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Naitrax

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Everything posted by Naitrax

  1. Eh, not really feeling the flash bang thing. I have my own way of Denizen removal, and it will be very much sufficient. I kinda like the Bus after Power thing, but I still think it works best appearing at the start of the game. Tombstone will be in this map, but so will every perk to date, so... I like Tombstone and feel it is well suited for this map's setting, but this time it will act as a temporary spawn beacon, so if you feed the zombies, you will spawn within 20m of it.
  2. GTA V was still 2 discs... EDIT: Was it actually? I cannot remember now...
  3. Disclaimer: I did not steal this idea from CRU_NINJA_575. He simply sparked my interest enough to do a full map concept of this. I actually had this idea way back at the end of January this year. Go to topic Returned TranZit - A Map Done Better To many, the disc map of Black Ops 2, Green Run (a.k.a TranZit) was a huge flop. I am in agreement with them to a certain degree. I still think TranZit is one hell of a map, which had so many great ideas that I wish had returned, but which sadly didn't. I am here today to share with you my idea for a large set of improvements which would allow TranZit to reach it's full potential as one of the best maps ever in Zombies. My first step will be to get you acquainted with the current layout of TranZit. TranZit has 5 main locations; the Bus Depot, Diner, Farm, Power Station and Town. The map is set up in such a way that it is a giant circle-ish shape, with the bus taking the direct path along the large open roads of the county. Now that you understand the basic flow of the map, let's start on the improvements. I would like to begin with some very generic things, such as the fog. I, for one, love the fog, except for the visibility levels. While I understand the fog is supposed to obscure the map, I believe that you should be able to see a little bit in front of you, like maybe enough to see the Power Station from the abandoned train cars near it. The next, and most important problem with the fog, is the Denizens. WHY ON EARTH DO THEY SPAWN SO QUICK? Who ever would have thought that would be a good idea *cough*Vonderhaar*cough*? My proposal is that the Denizens only spawn once every 7-10 seconds (except on the borders of a zone and around lampposts and stuff, where they spawn at the original rate to allow for travel), and that you can outrun them with Stamin-Up. Overpowered, you say? Just compare it to what it used to be. 5 stabs to kill, with impaired vision and slowed movement, and as soon as you kill it, another spawns 2 cm away, and instantly latches on to your head. It's still 5 stabs to kill without a better knife, and the spawns are still everywhere, except now, with the right equipment, you can have a fighting chance against the Denizens. Next comes the Bus. My ideas for it take it under a complete overhaul, and give it more of a use than just some moving ammunition/almost-certain deathtrap. Firstly, the Bus, and it's paths have been widened a small bit. It can now comfortably fit 3 players abreast, and has a few new additions to the inside. At the back of the Bus, where there used to be an inaccessible window, it now has a seat, then a wider window. You can climb up onto the seat and crouch out the window, allowing for a quick getaway in the nick of time. This is a one-way trip however. The Bus is no longer a wreck from the past. It is now a completely normal bus, but with almost all the interior with the seats ripped out. The outside is that of a normal bus, but with peeling paint, indicating that it has not been used in a long time. It now has not only a futuristic automated Bus Driver, but also has an advanced control panel to it's right. From here, players can purchase things such as "Skip-a-Stop" for 500 points (which simply fast-tracks the Bus past your next stop) and the "U-Turn" feature which reverses the Bus' direction, sending it travelling in the opposite direction to before. These both have cool downs, Skip-a-Stop for 1 minute and U-Turn for a round. The 3 upgrades for the Bus are not the only things you can do to improve it. You can now find a new engine in the Diner's garage, behind a door which only opens after the first round of the Bus has been made. This increases the Bus' travel speed by a whopping 25%, allowing you to reach your destination much quicker than ever before. Another new upgrade is the addition of 4 mounted Death Machines on the roof, which can be purchased from the Bus' control panel for 500 points, activating a 30-second attack