MixMasterNut
Hall of Fame-
Posts
1,732 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
News & Announcements
Zombies Library
Easter Egg Guides
Intel
Forums
Everything posted by MixMasterNut
-
Let's take a second look at the Ascension loading screen...
MixMasterNut replied to MixMasterNut's topic in Moon
Back before Moon came out, I assumed the 3 rockets were in Ascension, but the area we play in is only focused on 1 of the 3 rockets. Just like how in the Shangri La loading screen, there are a few temples shown, yet the actual in-game map is centered around one temple area. But then the fact that there are 3 rockets on the moon, makes me wonder if we've been looking at the rockets that blow up the earth this whole time? You definitely have a point about the launch pillars not being present on the moon. The same way you would get an entire fully operational Space Station, Biodome, and 3 Excavators up there. I think teleporters from Area 51 might have something to do with it. -
While not quite as EPIC as you, This is how I roll... [1] in qpCVATlqGt0
-
Now in hindsight, lately I've been wondering... Are the 3 rockets in the Ascension loading screen, the same 3 rockets that fire from the moon towards earth? I'm interested in hearing what you guys think about this? Also interesting to note, the 115 shadow cast by the rockets is at the same exact angle as the Samantha shadow on the Moon's loading screen
-
I haven't done the Shangri La EE yet and I'm very reluctant to play with randoms. But last night, I thought I'd waste a few minutes looking for a lobby of guys who would do the EE with me, so I can eventually do the full moon EE. To my surprise I got lucky and came up on 3 mature zombie slayers, who all had mics, and knew what they were doing to complete the EE. Sweet!!! Overall, things were going very well. We start the eclipse and work on the tablets and the waterslide pressure plate steps. Somehow the game glitches and permanently left us in the elipse. Over an hour later the ecplise is still going, and just looping it's animation in the sky. Now we can't complete the EE. We totally got TreyArch'd!!! We wanted to try again but one dudes AA batteries were running out (noob manuever if you ask me), and it was getting late. So yeah, still don't have the Shangre La EE done yet. Thanks TreyArch!
-
killing monkeys on round 57, gotta miss the dogs.
MixMasterNut replied to selectyeti89's topic in Ascension
Unless you are on a world record run doing levels that know one else has ever hit before, I'm calling BS on you right now!!!!....... s6pYLztzTYM Seriously, if you are just going to lie and spread misinformation around here just to make yourself sound cool, then GTFO * oh wait, your sig says your highest Ascension round is 24. You are full of it. -
What is a good 40+ kino der toten challenge?
MixMasterNut replied to DR3WMANCH3W's topic in Kino Der Toten
I thought your youtube channel got taken down? -
Personally I think it's a nice throwback to Romero's "Night of the Living Dead" Nacht der Untoten translates to 'Night of the Undead' (duh, we know that already, right) In "Night of the Living Dead" the zombies were caused by a radioactive meteorite that crashed on earth. In Nacht der Untoten, the meteorite is on a plane that crashes on earth. See how it's similar, but different. I liked that TreyArch paid homage to zombie's roots in their first zombie map. Why is that not feasible? The Russians captured 3 of our B-29 bombers, and then reverse engineered the schematics for their own bomber design. Besides, Group 935 is made up of scientist from all over the world. German, and American scientist were working together in this time of war. The reason why a B-17 bomber plane may have been used to transport element 115 is because US bombers were designed for traveling over long distances. Since the cargo is so secretive and as you say "extremely dangerous and unstable", it makes sense that it would be put on a military plane that is designed to fly over long distances and high altitudes
-
I think I'm over looking deeper into this. But for those who are still interested in field-testing to see if there is more to this, I'd recommend testing monkey bombs in the following locations: - Anywhere that is emitting strange sounds. That's what attracted TUshioN to first throw one by the knocking noise, and what attracted me to throw one by the steam pipe in the upstairs control room. - Within the light radius of the stage lights that have fallen to the ground around the map. Some of these lights look electrically wired to the teleporter. Think of these sort of like the kasmir device in Ascension. - The pit where the 5 portraits are. - Anywhere there are clues obviously left behind by Samantha and Dr. Maxis.
-
Wonder if the new secret achievement that came with the mule kick machines has anything to do with this. Has anyone figured out what that new achievement is yet?
