TheDunbarian
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Everything posted by TheDunbarian
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The reason I feel like players shouldn't be able to hurt each other is because I want it to feel like Zombies mode with multiplayer thrown in, not multiplayer with zombies thrown in. The players who excel in these modes should be the better zombie players, not the better multiplayer players. It should still feel like zombies, just more competitive. Competing for the box, racing for power ups... That would all be part of the insanity! In my opinion, a zombies mode where you could hurt other players would just be another boring TDM variant.
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Very sound theory. I actually think this theory is more probable than it appears. Think of it this way: Treyarch confirmed that they are going to give us more zombies. They're adding a zombies multiplayer section of the game. This would require more maps. Is it likely that they'll make more maps that the characters didn't actually travel to in to the main storyline, but are still somewhat related, just for the sake of having more maps for the multiplayer modes? Absolutely. Don't get me wrong, what they should do is continue to make these main story maps meant mainly for survival and have huge easter eggs to continue the storyline (that looks like what "The Map" is gonna be). But maybe they could make maps like Camp David as little extras. Not as complex, but still a fair zombie map.
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Hey all, it's been a while. I've been too distracted by real-world things to get on the forum in a while. But, it's good to be back, I'm psyched for Black Ops 2 zombies, and here are some of my thoughts for these new 8-player modes they've announced! 4-Player Classic: The same zombies experience we've come to know in World at War and Black Ops. Treyarch has confirmed that this mode will be returning. 8-Player Survival: Much like the classic mode, but with an eight-player team rather than four. I'm not entirely sure if this will be supported, or if all 8-player modes will be 4v4. Team Survival: Treyarch has confirmed the existence of this mode, but not all of the details. Two teams of four, who cannot hurt each other, spawn in to the map and must try to outlast each other. It plays like a classic game of 4-player zombies, except that there are two teams competing. Power-ups will only affect the team of the person who grabbed it, so players will be racing for those, as well as trying to have control over the mystery box and the best training/camping spots. First team to have all members down at once loses. Free-for-All Survival: Like Team Survival, but instead, it's every man for himself. Once you go down, you will die instantly (there would be no point of having last stand, because no one's there to revive you). Last man standing wins. Team Deathmatch: A zombie twist on the multiplayer classic. Two teams of four spawn in to the map. All doors are open, there are 15 minutes on the clock, and zombies start with Round 5 health and get gradually stronger as the game progresses. Players start with an M1911 and 2500 points. All the resources from Survival mode (perks, weapons, box, PaP, etc) are at your disposal. If a player goes down and someone else from their team cannot revive them, they are out for the rest of the game. Whichever team can kill the most zombies by the end of the time limit wins. Team Pointmatch: Plays exactly like Team Deathmatch, except the winning team is the one whose members have the most points saved at the end of the game. This is for the players who save up their points. Gun Game: A free-for-all gametype. Like in the multiplayer variant, there are twenty guns which the players must cycle through to win. However, they cannot hurt each other. To progress to the next weapon, players must kill 5 zombies with their current weapon. If they are killed by zombies (or if they kill themselves) they are demoted to the previous weapon. Perks, wall weapons, box, PaP, etc. are unavailable. Sharpshooter: A free-for-all gametype. Much like the multiplayer variant, all players get the same random weapon every 45 seconds, are competing for points, and get bonuses for killstreaks. For every 10 kills (up to 30) in one life, you will get any random Perk-a-Cola (excluding Juggernog, Quick Revive, and Mule Kick). Once you get 40 kills, your fourth perk slot will be filled with the Double Points emblem, and you will have double points the rest of your current life. Once you get 50 kills, your weapon will be Pack-a-Punched. When zombies kill you, you will spawn back in, your perks will be lost, and your killstreak will restart. Player with the most points at the end wins. And those are my thoughts. Feel free to share your opinions along with any multiplayer zombie variants you would like to see! :D
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Zombies: Things Treyarch should NOT do
TheDunbarian replied to Jimbogobo's topic in General Zombies Discussion
Remember that zombies will now be running on a modified multiplayer engine, meaning that host migration is a probability. With that being said, a "join session in progress" feature would be nice, particularly for lagouts. As for scaling the player/zombie ratio when players leave, the way I would design it is so that after the round is finished, all subsequent rounds will scale down the zombie count to however many players are left. As for what I would like to NOT see in BO2 zombies, I would NOT like to see them stray too far from the core game. They need to keep in a classic FOUR player (not eight) round-based survival mode that plays exactly like the first two games did. The eight-player modes are alright (great, actually), as long as they are kept separate from the classic mode. They can have an eight-player survival mode, but they need a four-player mode too for story purposes. Cause come on, you know they'd be douchey and make an eight-player only easter egg. -
A Place of Madness (ZOTD's Verruckt)
TheDunbarian replied to ZombieOfTheDead's topic in Zombie Stories
JUST finished your NDU one and read the chapters you have of this. Awesome work! I love Peter's backstory, the theme for Verruckt was always one of my favorites -
Like most wonder weapons, it would be obtained from the mystery box, so technically it would cost 950 (plus all your failed attempts at getting it ). Like all other tactical grenades in zombies, you'll get three, and it'll be refilled to three with every Max Ammo.