which decimates any zombie which comes too close. The Lampposts are an alternate means of travel in TranZit, but they are unpredictable. You can jump over 500 times and still not appear at your destination (although incredibly unlikely, very much possible). In this Returned TranZit, the Lampposts now follow a very special pattern; they travel the opposite direction to the Bus. This means that if the Bus was travelling clockwise, you'll be teleporting counter-clockwise. There are also a few more Lampposts to compensate for the map being larger. Like that? You're going to love this. It's time for the part we've all been waiting for; Re-making the areas. Bus Depot - Tunnel Ah, the beginning of the map. I don't really see much wrong with this area, except for it's lack of size. First things first: behind the Bus Depot can now be opened via a door for 750 where the window opposite the crafting table used to be. Inside the Depot, however, things are very much the same. Out the back, there are a few new things. The first is a B23R wall buy on the wall to the right of the door you entered from, and purchasable outhouse which holds a buyable switch (500 for the door, 2000 for the switch. Other than that, it looks exactly the same as it does within the game. You can also drop off into the lava pit near the where the Nav-Cardused to be behind a 750 debris, and zombies can drop down as well if opened. Out the front however, the ground has been widened and the Sieke garage is now openable from the outhouse around the back of the Depot. Inside, you will find the Stakeout for 1250 and a mechanic's table, which doubles as a workbench, but cannot hold any conventional buildables. It simply holds the text "Turn on the Power". Back outside in the path area, the "Shelter" window has been turned into a door for 1000. This is a long, fog-less pathway that leads from the Bus Depot to the Tunnel. However, it is very narrow, being the width of a double-door. It also is about 1/4 longer than the stretch between the bus depot and the tunnel by bus/fog. More to come. I am only posting this because I'm tuckered out for the day, and will continue work tomorrow. I wanted to see how my first few ideas are received, as it may change a few things further on down the track. Thanks for reading this concept, *insert name here*. I am very appreciative, and would love it if you took the time to post a reply giving me opinions on what is good and what needs some refining. I've been, and will continue to be, Naitrax, and I'm signing off.
  4. Hahahahahaha. You think there's a 1GB limit on DLC's? There's no limit. On the next-gen consoles, the DLCs for Ghosts are around 4-6gbs. And the updates are usually 2gbs. Say goodbye to ever playing your precious DLCs on release night anyone with a slow connection like me. Anyway, I don't think either of those is the solution. The game NEEDS to stay as one disc to get the most benefit from the developer's work. In games, they reuse files from other game-modes and stuff in every mode they make, and if it stays as a single disc, they don't need to download all their pieces again in order for you to load a map. I think the current way is perfect.
  5. Welcome back! I joined after you left, back in December 2012. There have been many a change to the site, and I feel that Slade or Hells Warrrior would be better equipped to share all of it with you than I.
  6. My Astro A40's serve me well. I had 3 Turtle Beaches but the first one's Xbox mic cord severed (didn't occur to me until NOW that I could just use a new one) and it was a special MW3 edition version of the XP500's I believe. (Ear Force Delta) which are currently on loan to my buddy so he can use a good headset. I technically own another pair of P11's, but I gave them to my sister to use after much begging on her behalf. I also had two Ear Force Sierra's, but I ended up returning them because if the power was cut before the button went off, the thing literally wouldn't be able to turn back on. I then went for the A50's from Astro, which worked well for a long while until half an optical cord broke off inside the mix amp and I had to grab a new pair, which then had a chat cable malfunction, and I finally gave up on them. I went for the A40's next, and that's where I'm at now. Overall, spent about $650 on headsets (Ear Force Sierra through to the A40's came off one purchase with warranty exchanges) and barely regretted it. Looking to pick up some Razer Krakens as a headset just for this house, so I don't have to move the headsets every time I go between my homes.
  7. It's not ogre... It's never ogre...
  8. I just broke 50 brains... Take that as you will.

