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Stop Mocking Me0

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Everything posted by Stop Mocking Me0

  1. This sounds like REALLY bad mapping skills and would explain a lot of the lag given in survival games… 90% of the map is not in use, and is LITERALLY dead fat dragging down bonus game modes.
  2. i'm against this as well. I like the recent reset of all brains. If you look it's more accurate to those who are actually participating more fluently on the threads then those who aren't. Plus to those like me who had brains back in 2012, and don't have any documentation of them it's not really fair. They were taken away without much warning and I don't exactly keep documentation of the brains I collect on a forum.
  3. Alright, it's little details like "you can't dolphin dive higher" that make all the difference.
  4. Idk.. Someone should test that as well…
  5. I am pretty sure the idea is to find the best topic of the past week. Not the topic that should get the most publicity for the next week. Correct me if I am wrong, Chopper. Yeah I'm probably wrong, I didn't read the itinerary, I just figured featured topic meant any topic that would/could/should be brought to peoples attention. My bad!
  6. So we just nominate a topic to be the focus over the net week? Ok… Personally, I kind of want this topic to be read by as many people as possible: Modded Minecraft usage for custom mapping in zombies And that's just my two cents worth…
  7. Alright, big Idea everyone! This will improve map ideas 10 fold! Think of it as the "I-dea mapOS", it will make map ideas faster, easier, and simpler for everyone who just wants to make a better map idea! But I need your help. Copy/paste the URL in the comments.

    1. Stop Mocking Me0

      Stop Mocking Me0

      http://www.callofdutyzombies.com/forum/index.php/topic/159329-minecraft-mod-usage-for-custom-zombies-inovation/#entry1490677

    2. Boom115

      Boom115

      My eyes thank you for changing your avatar.

