Stop Mocking Me0
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Everything posted by Stop Mocking Me0
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It seems unprofitable for them to re-create all the new maps just so it can sell the hardened edition, even for their standards. Personally for the hardened edition, i'd include the ray gun M2 for those who get hardened. Then a standalone "zombies classic" game which those who get the hardened plus (60$ more aka 100% or 2X as much) receive but not those who get regular hardened, the game will also be available to the pubic later but the ones who get the hardened edition get 1 month early access.
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I mean next gen tech. I also like this idea because it means that players can all be in completely separate parts of the map, but still be able to get to someone should they go down, just a matter of picking up the right HD and plugging it in.
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2015 Zombie Perks/Weapon Levelling System!
Stop Mocking Me0 replied to AshMedley's topic in Zombie Labs
The more you want for your money, the more complicated it has to be I'm afraid… Tis the law of life... -
I've built a map that may possibly blow your mind, go to "Future zombies" and select "Converge" or just use this link: http://www.callofdutyzombies.com/forum/index.php/topic/177958-converge-a-map-concept/
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2015 Zombie Perks/Weapon Levelling System!
Stop Mocking Me0 replied to AshMedley's topic in Zombie Labs
No, you're not, but unfortunately more people want ranks, but nobody wants ranks the way BO2 did it. -
And if you liked those maps, just wait until you see our latest zombies installation we call: Converge (Zombies Rawr) This time around, the map will be placed in a physics laboratory hundreds of years after the moon incident. Humanity has bounced back and once again being overrun by hordes. Players will be playing as the main heroes from black ops 2, back and just as bad-ass as ever. This lab is actually centered in a civil war esq battleground. One second players are using cannons to blow away hordes the next they're going to be dealing with the convergence chambers…. Sorry that slipped out, wasn't meant to tell you about that…. But I guess as long as I have let's talk about it: "Players will be able to find these hard-drives that actually hold rooms and building components in them." "Normally players will be hunting for the box, only to find that there's nothing but a silly old hard-drive at the bottom of the sky light. They'll be all like "what where's are box", then they plug that into the computer, and the room with the box in it flashes into existence. " " In some cases players will have to remove these hard drives to put in others, in which case, players whom are still in the generated landscape become digitized and can't get out until their friend puts it back in…" (Outro BS) Perks: Jug: On map, and in wonder fizz Speed cola: On map and in wonder fizz Double tap 2.0: OM and IWF quick revive: OM and IWF Deadshot: IWF Electric Cherry: IWF Vulture's Aid: OM Mule kick: OM and IWF Drops: Double points Insta-kill Max Amo Carpenter Fire-sale Perk bottle (for players who are in the room when the glitch is killed) Traps: Magnet: While useless in the real world, the magnet in the digital world will vaporize anything in it's path, it's one of the most effective ways to kill the glitch. Cannons: Fire huge balls at zombies, instantly killing them and knocking their corpses far away. Electric Barrier: Useless in the digital world, but highly effective against zombies and players in the real one. Map: You spawn in the central base middle of the main areas, there are three main areas: Trenches: Bellow the battle-ground, can be an effective escape, or horrible trap for you. Battlefeild: Open-ish grassy landscape, very smokey. The conversion labs: Inside one can find two conversion chambers, one can have two rooms active at the same time. Now on the map there are a total of 15 different conversion rooms: I should mention each of these are about the size of the outside of the bus depot, so they're fairly big. 1: This room is a simple running area with a magnet trap and mule kick. 2: This room is a simple running area with an electric trap and speed cola. 3: Box spawn: A simple lab area that happens to be the box spawn. The HD is found in the upper levels of 4: Power room: This station MUST be plugged in for the power to be active, otherwise one can not obtain perks (but perks still work) This HD is found in the trenches. 5: This room holds juggernog, as well as a WF spawn location. 6: This room holds the other WF spawn loation, a box spawn location, and a nice camping spot. 7: This room contains a virus, killing enough zombies around it in the digital work will spawn in random weapons and drops. Be careful though, while it's nonexistent in the real world, it's super deadly in the cyber-sphere. 8: This room contains the after effects of deadly radiation. It's extremely harmful (causing a few points of damage every second) so it's not ideal to be in here in the real world, the cyber world protects the player from the radiation and allows a nice running area and vulture's aid. 9: Armory: This place is where every build able on the map can be constructed. 10: PAP: Obviously a room with PAP in it, to get this HD one must craft it with pieces found in other conversion chambers. The rest of these rooms are secrets: Nact: A replica of nact again, this time the help room. This is only available should one be lucky enough to pull forth the HD from the wonder fizz or box. Corrupted zone: To get this location one needs to allow themselves to be zapped with a magnet (in the real world) while carrying a HD. When put into the machine everything will spark. Inside one can find a green holo-gram like area, should one lock themselves in cyberspace, the glitch will 100% always spawn in once in the cyber world. After completing the easter egg, remove the HD from any chamber and attempt to start the chamber with no HD in it. This will take one to the "empty" zone where one can find a free wonder-grenade: The scatterer: In the cyber world, any zombie caught in the blast will be eradicated, in the real world it has no effect. Throw a scatterer at the computer and one can unlock the 4th zone: Wonder: Here is a bit different: In the regular world, the zone is useless being only an empty concrete floor, but in the cyber world it has a VERY special effect, where one is INSIDE the box. Should another player hit the box during this process, the ceiling above will open revealing a larger version of the roof/sky outside. One of the buildables is called a GCS, once placed it highlights the area around it with bright orange light. Once it's done scanning, it can be placed into the machine to replicate any area of the map. The only room it can't duplicate is A: Another cyber chamber or B: The chambers themselves. Useful for those who bicker over training areas. Build-ables; Shield (shared) 3 parts GCS "Geography-to-Code Scanner" (only 1) 3 parts PAP HD (only one) 3 parts HD crusher: Destroys the hard-drive being carried by the player, this then respawns elsewhere on the map, useful if the HD has been corrupted or changed. 4 parts SO what do you think of the concept? I didn't go into detail about the trenches or the civil war area as I found it to be quite boring. But the REST is QUITE epic if I do say so myself.
