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Megaton A

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Everything posted by Megaton A

  1. If you read anything like this in a freakin' YouTube comment of all places, ignore it. The odds of it being real are about .001%.
  2. Ok, I've been doing some reading on this. Remember how "Al" was originally announced as "Arthur" Arlington? Then he was suddenly referred to as "Al", which seemed weird because "Al" is not typically used to abbreviate "Arthur". According to wikipedia, two artists associated with Shock Gibson are Al Avison and Arthur Cazeneuve. These are two of only three artists given besides the creator, and the third is a suspected pseudonym. http://en.wikipedia.org/wiki/Shock_Gibson Also, one of the villains that appeared in Shock Gibson comics was "Baron Von Kampf" http://www.herogoggles.com/b-villains.html "Baron Von Kampf is an evil genius aiming to take over the world. He is able to invent ray guns and other diabolical devices. [...] He returns in issue 11, teaming up with the master villain Comrade Ratski from issue 10. At this point, Von Kampf is hiding out in the Florida everglades. He has command of an army of "zombies." It's hard to find info on this comic, but I also found a forum posting that says Von Kampf is a Nazi (which you would suspect with the name "Von Kampf"). So yeah... he's basically Richtofen. http://forums.comicbookresources.com/ar ... 06746.html Finally, "Shock Gibson" is public domain, so Treyarch could easily use him without having to worry about paying someone royalties or being sued. So we've definitely got a lot linking up here. I think the implication is that Al/Arthur is the artist behind the comic book that is Zombies. Does that mean he created the characters? Saw into the future and drew them? I'm not sure. If he created them, is he the one ultimately in control? I don't have any answers, really, just things to consider. Edit; By the way, I'm not sure the character is necessarily supposed to be Shock Gibson. It's possible that Treyarch just intentionally made it look enough like Shock Gibson that we would make the connection to Al and Arthur, who were artists for a comic book about a mad Nazi scientist who invented Rayguns and other "devices" (or wonderweapons) and controlled an army of zombies.
  3. I just think they should be ignored honestly. Makes no sense for them to have those cards, and its probably just linked to our profiles holding them. Yeah, that's pretty much what I was thinking too. I seriously doubt there's anything to it. Still may be worth looking into, even if it probably won't result in anything substantial. I mean, they don't show up in the TranZit survival maps or Nuketown... but I don't claim to know how the programming and everything works either.
  4. I've heard others mention the no powerup thing as well. However, the Brutus's do drop powerups on the bridge. I got a few from them last night there. I don't know about the other zombies. If I'm not mistaken, only the first Brutus that spawns in right after you arrive will give you a drop. After that I don't think you get any at all. However, it works a lot like No Man's Land.... as you're there killing zombies, your odds of getting a drop increase dramatically but it's not possible to actually get a drop there after the first one. What this means is that when you shock yourself back to the prison, the first zombie you kill will almost always give you a drop. Last night we were doing the EE and all three times we went to the bridge we spent at least one round there.... and all three times the first zombie we killed when we got back gave us a Max Ammo. Speaking of drops... how long did it take everyone to notice that there are no carpenters in this map? :P
  5. Yep. Like I said in another thread last night, I posted shortly after Die Rise came out that the sounds at the end were most likely a hint to the next map, and I believed we would be in a prison and the heavy footsteps were probably a big "Frankenstein's monster-esque" (my words) boss zombie. I even said I saw a pattern developing with the maps and we would likely be looking at something similar to Call of the Dead for DLC 2. I was pretty much right the heck on! Yet the response I got was to be talked down to and told that "Treyarch never hints at the next map" and basically treated like some kind of idiot. That's pretty much why I only come around here for a few days when a new map comes out... I correctly discover and predict things quite often, yet get talked down to by disrespectful, argumentative elitists with "User of the month" badges. Kind of tells you a lot about a forum when the most arrogant posters are considered "user of the month". Eh, whatever... just ranting.
  6. Haha I pretty much do all of those except for the laundry room, which is an awesome idea. Don't know why I never thought of that. We've done it on round 3 or 4 a lot for the extra points, but round 1 is a great idea. Only question is... will the boss never spawn on round 1 after activating the washing machine? I've had him spawn as early as round 4 there if I'm not mistaken.