  8. PHD is very lethal, killing zombies in one hit even in high rounds (20+) The trick to keeping it ok is making it so you have to jump from a certain height, remove that issue and you can flop anywhere and flop-train to high rounds way too easily.
  9. perks are way too OP, well… Maybe the jump one is fine, but that paired with PDH? Way OP. I would like a new type of WW. Something amazing! Like a camera that vaporizes zombies or a shock charge that implodes on them. -I think we will be seeing a new map of somewhere in egypt as we have yet to see a sand themed map… But none the less I chose the high school, but in reality a college campus would be better, a few shops here, a lab there, maybe a mess hall there and BINGO! You got the default map of COD 12 there!
  10. Actually a custom box load out was something I came up with a few months ago, should still be somewhere in the future section. This just adds one weapon of your choosing, be it a horrible pistol thats more common then any other weapon, or a super rare wonder weapon.
  11. Is nyze! (borat photo)
  12. Now this is pure speculation, and may just be me blowing false info, buut from what I've seen, the shovel doesn't have a set number of dig sites, but rather, appears once a player has dug up something from every dig site spawn: -2 near gen. 5 -3 near jug -1 under the ice grave on the mound -1 in front of the soul chest -4 by the workshop entrance and in the mud tracks -1 more in the middle robot's second footstep -1 more in his first left foot print. -2 dig sites near gen. 2 -1 down the path from 1 to 2. -2 down the path from 1 to 3. -1 at gen. 3 -1 in each of freya's footsteps (so 2) - 2 beneath the church -3 near gen. 6 add that all up and you got: 26-ish graves, about what you need to get the GS. Someone should try this: Play a game and only hit each dig site once to see if you get the GS.
  13. Didn't take german, took google translate. I do apologize.
  14. I know that's quite odd isn't it! Especially sense Origins doesn't have it.
  15. Yup! That just about sums it up!
  16. Personally thats how I thought it worked, with multiple lobbies built around the filter system. All: No filter system, you can get into this lobby any way you can. Normal: Only 2-4 bar connection. Best: Only 3-4 bat connections. But yes that's what I meant from the beginning what you're describing.
  17. This map is absolutely fantastic in my mind, it's centered around an abandon beach side in the east china sea. Unlike most other maps in which time keeps still (as seen with the clocks in der reise, MOTD, tranzit, I.. THINK die rise, fairly sure not Origins or verruct, and nuketown) time actually flows forward here making life more difficult, or easier for you depending on the time. -Environmental hazards: 1: Heat- it is summer, and the sun is easy to burn you slightly without protection for long periods of time. The sun exposure goes away at night (past 6) and doesn't exactly hurt you, but it will cause you to heal more slowly. 2: Sleep- After 9 your character can actually doze off if you're not careful, this will stop at about 6 am, by dozing off your character will need a bit of reaction time to get him running, it can also cause him to flinch slightly when aiming. 3: Water: While at normal levels between 9am and 3pm the water actually drops in height between 3pm and 9pm and then rises higher between 9pm and 3am. Moving water will actually shorten some areas and will allow access to other areas depending on the height. You can swim in water, but not toxic,electrified, or hot water. Also there's a reverse-flow time in which water recedes into the ocean SO a recap: Normal: 9am-3pm Low: 3pm-9pm High:9pm-3am Reverse: 3am-9am 4: Machinery: Many mechanisms around the site are fixed to respond to, you guessed it, time. Some periods of times cogs will block your path, live wires will do the same, and sometimes certain perks,PAP,machines, and buildables will be powered and sometimes they can not be. Perk machines: -Jug -QR -DT -Speed -Stamin up -winter chill - This perk works fantastically: It 100% removes sun exposure and slows any zombie you hit with melee attacks or grenades. -Tricharger energy drink: Like it's predecessor, this perk allows one to avoid an environmental hazard: falling asleep. It also allows one double melee speed and weapon swap speed. Wonder fizz: Contains the above perks, except for winter chill and tricharger, as well as PHD, deadshot, and electric cherry. Wonder weaponry: Poseidon's trident: A very powerful weapon that allows one increased melee damage, upgraded it becomes neptune's trident and gains the ability to be shot forward though multiple hordes and then retrieved via extendable chain attached to the head following launch. It also has an even more special ability, by holding left trigger one can maneuver the trident via the controller and change the tides briefly as well as move the ship back and forth. Upgraded it also can be used to bring in storms to scatter zombies in whirl-winds and waves to do the same. Ferdinand's rod.: A shock charge like tactical weapon that explodes after a few seconds, any zombie caught in the (large) blast will be shot 24 hours in the future (meaning 24 hours on the clock later). The name comes from Ferdinand Magellan, the first