Stop Mocking Me0
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How Nuketown could have been better
Stop Mocking Me0 replied to Zombie_Slayer_115's topic in Nuketown
Wait, how did origins nerf flopper? It still takes away splash damage. It still causes massive explosions when one dolphin dives. What could be nerfed about that?- 15 replies
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- Nuketown
- Black Ops 2
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WOO HOO! I'm user of the month now! I've been waiting for this day sense October 2012! Thank you EVERYONE! …. On a side note why is the site in … I think this is italian…. Wut?
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Well... Lots of people use grenades: Emps, Monkeys, air-strikes, hell's redeemer (considered a grenade kill so...), gersh, QED....
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Lead Sunset Overdrive Voice Actress is Misty
Stop Mocking Me0 replied to yourmapper's topic in Treyarch
And lets not get started on Richtofen….. -
GOAT AND A PIG! Just a couple-a live stock, livin their lives stuck together in harmony. A pig and a goat showing the world a goat and a pig can be family! Love so strong, love so big… GOAT AND A PIG! Stuck together in matrimony! Shopping for groceries, buying a condo, and doing their taxes together! Goat and a Pig! GGOOOOOAAAT AND A PIIIIG!!!!
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The "Wunder-ful" Wunder-Weapon Discussion!
Stop Mocking Me0 replied to killerussian's topic in Research & Development
Sword of Rapture: This is a very unique weapon, as it is multi-upgradeable (like the blundergat in MOTD) and it can be upgraded infinitely. How it works is this: There's a sword: 1 hit kill til round 10, then there's a blacksmith's' forge. You get the base sword from the box. It allows you to slice 10 zombies before breaking. Once broken, you're left with the hilt. Bring the hilt to the forge and smelt new iron into it (using scrap pieces around the map). Every time you upgrade the sword it gets a bit stronger and takes a bit more to break. So, while the base lasts til round 10 with 10 hits, the second teir lasts 13 hits on round 11. Upgrade again and again and you'll eventually make it harder to break the sword then kill the zombies. This will prompt the player to not use the weapon as it can only damage by melee and once the sword needs 38 more kills on round 20, and it's round 25, the sword will take multiple melees before breaking to allow the sword to be upgraded. The second way to upgrade the sword is through the PAP. When you PAP a sword it keeps it's current level, but it gains some range and sets zombies on fire too dealing more damage. -
Alright, so far the thanksgiving map is going great! (I am using an IPad for this so don't hate me) tune in to check up on everything!
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That's a bit too detailed to think about it. Sure there's the head guys, think tankers like you said. But then there's the guys who fallow their vision: Animators, Design artists, music developers, coders, and testers. They don't split into groups to design different things like perks and wall weapon chalk outlines. That'd be ridiculous. Their payroll would extend to over 3 hundred people.
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That would confuse people. Brains and spleens would become one and the same….
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- new feature
- codz improvements
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Why can't I get a decent match?
Stop Mocking Me0 replied to ThunderGlove142's topic in General Zombies Discussion
Lol, no, especially if you're talking about PC. The only thing I can tell you is players with Mics psychologically grow more attached to you, due to improved communications and are less likely to quit. But it also makes you a bigger target for trolling. -
I might be wrong, so sorry if I am off base, but isn't there separate teams for campaign, mp, and zombies. Like for example, didn't they say MOTD was made by the campaign team? See this is another reason why I HATE a certain you tuber… Trayarch as a whole has to develop in stages, like any game. You start with the basic engine, usually left over by games before it. For trayarch it depends if they want a full next-gen game, or if they want to allow last-gen consoles into the mix. If it's next gen only the game will run smother, if it's multi-gen there's a bigger audience but two separate engines have to be produced, or a compatible engine like ghosts and AW (which sucks) Moving on, the next thing to be developed is the campaign. They have to have the story set up and ready for that. You'll understand why in the next stage. This does not include character acting and actual animation, it's just the basics. NOW, the next thing to come along is the WEAPONS. These would be used through all three game modes and are super important. THEN the first two branches are formed. Some people go to work on camp. others on MP. once the MP guys are done, they can move on to the final group: Team Zelinski The zombies team. Basically put, it takes a lot of effort to create the campaign, a lot of effort to create the MP, and then a lot of effort to create the zombies. However once DLC moves around, the Camp. guys aren't doing much, so they move on to help either of the other 2. MP during DLC is also easier due to the fact nothing more then maps and cosmetics are added usually. Zombies does not get any easier, it still needs more voice acting, more maps, and new weapons being put in. Not to mention patches and game modes. That being said, the zombies are usually the last thing to be produced. That's how I would think about the system in it's simplest form BTW. I'm not sure if ANY of it actually works like that but that's how I would do it..