    1. Show previous comments  5 more
    2. Stop Mocking Me0

      Stop Mocking Me0

      REVOLUTION! (Waits patiently to come up with ideas to earn more brains)

    3. 83457

      83457

      That's a lot of broken minds.

    4. Electric Jesus

      Electric Jesus

      I am 48% as sexy as you.

  9. This would be believable, if it were not for the fact that it is NOT Maxis who screams "No!" once the shot has been fired. I actually believed him to be shot until a couple of months ago when somebody mentioned it to me, and it got me thinking. I scoured back over the audio logs and found that it definitely sounded like Maxis shot himself. Thank you. Well, I don't know for certain that the version of 115 in the game is radioactive, but the real one is. Either way, it is quite a strange thing, and I would not rule out it having some adverse effect of continued exposure. MMX Seal of Approval™
  10. Today, something finally clicked in me. Well, 2 things, but they are separate and will be addressed separately. The first of these was about Maxis, and his apparent suicide for no reason in front of the MPD on the Moon. This is evidenced in the radio on Moon, where Maxis asks Samantha to "Kill them... all.". After he speaks those words, a few sounds are heard, and then a gunshot. Many, me included, believe this to be Maxis killing himself. After this happens, Schuster screams "No!" and Maxis' soul is absorbed into the MPD. What led Maxis to kill himself? I believe it was a combination of 2 things; sickness and knowledge. What? You don't understand? I thought as much. Allow me to elaborate. Maxis had 115 poisoning. Marie Curie Marie Skłodowska Curie, c. 1920 Marie Curie worked alongside radiation her entire life. After all, she coined the term itself. So when she died, no one suspected it was the radiation poisoning that killed her. I believe that Maxis, after working so closely with Element 115 for many years, had suffered a similar fate. He was slowly dying due to the radioactive effects of 115. He knew that he would not survive for much longer, so when Schuster collected him to talk to Sam, the ideas were already forming in the great scientist's head. This brings me to my next point. Richtofen is an unreasonable man who works only for his own causes. His promises, while once respected, now meant nothing. When Maxis ended up on the Moon, and when Richtofen told him of his needs, Maxis knew one thing: Richtofen had no plans to let them live once he had removed Samantha from the MPD. He knew, either way, that he would die here, either with his child or without her. From here, Maxis proceeds to kill himself and be absorbed by his daughter into the MPD. I know this was strange, but I think these to be very logical reasons which could support this theory of his suicide. ~Nai
  11. Oh, thanks for that. I wasn't sure. Thanks, I thought it would just make it all better if they only believed Stu's madness because they had seen firsthand what "the German" could do.
  12. Updated with Day 412 and part of Day 439.
  13. #270914

    1. Naitrax

      Naitrax

      If anyone actually got this then you sir are amazing.