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LOT of good ideas here. In fact, I don't think I disagreed with a single one! One minor glitch actually is that I'm not a huge fan of camping in zombies. I like training (or kiting, as you called it) but I do agree that it shouldn't be the only way to get to super high rounds. I didn't mind camping in the huts in Shi No Numa with 4 players. That s**t got intense! Other than that, this is awesome! [brains]
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Possibly ability to make custom maps/Pack-A-Punch Levels....
TheDunbarian replied to RoboticSaint's topic in Single Player
It's not nearly as OP as permanent perks. I think a Double Punch machine would be a good idea for having completed an easter egg or something -
Night of the Undead (ZotD's Zombie story)
TheDunbarian replied to ZombieOfTheDead's topic in Zombie Stories
Hadn't read this in a while, just read the new chapters. Awesome stuff, man. Gotta love Nikolai, and I'm loving the Nacht der Untoten story. Can't wait for Verruckt! :) -
For the zombie maps in Black Ops 2, I'm hoping to see some more unique rewards for the Easter Eggs. Sure, the permanent perks are nice, but they can't keep using them every time because it kind of takes the excitement out of doing the Easter Egg if you always know what the reward is (plus, permanent perks kinda make the map WAY too easy...). Call of the Dead's Wunderwaffe was a great example of a unique and awesome Easter Egg reward. Not only did it give the player something new and helpful, but it also affected every game after that one (not to mention it gave players the ability to do the Easter Egg solo)! Treyarch needs more rewards like that one. Some ideas: Death Machine No, not the power-up. I mean a Death Machine, like that actually uses a weapon slot, and can be used as a regular weapon. When players get the Death Machine, it has 499 bullets in it. It can be refilled with Max Ammos. Also, it can be Pack-a-Punched to become the Devil's Hand. This upgraded version does immense damage, has 999 bullets max, and has slightly increased mobility (although sprinting is still not possible). Should a player lose this weapon after completing the Easter Egg (by way of trading it out for another weapon, dying, going down with Mule Kick, etc) it can be regained through the mystery box. Chainsaw Did somebody say melee weapons? This is just one idea of something that could replace the player's knife as an immensely powerful melee weapon. One knife kill up to round 20 or so. Double Punch Another thing I've seen heavily requested by fans: the ability to Pack-a-Punch weapons that have already been Pack-a-Punched! Upon completing the Easter Egg, the Double Punch machine would spawn in a fixed location. A weapon can only be DP'd if it's already been PaP'd. This would provide some more fun and an extra means of pushing into the higher rounds. These are just a few ideas. Anyone else got anything?
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They should continue with the large easter eggs, but cut the four-player only ones (yesterday I JUST managed to complete the Shangri-La one, cause my friends did it without me when the map came out and it took me this long to convince them to do it again). I've always loved the musical ones, both Elena and Avenged Sevenfold. Eminem was alright I guess, but not great. It just feels like they got lazy with the song for that map and just threw in a song they already had the rights to anyways. They really should go back to the small details and easter eggs from the W@W maps. I think the reason they haven't been doing that is mainly because they've been so pressed for time with releasing the maps (Jimmy Zelinski said at CoD XP that one map was done in under three weeks). I think Activision really should give the devs more time to work on these maps so they can add all these little easter eggs we love
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Yeah, but come on, that's no fun! Sure, the Wave Gun and the Thundergun are probably the two most useful wonder weapons there are, but they tend to make the map's strategy pretty repetitive and boring. Personally, I like the Punter (31-79 JGb215). It's not quite as useful as the Thundergun in sticky situations, but it makes up for that with it's gratuitous ammo count (and it's still pretty useful). Plus, it actually has a funny effect. You ever punted a baby zombie? It's so much fun...