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The actual complete map will be released on thanksgiving, but the map has nothing to do with turkeys or pilgrims. Instead of editing in the next bit, I'll just post the next teaser here: It's the vonderhar interview one. " And if you thought those multiplayer maps were epic, just wait until you see our latest zombies installment we call "Havoc". -The map is a battle ground set somewhere in turkey. It's been abandoned for decades, but now it's livelier then ever, or should we say un-livilier! -We really wanted a map that expressed what a real battle with the undead would feel like, so we've actually inputted many NPCs to help fight the battle against the zombies with you. Of course nothing in the zombie universe is free. Some men will only do what you ask after rescuing them, or gaining their respect. Some can be bought for a short time. Some can build things for you, hold crawlers, and of course, suppress the hordes with open fire. -Another element we added into this map is the new ER system, which will actually reconstruct pieces of the environment after you've destroyed them, so say you've damaged the underbelly of this pillar and now it has fallen allowing your way across. We have that, but eventually you need that pillar back up, pay the piper, and bob's your uncle. - That would bring us to possibly the most amazing perk we've added to the game yet: Clockwork Cider. What it does is, it allows the player to see where everything in the environment that can be manipulated is. So, you're running from a horde, toss a grenade on a bridge, hop across, and the horde falls to the abyss beneath. -Like the new perk, the new wonder weapon is just as fantastic. It's an Energy-to-matter Smg, meaning anything caught in the SMG's fire will be stored on the SMGs hard-drive. This can be used to kill zombies, change the environment, and even teleport friendly players to areas you can't reach. Havoc and all these maps are coming to you FIRST on Xbox One.
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(Black screen) You'd think this is the first time we've seen something like that... (Fire and brimstone show men and women running for their lives before cutting back to black) Turns out it's been happening all through history.. ( ancient Egyptians running from zombies) Time.. (Romans vs zombies) And time again... (civil war zombies) Many people thought the world should know about em... (Lincoln is shown, Ceasar is shown, then an unknown queen) Others did not.. (Lincoln is shot, the words "sic simpter tyranis" is heard, then Ceasar saying "even you Brutus", the queen is heard screaming bloody murder) End of the day it doesn't matter when... (Battleground is shown, tiny sparks of lightning appear..) Why.. (Lightning flashes stronger...) Or who knew of this.. (Flash brings forth 8 pairs of boots...) What matters... (Shows their legs) Is that we kick every single one of their zombie asses... (Shows their torsos) Tank Dempsey: "Back to hell..." * Epic rock sequence begins Dempsey, Takeo, Nikolai, and RichtoSam are seen destroying the battleground. Eventually the four will meet up again, look at each other. Then at the massive cosmic hole opening in the sky. The clip finally ends with the hole opening to a bright light.... Turkey: No man's land: Opening cutscene: Somewhere in Griffin station: Takeo: It's almost done... And.. YA! The teleporter is fixed! RichtoSam: Thank you brave Takeo! Nikolai: Takeo! You foolish... Fool... The flashy light machine wasn't broken... RichtoSam: oh... But it was.... Tank: (comes bursting out of the bio dome with hordes fallowing) Guys quick start that thing up! (Epic-ly kills a few with a shotgun) Takeo: No! Wait it still needs... Nikolai: We don't have needs! Get on the damn pad! (Flash) (time and space passes by) Tank: oh... My head... Why do I feel like it's been... Like... Five years sense I've last been in action? RichtoSam: it's actually been seven... But enough of that (prances away)... Tank: GET BACK HERE little Richthofen girl! ------ At this point I should explain the Game's split feature: Upon starting the map one so given the option of fallowing either maxis or Richthofen, should they choose maxis, all Richthofen quotes will be in his name and vise versa. Doesn't really matter that much, at the end there are two different outcomes, but other then that it's pretty similar. ------- Richthofen: HEY it's YOU GUYS! I thought you were trapped in argartha forever... You know I had to find other people to do your work FOR THE PAST SEVEN YEARS?!? It's been excruciating! But enough about that! We all know what time it is! ITS SLAUGHTER TIME! The map starts off in a