  7. It is kind of interesting that the Die Rise navcard shows up next to your points in MotD when MotD is basically a "Survival" map with no persistent upgrades and completely different characters. Actually... even more interesting possibly; I just checked a couple clips I uploaded last night from the same game (to make sure the card does show up and I wasn't imagining things again), and in one of them I have the card, but in the other I don't. Round 11 it's there; P-qrXJiFDsM Round 19, same game... it's gone!; 0eP7I2gZ5Cs It's probably nothing, or just a glitch of Theater Mode perhaps? I dunno... I'll have to go back and review that game to see exactly when I lost it. Or if I even had it when the game started. Definitely interesting regardless.
  8. I think the most difficult thing about a lot of the other ones (in comparison) is that you NEED to have 4 people to do it. 4 people that are halfway decent and can cooperate and communicate. Another thing that makes them difficult is that some of them require pure luck to pull off (like needing the excavator to go to the right tunnel in Moon, or getting the EMP grenades in TranZit)... so it's kind of false difficulty. I really hate to see anyone complain about this EE and the CotD EE being too easy, because Treyarch's response is likely to be "Ok, they're complaining that it's too easy? Well we'll just go back to making it 4-player only or rely completely on luck" which I absolutely hate. IMO every EE should be possible with 2 players at the most, if not have a solo solution like CotD did. It's nearly impossible for me to get 4 people together to play at once because the people I play with work different shifts, go to school, have girlfriends/wives/lives, and we can't all work our schedules around for a video game. And I would really rather not have to rely on some random potty-mouthed 12 year old that wants to hump the box and scream if he doesn't get revived.
  9. Lol, I can't believe that my complete guess was correct. Good work! And the guy calling that we'd have to build a plane. Awesome. At least you didn't get anyone talking down to you like you're some kind of moron like I did when I predicted that the next map would be set in a prison and have a big, heavy, hulking boss zombie based on the sounds at the end of Die Rise. The response I got was "Get your facts straight, Treyarch never hints at the next map. Those sounds are about a guy locking the jumping nova zombies in cages." Yeah, I was sooooo wrong.
  10. Sorry, I was wrong. I went back to my first game and listened again... Al definitely says "Look out guys! The guard!" Don't know why I thought he said "Warden" at the time.
  11. Nope, He's a guard. He has an Alcatraz Guard badge! Can't see this. I personally believe she has became corrupted from exposure from the Aether. I mean why would she attack (mentally) Yuri in Ascension? Unless he was a means to an end? As for this satan thing, as much as I love the idea of it being Satan, I can't be the only one who thinks it is a tad cringy? I hope its an original Demon created by Treyarch! but whatever. Good theory but its a tad hollow on the evidence point of things. Keep Slayin' -Delta Hey may have a guard badge, but if the characters specifically say he's "The Warden" then I think it's pretty safe to say that's who he is.
  12. Yep. And in co-op you never have to actually open it. When you lower the rope, just have another player go around from the docks to grab it as you put the numbers in. There are no zombie spawns at all at the bottom of the spiral... you only get the boss spawning down there. We just kept throwing down claymores behind us every round and he was never a problem at all.
  13. The spiral staircase is the BEST co-op camping spot I've found... as long as you don't open the door at the bottom. The lowest zombie spawn is on the third "section" up, so you have tons of room to fall back... and Brutus always seems to spawn at the very bottom, so you can throw down a bunch of claymores behind you to take him out (or at least weaken him) and not even have to worry about the zombies setting them off. We camped there with just 2 players until round 21 (which is when we completed "Pop Goes The Weasel" and ended the game), but we never had a problem there at all and I'm sure you could go much further there with claymores and decent weapons... and with 3 or 4 people? Easy mode. I used to use the area on the other side of Jugg, but this spot is even better because you have much more room to fall back. The only drawback is that you need to open that door to get the rope in Solo, so it's only really good for co-op. In co-op you just split up and have one person go from the other side to get the rope. P-qrXJiFDsM
  14. I thought it was pretty spelled out that Brutus is the warden? The first time I ever encountered him in-game, my character said something to the effect of; "Uh-oh guys, here comes the warden!" I've definitely heard them refer to him as "The Warden" a few different times.
