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Stop Mocking Me0

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  1. Sorry, it was like... 10PM when I wrote this and I may had been a bit drunk...
  2. Welcome, to my first map concept specifically formatted around the information we know about zombies as of May 04th 2015! Enjoy! First the teasers that prime our hype: Notes from Jessie: How long has it been? A year? Two? A decade? The tunnel collapsed last week, but I feel like it's been years sense we've spoken Harwind... I need to ask you a question. I want to do it in person but I fear the consequences of waiting. Being apart from you for so long grows on.... Harwind, If you find this message, tell the others it's not safe here. They've broken the dam! I LO Hello again Harwind... Strange, feels like we just saw each other yesterday, yet, the tunnel collapsed last week. I hate this damn sewer, living off rats and poorly cultivated crops. We were raided again last week. Four stalks of corn ripped from the evo-gardens. Malsa was pissed. But not as pissed as you'll be when you finish this letter. Strange, we've been in this colony for years, but just yesterday I swear I saw four guys I'd never seen before... One of them, the one with the funny hat asked where we were... Guy must have gone mad... We've been in this cavern for at least 2 years... "Were are we?" HA! Chicago: City of the Cursed. But it doesn't have to be my love... I How many times have I written you this letter Harwind? I love you.. I know I've written this before... Why does this feel like the first time? It always does... How many of these letters have you gotten? Any? Is the pneumatic broken? Did it ever work? Your lover is dead, and I know what you are. You can keep that voice in your head as long as you like, one day you'll admit it's there. I'll be there ready for you. I'm coming for you, for richtofen, and for everyone else in my way...I've crossed back over, and you are not staying Richtofen... Yours truly: Sam. New mechanics: There's now a set up system: You can spawn in with one of (as of the moment) 3 starter weapons, you chose which perma-perks you have (Although they can somewhat damper the amount of XP you earn each match) and if you're playing a custom match, you can choose what your character looks like. And as with all my ideas: You can have different weapon variations in the box. XP: Works simply enough. You earn XP based off points and you lose it based on downs. You earn 1 point per kill. 2 points with a headshot. 1 extra point per round. You lose 10 points for going down the first time and 100 points for dieing. Going down again on the same round does not withdraw another 10 points. PAP a gun is worth 3 points. Reviving a teammate is 1 point. During double points XP gained is doubled. There's 50 levels and then 15 prestiges. Presteging each time earns you a gold version of a weapon. The max presteige opens up the golden ray-gun. Purely for looks, no other benefits. Each level one gains a new component to alter their weapons with, one can also purchase weapons and make their own in the gunsmith. One can also earn new weapons to replace others. Example: -Earned varient: STG has an iron hilt. Appliable to all weapons of the same class. -Earned weapon: STG -Created weapon: STG with iron hilt called "STIRON" Moving on: 3 starter weapons: Classic M1911-> Mustang and Sally (futuristic looking now but same concept) Mauser-> Boomhilda Knife-> chain-blade: An epic melee weapon that stabs a zombie and sticks an explosive in it's chest (upgraded) that then goes off blowing the zombie and others nearby to bits! Only does this 15 times. The advantage of the normal knife is that it's 1 hit kill to round 3 as opposed to 1. Now the map: You play as the N4 characters again. In this map you're delving deeper into the after effects of what happened at buried. WELCOME to Chicago: City of the cursed. Be careful as mad factions of zombie-entusiest traverse the over world, as well as other horrors yet to be discovered. Try as you might, but only the cursed survive. The question now: Are you ready to die? Map opening: Single comic book page showing the N4 arriving to the map after falling into the chasm after the events of the war between maxis and richtofen. It also shows 4 other characters in the map who have teleported away as you arrived (don't worry, it's just the O4 which you get to play as in the bonus map which takes place in the dimension before this) Opening: the map: You spawn under an already powered tower which appears to be under maxis's control. Samuel: Hey... Where are we? Richtofen inside of samuel: We are back in america sammy! Art' you glad! We get to see your beloved BASEBALL and CHILDREN... Guh I think I might puke... Misty: You OK stu? Russman: Even weirder then usual... Marelton: (Whispers to stu) Look, stulinger, I