bunker, much like origins, with a maze of trenches outside. In the starting room there's quick revive, a box location and a wonderfizz location as per usual. It's a simple enough room with a teleport in the center of the spawn. You start off the game teleporting into the main room. There will be some minor dialogue before they set out into the map's base. After entering the next part of the bunker, they'll meet "technician Fraunz". He's an NPC who's fallen and is in pain. You have two options at this point: Kill Fraunz and acquire his blueprints, or, help and cover him to fix the generator outside, which will power up everything in the first room. The blueprints can be placed at a table to allow one to swap the way the teleporter works, allowing one to teleport back to the receiving teleporter elsewhere in the map. Next you'll enter the trenches, wander around for a bit and you'll find another box, wonderfizz, and the first Easter egg song rock. Here you'll meet a few other people: Sargent Hansmond: Once you help four others, he'll fight by your side. His mechanical arm allows him to hold crawlers without taking damage. However, should you kill Fraunz, or any of his men, he will actually fire at you. Take him down quick if you do. Lute: One of Sargent's men. He is known for making noise, but unfortunately has his hand stuck in the wonderfizz, slowly pulling him out of existence. You have a limited time to activate the wonderfizz to release him. If you kill him, you get a free shot at the wonderfizz, but if you let him live, he'll work as a monkey bomb for 1000 points if you ask him. Necky: Sargent's second man. Handy with the idea of resurrection. Help him build his machine with a few parts and you can get access to another box location, kill him, under his request, and you get him as a zombie friend, he will attack and eat zombies around him until he himself has been eaten as well. Killing him does mean that Sargent will attack you. Dead shot David: this crack shot wants you to engage in a shoot out with him. There are four possibilitys. One: you ignore him. Two: you engage in his duel, and win killing him, earning you 5000 points, and pissing off Sargent. Three: you engage in the duel, lose or cheat, and go down, but then he'll show you the location of the secret perk: Deadshot Daquiri. Four: you engage with him, but make sure there's a zombie near you. He will instead fire at the zombie and then also show you the location of Deadshot Daquiri without downing you! There's also another generator around here. This one simply requires you to buy the door and hit it. Once you've either befriended or killed Sarge, you can get the key that will unlock either Speed cola or stamin-up but not both. The perk you don't choose will have to be gotten from the wonderfizz. Weather you help, kill, or ignore the NPCs, you can ascend to the tops of the trenches in a few locations. There's not much up here but it makes it easier to traverse the maze and it allows one to exit the maze. Exiting the maze allows one to get a full view of the castle, which is in the center of the map. Once a player walks under the gate, they have 30 seconds before the entire gate falls. Once down it's impossible to return to the area before (gate crushes the wire that would connect the teleporter) any players caught on the other side must either wait, or destroy the bridge. To destroy the bridge is easy: simply toss multiple grenades around the drawbridge beneath. This will allow permanent access to the inner wall of the castle. The downside is destroying the bridge also destroys access to double tap on top of the bridges wall. To fix the bridge, simply scale the stairs attached to the draw bridge and pay the piper at the top (the piper is a robot and can not be killed). It cost 1000 to open, and will only remain open until one teleports. Once one teleports, the gate is electrified and shuts, requiring the player to destroy the bridge or leave a player on the other side to unlock the bridge once it falls. There is a hidden achievement here: if one leaves the bridge up, then destroys the bridge. It becomes impossible to re-enter the town (unless one has the back-wards teleporter switch). 10gs: Burn the bridge: In havoc, become trapped outside or inside the castle Inside the walls is the castle's town. There's plenty of NPCs here, as well as juggernog, a work bench for a zombie shield, a work bench for the wonder weapon of the map, and a few more box and WF locations. The NPCs here I'm not going to go into, but they typically reward you with either cover fire, points, a weapon, or knowledge of the castle. Three of the NPCs will give you silver keys, once you have all 3, there is a shack that can be opened. In it's bottom one can find both Pack a Punch and the ultimate power switch, which will turn on the power through most of the map (this includes all the generators you hit before). Eventually you can enter the castle from one of three ways: 1: Construct the catapult- Some NPCs drop scrap parts upon death, use these to build the catapult in the town square. 