MegaAfroMan
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Zombies Etiquette 101
MegaAfroMan replied to thegoldenspork115's topic in General Zombies Discussion
Actually I'd like to speak out highly against this rule. The player with the LEAST points should (almost) always buy the first door, and then the next player up should get the second, and then the top two scorers should buy the last two. On most maps (Der Riese, Kino, FIVE, Ascension, CotD, Shangri-La, Moon, and Origins) this works pretty well as these doors generally increase in price as you go along, so poorer players buy the initial cheap doors and richer players buy the later expensive doors. Usually fourdoors or so will get you to or very close to either power, or the power melee weapon of the map (if not both), or in Origins case, out to No Mans Land. Unless you're REALLY desperate, and can't buy a cheap 1000 point wall smg afterwards, you should get the ball rolling by buying the cheapest door if you happen to have the least points. My addition now: Rule #4: Don't start a match in public with strangers unless you're willing to accept the following: you'll probably down and may even bleed out once or twice; the others might not talk, or may be terrible to talk to; you might get a few early round kills stolen; things won't go exactly the way you want them to go; ragequitting is for losers; you probably won't be breaking your personal best. Also as an additional because I really want to see this supported... Rule #5: The first thing, and second and third, that you should say in an Origins public lobby is "hello" followed by standard pleasantries. NOT: "I call ---- staff! ""---- staff!"" ---- STAFF!!!!" -
Agartha, Pyramids, Gateways, Hitler, Aliens, and Science
MegaAfroMan replied to thegoldenspork115's topic in Story Discussion
I'm sorry but you are wrong. I liked your post it was great. Don't get me wrong. But what you're stating now is factually inaccurate. I'm now going to address everything that is wrong with your statement one by one. First: Your use of 'toys' is an unsupported attack on how science works. It's an untruth, a way to try and make your point seem better when you have nothing useful to actually do so. No offense. Second: Your analogy is terrible. How is saying that because there are no consistent or even occasional discrepancies in observation versus mathematics, anything like understanding foreign languages through a cement wall? Again an attempt to make my argument seem poor, when you actually haven't added anything whatsoever to the discussion. Third: I'm telling you, there IS something concrete. You just refuse to accept it as concrete. I don't know why. Directly digging down into the Earth and poking around is NOT the only way to gain concrete evidence on what exists down there. Science doesn't do absolute truths, it supports theories. My theory has a lot more support than yours, and absolutely no accepted disproof. Where is your evidence other than "well it hasn't been disproven." besides the fact that of course it is completely logically inconsistent with almost all facets of modern science (save anything in the biological realm as far as I am aware). Fourth: Yes things change direction, they also change speed. In a mathematically consistent and predicatable way. Are you trying to suggest that there are air pockets in the Earth that are large enough to hold civilizations, but small enough to be undetected on modern siesmological equipment? Honestly? Do you know how desperate that grasp is? Waves also bounce around. They don't just pass through the Earth once and stop. They keep bouncing around until they dissipate. With any significant earthquake that vibration wave will bounce around through the majority of the Earth afterwards, often making multiple passes if my understanding of the situation is correct (being waves and closely related, but not directly, to what I'm studying in my field, i'm pretty sure at least my understanding of it is comparable to your own without knowing your background). Finally, as I said there are multiple reasons a hollow Earth in any substantial for cannot work. A small pocket underground, or a sprawling structure maybe, but multiple vast pockets, or seperate shells is impossible. Plate Tectonics, modern siesmology, modern cosmology, Newtonian mechanics, and Geology all are filled with multiple different accepted theories which would completely make the idea of a hollow Earth impossible. Science operates on whether something can be proven, and THEN not disproven. Not the otherway around. If something cannot be proven, then it doesn't matter if it cannot be disproven, it still will not be an accepted theory. -
Zombies Storyline Ending ( Concept from old forum )
MegaAfroMan replied to Black Hand Smith's topic in Zombie Stories
Although I'd really dislike any ending that factualizes that the story is actually a story WITHIN a story, that would definitely have been the most epic way to go about it. I'd be a little peeved, but I think I'd be glad to see it wrapped up and finally over. Nice post, very descriptive. -
Great Expectations........