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The Bonfire Sale only works on the Pack-a-Punch, the Clearance Sale reduces the price of everything. That being said, my friend actually came up with a better idea of what the upgraded Fire Sale could do. Spawn all boxes in, reduce the price to 250 points, and get Pack-a-Punched weapons directly from the box.
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We all love to come up with ideas for our own wonder weapons, and Treyarch developers DO look at forums like this to get ideas for their next game. So I figured it would be nice to have a thread where people could post their ideas for wonder weapons all in one place. Here are some that my friends and I have come up with: (most of the PaP names are inside jokes, so don't expect to get all of them...) Thunderfist (Pack-a-Punched: ManBearGopher) Description: Basically, a big mechanical glove the character wears on his right hand. Increases melee damage. Alright, not bad. But wait. Pull the right trigger and try to shoot this bad boy. You will do an insta-kill punch that will hit send one unfortunate zombie flying backwards as if he were shot with a Thundergun. Before you go saying this is OP, it only works on one zombie at a time, and you can only do this punch 50 times per Max Ammo (basically, it has 50 "shots", despite that you never have to reload). Pack-a-Punched, the player gets another glove for his left hand, increasing melee damage and adding another 50 shots for the punch attack. Loafer Scoper (Pack-a-Punched: A17 Shmeefinator) A sniper rifle. What happens when you shoot it? Who knows? It's random every time, much like the QED's, but this weapon's effects rely much more on what is shot. It can produce a Wunderwaffe shot, Thundergun shot, revive a teammate, spawn in dogs, take away perks, blessing or curse, it can do it. Pack-a-Punch gives it more ammo and increases the probability of getting blessings. Here's one of my favorites: Pack-a-Drop (special grenade) Throw this grenade down, it'll give you a powerup. But throw this grenade AT an already existing powerup, and it'll turn it into... Insta-kill => Overkill For 30 seconds, all zombies will shrink as if they were shot by the 31-79 JGb215. So not only are they insta-kill, you can kill them by simply walking through them. Double Points => Quadruple Points Self explainatory Nuke => God Mode Along with blowing up all zombies on the map, all players become invincible for 30 seconds Max Ammo => Perk Bottle Grants a free perk, but doesn't refill ammo, so players must choose wisely Carpenter => Time Traveler Repairs all barriers and all zombies already spawned in are frozen for 30 seconds (or until they die) Fire Sale => Clearance Sale Reduces the price of EVERYTHING (box 10 points, traps 100 points, wall weapons 100 points, wall weapon ammo 50 points, PaP wall weapon ammo 250 points, debris/doors 500 points, perks 500 points, Pack-a-Punch 1000 points) Death Machine => Lightning Bolt Grants the Lightning Bolt (Wunderwaffe DG-2) from Call of the Dead. Only one player can have this powerup at a time. Tell me what you think, and post some of your ideas too!
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My Various Suggestions And Feedback In-Regards To Zombies
TheDunbarian replied to javano's topic in Single Player
Oh boy, I love long lists of ideas! Usually, when they're my own, but yours is nice too! Time to pick it apart and share my opinions. I like all these ideas. Zombies players deserve to be acknowledged for their skills just as much as multiplayer people do. I'd like something like this. Something to make the high rounds interesting, rather than just running the same loop every round after 30. Agreed, particularly on the Wonder Weapon. When they first introduced the Wunderwaffe, it was a great idea! Some sci-fi weapon that can kill zombies no matter what round it is. But the new weapons just kinda seem to follow the same pattern. I mean the Thundergun, the Wave Gun... Come on, you can do better than that, Treyarch. Not to promote myself, but I put a thread up a while back about my ideas for pro perks. They slightly varied from yours in what they do and how they're obtained, but the idea is the same: add a pro perk system rather than adding so many new ones. Agreed, agreed, and agreed. I don't like this one honestly. For some reason, it just doesn't seem to fit with the style of the game. Now we're back on things we agree on! I love it! I love searching for easter eggs (I try not to use the internet while doing so) and a challenging one in addition to the main one would be fantastic. All things I've wanted for a while Please, Treyarch. Please. I like this idea. It would be great to mix it up a bit, a different challenge every week, maybe some competitions? Yes and yes. I won't quote all the miscellaneous notes, but I will comment on them: I kinda got used to the song easter eggs being the way they were. Honestly I think that they should add more easter egg songs, one played the regular way from the three objects, and one played through other means (like "Nightmare" in Moon, although preferably make it so someone doesn't have to die to get it to play...) I honest to god do not mind the Nova crawlers. In fact, I was quite happy when they brought them back in Moon. They add a little something different, and in fact they're quite useful when you've got a train. (Hint: BOOM) I love the idea of small easter eggs. Like the numbers in the radios on Shi No Numa, leading to Tuskunga and Area 51. I think they should bring those back, they were just as much fun as the sidequest easter eggs they have now. I like this list of ideas. I think you speak for a lot of players with most of these ideas. I really hope Treyarch sees this! -
Well that would be the challenge now wouldn't it? Therein lies the fun ;)
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Tell me what is your opinion about double tap?