-
So long Double Tap.... There's a new 4th perk in town.
-
I've tried it with zombies, nova6 crawlers, and hellhounds. Nothing different happens. I just didn't add it into my vid because the noise they make drowns out the sounds from the monkey bombs. Thanks =) Personally after all the research I've done, I'm starting to think this is just a weird glitch. I've been in talks with TUshioN (the guy who made the original video), and he's changed his idea to it being a glitch too. Weird because this is proven to happen frequently in certain areas but not others. In addition, I don't believe we've found all the locations on the map this happens on yet. Also, I believe the voice is that of a Zombie, not Samantha. And just to clarify, the voice isn't saying "Breaktime". It's saying "Playtime" Just to followup, here's some things I've tried that were not shown in the video after getting creepy voices.... (Spoiler, Nothing Happens) - I've thrown a monkey into the firetrap. Monkey says "ouch, ouch" but that's all. Nothing new here. - The monkey bomb is still on Samantha's bed in her room. I smashed every button on my controller while around her bed. - Doing this creepy voice EE, after getting all the radios and film reels.
-
I'm not a game designer, but I have worked in 3D animation for the last 7 years. Basically the reason as to why TreyArch likely set up the map this way is because it's optimal for making the game run. With this setup, you only need one sky box and one texture map on this level, rather than multiples of each. This means the game can run on less assets than it looks like. Telling the skybox to rotate when you go through the teleporter is a rather simple expression to set up that doesn't take much processing power at all. It's all a hat trick on TreyArch's part.
-
Maybe boils caused from over exposure to the sun? Personally I'm more interested in the tattoos on the zombies...
-
The wallpaper texture matches, but the demensions of the room dont. Just look at the relationship of the door to the window. In Verruckt they are on adjacent walls, but in Kino they are on opposite sides of the room from eachother. Makes me wonder if this is just another case of Treyarch re-using old textures and assets in newer maps. ***Edit*** I can believe that Samantha's bedroom room was in Verruckt. But I'm unsure if the room we see through the boarded window is actually her bedroom or not.
-
The Four Guardians ***GROUP REQUEST THREAD***
MixMasterNut replied to carbonfibah's topic in Site News
Just an idea Im throwing out there.... Can us SOLO guys get a Samantha Avatar for achieving something big in solo? ... such as 100+ kills in No Man's Land (there is a legit leaderboard for it) -
Here's my vid on this... ZKg3iWnOGQA Starting to lean on the idea of the voice being zombies instead of Samantha now. Except for the weird sound at 2:50, that soundsed Samantha'ish.
-
So the last few days I've been doing A LOT of in-game research on this. I've been producing a youtube video and would have got it done by now, but new discoveries and test keep popping up... so it's not out yet, but expect it very soon. Here's some of the stuff I've found so far.... I've been able to reproduce the one in the dressing room several times. I've noticed sometimes the monkeys won't make any sounds at all. Don't let that throw your scent off. Expect it to happen some times. Because of this, you'll want to throw all 3 of your monkey bombs in one area before calling it quits in your own field testing. So far nothing has happened when throwing a bomb inside the window by the knocking. I even threw one on top of the box emitting the knocking sound. I've threw like 4-5 in different areas in there with no creepy voices so far. CONFIRMED over here. Throwing it in the corner between the PM63 and the mystery box works. I've also thrown 3-4 Monkey Bombs in the pit in the circular room with the portraits. So far, Nothing. However it is a big area down there. I was aiming my monkey bombs towards the wall as close to being under the fenced area leading to the PM63 as I could. I think a lot more bombs should be thrown in this often overlooked area right under our noses. You know when the mystery box disappears and Samantha laughs at you?... Sounds like the same exact voice to me. And when that happens Tank Demsey calls Samantha "Devil Man". Although in Faust's defense, in Der Reise when you throw the Monkey Bomb and Samantha says "Why did you hurt Mr. Monkey? Mr. Monkey just wanted to play!", the voice is alot more 'girly' and less 'Devil Man'. I question that too. When you throw a monkey bomb into the fire trap on Kino, it says "ouch, ouch" like in Der Reise, but it does not scream, and no voices afterwards. This has been known for some time. Doesn't seem to change any after throwing a bomb by the knocking window and getting a response. **** Tonight I was on the stage area right in front of the mystery box location, and