MegaAfroMan
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Everything posted by MegaAfroMan
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In Case You Didn't Know, Bo2 Vs Bo1
MegaAfroMan replied to Mr. Jay's topic in General Zombies Discussion
I've noticed zombie speeds can vary for a much longer period of time. It's rare but entirely plausible to still have walking zombies on round 25 or higher. In BO I swear you'd never have a walking zombie past round 10. On the stun effect, in World at War it was even more potent. A flame thrower could make you invincible if you backed into a corner and kept burst firing at the front few zombies. The flipside was the zombies dragged you a little with their hits, and they windmill hit you more frequently. Double hits were common. -
It is interesting I suppose that MotD and Origins were not mentioned, however as MMX said, it doesn't necessarily mean Campaign v Zombies team. More likely each map had slightly different groups due to contracting and rotations within the company. I'd be interested in any other bits of evidence to suggest different teams however. Thank you for actually bringing something to the table on this claim that has been floating around for ages. Reddit is a scary place. On a different note.
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Unless it gets patched, you can believe what you want, unfortunately. It is most likely definitely a glitch. My main point is elemental phd was a glitch, so this probably is too.
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Your Feelings About The Future Of Zombies.
MegaAfroMan replied to Matuzz's topic in Research & Development
Lenne, the DLC maps aren't necessarily "better" as maps, but they use the buildable system better than TranZit did. In TranZit you only really used the Turbine and the shield, and the turbine was simply because of necessity. Someone has to have one. The Turbine is so much less important in Buried. It's only real role is to power the Subsonic Resonator, another buildable, basically a super subwoofer/cannon that wreaks havoc on all in front of it. Sh3baProject, I say it lacked a feel of exploration, because at least to me, it was way to easy to find everything. Without doors to have to open for the first time, wondering if I should go this new direction, survive where I am, or go some other way I know a little better helps slow down the discovery process and improves the exploration time of the map overall. I liked the BO2 zombies maps. I wouldn't go so far to say they were a needed improvement, but I also wouldn't say they were a failure. I think 5hey brought some interesting variety to the game. It's just the maps that only have 6 doors total, or have a secret passage around almost every door present me with so few objectives. -
Does Marlton Make Buildables Stronger?
MegaAfroMan replied to ZaquiriDaquiri's topic in General Zombies Discussion
I've heard this same thing before regarding the Turbine on TranZit. While I wouldn't rule it out completely (Treyarch is a little odd with the N4 characters) I'm going to assume it's false until someone shows otherwise through experimentation. -
Your Feelings About The Future Of Zombies.
MegaAfroMan replied to Matuzz's topic in Research & Development
Lenne, I can't tell if you're being sarcastic or not. That is farther than many get on those maps, but if you are being serious, all of the DLC maps are much better. Especially about buildables in my opinion. Die Rise only has two, one is the Wunder Weapon, the other is a multipurpose portable trap/transportation tool. MotD only has the sheild and a device to convert the Blundergat, which is kind of a waste, but it's nice to have the ability to chose one version of the Blundergat over the other. Buried has several nice buildables. For camping, they make things even easier, for a short while anyways. Origins has just the staves (which I like, some don't) the shield, and Maxis. If you were being sarcastic and none of that was necessary, then I hope someone else comes along who needs this random catalogue of buildables! -
Alternate Game Modes.. Yay or Nay?
MegaAfroMan replied to minator177's topic in Research & Development
They'd need to make a major overhaul of Turned to make it more enjoyable. I just don't think any of the map layouts or game mechanics support the gamemode in that instance, so either massively change zombies, or change turned. I'd rather change Turned. Grief was quite nice, although I feel like it could almost be subdivided. I'd like to see standard grief, like we see on the Buried submap and town and farm, where it is more of a survival competition. My team can outlast your team. With minor methods of affecting the others but still more than there were, such as a whole new set of drops to stun enemies, or redscreen them or spawn in a full horde in their proximity or such. Then a more competitive deathmatch style where the zombies are a constant hazard, but not the main focus. Weapons can deal damage, but very nerfed, so that no gun, even WW, are one hit kills. I could also see some kind of zone war going on here as well. Such as capture points like domination that when controlled by a team allow mystery box uses or something. The death of all enemies would not be the end, but rather a kill cap, or most kills by x time, or capturing all the command points. Survival I find amusing, because it's nothing. It's essentially the same as the Major gamemodes in BO2, just with less substance. I'd like to see this be used to bring back classic maps, or maybe add in some auxillary maps, but not as a major point. Launch day of BO2 was such a lie, with its seperate survival and TranZit modes. They're the same thing with one being about 1/8th of the map of the other. I severely hope with our next title, we have two DISTICT launch maps. Kino and FIVE were such a great combo. Kino was open, FIVE was close quaters. Kino was classic, FIVE was unusual (elevators, buildable traps, pentagon theif). I want to see that. Conceptual maps (like BO2 maps) where uniqueness and innovation is a key point (more doors to purchase without being able to bypass them though please...), and Core maps (BO1) where the game play is mostly unchanged from map to map, with a new tactical and new WW, and maybe a single new feature. Maps where you can just enter and power through. I'd like to see each DLC contain both types or alternate between the types with each pack. Because although I prefered the innovative concept maps of BO2, I will admit sometimes that familiar feel is lost with the maps. Buried doesn't quite feel like zombies to me. TranZit only barely feels like zombies to me. MotD doesn't feel quite like zombies either. That should be the distinction, rather than survival is a portion of the main map. Survival should be the core maps. To those who didn't want to read my rant: Grief yes, but maybe altered or even split into two gametypes Turned, no Survival, only if they actually make it mean something more than "smaller map" Other new ones? I'd be interested, but I'd hope they'd not waste too much time on it. -
Your Feelings About The Future Of Zombies.