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No, if they do that, they should do it as a standalone: Zombies classic: 75 Dollars, for all the old games and DLC, reasonable price for a game consisting of (assuming maps all basic maps are 4 USD and complex maps are 6 USD: Basic: NAct Verruct Shi-no-numa Der Reise Kino 20$ Complex: Five Ascension COTD Shangri-la Moon Tranzit (full) Die rise Buried MOTD Origins 60$ And then just toss in the extra modes for an extra 10$ the grand total is 90$, but reduce that due to the fact it's all copy and pasting (despite the fact it's ALWAYS been copy and pasting) and that sums up to about 75$ by my logic. Advantages: -Charge us all once again for re-buying the same shiz -Encourages players to swap to next-gen -Easy enough to produce And before you say it, no, it would not work as DLC for CODZ 2015, too many maps to be productive.
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2015 Zombie Perks/Weapon Levelling System!
Stop Mocking Me0 replied to AshMedley's topic in Zombie Labs
So did I and quite a few others… The end of the day one of the few things we all agreed on is that in no way should a player with shotguns have any bigger advantage then a player with one bone. They should start the game equal, be given equal (perhaps different but still EQUAL) guns, perks, and zombies, and then continue on to receive XP based on their performance. Shotguns do not get better perks, better guns, or easier zombies. DIFFERENT does not mean better, or worse, but rather "not the same". Does a hat make your player better? No, just more stylish. Does an RPD make any REAL difference then an LSAT? No because chances are determined by what the box gives you, nothing is guaranteed. -
I mean they've done it every year before this… Hell maybe the extra year means that this game is 100% designed for next gen and NO port-backs… But lets NOT get back into THAT conversation… Either way: I disagree with the airstrikes, it was repetitive and not that hard to come up with, it ALSO was a step in the easter egg. Infact the only part I liked about it was the "Don't touch the mud" bit, THAT was original and nice. However, I fully believe in doing tasks in zombies, I've been doing it sense Five! (and that's early considering I didn't even get an Xbox until about the time MOON came out) It worked wonderfully in COTD, Shangri-la, Moon, and even MOTD. The other maps aren't as fluent because their "tasks" are more tedious than challenging. MOTD's tasks were unique in the fact they were the main objective, but it was so easy to accomplish these task that just surviving became the bigger issue. In the WAW and BO1 maps the tasks were significantly harder, requiring pin-point accuracy, a weapon from the box, saving a crawler, and mental stamina, BUT unlike BO2, these tasks were somewhat HIDDEN from the player, COTD required one to listen to audio cues from a single inaccessible room, Shangri-la required four players to coordinate 4 button pushes, ascension had the voices speaking to the player ONLY when they progressed in their goal, if they did otherwise, the aether was silent, Moon required players to succumb to a simple game of simon says, but then ALSO without prompt required one to let tunnel 6 get breached. The BO1 maps did one thing right: -Separate the survival game from the easter egg hunting. -Don't give audio cues unless it's absolutely vital, like in ascension with the map suddenly changing color (even then one still needed the cue to know where to throw the gersh, but there was NO direct quote for what weapon to use or to fallow the howls…), or in tranzit due to it being a simply GIGANTIC map, otherwise simply leave one or two things around the map changed, we'll find it, nobody needs to worry about that, even in a map as big as die rise. - More original tasks: I loved ALMOST every step of the buried easter egg, unlike the die rise, tranzit, and Origins basic tasks: Kill zombies here, shoot these targets, stand here, in-put a code, ext, Buried had a variety of challenges that utilized many different aspects of the map. I mean round infinity? Dear god that was awesome! The shooting range was the only thing I didn't like for OBVIOUS reasons. Do more original tasks, before that one canister step on moon, killing zombies in an area wasn't even part of any easter egg before it, then BO2 idolized it demanding in some form that killing zombies in an area was needed for the easter egg in EVERY map. Think different trayarch!