MegaAfroMan replied to Black Hand Smith's topic in General Zombies Discussion
BO2 was kind of disappointing, because I had what were probably overly high expectations of what we could have on Launch Day. TranZit was cool, when there was still a hint of mystery to it. But thing is, those little mysteries never went anywhere. The sign in the tunnels, the orbs and rays, the uber mysteriois nav card... goodness they killed that one. Then after we realized there was nothing else, TranZit quickly soured. Too big for seperation, too small in each area for people to do their own thing, you had to either survive in pairs, or camp. The buildables all sucked, except the shield, but because of how the map worked, you usually needed to have the turbine, even if you wanted the shield. Pack-a-punch is one of the worst here. In a dead end, which is tough to get on your own, and annoying to coordinate on multiplayer unless the character at the power station doesn't want to pack-a-punch. The weaponset is terrible. The lack of any interesting wonder weapons killed it even more (think how much cooler TranZit would have been with the teleporting power of Gersh Devices!) As did to uselessness of the new perk, it only helped if you spawned close enough to where you died. Die Rise was a bit nicer, but after it was easily established that dropping down the elevator at spawn would get you right to the power it lost alot of what made it awesome. That awesomeness further disintegrated as the sliquifier parts were memorized in location for me. Then the killing blow was the addition of the bank and weapon locker. Mob of the Dead is awesome. I think it had some of the greatest hidden objectives ever, the spoon, the spork, the retriever, and the redeemer. However the map layout is pretty rough to do without camping in a 4 man team. Also, the pack-a-punch is kind of rough to get to. The bridge is cool, but when you play with randoms, and you all go to the bridge and only 3 come back, you all have to wait for the fourth to come back before the fuel spawns in. Often I've found that they don't. They down eventually and then rage quit because they know no one can reach them. Otherwise, excellent map, excellent weapons, excellent features. Buried was the most disgusting thing ever. The Big Guy, was a hacker with legs and MORE broken features. The Bank and Weapons locker were easily accessed, and finally the few doors (and stupid barricades for the Big Guy to destroy) that did exists, were completely bypassable with the Paralyzer. Flying like that is a cool feauture, but it really should be much much more limited. The Origins. Origins had the most annoying ending ever. The gameplay was solid, but that final cutscene just kind of threw everyone off course. I'm pretty certain that everything we've done including Origins isn't actually an imaginary game played with dolls. But now a fairly decent group of people think that is the case, or that Origins couldn't possibly have existed. It's just annoying. I figured we'd be embarking on some Maxis/Samantha lead quest to ransack old 935 bases for some way to remove Richtofen from power and he'd be actively trying to stop us with special bosses and such. I thought we'd end BO2 with a charge into the aether and destroy Richtofen and the MPD to ensure this story came to a close. Not some chess game between Maxis and Richtofen involving lighting three towers. With really increasingly random steps. TranZit's EE, although terrible, made sense. Die Rise's made sense, but much less sense. Buried was just a random assortment of mini-games that some how culminated in lighting a tower. Origins was just kind of tedious, even more so considering that the rewards were given along the way, rather than at completion, and Mob Of the Dead was good. It just was kind of a mess. I never feel a desire to play any of the maps with randoms, other than Origins, because there either isn't a good layout, or the map demands too much cooperation (which I'm not against, but I'd rather not rely on). And my friends don't ever seem motivated to go for high rounds on the maps that I won't play with randoms. So overall I barely play most of the maps, I've done the EEs once, and except 90% of the Origins EE, I'll probably never do them again.- 6 replies
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Agartha, Pyramids, Gateways, Hitler, Aliens, and Science
MegaAfroMan replied to thegoldenspork115's topic in Story Discussion
