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Everything posted by Slade
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Boom is right. Also holding your breath doesn't trigger it. If you stand in that area for too long, it'll trigger. The way it works is that you have this big invisible box covering the whole area were players are allowed to move and play around. Now if you go outside of that area for a certain amount of time, the game will try to 'kick' you back in. If that doesn't work, the game will kill you. I advise staying clear of these areas. As the game keeps track of how many times you're 'cheating'.
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Inside Zombies: The Cutting Room Floor (Wip)
Slade replied to Slade's topic in General Zombies Discussion
Thank you, Infest and Clay. I knew I forgot something in the intro. All the information pertaining to cut content found in the thread is based on files from the three games. Aside from the Amm-o-matic texture (that I got from the cod wiki), everything's gathered straight from my gamefiles. I don't use outside sources, unless I can vouch for them. I'm working on getting images of the files as sources to fit alongside the information that's displayed. And who knows, I might even release some gamefiles.- 14 replies
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ZOMBIES CUTTING ROOM FLOOR (Work In Progress) Much like any other game, CoD Zombies contains a large amount of unused data and content that was cut somewhere during post-production This thread is dedicated to unearthing all that content. From upgradable Jetguns to Ambush Rounds, NML, music, textures, quotes and more. Let's dive into the stuff that wasn't intended for the average zombie slayer to know or hear about. Luckily for us, CoDZ is anything but average. WAW ZOMBIES Other than that, not much is known about the perk itself. It was probably cut because of balacing issues. MAP PACK 4 Map Pack 4 is a cut map pack from CoD: World At War. The zombie map Kino der Toten was originally planned for this map pack, and even its easter egg song '115' was already completed just one month after Map Pack 3's release. The Map Pack was, however, cancelled because the release date would be too close to that of CoD's next installment: Modern Warfare 2. BO: ZOMBIES ASCENSION Ascension started out much larger than the version that got shipped. In the early version, there was a fourth lander station, the Sidequest had another step, Double Tap Root Beer was accessible to players and the total playable area was roughly 1/3 larger in size. Call of the Dead - PA Computer and Alternate Easter Egg SHANGRI-LA - TELEPORTERS & BLOWPIPES There are 4 black boxes underneath Shangri-La. These boxes serve as the location where the players are sent to whenever they are teleporting. In the gamefiles, there's a string for a second wunder weapon. A so-called 'blowpipe' weapon. PARIS BO2 ZOMBIES TRANZIT UPGRADABLE JETGUN AMBUSH ROUNDS RICHTOFEN'S FEEDBACK In Tranzit, there are a lot of audiofiles from Richtofen suggesting that at some time during late development, he would actually comment about the players moves and actions. The idea was probably scrapped because otherwise the whole - Samuel is the only person who can hear Richtofen - wouldn't work anymore. Power station This texture file suggests that at some point, players could also play Survival and Grief around the power station in Tranzit. CUT GAME MODES A list of all the (cut) gamemodes that at some time were featured and/or playable in Tranzit. Race 'Race' was a special mode supposed to be played in the tunnel, power station and farm area. Upon spawning, players were first introduced to the rules by Announcer Richtofen. Then the race began. Everytime a player missed or reached either a new hoop or lap, they would get feedback from the announcer. Meat Played in Town, two teams of 4 are split into two opposing sides of the map. Upon starting, a piece of Meat would then spawn on either the CIA's or CDC's side. Zombies begin to spawn, but they only go after the team which has the meat on their side of the stage. The objective is to stay alive for as long as possible by throwing and keeping the meat at your opponents' side of the stage. After a certain amount of time passes, the first round ends and the teams will switch sides. Whichever team stayed alive for the longest amount of time wins the match. Other gamemodes include: Containment Dead Pool No Man's Land Pitted Richtofen Maxis CUT QUOTES - TRANZIT Maxis CUT QUOTES - DIE RISE Activating Die Rise's Tower for Richtofen "Ahah! Joyish news my kleine help! The first spire has now been activated! Hahahaha! Together we will thwart Maxis, once und for all!" "Remember mein Freund, sometimes un answer may lay far, far away from the original question! Hahahaha" Completing the Tower for Richtofen "The Spire! It's so beautiful! Und it is mine! All mm-ours. It's all ours." "Keep your ears open, Samuel Stuhlinger. You will hear me, again ... again ... again.. hahaha that's the echo effect. I love it, I'm still here" "Who knows where? Who knows when? It's so fun, ja?" RUSSMAN SAMUEL Finding the navcard "Another one huh?" Successfully inserting the Navcard into the reader "Hey! This thing fits!" Starting the sidequest MARLTON CUT QUOTES - BURIED CUT MUSIC - BURIED Unused Ghost Rounds Theme Unused Music Box Theme CUT TEXTURES