don't know about the others, but I can see you're experiencing some form of dissociative pre-proposed personality switch. It's fascinating. Has this voice really been guiding us up til.. OH NO ZOMBIES! WHY IS IT ALWAYS ZOMBIES? EVERYWHERE WE GO IT'S ALWAYS THE ZOMBIES! You spawn near the top of the map, or the highest point at least, there's a tower above you but you won't use that for the easter egg (don't worry). Your first objective is to get off this building. It's too high up to just jump, but you can maneuver your way through the building's interior. When you hit the bottom and exit, you are not going to be able to re-enter that building again for the rest of the game. There's nothing in it thankfully, but there is an achievement for surviving 6 rounds in the first building. Quick revive area: You are now on the normal streets. Pretty cool here, you got a workbench in the corner, quick revive here, an empty box location, and if you look around you can find all 3 parts. I should mention the building system FOR THIS MAP is mirroring the buried one: You can hold one of each different type of item: Diffrent types of items: -Key -One of the 5 buildables parts -Easter egg component. -One Soul Prism each Round 5: After exploring a bit, you may find that there is no apparent way to progress. This area may be prime for running trains, including a small amount of debris from a fallen plane that blocks the way, but the lack of weapons and zombies that will eventually take you out without jug, you need a way out. Then you come across a subway terminal in the area bellow. Unfortunately the line's blocked and there isn't much else you can do until the train comes. I should mention that, like richtofen doing the whole "RAWR.. Cough cough... Cuse me... Ah.. Just getting used to the aether... Reeks havoc on the pipes... Ah yes right... " thing, this train's schedule only happens this way your first game. After the first game, the train will regularly start from the spawn. On round 5, the boss come: Voodoo maniacs they look like zombies only they've really just used futuristic technology to make themselves this way. They attack a bit like novas that stand instead of crawl. They're also not going to explode. After killing the first one, the rest start to panic moving faster and faster. At the end of the round you get a max amo, and the maniacs will start spawning normally in each round proving to be only a mild annoyance. After this round as well (for first time players) one can find the train has returned! You can hop on and pay 1000 to ride to your next destination. The train: How it works is you can buy it and it will take you where you need to, be sure to fight off zombie passengers, just like the bus. As for other motives of transportation: You can also walk between locations, however you risk -The dark -The train. Should the train come in contact with you wile you're beneath it, you get some pretty typical results. Avoid it at all costs. Furthermore the tunnels that separate the train stations are dark, and one can easily end up someplace they didn't mean to go. There arn't denizens like in tranzit, but the dark it's self can be very taxing. You should get a flashlight attachment before venturing out. Ok, I gots a powerpoint to BS through now for class, so we'll just pick this up again tomorrow!
  3. ​We have the ability to add infinite perks on the map with the wonderfizz, plus flopper is a good perk. #4 right after jug, speed, and stamina up for me. Why the hate?
  4. Alright, It's been confirmed that sliding seems to be the name of the game in BO3 for MP and campaign. This brings up some issues with PHD flopper, a perk that relies on dolphin-diving mechanics. Here are 3 of my solutions to this problem (removing flopper is not an option-once a perk, always a perk... Unless you're who's who...) 1: Zombies runs on old-school mechanics. What I mean by this is what everyone wants: Zombies gets no slides, no thrust jumping, and no futuristic advantages. Of course, this is taxing for treyarch to build a second movement function system just for zombies. 2: PHD Slider: A similar perk to PHD only made for the new system. Non-movement based perks are still included: No splash or fall damage. But instead of flopping to get the desired effect, when one slides it pushes one forward much further, like a boosted slide. This pushes zombies out of your way and causes minimal damage, making it useful for escapes, but not as deadly as a flop. Furthermore if one slides into a wall from close range an explosion occurs like a Flopp, only the radius is limited to the wall, making it effective against zombies that are directly near-by or behind a baricade, but otherwise zombies will be unaffected by the slide. 3: Duel slides and flopping: Like this, crouch (B/O) while running (tap) to slide, hold to dolphin dive.