captain to cross the international date line sailing around the world. ADDITIONALLY any player caught in the blast will ALSO be sent 2 rounds in the future. If all players get caught in the blast or all the players outside of the blast go down, those who were caught in the blast are released. Meaning if everyone gets caught in the blast, the device was useless. (Zombies are released as well). This DOES work on the bosses as well. Map layout: There are three sections of the map: The ship, the beach, and the island town. You spawn in town, at precisely 12:00 high noon. It's a large circular area with multiple broken cars and busses. To your left is a bar, to the north a factory, behind you is a clock tower, and to the west is beach access. The bar is fairly simple: 750 to get in, theres QR in the corner, and a nice little b23r off the wall and a buildable work bench behind the counter. Not much else I'm afraid. The clock tower is also quite sad, costing 1000 one can climb it's inside to the roof where they can purchase a sniper. There is a wonnderfizz/box location here as well (box at the bottom, WF at the top). As well, during 5pm and 5am there are multiple live wires around the area that WILL shock you. One can also use the clock tower to find what time it is. The factory is a bit bigger, inside it's 1250 door awaits a series of large cogs and pistons that work on a water wheel. If one waits till 9pm to 3am when the tide's higher the pistons and cogs will actually move around at an alarming rate, it's best to avoid trying to accomplish navigating the area until a better time. Likewise between 3pm and 9pm when the tide is lower, the cogs stop moving at all. The best time to work with them is between 9am and 3pm when the water is moving at normal speeds. Between 3am and 9am the water moves backwards and thus, so does the machinery. Whats inside is the box spawn, a wonder fizz location, and speed cola. While speed cola and wonder fizz can be bought at normal times (9am-3pm) and high tide (3am-9am), they can not be used during low or reverse tide. Also the box is ONLY available during high tide in this location. The beach is a wondrous place, costing 1000 to enter, bits of toxic water to your front that moves with the current tide. Bit-a swamp to tha north. Few bits of debris lying around blocking what would be a good training area. A few wall weapons and a build able work bench. The swamp is also quite fun, there's a hut (750) buyable that opens to Winter's Chill, and as well there's a box location half-submurged in the swamp. Also, while not toxic, the swamp water DOES slow you down and is electrified between the hours of 6am and 12pm. The tide can come in, swallowing some zombies and stunning others. Same goes for players. Not much else you can do here, but if you climb a tree you can find a small zipline system to the docks. Also there's a bit of an arch way one can crawl under during low tide to access the back ally of the town, more on that later. The docks, while free to access, are a dangerous place. The water bellow is electrified between 6am and 7am, 3am and 4am, and 5pm and 6pm, meaning you have one measly hour you can spend in the water there, 3 times a day. In the water bellow one can find a wonder fizz location on a small raft. The tide, oddly, does not effect this place much, other then the usual reverse tide turns off all normal devices. Now, the box location here is a bit wonky, and broken, it actually REQUIRES it to be reverse tide to be of any use. Also Jug can be found here as well on a small floating dingy. From the docks, for 1500 points, one can access the ship, a large, slightly flooded, tanker it's got 3 floors of fun and it cost about 6000 to open everything, but it's not all needed. Due to flooding, one can expect that tide will come to play, and it does! The tide can now block access to the lower deck entirely, during reverse tide the whole ship leans from it's right side to it's left, during low tide wooden logs block places that one could otherwise swim under. It's all very complex. The 3 areas to be concerned with are: -The storage room, the ground floor/casino, and the helm. The storage room contains multiple boxes and lifts, and, you guessed it, water. A lot of water means many boxes will float up, allowing easy access over the top of the boxes, lower water means easier access through the lower areas. If one's skilled they can find the PAP hidden in this room. You will also need to find the harpoon piece from here. The casino is NOT available during high tide, as the room will entirely flood, killing any player or zombie in it. While it's open though one can access the Tricharger machine, as well as the bank, the weapons storage, and a few mafia-type weapons AKA chicago typewriter and python. Fun area to train too. Make sure to pick up the crank from here. Oh, and there's a wonderfiz location here. The captain's room is the last place you should end up, here you have double tap, a box location, and the stationary for a build able: You will need the harpoon, the rope (found on the wall in the captain's quarters), the crank, and the tube (found in a hallway). These items combine into a fancy harpoon gun which allows one to zip-line back to the beach. Now, the back ally is an area behind the