TheDunbarian replied to Nathan169's topic in General Zombies Discussion
I've always disagreed with people who say that Double Tap wastes ammo. It really doesn't, if you just learn to burst fire your gun. I find Double Tap great on the classic maps, but that's usually it. On Kino, Five, and the DLC maps I rarely find myself buying it (in fact, usually the only time I ever get it is from a random perk bottle). -
That gun was pretty OP to be honest. With guns like the Ray Gun and other Wonder Weapons, along with just having the Pack-a-Punch machine at all, they really don't need the PPSh.
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I could definitely see an Egyptian pyramid map, it fits right with the exotic and far-out style of maps they've been doing lately. Egypt, Atlantis, they could still do Paris, and I'd like to see Area 51 as a full map.
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El Dorado, Akakor, and the Next Installment of Zombies
TheDunbarian replied to Faust's topic in Asylum
Won't lie, I hadn't heard of it, and so immediately cheated and went to Wikipedia to find a disappointingly short page on it: http://en.wikipedia.org/wiki/Lost_City_of_Z Something tells me this doesn't amaze you quite as much as your theory amazed us, but it's the best I can do. Someone wanna do a better job? -
True, but Quick Revive in solo is supposed to compensate for the lack of a teammate that can pick you up. Sometimes it doesn't even come close. Like earlier today, on Verruckt, I went down. Do I get to use Mustang and Sally? Of course not, I get to wield my empty Ray Gun. It couldn't even give me an extra clip while I was down. Seriously, Treyarch...
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OK, let's admit it. We've all at some time or another been extremely frustrated with the Quick Revive system in Solo play. For example: Dunbar is on round 26 on Moon, running a train in the dome. Dunbar gets grabbed by an astronaut zombie. Other zombies go "Look, Dunbar can't move!" and they smack the s**t out of him till he goes down. Astronaut zombie continues chillin, waiting for Dunbar to stand up. Dunbar wields the Zap Guns whilst down, and therefore can do nothing about the astronaut. As soon as Dunbar stands up, astronaut thinks he's big and grabs Dunbar immediately, so other zombies can once again smack the s**t out of him before Dunbar even gets a chance. That's just one example. The Quick Revive system is a good idea, but it needs some serious improvement. Unless a nuke is collected as soon as the player gets up, or it's an early round, or the round is basically over, the player is usually royally f**ked. Any ideas?
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I think some of the Easter Eggs being easy to solve may have been partially due to the dev team being pressed for time with these DLC releases, but I would like to see some more elaborate Easter Eggs. I thought Moon's was excellent, you all complain about the steps being posted on YouTube hours after release, but what you've gotta do is NOT look up information on how to do it. My friend and I figured out the Moon Easter Egg with no help from the internet, and it was awesome. We can only assume that at least one zombie map shipped with the game will contain an Easter Egg. Hopefully it will be nice and elaborate. Like Moon, I plan to use no internet help whatsoever in discovering the Easter Egg and other secrets on that map.
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Well, I attempted this last night, and I must admit, I highly underestimated the difficulty of this challenge. Gathering the train wasn't too difficult (if you can run the pad on No Man's Land, you can do anything), it's actually turning around and killing your train that's the difficult part. I'll try again tomorrow night and experiment with some different weapons. I'm really interested in finding a way to do this.
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Do you think blowing up zombies are funny?
TheDunbarian replied to Nathan169's topic in General Zombies Discussion
Seeing them get blown up is alright, the best effect though is the Thundergun. Mainly cause of how they go flying, but I also like the characters' reactions to it ("I think that one hit the sky! Holy crap!")
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