  5. That is NOT what I was going to say... Not even close. Also when I posted that, we didn't know sliding was going to be a thing in BO3. Now, as for the perk it's self, I have (or will) create a post about that on another topic in the zombies labs section.
  6. It's the same concept: Melee weapon at the end of your gun.
  7. ​Sexiness Or like Amantha showed in her image. I mean it's not like we ARN'T going to get the ballistics knife in this and we KNOW how old THAT is...
  8. The above video from a reliable source (dalekJD) states that the beloved terminal will be returning. What does this mean? Well, it could mean a lot of things! -Hidden easter eggs for the storyline -New DOA activation? Maybe? -My personal favorite: ZORK 2?!?! -More 115 locations? What do you think?
  9. ​YET! (Pre-Pre-alpha stage )
  10. I just saw a video earlier from Mr. DalekJD that said that hacking IS going to be a prominent (and upgraded) feature in BO2 MP. (Meaning upgraded from the black hat of BO2) I think he said it was a tweet too so it's not leaks if it's coming from the mouth of vonderhar.
  11. Whoops, someone made the mistake of saying load out on my topic... Yep, while the concept above doesn't pertain to this load out Idea, here's the kind of things I want to see in loadout: -Custom map character creation. -Perma-perks work like MP perks. -You can earn/purchase/discover guns which can be swapped out for guns of similar stats in the box. -You can chose your starter weapon (M&S, Mauser, melee-knife (melees kill 1 round higher, but no range), ect. ) This way, the game still plays the same: You earn points, you buy perks, you select what the box gives you, you fail at the easter egg. But each game can be altered to be slightly different: Want to use the LSAT instead of the RPD? GO FOR IT! REMING TON NMA over the PYTHON? HECK YEAH!
  12. That's what I'm saying. The bayonette attachment would kill with one.
  13. With the latest news of "panic knifing" being removed from the game after SO long, I began to wonder: How will knifing work? Well supposedly, knifing now stuns the enemy with small amounts of damage from a weapon smash to the face. That's really cool, but won't kill the average player. Now many people are upset about this, and I have to say this: There are 2 solutions A knife being a weapon, which will take up a weapons slot and kill the player one stab. Or: The return of the bayonet attachment: Slap that on and you get melee-kills from weapon bashes. Of course, it takes up an attachment slot... Your thoughts?
  14. Now, many you tubers for those who've noticed, have began to discuss a new topic: The ray gun M3 which was apparently apart of some "credible" guy's reddit post. I don't believe that story for a second, and leaks are not allowed here, but considering I'm calling B(H)S (CODZ humor FTW) on this however there is a topic I'd like to discuss: Ray gun attachments. Ok, lets say for zombies in the next game, you get this: A pick-5 system: Create a gun: Choose: Perk: Attachment: There are a lot of new attachments, some I should note are ONLY available to those who PAP their weapon (marked with a PAP only message) -Grenade launcher -bayonette -laser-site -PAP (underbarrel glock-picker: An added underbelly shotgun with 6 shots total) -PAP (Ray-mini: A new raygun that sticks to the bottom of some PAPed weapons. This is my main point) -PAP Chain-saw: This little beauty is an excellent melee weapon, and will kill zombies on round 15 in 1 second flat. After that it takes a few stabs to get em. Reticle: This does not take up a slot, but most weapons need one Mischief: This is a new mechanic specifically to zombies. Some alternate-able weapons will come from the box. Should this be the case, the mischief will allow one to effect the RARITY of the gun in the box. The rarer it is, the more slots it holds. Average rarity takes up one slot. You can make it wonder-rarity and gain a slot, or you can make it common rarity and lose a slot. Ray gun as an attachment for PAPed weapons would be a great Idea IMO. It'd have 20 shots total and would do what you'd expect. Your thoughts?
  15. That'd be cool, But what I'm referring to is WHY group A is attacking group B here in, say, nuke town. Is this just their point of general combat? Is it training? Or is there something they need from here?