MegaAfroMan replied to Matuzz's topic in Research & Development
See, I liked Origins Buildables and Objectives. I could understand how it'd be annoying to some, but I loved them. I thought Origins was a good combination of old and new concepts woven together. -
Your Feelings About The Future Of Zombies.
MegaAfroMan replied to Matuzz's topic in Research & Development
As I just shared elsewhere I think all the buildables and such were excellent, what was lacking was: Doors. Even without the bank, one buried, tranzit, and die rise you could get almost everywhere on round one. It removes a sense of exploration, progress, and survival from the game. I'm sure even with a bit more work radical maps like TranZit could retrofit doors into the map and still remain mostly the same. There are other factors as well I'm sure, but for Buried especially the doors are all mostly for show. There's almost always a second free way in. -
Campaign Team Better Than The Zombies Team?
MegaAfroMan replied to TehGKBrief's topic in Research & Development
Although I have voiced my opinions before, as Boom said, on how it is incorrect to look at Origins and MotD and say "these were made by the campaign team" partially because I haven't yet been presented with official statements showing our normal Z-Team being banned from these maps, and also because of how silly it sounds to say that the company is divided up into three segments like the game. Chances are your level designers, animators, and programers all work for all three sections. I'm sure even the conceptual workers who decide what should do what interchange throughout the system. I do agree that those two maps are better, for me, than the other three. I pin it down to: Doors. In Buried, Die Rise, and TranZit you can reach almost anywhere in the map on round one. With the bank you can have 4 perks, 3 pack-a-punched weapons, and all doors open by round one. It completely removes a sense of exploration, progress, and survival. Part of the challenge of maps like Shangri-La and Der Riese and other classics rides on the frantic difficulty of surviving until you can open that next door. Getting one step closer to the Pack-a-Punch, or the power, or the mystery box. Doors are the gamechanger, nothing else is so different between the two groups of maps. -
I will accept any and all zombies invites today, unless of course I'm already in a zombies game.
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It could be Thor, it could be any of them or none of them. The only way to distinguish between the robots truly, is by the contents of their heads, and since there is no way to get inside the head of the robot while it is on that pathway, it could be Freya for all we know. We can only confirm it isn't the downed robot, as that can still be seen in the distance in theater.
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Map Idea (with thought put into it!)
MegaAfroMan replied to Group115's topic in Research & Development
I think we have a few dabblers here on the forum, but I don't know if we have any major map makers. If you figure out the things you could do and pose an idea after people start to know you a bit better, you might be able to find a group on here. No promises though. I also doubt you'd be able to find even a professional team who could make maps like the one in this thread for World at War Not to say it's impossible, but something like THIS, would be better served for the mind or a future official game. I can only wish you good luck and I hope you can find a team willing to learn and grow. It'd be awesome to have some new custom maps for World at War. Also as far as your Macbook being able to handle it, I'm not sure how well World at War works with apple products, but I know it's old enough that most modern low end computers can play it quite well. So, until you find that group, I look forward to reading your other map ideas! -
Map Idea (with thought put into it!)
MegaAfroMan replied to Group115's topic in Research & Development
Wow, this is very thorough! I like these ideas, and although I feel like with the ReZ mode and the ability to teleport or send perks to the future could be a little over powered, I imagine the design of the map is very difficult though, and your abundance of alternate enemy types might very well balance it out. The only concern is how different it would be to classic zombies, as well as how beginner-unfriendly it sounds. I think it definitely sounds like something I'd like to see. Have you ever thought about trying to build or design World at War custom maps for PC? Even if you cant do it yourself, it could be worth getting an understanding of the capabilities of WaW custom maps so you could come up with design ideas that would be possible for others to help build. -
That could make some sense. The O4 went to Agartha, and Origins in actually their experiences in the messed up dimension incomprehensible to humans. The only point of confusion would be how Richtofen's body, has Richtofen's soul, or a faux-Richtofen's soul.