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WHAT DO YOU THINK THE NEX RANK WILL BE AFTER SHOTGUNS
Stop Mocking Me0 replied to scoopwilliams4's topic in Origins
One of the DUMBEST things about BO2 was that, wile perfectly able to view my own kills, downs, perks drank, grenade kills, and ect., I could not view other peoples unless they were my friends… Kinda useless…. -
WHAT DO YOU THINK THE NEX RANK WILL BE AFTER SHOTGUNS
Stop Mocking Me0 replied to scoopwilliams4's topic in Origins
I want a system of worth determined by daily objectives on each individual map. Furthermore, lobby leader boards. -
I think it has something to do with relativity to dimensional void. Those are a bunch of words I made up and put together to describe the phenomena for an object existing in one area, and the same object existing in a different dimension in a different location. Matter can not be created or destroyed, so by pulling, say a walnut, into our reality requires that we also push another walnut of the exact same dimensions out of reality. Now, the difference is, the walnut being pushed out of reality is in a different location then the walnut being brought in. So one can shift a Nikolai on the stage to a subconscious domain, and pull in the one originally occupying the sub-domain which happens to be located in the projector room, he can upgrade and then after a bit, be immediately shifted back, the original nikolai would return, but the weapons brought back to him have to occupy the same space as the nikolai who was in the projector room.
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Filling the Chests Early is Overrated
Stop Mocking Me0 replied to RZArazorSHARP20's topic in Origins
In an average game of randoms, things get pretty disorganized and hectic, but typically, i can go off on my own, save a zombie and by round 10: -Acquire all ice staff pieces -Acquire all fire staff pieces -Fill 1 or 2 chest(s) -Build the shield. -Obtain gramophone - put tablet in water (maybe 6 kills) Then I can spend the rest of round 10 building all the staffs and upgrading (or do the steps for upgrading) 3 of them (no kill= no fire) Between rounds 10 and 17 I am fully able to fill the rest of the chests, obtain my staff (i almost never chose fire, better to let someone else have it), and finish my beacons. Then the easter egg can start. Also: This is just a tip I like to use: ALWAYS go through the left door first: There are TWO spawn locations for the window shield piece there: (Down fire tunnel and in the shack with the stones) plus the B23R is here and it's a good weapon until round like… 7. From there one can fallow two paths: -If you DO find that piece, immediately turn around and head down the path to gen 2. -If you DON'T find the piece, open up the way to gen. 3 and enter the work shop, then buy the door in there to the tank station, chances are the piece you need is in one of those two spawn locations. If it isn't.. Well you'd still need to access the tank area for the ice disc and runestone. Course, this method costs 250 more points but it's worth the gamble as long as your game doesn't spawn the pieces in the MOST inconvenient locations. -
Oh hey… Exactly 50 brains… Cool!
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2015 Zombie Perks/Weapon Levelling System!
Stop Mocking Me0 replied to AshMedley's topic in Zombie Labs
Bingo -
See I don't think that's an issue. In MOTD it spaces things out just right so early rounds you're hitting the box, then later once you've opened up the whole map you can get to PAP, where as maps like tranzit let you hit the PAP after opening 2 doors and is COMPLETELY tedious. Origins it felt like you built up from nothing as the map progressed, now, upgrading the staffs WAS just tedious and kinda pointless, but building the staffs, the shield, and the power situation, I felt like that was nice, maybe not for every map, but to see again.
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2015 Zombie Perks/Weapon Levelling System!
Stop Mocking Me0 replied to AshMedley's topic in Zombie Labs
"The person needs to pay more" It's not a matter of how much it takes, it's a matter of juggernog (other perks are fine) but juggernog NEVER being upgradable. -
Don't charge the lightning staff just spam fire. That kills or stuns them instantly. It's charged shot is slow moving and disappointing.
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"basically like the intel on extinction, is that what you mean?" No, this would be far more interesting and not the main host of the story. Like the WAW bios.
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2015 Zombie Perks/Weapon Levelling System!
Stop Mocking Me0 replied to AshMedley's topic in Zombie Labs
I love this idea, the only few issues I have are: -This sounds like the same weapons will be available on each map, but that's just what it suggests, not defined. - Level 10 on perks: NO! NO UPGRADING JUGGERNOG! EVER! - It's kind of penalizing those whom don't play zombies… I mean if someone who's been playing for 2 years comes in with someone who just bought it, it should be as fair as it always has. Perhaps upgrading a weapon allows more attachments (and PAP camos), and perks don't get upgraded via XP. -
Yeah I put it in asylum, but I never heard what happened to it until now…
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