  15. Awesome guide, and thanks for listing the steps and not just view whoring by only posting the vid. I had a hell of a time getting the skull down by Jugg and the gondola. In fact, I was sure I had thrown it at the right spot from the gondola multiple times, but it never registered. I did, however, successfully get it from the ground. I might make a vid showing the exact spot to get it from the ground since I couldn't find one anywhere.... in fact, I couldn't find any vids actually showing someone getting it. Even in your video the game seems to have glitched and doesn't show the skull. But at least you actually show when you get it... every other one I found just says "Yeah it's right there". [Edit- I was wrong, the NGT vid also shows how to get it from the gondola, but he only says you can get it from the ground, not showing exactly where]. Edit- Here's how to get it from the ground. You can't see the skull because it's Theater mode, but you can hear the laughing since it was the last one we needed. 0eP7I2gZ5Cs
  16. This makes a lot of sense, actually. What does everyone make of the intro cutscene? Specifically, the part where the prison suddenly seems to completely transform, with all the barbed wire and hanging bodies appearing out of nowhere when the first zombie is revealed? Is this the moment the 4 characters realize they're not in the "real" world, perhaps?
  17. Yeah the workbenches in this map are multipurpose. You can build either item at any table... which makes a lot more sense. Why would you only be able to build one thing at a specific workbench? It's not like the blueprints are there... every workbench in the game has the exact same blueprints. It's just yet another thing that is vastly improved in this map. It's almost like the campaign team looked at the Zombies team's ideas and said "Yeah... ok, that could be cool. Why don't we show you how to make it not awful?"
  18. Yeah, the perk machines power up in co-op after visiting the bridge, too. The first time we went I wanted to buy Electric Cherry when we got back, and it was already on. I had specifically checked to see if it was activated before we left and it wasn't. Pretty useful.
  19. I think you're right, 115 activates a Brutus quote and the numbers change to 666. NGT just put a video up about it right after I found this out, now I don't feel special anymore We actually found it on our second playthrough totally by accident. The numbers needed were "938", and when we got to "935" it reset and the song played. I was kind of surprised when I looked online a few hours later and everyone hadn't found it already.
  20. Megaton A

    -

    I'm am on the same page as you. Totally agree. I think this map is very loosely related to the previous storyline. There's a link, but the link is whoever Sam and then Richfoen answer to is who is in charge here. As for the yellow eyes... still haven't seen real evidence of it. Maybe after the EE is completed, I dunno... but in the trailer when the zombie appeared to have yellow eyes he turned his head and from straight on they were red. Looked like a lighting glitch or effect to me.
  21. I don't think you have to enter 115. At least we didn't and we got the song. Perhaps entering 115 has a different result?
  22. I had no problem getting it in a custom game on Normal difficulty, so it definitely doesn't have to be ranked. I'm guessing they had it set to easy.
  23. Yeah, I think it's safe to say after playing it that another team did, indeed work on it. And all I can say is; Zombies team; take some notes!! No waiting around for crap, TWO awesome secret songs, the Hellhounds are awesome and the reward is well worth the work, the bridge is a great location reminiscent of No Man's Land, the new perk is useful without feeling overpowered (though I'm sure someone will say it is... because... zombies community)... the atmosphere is spectacular and the ambient music adds a lot to the experience in a fitting, subtle way, the boss can seriously screw your day up without being ridiculously hard to kill... traps are back, I could just keep going on. This map has restored my faith in CoD zombies. My only complaints are the ridiculously fast double-swiping zombies and the dying zombies and crawlers.... but that's the zombies team's awful programming and not the fault of the map creators. I'm just really bummed that we're going to have to go back to Jimmy Z and the team's awful maps after this. Let me guess.... we're going to be able to go anywhere without buying any doors, but we'll have to wait for 15 minutes for a freakin' dog sled made of hellhounds to go anywhere... because standing around for long periods of time = excitement! Actually... I shouldn't say that. They might read this and get ideas.
  24. Go to the number pad you have to electrocute to set... put in "935" and you'll hear the other song. I should upload a vid.
  25. I agree, but if you look around the zombies community you'll see a lot of the "hardcore" players complaining that everything is "overpowered". I guess that's why we get things like patches that add ridiculous recoil to guns. Sometimes I get the feeling that a lot of these guys would be happy if we went back to no perks and only had a pellet gun with different skins for weapons. I really love when they throw out that completely original "Get better at the game" line. As if the only reason anyone could possibly dislike something is because they just fall over dead as soon as the game starts, then blame the guns. As far as the raygun, I do remember an NGT vid where Spider was demonstrating the reduced splash damage in this game by shooting the wall in front of him, and he didn't take damage until he was right on top of it. Then again, that could just mean it does less splash damage to the player... I'm not sure.
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