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Black Ops 2: User's Guide (Work In Progress)
Slade replied to Boom115's topic in General Zombies Discussion
I suggest changing Quick-er Revive to just 'Revive Upgrade'. Random Box + to Box Upgrade Jugga-Jugga to Health Upgrade Reaper to Insta-Kill Upgrade and finally Psuedo Perma Perks could be Tombstone Lite? -
Black Ops 2: User's Guide (Work In Progress)
Slade replied to Boom115's topic in General Zombies Discussion
Haha, thanks. For the people who wanna get technical, there are three files associated with the persistent upgrades. The first file is arguably the most important, it shows all the upgrades and the various variables (basically the rules the game follows) associated with each individual upgrade. (The list I showed BS on page 1 is also from this file) This should clear things up a bit. -
Black Ops 2: User's Guide (Work In Progress)
Slade replied to Boom115's topic in General Zombies Discussion
I have the data on my computer. I'll go over it and post anything relevant. I hate to sound like a dick, but these are all the persistent upgrades that exist. There are some upgrades that can only be gained after round 4, so I'll take a look at them and see which one you got in the Buried vid. (nube = the Raygun btw) -
Black Ops 2: User's Guide (Work In Progress)
Slade replied to Boom115's topic in General Zombies Discussion
Gamefiles. I never use other sources. When people speak of 'randomness' in Zombies, that's usually because the exact number of times that's needed for something to be completed - or to happen (let's say, variable X) isn't known to them. Let me clarify; Persisitent Upgrades carry over from game to game, right? Well, so do variables X's. (Variable X = the number of times you need to do something to gain a pers. upgrade) Like the the number of revives, number of times needed to go prone, number of times you need to die, etc etc. This is how you can get the Pers. Quick Revive with, let's say, reviving someone only two times. The game just sets a total of subsequent revives w/o failure that the player needs to obtain, and those stats carry over from match to match. Once you reach that total, you automatically gain the persistent upgrade. -
Black Ops 2: User's Guide (Work In Progress)
Slade replied to Boom115's topic in General Zombies Discussion
Hey Boom. Amazing stuff. Just wanted to let you know, there are 14 upgrades in total. You're missing the Double Points, Extra Pistol Points, Carpenter and Raygun from the wall ones. Also I have some accurate information regarding the upgrades for you: For the Metal Barriers, it can only be obtained after round 10 and the number of boards required to gain the upgrade is exactly 74. For the Revives, you will automatically gain it after 17 revives. No more, no less. For the Headshots, you'll need to multi-headshot zombies for a total of 5 times. For Jugga-Jugga, it cannot be gained after round 2. For Flopper Lite, you'll gain it after you take fall damage exactly 6 times. For the Longshot, the amount of kills required is 5. The minimum kill distance needed is 800 [meters?] Also for the Double Points Upgrade (not the one you listed, the other one) , you get it after gaining 2500 points during Double Points. Hope this helps. -Al -
Very nice stuff here. +1 I think Turned is alright. There's just not a whole lot to it, which for many was the major turn-off. My vision of Turned would be a mix between Left 4 Dead's Versus and Gears of War's Beast mode. Like 4-6 human controlled zombies (accompanied by a horde of weaker normal ai zombies) vs 4 humans. Get points by dealing damage, use those points to unlock special Zombies like the Fire and Screamer Zombie from Shang or even a variation of George. For the humans, spend points on various equipments like c4, barricades, weapons and perks.
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Question: What resolution is your desktop set to? Thanks
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Oh no! I'm late for a Children's Card Game
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Welcome! Looks like you've been enjoying your stay so far, great to hear.
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But I like..! nevermind. After taking the minecart on Shangri-La midround, you can choose to either die in the mine or die on the bridge.