The universe is expanding. This is pretty well within our grasp. Not only is it expanding, but the rate of expansion is increasing rather than slowing down. This is easily within our grasp due to the Doppler Effect. You hear it with cars all the time, as they approach you at high speeds the sound gets higher pitched, then when they pass and start getting further away the sound gets lower pitched. This is because as it approaches you, the soundwaves kind of get crunched together, causing what appears to be a shorter wavelength. The same thing happns with light. If something is moving away from us at high (really high) speeds, the lightwaves appear stretched out, or red shifted. The light we observe of other galaxies is slightlier more red than it should be. We know what it should be because of spectral emmision and absorbtion lines. Basically every element in the Universe has a unique fingerprint in lightwaves that it makes when light is passed through it. The universe is expanding to the best of our knowledge. Also, hollow earth hasn't been disproven? Excuse me? Do you know nothing of how the theory of plate tectonics works? How about how basic physics works? How about the observations of vibrations through the Earth during earthquakes? Plate Tectonics alone should suffice in saying there is no Hollow Earth, but I'll leave that one for now because that last point I made will be easier to describe and does a perfectly fine job in explaining why Hollow Earth cannot exist. Okay, so when an earthquake happens, it is felt all over the world. It is almost never purely secluded to one area, it's just that with distance it gets weaker, and with extreme distance, people don't feel it, but it still can register on instruments in laboratories (which are in universities, weather stations, geological survey centers, and private laboratories) pretty much anywhere on Earth. So we have a pretty good understanding of how waves work, and we know the speed at which vibration waves can move through a medium. If there were hollow layers filled with gas, or one giant hollow pocket, it would cause an observable distortion between the time it takes for a certain location to record a tremor from across the world, and the mathematically expected time that that tremor should have been felt. Vibrations move through air much much differently than through rock, molten rock, and etc. -
Agartha, Pyramids, Gateways, Hitler, Aliens, and Science
MegaAfroMan replied to thegoldenspork115's topic in Story Discussion
Excellently formatted post, lots of nice information. I highly appreciate the Works Cited. Another interesting subject closely related to Zombies is that of Vril Energy and the Vril-ya, if you hadn't heard of it. But anyways well done! Oh, I'm pursuing a degree in Astronomy-Physics. I'm still pretty early on yet, but I'd like to raise a point about 'the whole universe in a shell' being disprovable. First, wouldn't the constant and measurable expansion of the universe be a pretty good indicator that there is no solid shell around it, because to increase the surface area of the shell along with the increase in radius as the universe expands new matter would have to be pull from no where, which violates one of the more stable laws, conservation of matter. Second, just because something is not disprovable, doesn't mean anything. It's a common logic fallacy to say that something gains any credit at all because it hasn't been proven wrong. Ad Ignoratiam. I have an ethereal unicorn named Steve who happens to be omnipotent and fulfils my wishes. You can't disprove it, but you'd be stupid to try to stay on my goodside because you fear my wrath conducted through Steve. But anywho, great post. Treyarch knows how to weave thought provoking material into their zombies mode, that is for certain. -
King of the Undead - Best Zombie Map Competition
MegaAfroMan replied to Immadrunkmonkey's topic in General Zombies Discussion
Bracket style tourneys are sloppy. Cool to watch, but really sloppy and they don't really represent anything significant. -
No one is questioning if it is 'real' doppelganger. The thing is making the point that it is a bug. A quirk of game coding which causes this mixup. It is NOT an intended feature.
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I know I've had them built by at least 5. On a really good game I could see three. It requires you to have openned every door practically, save one of the two sides of the starting trenches. +225 (no reason you can't get 10 gen zombie kills on round 1) -500 -750 +125 -1000 -1250 -1000 +125 +125 -1250 -1250 +100 -2250 +25 -500 -500 -500 total cost= 10025 you start with 500 so the remaining 9525 points you have to earn via pistol spamming, blood monies, windows, and kills. I know I can repeatably get around 2100 on round 1 alone. So if you're lucky with double points, carpenters, and end of round nukes, you could probably do this. Although Hells Warrior, I'd say it's a tough thing to do repeatably by the end of round three most games.