2: Water supply: a bit more dangerous is the waterways into the castle. If you find the village well, you can crawl down the ladder to its insides. The issue being you can't see any zombies in the tunnel. If you can get a NPC with a flashlight or kill and steal an NPC's flash light attachment, you can venture down. It's cramped and deadly down here, and after a few minutes the entire place will flood, when it does you need to be above the waterline. Achievement: Hold your breath: In havoc survive a round past 15 in the sewer. Surviving a round in the sewer can reward one with a drop, which has a rare chance of being a perk bottle. 3: you will need this map's perk for this: Clockwork Cider.(found in the town) With it, one can tell where the environment can be manipulated to destroy bits and reveal passageways. One such way involves one knocking over a clock tower to climb the walls of the inner castle. Inside the castle is vast, there's a dining hall, multiple hallways, many secret passages which can be found with Clockwork Cider, and eventually in the tallest tower is the teleporter which one can use to return to the start. When teleporting one has a random chance of ending up in a room full of weird creepy demonic hell-like stuff with a fountain of blood in the center. Buildables: 3 Piece Shield ER charge: environment reconstruction charge. One of these bad boys on a destroyed piece of environment and it will retract. Works on most things. Blacksmith's forge: with a plethora of ingredients one can upgrade their sword. Wonder weapons: Sword: Simple melee weapon which is 1 hit kill til round 10, simple enough. It does actually have amo however, after X amount of hits, the sword breaks. However, take the sword's one part:, the hilt, to the blacksmiths and one can add some ingredients to get a sword that's 1 hit kill til round 12. Then it breaks after X hits and one can repeat the process. Each time the sword gets a little stringer and takes a bit more to break. Eventually you'll reach the point in which the sword is too weak to use against zombies, despite it can be continued to be upgraded infinitely. PAP the sword will shock zombies after being sliced, stunning them like electric cherry. Energy-to-Matter SMG: 5 shots in a clip, each one paired with another clip (of 10) Each bullet will lock anything hit by it: People, zombies, players, bits of breakable environment, even the wonderfizz orb or the box. These things will then be removed from the map. When you shoot the same one on the next clip, the players caught in the path will re-appear close to where they were in regards to the new bullet. Zombies and NPCs will do the same. The box will find its way to the nearest box spawn, the wonderfizz will do the same. The environment chunks will be fired at high speeds back at zombies, killing them. Perks on this map: Juggernog Quick revive Speed cola (locked) Stamin-up (locked) Double tap 2.0 Clockwork Cider Deadshot Daquiri (hidden) PhD flopper (in castle) Perks only in wonderfizz: Mule kick Electric cherry Easter egg: Now begins the Easter egg of this map, The goal here is to add density to the castle's center statue (massive gyroscope-like statue). There are quite a few steps to be done here: 1: Link the teleporter to the statue by zapping the loose wire under the gate and then applying that to the statue. 2: Now you need to acquire the Dark sword. This sword is awarded after 6 total smelts. If you miss this you will need to lose the sword and then pick it back up again from the box. Teleport with the sword and you'll lose it. 3: Once the sword is in place, it can't be gotten from the box for a while. Now there will be a rift emanating from the teleporter, using the EMMG fire numerous amounts of scrap pieces in, eventually the rift will close. 