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Playing WaW on Veteran. Dat grenade indicator
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Oh my god I hope you have the patience of a saint, mate. Grenades at War pushed my limits. Glad I'm past it.
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Any place that's anywhere near my friend José.
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You're in luck, friend! I just so happen to have extracted it today. Here you go;
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Suggestions For The Next Zombies Title
Slade replied to FatedTitan's topic in General Zombies Discussion
This please. Also gives us a 'random' option. If any of you play Civ. I do so love me some matches where everything is randomly selected before hand. I would love if they expanded on the CDC/CIA factions thing. (give them voices!) Imagine Ghosts' create-a-soldier, zombie-style. Give us the option to make our own badass zombie slayer. Instead of having 4 CIA agents from BO1 who look exactly the same and don't say a word except when they grunt like crazy everytime they lunge their knife. -
I went down so many times because of this.
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Hahaha, no problem. I just send a message to Craig about the timeouts, hopefully it can be fixed. Never had any server timeouts on the old site so..
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You have a cracked version of BO2? Or you're lacking the Revolution DLC. I'll explain the audio files in short: They're categorized as: [mp/zmb/sp] _ [gamemode] _ [map] . [language or .all]. So for example; zmb_classic_tranzit.all [classic = story mode] .all = the main audiofiles, these are the same in each version of BO2 no matter what language you're having selected. (all music, and sound effects are stored here) .english = all the soundfiles that are exclusive to the english version of BO2. (quotes)
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Excuse me? I'm using the russian audiofiles - other than 'zmb_returned_tranzit.russian' - they're all essentially the same to my knowledge. If you look in 'zmb_returned_tranzit.all' you'll find the Turned background music. Back to the topic in general; I love speculating about Tranzit. Brains to you.
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Interesting idea. Let me share my knowledge. "Nothing to see here, for now ..." when you enter Nacht (cut, never triggers, presumably programming error) "It seems the new cargo is aboard and needs to be delivered" when you pick up the navcard. (cut, also never triggers, due to programming error) I've looked through the audiofiles again, and inside zmb_returned_tranzit are all the soundfiles from Turned. (returned is just an alias for the gamemode Turned) Sam's announcer quotes and the jingle you mentioned, are all inside zmb_highrise.english. (Die Rise) You mixed those up. Hope this clears things up a bit.
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I'd like to think there's more to it. But if there was, by now, we would've found it. I assure you. Unless that guy (or whoever is the next person to post such a 'new EE discovery' thread) - has some real evidence ready -- I suggest you don't waste your time on them. I've been seeing these posts pop up ever since Tranzit got released and believe me 9 out of 10 times they lead to nothing but more endless speculation. Tranzit's sidequest (EE) has been fully discovered by this point. If there's anything more to it, it has to be hidden away in the gamefiles.
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I'm pretty sure these orbs are leftovers, that there's nothing more to Tranzit and that the EE was originally planned much larger and more complex. All the unused quotes and assets (like the orbs, morse signs, etc) tend me to believe that the initial Tower of Babel EE started out as much larger than the version that got shipped with the game. (Much like Ascension's map design) That would explain the strange orbs (which like Infest said; appear random and are not visible in theater), the large amount of unused EE-related quotes And also why the Tower of Babels steps can be completed in any order you choose. (And why Maxis doesn't utter a single word when you complete his side, even though he does congratuate you in the leftover soundfiles) I always found these two quotes in particular very strange: "Good! Now we can continue our other tasks!" the second time Maxis' speaks. (the first being when you build the turbine) Which 'other' tasks? It's a bit strange to start your EE with 'complete the other tasks, which by the way I haven't even mentioned yet. Bye.' and "Good! The Trichotomous system is now complete." when you finish the EE. This one sounds like there's more to do, but it still plays at the end of the easter egg. (not to mention the numerous cut quotes like 'Nothing to see here, for now. Maybe down the road we will re-visit this place. Such a lovely place.' file named future_dlc something) But the very idea does remain intriguing, that's for sure. Maybe I'll look through Tranzit's files one more time, see if I can find anything useful.
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Yes thank you, PINNAZ. Apart from plenty server timouts when editing I didn't ran into any specific errors. So, thread's back up people and updated to suit the new forum. Origins still needs to be added, but at least it's back.
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