  16. I'm not asking for anything as big as zombies, but maybe for this go around we could get some insight to WHY these places have become battlegrounds? That'd be nice...
  17. Ok, so here's a thought of mine: We've seen, what? 3-4 of the 9 classes that will be in the game? And that got me thinking: Will all classes be alike? As in, will some classes have the thrust jump ability, some have normal movement standards, and some have the grapple to assist them? There would be advantages for each class: -Thrusters obviously have better control over mobility. But they don't move as fast in the air. -Foot soldiers would be faster then thrusters and grapplers, but not have the height accessibility. -Grapplers are both fast (when grappling) and mobile. But can't shoot while clinging to a wall, and can't use the grapple after it drains the battery (which the thrust jump does too but not on such a high level). Of course each class will come with it's own special abilities: Reaper's hand gun, the one shot kill pisol, ect. But now you have to assess each player's movement core as well. You may get reaper's glitch movement, but at the risk of losing the grapple abilities you enjoy... Decisions decisions...
  18. Ok... You can add attachments, like you can in a create a class. And you can change the colors with the new custom camos.... But what else does it do? -Change the name (new) -Changes the camo to what you want (new but is it's own thing) - Add attachments (old) So the gunsmith is... What again?
  19. While I can believe a gun-smith and camo creator, and even an XP-based ranking system... I don't know if I should believe the news I keep hearing about this supposed "Safe House". Now from what I've gathered, It works a lot like that idea I had with the "Nact main menu" concept a while back: Your menu is a room. How I expect this to work is (THEORETICALLY), players in your lobby/friends list can enter your safe-house, check out your weapons, check your stats, maybe exchange some sort of currency or something, then there would be certain objects around the room for ways to access the different game-mode menus: MP Would be a large high-tech computer on the wall. Campaign would be maybe a planning table, IDK. And zombies will likely be like a comic book in the back on a table. There would also be a corner with a blueprint for designing one's safe house (it'd be cool if ranking up or exchanging in-game-earned-currency increased the size of one's safe-house), a cabinet containing one's custom-made weapons, a chart for leader-boards, a door to leave/join one's safe house lobbies, a file cabinet for secret acquired intel, both on in-game people, and self-writen notes for the modes. That would be epic IMO. But I still have yet to see ANYTHING from treyarch regarding this... Anyone know where I can find out more about this info?
  20. From what I've heard about the new gun-smith feature is that it will be coming to BO3's MP and Campaign. I'd love to see it in zombies, but it's not confirmed yet. Now, as far as youtube has explained is that, alongside a custom camo designer, the gun-smith allows one to create weapons variants, not actually altering the stats of the gun, but changing it physically... Now the question I ask now is: Why? Surely you can't change the shape or size of the weapon too much, I mean that'd be great but it would conflict with ADS properties between different sized guns. And changing it cosmetically is what the camo designer's for. So what does the gun-smith do? I know I can supposedly add my own attachments (which I can do anyways in CAC) and custom retinals. But that's not that big an improvement. I also know you can name the weapon too, so prepare for LOTS of guns called "AN-94" that are actually "SMR"s. That's cool and everything, but It will get more annoying before long. I just really don't see what the gun-smith does now? Any enlightenments?
  21. The only issue I seem to have concerns about is the status updates thing. I really liked how accessible it was on the previous site. New info? Scroll to top and type. Plus I seem to keep losing the home-page feed of status updates as well on the page... Perhaps it deserves it's own tab along the top?
  22. Vonder-Irons: ... So to answer the question of if we are developing a futuristic Call of Duty game... No we are not... 

    *World sighs in relief*

    Vonder-Irons: ... Because we've already developed it. 

  23. I think this tweet pretty much confirms at least ONE of our favorite characters is returning... https://twitter.com/ZielinskiJimmy/status/593100374841556992/photo/1
  24. I think this tweet pretty much confirms at least ONE of our favorite characters is returning... https://twitter.com/ZielinskiJimmy/status/593100374841556992/photo/1
  25. Anyone else notice a lot of their answers are: "Dude.... We're Treyarch..."
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