a Max Ammo drop popped up. So I threw out all 3 of my Monkey Bombs before picking up the Max Ammo. I know at least one of them emitted the creepy voice, but there was so much chaos around me, I couldn't disern which one. I basically threw one left, right, and in front of me. Here's the best I can describe each location I threw the monkey bombs... - Entrance to the Dressing Room - Far back corner of the right center divider on the stage behind the MDT (if facing the seats/crowd/projection booth) - somewhere between the front of the mystery box and gap between the two center dividers on the stage. To follow up on this one, I've tried throwing a couple monkey bombs by the pool of blood seaping into the wall by the box with the big teddy bear in it. Thought that was as good as any for being a potential sweet spot. But havent found anything yet. **** I have found one new confirmed location!!! But you are going to have to wait for my video to come out on it to see it ;)
-
I don't like the strategy of teleporting to Area 51, and then teleport back to the control room to hack the excavator. It may be the easiest, fastest route from the Biodome/Mule Kick areas to the control room, but it creates the worst situations for your return trip back to Biodome/Mule Kick areas. You may get caught in a choke point from zombies spawning in infront of you. But if teleporting to earth and back is your preferred strategy, then I recommend throwing out a gersch device in the middle of the control room right before you hack the escavator control panel. That should be standard proceedure to make sure you aren't attacked while hacking. And you better whip out your Wavegun as your lead weapon for your return trip back to the other side of the map.
-
Your third weapon goes away. So a Pro-Tip is to choose your weapon order wisely. Personally I go with guns in this order: Mustang & Sally Wavegun Raygun (Mule Kick) That way if I go down, I still have the wavegun to one shot kill anything in my way on my way back to Jugg. Alternatively, if I get downed and lose my Wavegun, I'm likely to kill myself off with my own Raygun trying to get back to Jugg.
-
Good point. One thing I really love about this map is how many different environments and situations you have to go through just to reach round 10. Running around the Biodome or labratory is a totally different experience with the power on versus when the area is decompressed. Most of the areas on the map are very unique looking. TreyArch added some really cool survival horror elements to this map with starting in area 51 and then having to rush to the teleporter or get swarmed by endless zombies,. And then immediately having to put on your P.E.S. helmet or suffocate to death on the moon. That's cool stuff. Then simply battling your way through doors to get to the biodome is a battle of attrition in itself. Points and ammo can be very precious during the segment of the game. So yeah, just tons of different environments and experiences to have to deal with in a short amount of time on this map. I think having the dogs on earth, and the nova6 crawlers on the moon adds to the nice variety this map offers.
-
Anyone experience Excavator glitch? Please give Feedback
MixMasterNut replied to Shooter's topic in Moon
Saw in my subbox today that this happened to MrJohnBasedow too. Real shame because he had the potential to set new solo world record on the map. HtLPFH8Fdp8 -
Cuz dealing with hellhounds and phasing nova6 crawlers at the same time would be F'd UP!
-
Searched YouTube for: DR3WMANCH3W PWNT N3WB5 Kino 813 I found nothing....
-
Died in Area 51 for no reason! This happen to anyone else?
MixMasterNut replied to ZombiesJunkie12's topic in Moon
I've seen people teleport straight to the PAP machine instead of ontop of the teleporter pad, but I've never seen someone get downed from it -
That's why you gotta be the hacker guy. Personally I never trust any randoms to save my beloved biodome from the excavators. So take matters into your own hands, and rock the hacker device.
ABOUT US
Call of Duty Zombies (CODZ) is a fan-managed gaming community centered around the popular Call of Duty franchise with central focus on the Zombies mode. Created in 2009, CoDZ is the ultimate platform for discussing Zombies theories, strategies, and connecting players.
Activision, Call of Duty, Call of Duty: Black Ops titles, Call of Duty: Infinite Warfare titles, Call of Duty: WWII are trademarks of Activision Publishing, Inc.
We are not affiliated with Activision nor its developers Treyarch, Sledgehammer, or Infinity Ward.
PARTNERS & AFFILIATES
Interested in becoming an affiliate/partner or looking for business opportunities? Shoot us an email at [email protected] to join the CODZ family. While you're here, show our partners some love!
SITE LINKS
Our most popular pages made convenient for easier navigating. More pages can be found in the navigation menu at the top of the site.