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What they could have, and should have, done with origins
MegaAfroMan replied to TheBSZombie's topic in Origins
I honestly think Origins in a near perfect map. That being said, the Melee and the Airstrike Beacon are too difficult to obtain reasonably. I would have liked an easier to obtain, but weaker version, or even just a purchasable bowie knife or bayonet or something. You can get the airstrikes quickly if you're willing to waste points using the shield to get kills. Or you can usually get the melee just in time to get the airstrikes before the melee becomes a two hit kill (due to the way it sucks you forward with each punch, it becomes a massive hazard when it is no long a OHK). I also thought the Airstrikes were a rather boring tactical grenade. I would have loved to see a return of any if the BO1 tacticals, or the retriever, or something along the lines of those. The tacticals feel like overpowered Monkey bombs to me. Even the Gersh Device still had it's random teleport ability to differentiate it from the Monkey. I loved the staves for the balance for four players to each have a WW, and for one player to have the aspect of choice (granted they really shouldn't have made the staves do different damage.) I wish there was MORE of an aspect of choice. Like different buildables or tacticals. Because in most zombies maps, there is without a doubt an IDEAL setup. one that is the only setup useful past round 50 or 60, and one that will probably make gameplay the easiest from 0-50. I'd like to see there be 3 or 4 different setups that play differently. One is more useful for camping. One for full map or large loops. One for small trains. etc. But have all of them be comparable in different ways and not have one massively out perform the others. -
Your most memorable moment of black ops 2
MegaAfroMan replied to TheBSZombie's topic in General Zombies Discussion
Day one, first time you load up TranZit. First you notice a zombie, in the spawn room right next to you. Then Richtofen's loud coughing after you recieve your first power-up. Then the denizens. Also, the first time Him clung to the bus, and the first time I got kicked from the bus were very memorable. Other maps... not so much honestly. Buried maybe with the Big Guy holding a crawler for the first time and flying with the Paralyzer and using the Time Bomb. -
Something I've been wanting to do, is compare the zombies eye color to the other yellow on file for black ops 2 (nuketown), and then to the Orange for Maxis on Buried. If the eyes match the orange moreso, then origins, would show aspects of all three aetherial overlords. Blue eyes for Richtofen, Orange eyes for Maxis, and "samantha" as the announcer. How could this be possible? We have two different endings, but when you're dealing with all powerful aetherial beings, time isn't necessarily sequential from their point of view. It could be that BOTH endings happen, and because they are so different they create the ripped alternate timeline of origins. Since the timeline is not our Maxis and Richtofen's native timeline where their souls are contained, it couldy be that they are weaker because of it and only able to controll some of the zombies, not able to fight each other, and are unable to replace this native Samantha as the true announcer. If their eyes truly match the yellow moreso, then that is entirely debunked as there would be no evidence of Maxis having any sort of aethereal reference, which is even more strange when you consider that of the two, he was the one that wanted to go to Agartha.
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Both of these are interesting ideas, but as convoluted as this next phrase will sound, I think the simplest explanation is on that has already been posed. Time is non-linear, and Origins is a new timeline created by the interference from Samantha, Maxis and Richtofen. With non-linear time, paradoxes don't exist, because you can never go back and change your own personal history. What actually happens is a new timeline is born identical to your own in everyway, up until the point of interference. In that sense time is sort of split into relative time and absolute time. Absolute time is how long the zombies saga has been going on, and in our absolute time the second occurance of the year 1918, would rightly be AFTER the events of Buried because to our Aetherial overlords, that is how the succession happened. Cause and effect. Relative time is the time as it appears in that timeline, so the date. Absolute time can never be travelled through. You can never go back and kill your true self. Relative time can be travelled through, because regardless of how many alternate yous you go back and kill, you'll never have killed the you that would grow up to enter the time machine with the intent to kill an earlier you. I hope it makes sense? Anyhow, with the idea of non-linear time, then of course Maxis wouldn't have a daughter in 1918. Samantha is just a little girl in 1940, and yet with Maxis dead and in a robodrone, wouldn't that cause a paradox where he is unable to birth samantha in the first place? No, because in absolute time our samantha is already born. She was born to a non-omnipotent german scientist Dr. Ludvig Maxis approximately 80 years prior (give or take some years). The main catch with timetravel in non-linear time is that although you can never alter your own personal history, you can never navigate back to your own original timeline either. So our story is now based in this new altered timeline with a robo maxis, young O4, and strange american samantha, or if the cutscene held significance towards reality, then we are in WW2 some country with a Maxis in some unknown state however still German. The only thing non-linear time does NOT explain is why our german samantha now has an american accent. If that actually matters, then it could be very possible that it is two different samanthas. Only time will tell I suppose.
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