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Stop Mocking Me0

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Everything posted by Stop Mocking Me0

  1. Because that's Boreing! A lazer sight? Who wants to waist a perk slot on that? If deadshot 2.0 worked the way I described it, it could have an attachment counterpart on multiplayer... The new attachment could be the "new multiplayer weapon"... Look, if it just added a lazer site, it would just be SSSSOOOOO Boreing...
  2. That's Sounds just a bit, exactly like the wave gun...
  3. Or do what they did with rebuilding barriers and have it start costing you money after a certain amount of re-buys...
  4. It's not coming through... The video I mean...
  5. Alright the idea of this thread goes DIRRECTLY out to XxJason livesxX for the actuall idea around it... I just put it together... Now as for the map, its basicly a map that will take us through the finer points of ALL the great old maps, as we can't have them all return as individual maps in black ops 2, Saddly... This map will be called: "Return" and will feature many key areas of waw zombies as well as black ops 1 zombies... Perks include: Jug, SC, DT2.0, QR, SU, PHD, DD2.0 (see in link), And MK... The best way to explain this map to you is through SONG! (Jk this isn't Disney) No, instead I'm just going to walk you all through some game-play... Four CIA or CDC charracters will spawn in... (Or the O4, maybe even the N4, IDK I'm not richtofen, I couldn't tell ya...) They start on the outside of RUINED Area 51, inside the gates they can see a teleporter as it goes BESERK! (Presumably trapping our heros on moon), then the alarm will go off... And the zombies will go wild! Your only hope now is to climb over the crates and into the arena, and use the teleporter again... (PAP is not here and neither is Jug or speed cola) Doing so will set our heros back in now-compleatly-ruined der reise in the mainframe... The die glock is bent out of shape, and lava boils outside the area... Normal zombies will happen here... You won't have access to many places, infact you can only acess the starting area as well as the back of the labs (once the power is on) The only perk avaible to you is quick revive from the door on the right hand side (in the little room before the furnace room) you can not enter the furnace room or the left hand sided doors.. Once the power is on you can access the far side of the factory, but not yet ... When your ready you can enter the die glock for 1000 points and use it to teleport to the next area: Which BTW is the lovely area of kino der toten, on the stage! The door at the bottom of the stage is there, but the stage curtains wont rise until the power is on... The door at the bottom will open to the spawn area of normal kino, here you will find part one of the music Easter egg (The meteor)... As well as, guess what, a BUILDABLE! You need a power box (Stage sides/Bar side), A switch (Beneith the balcony), and a fallen painting (from above the balcony). Doing so will give you the wall trap, place it agains a wall and it will eletricute anything thing that comes near it... No perks here... If your ready to move on, head downstairs to where the door to double tap would be... Instead there is a small area with a strange yellow light... Standing in which will teleport you once again to the next area,,. This time your in the sealed off door in COTD! The sky is red, and even in this cold desolate area, there is fire.... If you head outside you can acess the back area where the fog horns are, and it you head up you can access the inside of the lighthouse... You can buy deadshot daquiri 2.0 from here... http://callofdutyzombies.com/forum/viewtopic.php?f=138&t=30082 Also at the bottom of the lighthouse you'll find the dead corpse of George A. Romero... If you head to the roof, where the box spawn was, you'll find a ladder... Climb up it and you can walk into the light of the light house... Which will again teleport you into the next area... This time your don't start out the same... Now you come in a flash from an eletric trap in the lava infested Shi no Numa... Specificaly the doctor's hut.. If you travel to the main area you can access the area Beneith the flogger and open the hut to obtain double tap 2.0 as well as another buildable... The buildable this time is made from wires (the doctor's hut) a switch box (near the eletric trap in the hut) and few circuts (found on a crate in the flogger area).... Building this creates another eletric trap, this time it teleports you to the courtyard area bellow the stairs up to the **** please report this topic, post **** area in VERUCT! Veruct is an important part... There are two sets of stairs... The **** please report this topic, post **** stairs and the bathroom stairs.., the bathroom stairs will be longer to power, but will allow you to flush the toilet to gain acess to the hidden song item 2/3. When your ready to leave turn on the power and head down the inside stairs to where there would NORMALLY be a window... Now you can just walk through to a small sennance area with a skull.... Also! You can buy speed cola here from the balcony! Using the sennance will spawn you on top of the temple stairs in shangri la! You can acess the spawn area and the area bellow spawn, where you can buy stamin up... From the top of the temple however, you can make another buildable! Use a spike from one of the areas above ground, a pick ax from bellow, and a broken minecart bottom to build the wood chipper,,, placing it on a slanted surface will cause it to roll and take out any zombies it touches... Leaving it on solid ground will cause it to take out any zombies from the front... Once Again you can leave the area via eclipse button (only one)... Now your in the Russian base of Assension! Under a small conduit of a failed spire site... Where the rocket used to be... Here you can access PHD from where it would normally be! Yay! Look out for the lava though! If you brave here and wish to continue, simply head to where Pack a punch would be, now there is an american teleporter instead.. Which of course teleports you to five... The defcon room... Which you can still use BTW, although there are a few acid puddles here and there.., turning on the defcons will give you access to the defcon room where you can find a teleporter and mule kick! The teleporter will of course take you to the next area... The last area you find is MOON, on the teleporter.... Although you have no space suit.. Meaning you dont have long... The only places you have air are in the labs, and in the mpd room... For some reason the teleporter has risen up and sealed the air back into this room... The MPD also is buyable for 3000, when you do it will cause the pack a punch to appear in the teleporter... And when your ready to tackle the last area... Head to the lamp near where deadshot would be and kill a zombie... You can now use the denizen(zombie) portal to reach: The grand finally! NACT DER UNTOTEN! It's the full map! With only a few changes! Now in addition to the three normal doors, there's also a door on the top floor to a teleporter, that of which will bring you back to NML... Also behind this door is the perk we all know and love (and need) JUGGERNOG! And lastly, across from jug there is a work bench: It needs the Lamp from George's hand in COTD, rocket fuel from Assension, a few handles and switches from der reise, and a circuit board from the labs on moon... Mix-em together and you have the wonder weapon:Nagasaki Cannon, a weapon that fires an intense flash of light that will turn all the zombies in view into dust... It does not need to be upgraded... Index: Wall trap: Kino Nagasaki cannon: Nacht Teleport-trap: Shi no Numa Perks: Quick revive: Der reise.. Juggernog: Nact Speed cola: Verüct Double tap: Shi no Numa Stamin up: Shangri la Phd: Assension Deadshot daquiri: COTD Additional info: http://callofdutyzombies.com/forum/viewtopic.php?f=138&t=30082 Mule kick: Five Pack a punch: Moon... Also in the back of der reise, once the power is on... There is galvaknuckles, and in the back of kino there are claymores, Semtex and Bowie... I hope you enjoyed! Stop-out!
  6. Brilliant, arnt we also promised some dlc news soon? That should confirm something like this...
  7. (cracks knuckles)
  8. I think this would work better as a new OPTION for custom games but I can see it as a game mode as well...
  9. That is the best idea I've heard in a while! I MAY make a map prediction about that... Is that ok with you all?
  10. Well I think we're moving up: First we have a buildable power weapon, saddy we can't upgrade it, and it doesn't count as a REAL gun... Then we have a (possibly I have my own research and opinion on this) REAL wonder weapon, as a buildable AND it counts as a weapon you can get from the box... Saddy we can't PAP it yet... Purhaps when the next map is released, the WW will count as a weapon and be pack a punch able! Oh I hope so.. Oh I really do...
  11. Hmmm... Purhaps the next map will feature perks that have to be saved from drowning in a restroom! :lol:
  12. "Fair point"- Bioshock infinite
  13. Wind? On what planet does the wind burn through most of the ozone layer yet no leave another trace of heat anywhere nearby?
