possible Monkey Bombs/Airstrikes to get zombies off your tail. The good thing with this strategy is that you won't ever need to worry about the giant robots, and there's an MP40 within the station if you need ammo (although if you have the staff, you probably won't be needing a secondary rifle). I know these are fairly vague but they are condensed so you get the basics. -
If @Slade and I can grab some kick-ass images, we'll definitely work our magic.
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Welcome to the family, friendo! We did change up the site quite a few times, but we're more than happy for you to be back! Enjoy your stay, and happy slayin'!
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Welcome back, friendo! Exo-Zombies should keep us at bay, and like @Lenne said, we'll be seeing Treyarch's new release very soon in the form of awesome trailers and maybe a bit more. Hopefully you decide to stay without ghosting out. Enjoy your stay and happy slayin'!
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Very detailed rating thread, friendo! I only have one issue: Did you actually rank Der Riese as easier than Ascension? And what exactly defines the "fearsome" level? Like the rush of the map and how hardcore it gets, or the ambiance?
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The dream has come true! My good friendo is now red! Sniff..I remember when you were wee little member. :'( Congratulations friendo!
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Cheers to a long and good year! Let's toast to another great year in 2015! :D
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Welcome to the family, friendo! Enjoy your stay, and happy slayin'!
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Zombie Choral Canon - Music by Kevin Sherwood
InfestLithium replied to PINNAZ's topic in General Zombies Discussion
@Flammenwerfer A long stretch, but you're our only hope!- 28 replies
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@the_clay_bird We'll probably impose some kind of round limit. For instance, anything beyond Round 70 would require video proof. If you're on Black Ops II, theater mode should suffice. Live streaming could also be counted as video proof given that you had at least one viewer who can support the high round claim. If no proof can be given for higher rounds, then it just can't be added...unless a note is made that the round is questionable [the area would be denoted with a *]. Anything less than that round will just require an end-game image and/or video. I would like to think that our community is very honest with leaderboards and personal records.
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It's fair play in my eyes. Glitching is going into a "dead code" spot that prevents zombies from harming you (i.e. lighthouse front door glitch, Moon's PhD Flopper corner glitch) or something that was purely not intentional and is a fault due to the coding. With this, you're doing something that's a little more innovative and unique, without disrupting the scripting flow. You know that an excavator was made to slow down your routes and possibly stop your movement. An astronaut (like any other zombie) likes to follow you. Put the two together, and you've created a man-made prison with the mechanics STILL being utilized for its purpose.
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@Tac That would be a very long and standing organization. I would've thought that Germany's fall in World War I would cause the group to shrink back and become quite private. Now ultimately, failing to ensure the motherland a victory would cause Group 935 not to produce anymore variations of Wonder Weapons; hence, they stuck specifically to just manufacturing weapons for the time being. Although I personally believe that Origins was not the actual history of the entire Zombies storyline, I do believe certain aspects such as that to be considerably true. Whether anyone considers Origins fully canon or not, Der Riese was a weapons manufacturing factory from the entire get-go in order to support the Germans in their endeavors. It wasn't until later that they had to resort to slightly hasty decisions, such as receiving funding from Adolf Hitler and possibly outside organization in the Third Reich to continue their research.
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@Stop mocking me0 I actually mentioned it after detailing Faraday's life: I said fly as a generalization, I'll admit that. I got so excited piecing the two together that the word just slipped right out of my fingers.
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I did some researching with @Tac on vril and came across a very surprising discovery on Faraday's relationship with vril energy: http://thirdreichocculthistory.blogspot.com/2012/10/the-vril.html The excerpt containing the information is here: Although Faraday doesn't specifically mention vril, he insisted that several forms of matter consist of the same origin. It's very plausible that he was aware of vril's power and assumed that if the fictionous energy was actually true, then hypothetically, all variation of matter were composed of vril. I decided to rejuvinate this topic because it sheds a lot of light in Faraday's involvement with Buried, since vril energy is very similar (if not identical to) ethereal energy. And we've come to know that the Paralyzer itself runs on ethereal energy.
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Time Travel and The Vril Generator
InfestLithium replied to weslyfe's topic in General Zombies Discussion
When looking into the [Moon] Easter Egg steps, it's noted that the Focusing Stone's energy becomes focused within the Vril device. The device itself is nothing more than a container that can hold such tremendous energy without being obliterated. With what @Matuzz said, it was used to swap souls once the MPD went online. What we do know is that Richtofen - as an overlord - has the power to teleport people (such as moving the N4 crew from Hanford to Shanghai), and that he's omnipotent. -
Welcome to the family officially then, friendo! It's always awesome to get back old school members, and never a moment too late or soon either. Hope you stick around, and happy slayin'!
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Scotland then, eh? @Hells Warrrior get a load of this friendo! Looks loch ye can finally start a scottish crew oan CoDz! Welcome to the family, friendo! Any vinyl collector is a definite friend of mine. Enjoy your stay, and happy slayin'!
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I'm assuming you're specifically talking about Call of the Dead, and not the entire storyline itself. Since y'know, you're talking about George Romero and all. In the intro, the cast makes it clear that it's no longer being a movie. The weapons are all real in the cutscene, with the shotgun Rooker had was probably just flare-esque munition. Romero becomes what he [theoretically] is filled with both Element 115 and vril energy; hence why he cannot die and has a strange transition between human form and zombie form, unlike anything we've come across. On top of that, he can recall his memories of the cast and even communicates like normal, except with a booming voice.
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