factory (accessible mainly from the small crevice in the swamp during low tide). Here one can find stamin up, a m-16, and a window one can jump through to end up back in the factory by the speed cola (one way trip). That's it? WRONG! We have yet to even get to the builables yet: Buildables: Environmental Buildables: Randomly throughout the map a player can find tape, or cords, these can be used to keep perks or box locations on when the tides change. Helpful! Stationary buildables: Harpoon gun-covered. Secret chamber-will cover in easter egg. Clock control mechanism: In the top of the clock tower one can build a VERY helpful device. Using a 115 meteor, a tool box, and the ancient artifact, one can make the ability to control time possible from the tower. Holding X on it will automatically push the time forward one hour. Any-bench buildables: There are 3 benches: the bar, the docks, and the casino. and only two buildables: The testla trap: Fancy trap, and fun, place the tower in an area and the bower box in regular water. When the water becomes electrified during the tide change the tower will kill any zombie near it instantly! Needs a metal rod, cable, a testla device, and a fuse box. Shield: We all know what this is… Built out of bamboo, and a door. Boss: The kracken- Aye, a mighty beast this one… Only appears after round 8, an after one opens teh way to the ship. Tenticles around the wetter areas of the map will block you and attempt to smash you. There are three ways of beating this beast: 1: Waiting it out, simply wait for the beast to leave, it's the longest, and most grueling way, and the most deadly, AND you get no free perk when it's dead. 2:Poseidon's trident: you can manipulate the ship to smash into the kracken, you can also trick it's tentacles out of the water. 3: If you've got the stomach, you can fight the beast-y mano-e-squido by boarding the ship and avoiding it's multitude of tentacles and teeth. It's week spot is the back of it's throat. A good PHD flop would subdue it, or a few grenades. If you miss the flop though, it's death laddie. You will need 10 grenades otherwise. If one hit's a tentacle with one of the time-shock-charges a dead tentacle will appear 24 hours later, on the other hand if you throw one at the head of the creature it's whole thing will appear 24 hours later. Any zombies on the map will die when it returns, but will also return once it's defeated, like the ghost lady rounds in buried. Bonus chests: Yep their back and work just the same: Task one: Spend 30,000 points- reward: Max amo Task two: 505 kills- reward: Free Ferdinand's rods Task three: kill the beast- reward: 1 PHD flopper perk Task four: Complete all the other tasks- reward: tiki mask (For your customizable character you use in survival, grief,turned,ect.) Easter egg: While this map does not correlate with the rest of the storyline, it's solitude easter egg is still very entertaining. Step one: Your first step is to open the secret hatch and expose the undersetting of the city. To do this you will need to find all 4 of the tablets around the island and ship. Once found the fountain near spawn will open up revealing a small stairwell down into the caverns. Here one can find a hidden american base, used during WW2 to what appears to be reverse engineering the Wonder weapon program. Half built teleporters, wonder waffes, and a wave gun can be found in here amongst blueprints and notes of impending insanity. Anyways, step one: open the hatch. Step two: With the hatch open four tiki statues around the island will be emitting a blueish glow when zombies are killed near them. Don't worry it's not another soul chest, this just helps one figure out which totems should be used to activate, activate them by pushing them in order 1-4 (one can tell the order by the number of zombies it takes to make a blue aura appear. Step three: Generators: You will need two testla traps, set the box in the factory (there is no water) and the coil next to one of the generators, which should now be sparking. Wait till high tide and let the coils charge the generator fully (this may take one or two high tides) Step four: Obtain the Magellan Wells: To do this head into the chamber, there you will find a teleporter half finished, to fix it you will need to connect/fix a few wires around the room and bring back a microwave from the box room in the ship. The teleporter should now be emitting a dark blue light, toss a Ferdinand rod into it and it will stop. 24 hours later it will turn red and the upgraded rods will appear. Upgraded the rods work generally the same but many zombies will return weakened or dead, while your friends may come back a few points richer. It also has a much bigger radius and detonates on contact. From here on out the easter egg will require four players. Step 5: Building/fixing the machine: You will need the wonder weapon upgraded for this. Using the trident, you can manipulate the tide to expose a massive wire along the coast and in the jungle. Each player should place their testla trap's box on one of the outlets in the wire, there are 3 along the beach and one in the jungle. From there head back to the ship and use an explosive to open the three tall crates inside will be a massive water tank that you must get level via the trident. The