  14. Well not being able to pap a new wonderweapon yet also sucks the fun out of it...
  15. Ah but that's Boreing.... I'd much rather see a brand new way to hold a weapon as opposed to just an attachment....
  16. Alright I'll try to give you the BEST visualization that I can... Get a gun (or a stick, Probobly a stick it will cause less damage), and hold it NORMALY (no aim) and (assume its the AI-74u) quickly pull up to scope and fire... It takes about 1.4 seconds to do this (give or take).. Now if you take your left hand and place it Beneith the gun and rest it on your wrist, now aim your stick-gun, it SHOULD be easier to pull up, also you'll find yourself able to aim on a pivot less then just wildly... Now, aim NORMALY while running... See you just can't seem to focus your fire power as keen as if you rest it on your left wrist.... Try that... It should allow stedier aim while movement (given it stays on the wrist) Basicly the perk gives you a kind of non-existing bracelet or cuff arround your wrist that holds your weapon firmly against it! When firing the bracelet reduces recoil and keeps the weapon steady, even while moving! Hope that helped! If it didn't, I'm sorry I can't make it any more clear then that... No duel wielding btw...
  17. Thank you... I tried to get a video of the way I'd imagine the holding of weapons, but sadly the only thing close I could find is this scene from Arkham city.. XTa2Z1hhHt4 If you skip to 1:00, the point where penguin uses his shotgun-umbrella to drop the titan cage, thats CLOSE to how I imagine the gun being held... :D
  18. Deadshot isn't all our favorite perks, as it didn't do much... Now there isn't even that big of a chance it will return with perma-deadshot... So how can we get this perk back? Easy: We upgrade it! Here's what I purpose: Now instead of deadshot only making you aim for the head, it will also take pistols, shotguns,riffles and MGs and place them over your character's left arm, a bit like a tactical knife,and causing three more effects: 1: It will cause for less recoil (something all lmgs need now with the nerfing...). 2: Will make aiming in a lot faster. 3: It will allow a player to continue to sprint (as well as walk) while aiming in, allowing for increased mobility! Note: RPGs ballistic knives, and snipers will all share the less recoil, sprinting while aiming, and aiming speed increase, but will not hold the weapon over their left hand... As it would be ridiculous to do that with an RPG, war machine, or sniper, and ballistic knives already require 2 hands... I hope you all enjoy this perk idea!
  19. Another post: Save a perk or revive a perk? You deside! This leaves me to beleive one of two things: A: The perk machines for the next map haven't been chosen yet and they want us to choose to save a perk that we already have (Ex: mule kick or who's who) or get a perk back we haven't had recently, ( deadshot, tombstone, or Flopper...) Or! The next map will have some sort of system where occasionally you will have the either of saving a perk that has recently appeared and you won't have access to for much longer, OR if the perk is "dead" you can bring it back shortly... Ex: Phd appears shortly, one player (Green) grabs it, but then it falls into an area you can't retrieve it... Then later on all charracters find this part (say a key) and 3 return to PHD Now in another area, blue has found juggernog, but it's too far away for anyone else to get it, BUT he inserts his key and the perk stays for much longer... Then yellow, located where phd was, inserts his key and brings PHD back to where he and white can use it, but it then quickly disappears... All kinds of factors could cause these "vanishing perks" : Pnumatic tubes, sink-holes, lava, pits... And I beleive it will add a very interesting challenge to the next map...
  20. Purhaps, the map will have a sort of system where you have to save a perk to use it, but after a while it will "die" again, meaning you will have to revive it to use it again? That would add an interesting challenge to maps... But for the love of god please bring back Flopper... Teasing us with it in die rise drove me to tears...
  21. Well as before, paris just isn't that big of a show stopper anymore, what it WOULD be fantastic for is if there were 3 spires, and the last one was in Paris! That way we still get Paris as the grand finaly to the spire maps, as well as a REALY grand finaly 2 dlcs later...
  22. Oh dear god! Wtf?!? Is it die rise or der reise? I can't judge the typo!!!! Lol... But for the best maps returning? Nah... Think about it they'd either be the exact same maps without the Easter eggs, or the same maps and nothing else because trayarch would be working their butts off re-building the Easter eggs from the previous maps...
  23. Fine then 4 all new mini maps (purhaps a turned, a survival, a greif, and a ? Map...
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