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Awesome. I'm going to verify Mocking's result with the 'one of each' theory, and then I'll try to only dig up mounds in the main no mans land (most dig site possibilities) during snow rounds on a different game for at least 4 snow rounds. If it doesn't give me anything other than the middle staff section, then that will also be pretty well proven. I'm still trying to come up with an acceptable method to test whether saving mounds for snow rounds matter at all. EDIT: Survived three snow rounds, and only dug in No Mans Land during them, round 4, 10, and 13. Only got the middle section of the staff. must have dug up at least 5+ mounts each time the snow round started in the section. I got that middle piece on the second mound of round 4. After that never saw a staff piece. I'll keep repeating, but there is no way I can truly 'prove' it wrong. However luckily I have a little bit of logic on my side. You see, there is this logic fallacy called ad ignorantiam, which is claiming that something is true because it has not been shown false. Mocking, I, and probably dozens other here can readily supply proof that you get a specific staff part from each section, and that you need to dig in each section to get all three parts. The ball is now in your court to give proof that you can all three staff parts in one location. As for the dig once in each spot hypothesis, I got the golden shovel at 29 digs, however I did NOT dig each spot once. I missed 6 spots, and dug 6 spots twice. 7 digs in the trenches, 15 digs in the no mans land, 7 digs in the church.
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I would like to see the ice staff thing tested. That should be an easy test. Likewise with Mocking's theory of digging up each spot once. That should be an easy test. A harder test would be determining if saving mounds affects anything. Without analyzing the code to see if the game decides what is in a mound at 'birth' or when it is dug up, the best we can do is 10 games without saving, and 10 games with, and analyze the percentage of each which allowed for full completetion of the ice staff by the end of the first snow round. Games will have to be given set parameters (no opening both trench gens, no opening gen 5, no opening back of church) or only games in which all are opened before the snow end will be accepted. The matches need to be as similar as possible.
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I'm almost 100% certain you're wrong 83457 about being able to dig up all three ice parts in one location. Every game I've played, and every guide I've watched and read says you cannot. If you could post a video showing that you can, I'd much appreciate it. I don't know about the golden shovel. I've never tracked if it was a specific number, or a specific set of spots. I also dispute that comment about 'saving mounds is wrong', although it is difficult to do so. I've had it happen far more often where no ice part would spawn in when I dug up all the mounds prior to a snow round, than when I leave mounds behind. It doesn't prove anything, but I haven't seen any good proof for your belief either, if you have some, or know where to find some, I'd like to be put at ease so I don't save mounds in the future. Just keep your eyes open the next time you play solo. Try it both ways a few times. Either one of us could have leaped to an assumption early on, and now our assumption is biasing our data to prove our assumption right.
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wish this was real, but its probably not
MegaAfroMan replied to TEX's topic in General Zombies Discussion
How do you make a sequel to World at War anyways? That game was one of those ancient CoD games where realism mattered in the campaign. You can't exactly invent a sequel, unless it's a remake or some sort of accompanying storyline. -
I honestly don't know. Weaponry: I don't honestly care what specific guns we see. I do hope however it is a diverse pool, in which each upgraded gun has a unique flair to it, such as the masterkey that the Aug got, or the distraction abilities of the crossbow. I would love to see the gameplay mechanics work in such a way that multiple different ideal weapon/perk/equipement sets could be used for high round gameplay. Rather than your prefered wall weapon + wondergun. That being said, I want to see more maps with multiple wonder weapons. The four staves on Origins were brilliant. I wish they were balanced with each other more so that some staves weren't easier to get, and some staves weren't stronger than the others. But for the first crack at that kind of idea I thought it was marvelous. The only thing is, I don't know how they could present that in a fresh manner for every new map. Even just having multiple options is great though. Call of the Dead had three wonder weapons, if you count the Wunderwaffe Power-up. That was cool. I'd also like to see more unique wonder weapons, but I know that is difficult, so I won't hate if nothing as original as the sliquifier or the vr-11 or the jgb appear on every map. Perks: Juggernog, or a form of it obviously has to continue. I feel like all the perks present in origins have the potential to carry on. They're in the Wunderfizz, and it's pretty much the BO1 perks, and electric cherry. I'm not sure how I feel about the unique perk for each map. on one hand it further diversifies the gameplay from map to map. but on the other hand, it sometimes gets disappointing. Tombstone sucked for the map it was on. You know what would have worked better there? Who's who. Who's who sucked for the map it was on. You