last thing you must do is call upon a storm, this will cause lightning to strike the testlas super-chargin the ship's device. Once charged to full power this step is complete. Step 6: Time control: Once you're ready head back up the tower to the roof, it's time for the big finale! A vortex should appear above the tower. You should hear a voice calling saying: You've done well… You've almost escaped. Just a bit more. At the bottom of the clock tower there is now a strip of land glowing with four orbs at the end closest to the tower. SO, last step: Using more wires and tape, connect the time-control device to the strip and the teleporter to that as well. The vortex should now be formed between the orbs. Once all the players are ready, have one player run down the strip and into the vortex. At first it won't do anything, but if your companions each toss a Magellan Well at the end of the strip as the player runs through it the player will be teleported to the same land, only there's an eclipse and the water level is always normal. (Unless changed by the trident). Likewise whomever passed though will receive all 10 perks permanently. There are no zombies here, but one is required to fight the kracken. Once defeated the player will be caught in a sort of black-and white field where there is no time, zombies are comming. Finally to escape just toss down a MW and step through, you will be returned to your friends. While you keep all your perks, you'll have to complete the EE over again for the others. Achievements: Right twice a day: In Todeszeit, return before your time. : 75g -Unlocks Frank's custom cloths set. Just not today… : In Todeszeit, fight the beast tomorrow: 10g King of the sea: In Todeszeit, defeat 30 zombies and the beast with the trident. 10g Five'o clock somewhere: In Todeszeit, Drink a perk at exactly 5pm :5g -Unlock's Kira's custom cloths set Environmentally stable: In Todeszeit, become immune to both heat and exhaustion: 5g -Unlock's Ryan's custom cloths set Call me Richtofen: In Todeszeit, kill the beast. :10g -Unlocks Gin's custom cloths set. Characters: Frank: An old sailor who was marooned on this island years before, his origins are unknown. He's a ragged looking sailor who talks of fighting the non-zombified beast long ago. oddly enough he's wearing the captains cloths. When he passes through the vortex he returns as Gin. Kira: An older woman who apparently was also marooned on this island before. She spins similar tales and dons the cloths of what appears to be a witch doctor. When she passes through the vortex she returns as Ryan. Ryan: A young male who was just recently shipwrecked here. He has a wife and kids in new york. He is scared and isn't used to all the killing unlike the older patrons. If he enters the portal he returns as Frank. Gin: Ginny is a younger female who was also shipwrecked with Ryan. She has no family and is attuned to the blood lust and takes pleasure in it, despite what her shrink has been leading her against. If she enters the portal, she returns as Kira. Story: The story is eventually worked out to be another cycle. One where the older Ryan, who's allies is Frank is sent back to have a child named Ginny, who would grow up, get trapped on the island with his younger self and she too would be sent back in time. From there ginny would appear on the island again as an old woman by the name of Kira who would also be sent back in time to have a son named Ryan. Ryan would return to the island, where he would be sent back in time again, only to return to the island again discuising his name as frank. The cycle is never broken and it doesn't need to be, as there will always be a Ryan to come back as Frank, to have Gin who in turn would come back as Kira to have Ryan.
  18. Come on…. NO ONE has ANYTHING to say about this?
  19. The remmington has been used before. The DBS was forgotten in WAW.
  20. Yeah I'm fairly certain it's a glitch, I just cleared all the zombies before they got to the generator at 1 and I have nothing popping up… But maybe there's an order or something and I just messed up. If there is a reward I guess it would involve the templars not returning from their portals.
  21. Nope, unless you push the button in buried, then it will reward you with either a permanent fire sale and 4-gun mule kick for a game, or there will be a constant blue eyed zombie who will always produce a drop depending on if you chose maxis or richtofen.
  22. The remmington should not be a wall weapon, there's no actual reasoning behind this it's just that it feels right getting it from the box.. The typewriter on the other hand…. "Let meh gets dat off da wall see?" Actually, you know what weapon I want to see? Double barrel shotgun, LOVED that thing! PAP it was one headshot kill to round at LEAST 25! SUCH a good weapon!
  23. Ok then, but no one has any control over that. The kinnect can be used as a mic yes? Well that right there is a reason to use the kinnect over a normal mic. HUNDREDS of people will choose kinnect over purchasing a new mic. They will play the next installment of zombies too. And no-mic lobby or not, they will put hell on your ears… You can't escape your fate boom! MUAHAHAHHAHAHAHAHActually that sucks for everyone….
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