4: There will now be an NPC dressed as a zombie. Pay him 5,000 points and he'll begin to walk towards the teleporter. You will need to kill zombies near him to keep them from eating him until he reaches the teleporter. Alternatively you can kill him, but this will require a player to consume his dead body and run themselves to the teleporter with every zombie on the map coming for you. 5: The statue now requires immense amounts of power. For this one must wait until it begins to rain (Yes, changing weather carries over from origins), then in town, have one player with the sword and one with the EMMG. If the player with the sword continues to look in the sky, lightning will eventually strike them. When it does, the responding player must quickly shoot the other player, putting them in the EMMG. 6: With the other player in the device, teleport until you reach the demonic room, it should be white-hot from the density compression. Expel the player from your weapon and they'll release all their energy. When you teleport out, you'll find yourselves in the dark underground waters. Escape from that and you can begin the last step. 7: The last step is easy: simply upgrade the EMMG (increases it's amo) and remove the box and wonder fizz from the map. Then the other 3 players. Then finally, remove the statue it's self. The gun will crackle with power. But hold on, you need to return to the town, in the center of it will be a ring of special distortion. Simply kill zombies inside the ring in any way you can. You can not however remove the box, other players, or the statue. A nuke will go off when you complete it and a node will appear in the center of the ring. Blast that with EMMG (six times, one for the box, wonderfizz, players, and statue). 8: You have now been awarded for your brave efforts, your team will receive all perks permanently and each get the achievement: Welcome back!: in havoc show them you've returned. Other achievements: Sir Arthur: upgrade the sword 10 times without the PAP. Pacifist: In one game, complete all the Soldier's requests (this apples to all NPCs) Martyr: in one game, kill all the soldiers. Infiltration: Enter the castle without using the Catapult, Sewers, or Damaging any property. (backwards teleporter) WASN'T ME!:'in havoc repair the damage you've done. You monster...: in havoc change the game mode: There is but one way to change the game mode. You will need 4 players. Enter a game, you must acquire Fraunz's blue prints. Have one person sit in the room with the switch and have the others continue to teleport back and forth. Eventually they'll all end up in the demonic room, if the player at the switch hits the lever now, the teleporter will break. When the other three return, they will be zombies and a game of turned across the entire map will begin. When one finishes they unlock the extra "turned" game-mode which spans the entire map. Survival: Village: Survive in the village, there's plenty of room, the box, shield dispenser, upgrade smeltery, and the wonderfizz but no physical perk machines. Same thing goes for grief. Survival stronghold: Survive in the maze-like castle. There is no wonderfizz, but there is a box, jug, speed cola, PhD, quick revive ( in the bunker room), and double tap 2.0. If one finds the teleporter they can pay 2000 for everyone on the pad to move to the PAP room ( the starting bunker in the regular mode) Same thing applies to grief. Grief: Now is handled by custom-created characters used only for survival maps. Not the regular maps. Furthermore there is a sword, but it can't be upgraded in stronghold, only village. There is no EMMG in grief or survival. I hope you enjoyed the map! That's all I'm going to cover but I'm willing to hear what you think of the map!
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Isn't that where green run is? Washington-ish area?
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I'm sure some have you have heard the recent Vanderhar tweets recently... Honestly I find that's a little weird considering I thought I heard he left treyarch... IDK... Things... Anyways, he stated he was enjoying domination, this could mean the domination in Advanced warfare, or the domination of the next game. If it's the next game, that's incredible. That means they've gotten MP to the stage in which it is actually completing some maps! That's so much further then the average rotation! With all this extra time, what do you guys think it will mean for zombies? On the regular rotation last year we got town, transit, farm, bus depot, nuke town, and the grief modes on launch. Sure a few of those would be repeated copy and paste BS... But now... There's more then DOUBLE the time put into zombies left then there has been! Hell, we might even see zombies at E3! Not to mention next gen bollocks. With all this time and possibility. How much do you think treyarch will put into the next zombies experience? How many game-modes? How many maps? Weapons? Buildables? Easter eggs? Tell me!
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Yet somehow a nuke that devastates oregon miles away to fill with lava lands DIRECTLY on a scientist that survives… Suspicious...
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