know what might have worked slightly better there? Tombstone. Electric cherry wasn't unique to MotD As awesome as it is, there is no denying the overpowered nature of Vulture-aid. It makes you invisible for 15 seconds ever 20 or so zombies, gives you a few spare shots, pointless maybe with normal guns, but with Mustang and Sally or any wonder weapon that isn't the Paralyzer, it is so over powered. I like having a ton of options. It makes it easier to switch things up. Keep the wunderfizz, and all it's contents, and give us a new perk for the fizz every map or two, or maybe try that unique perk for each map again. Other features: Buildables: Great. Keep them, but either make them something that affects my load out (like the shield, or something along the lines of a buildable PES). Make me make choices. Or make them things that are fun, and useful. Please don't invent problems just for the buildable to solve, like the turbine and powered doors. (Although that could have been SO much cooler if there were more than four powered doors on the map... being able to close the doors was cool. Whole new meaning to spawn control.) The tramplesteam was a good one, for example. The Shield was great. The acid upgrade was interesting, but it was kind of a joke of a buildable. good concept, but the final indentification of what it is was kind of poor. It shouldn't have been counted a buildable like the shield. It should have been something seperate, like the traps on FIVE. Easter Eggs: I liked the two sides, but I don't want to see it again. Not unless they have significantly different steps, and different, but equally valuable rewards. Like a permanent Juggernog perk for Richtofen, and a unique wonderweapon for Maxis, or something more thought out. I like the EE's to link, but I don't know how I feel about the forced reset to complete the story. Please bring back little ones. Origins was great with the ciphers and radios. Good comeback. keep it up. Also, althought I love the staff objectives, they shouldn't be part of the story EE. I think the objectives should still exist, but there should have been an additional 'first step' to the EE, rather than building all the staves. It wasn't a big deal. I just feel like it kind of rips attention away from the story in the EE, because people are more focused on getting their reward, the staff. Persistent Upgrades: They were interesting... I honestly don't know how I feel. If they were better balanced, and EASILY IDENTIFIED, I might like to see them back. Bank/weapon locker: No bank. Please no. Or give some huge incentive against it. Like making your high round not record or something. They were useful for helping get the EEs done. Otherwise they sort of cheapend the gameplay for me. you can say "well don't use it" but that would be stupid of me not to use every legal advantage I can when going for a high round, or just trying to have a good solid game with randoms or friends. don't use it, isn't a solution, that's simply ignoring the problem. Weapon locker is fine though. I barely use it. I actually think it should be opened up to wonderguns, or at least non map unique guns. Or maybe it should be modified in some way? I dunno. It isn't game damaging, but it honestly isn't super helpful as it currently stands either. It'd be cool if weapons could become 'veterans' and get stronger as you use them in more games. Then however we'd need to be able to 'emergency dump' the weapon some how, so we don't lose it to a silly down, or a rage-quiter. Leaderboards: They suck. Except for stat specifics. Those are cool. And the solo leader boards. Otherwise, bring back BO1 leader boards. Including the lobby view. The ranking system sucks. Tell us what the ranks mean if you want us to care about them. I think that's about everything?
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Your favorite wonder weapon and why.
MegaAfroMan replied to creepertrent's topic in General Zombies Discussion
VR-11. It's so strange. When upgraded and used 'intelligently' it can have a ridiculously high indirect killing potential, as the instakill/invisibility powerup stacks rather than overlaps. On a slightly more conventional note though, honorable mention to both the Sliquifier, despite being a buildable on a rather 'meh' map and unable to be upgraded, it is actually a really solid Wonder weapon. The other honorable mention goes to the staves of origins. I think that map had the best mechanics for wonder Weapons, having them challenge based, and one for each player. P.S. I'd also like to nominate Hell's Redeemer for the best Wonder Tactical. Okay, I'm done now. -
What's up with the flashing lights on the rings under the excavation site in Origins? They're usually white, and blinking out in some odd pattern after you upgrade all four staves, but sometimes they're blinking red instead, and in my most recent solo game, they were blinking green..
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No no no… Three different messages, each one a different color IME.
It's likely the rings are set like that to avoid glitches, the lightning staff you finish once, it locks up, bob;s you're uncle, but the spinning things are needed at four different points in the game, I'd hate for even the slightest chance of not being able to build my staff because of a glitch...
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Check out MrRoflWaffles thread - http://www.callofdutyzombies.com/forum/index.php/topic/157452-all-ciphers-completely-decoded-discussion-of-their-contents/
He has a video explaining the blinking lights
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Awesome, so it is a message.
Thanks to PINNAZ and MrRoflWaffles for this.
This status thing is quite useful. I would have wasted a post on asking that question otherwise.
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What do you prefer the python or the executioner?
MegaAfroMan replied to creepertrent's topic in General Zombies Discussion
I prefer the Python, although I do acknowledge that in raw killing power, the Executioner sails ahead. -
Wonder Weapons vs. Buildable Weapons
MegaAfroMan replied to Doppelgänger's topic in General Zombies Discussion
In general I prefer Mystery Box wonder weapons when playing multiplayer, because that random element makes it 'fair' to some extent whensomeone finally gets the weapon. I've had too many people guarding the build table or holding on to a part on Die Rise or the skulls on Alcatraz, or even on Origins (but origins is special and I'll get to that in a minute). it's annoying, and often game breaking because it shows they aren't willing to cooperate, and often those are the kind of people who will rage quit when things go wrong. even playing with friends, we can't always agree on who should get the buildable wonder gun, so although there may not be rage quitting and griefing, it's still tense trying to work out who gets the gun. In solo although it's quicker (on average, even in TranZit) to build a wonder weapon than to spin it from the box, as EJ touched on, it's boring, and it's a chore. The TranZit parts, and Alcatraz skulls (I count it technically) require an obscene amount of running all over the place. Die Rise is just too easy, with them all in one area, next to the power, the bank, and 3 perks (or Pack a Punch). However the Box being random is a pain in solo games if you're unlucky. It can give the gun to people that really shouldn't have it (buildables don't really fix that either) and it can be unnecessarily expensive. I think Origins was almost perfect in how it operated. The wonder weapons were buildable and challenge based. Plus, there were four of them. Having four wonder weapons, presents choices in solo (granted not very hard ones...) and the ability for everyone to have a wonder weapon in Co-op which is amazing. the buildable nature makes it relatively fair to whoever gets it, since there are four, everyone gets the staff they build. If you don't know how to build a staff, you either have to learn or hope for charity. the upgrading is perfect, maybe slightly tedious in matches with quick intentions, but perfect. People who don't know how to upgrade, or can't survive long enough in the crazy place are prevented from getting that ultimate staff without help. Plus, I'm a sucker for objectives. I only wish that the elemental fists were much earlier in the EE or a seperate step outside of it, like getting the air strikes. Then I'd do that every game too, just for the sake of completing objectives. I think if maps follow a similar format to Origins, in regard to weaponry and objectives, it would be great. However that being said, I do hope an option is given or maps are made which are similar to the old format with the one hit kills all box gun, for quick games where your only objective is: kill. -
I'll get our home coming mormon a baker's dozen of pole dancers. Someone just needs to install some poles around here...
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I think that, although it is true that camping is terminal, there has been more of a push to design campable areas in the maps. Buried has at least 3 excellent camping spots. Origins with the staves makes any corner into a camping spot. Die Rise has the roof which is pretty nice, along with other locations, and a wonderweapon and buildable which benefit camping greatly. Mob of the Dead is really too tight to allow 4 players to all run separately, plus I can think of three excellent camping locations, two of which are dependent on doors of course. TranZit is probably the hardest to camp, with a poor layout, poor weapons, and poorly designed buildables, but if you're looking for fun grab an LMG and upgrade the B23R and have all 4 players sit on the bus. After awhile you'll all get the iron barricade persistent upgrade and the bus will be relatively easy to hold. Except when it stops... Unique in being one of the only viable 'mobile' camping spots in zombies though. This is probably just me, but I've started to find that in my games, I've been camping or at least sort of hovering around one area in a group more, rather than everybody running and spreading out because it is usually much faster and safer in the low and mid rounds.
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Welcome to CoDz! it's always great to see another new face!
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Good luck with your ventures. May you ever be productive and professional!
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For those who came in late. An overview of the Storyline
MegaAfroMan replied to Black Hand Smith's topic in Zombie Stories
Excellent, I loved this. -
Being purple is cool. Although I remember the last time I was purple. It was cooler back then.
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We have been 'retired' for a few months now.
And yes undead, I was referring to dweller purple.
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I'll take your words' for it. My apologies for going off on Chopper.
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