    2. PINNAZ
    3. Stop Mocking Me0
  14. Awesome. I may not get any done for a little bit now (maybe 7-9 hours) but I will definitely be doing it all soon. Thanks for the feedback and the Brains.
  15. Thanks mate. That was the approach I was hoping for. Aww, thanks man. I was just wondering though, whether you think it would be better to do the whole thing in that log form, or with the real-time stuff as the primary information? I would have no problem doing either, it's just that I find it hard to write from the first person in actual scenarios, and the tenses get me tense as I try to figure out if they are all used correctly.
  16. "Day 434. 3 days left. Russ says that's all it will take for us to reach the outskirts of Lahore. I am getting fearful of what we shall find. Stu thinks that there is a chance the old ISI base will still be active, but I doubt it. All the supposedly "operational" military bases were overrun in the first 2 months of the outbreak. The only place we still had hope was the US Military base in Kuwait. We were safe there for 4 weeks, and had food, water and actual time to relax there for the first time since this hellish plague broke out. 2 days before our scheduled departure to continue to the Rift, an unusually powerful zombie escaped it's chamber and infected the lower level of the base. They told us to take whatever we needed and be out in 2 hours, as they were going to set off the fortress's final defence mechanism, The Phoenix System, to eradicate the deadly undead. So we kept walking, using alternate modes of transport where possible, guided by Russman's deteriorating mind. It is hard to find cars out here, as many of the vehicles have been rendered useless by scavengers of parts and rotting tyres. We still have no idea as to what caused the desolation of the planet, other than what we felt that eventful afternoon and what we could gain from the aftermath of the explosions, and while I may be a great scientist, Russman is the real work at play here. His ties to Broken Arrow could be beneficial to us figuring out the cause of this nightmare straight from the depths of Hell... If only he could remember it all... This is Marlton Johnson, signing off." Day 412 Our time here in Kuwait is drawing to a close, and we are beginning to make our preparations for our departure on toward the Rift. Russ seem's to think that we will find what we seek in Egypt, or at least what WAS Egypt. We've come a long way from Shanghai on a limb, but, to quote Napoleon; "A treacherous path is better than no path". At least, I think it was Napoleon. It could have been Stu, but that's not the point. Russman's memory is on the fritz, and the only thing which has kept him sane is the bloodshed. After these 4 weeks of peace, he has deteriorated rapidly. *loud banging is heard* JUST A MINUTE MISTY! The Kuwaitians , wait, Kuwaitians? Kuwaitos? Kuwaities? Oh, whatever. The people of Kuwait have been more than generous to us, and all they asked in return is that we mind our own business around the compound. We graciously accepted, but I couldn't help but notice a few cargo trucks wheeling in "ZMB Shipping" crates yesterday afternoon. I can only wonder what things something labelled "ZMB Shipping" could bring to their labs, but if my hypothesis is correct, then they are still working on a cure for this disease. If only the German would answer our questions... But alas, I fear Stu's mutterings to be a sign of his loss of sanity. I've seen firsthand that the German's words are to be trusted, as, per his instructions, we have made mystical blue lights (unexplainable in any way) surround 2 "Towers". However, i am confused as to why he only speaks to Samuel. As far as brains go, I am by far mentally superior to any of the other 3, even my darling Misty. *banging continues, and Russman is heard saying "Darlington, stop talking to yourself and get out here! We have a situation!* Ugh, I am being summoned by Filthy. This is Marlton Johnson, signing off. *sound of a lock being clicked and a man is heard screaming: "It's a beacon, it's a beacon!* Day 439 Oh god, that went to shit so quickly. I haven't been able to sit down in peace with my recorder in 5 days, so I will do a recap of the last few days events. Well, we made it to Lahore right on schedule. We thought we'd seen destruction in Kuwait, but we were unprepared for this. Millions of bodies were strewn across the flooded streets, and more than a thousand shamblers populated every street. They lay dormant of course, as many do without stimulation, similar to the EMP effect we saw back at the diner in the county... Buildings lay in ruins and the city's sewers had flooded the streets and left them with a foul stench, which only added to the disgusting aroma of rotting flesh. We cut though the empty tunnels as a means of avoiding the hordes that roamed the streets above, and tried to make our way to the military base. When we reached it... It was a scene ripped straight out of hell. The fortress' walls were in ruin, and real human corpses littered the ground, smashed skulls and severed heads to prevent the reanimation. It looked like someone had survived an assault, and then stopped his brethren from coming back. A valiant but futile effort on his part. NOTE: The reason they went through Kuwait before Pakistan is due to the Moon Rockets displacing certain areas.
  17. You should be able to export entire games to thumb drives and then upload it from your PC. I suppose this could be pretty hard and intensive on the console, but I think it's doable.
  18. I want the ranking system to stay, but in a way where you ONLY earn ranks, not lose them. That was the main downfall of our ranking system. I think it should be XP based, but lets not get into that here since I already made a thread on it. I agree that Custom Games should come back with more options. Imagine something like a perk disabler, where you could choose certain perks to permanently disable so that you can't cheap out in a no-Jug challenge or such. Limit the box to 2 hits per player. Increase door & debris prices. Add bosses from all the maps. I want more Survival maps, but with effort put into them. I want to be able to hop on and play a fast, fun game without spending 3 hours getting my loadout and holding zombies to build planetariums. They should just be a small-medium sized map, and play just like BO1 did.
  19. The Golden Shovel will appear after anywhere between 30-50 digs (I can't remember where, but Boom tested this over the course of 5 games) and the Helm will appear anywhere between 1-30 (or 50, can't recall off the top of my head) digs after you receive the Golden Shovel. I am in agreement with 83457. I've never really "spoke out" against that theory, but I am almost certain that they can appear absolutely anywhere. I've never been a believer that saving mounds can affect when you'll get a staff piece, because the Ice Staff pieces only spawn in snow. This gives 4-5 rounds before you can search again, and in that time some will no doubt respawn. I'm willing to test out these theories here, and put an end once and for all to these myths.
  20. I personally do want all the perks to stay, however, for reasons that others have stated, I could completely understand if only EC was allowed to continue, but I really would want all 12 of the current perks to stay, and be available in every map, even if say, half, were only available via the WunderFizz. I mean, if we could fit 8 perk machines on maps in BO1 while only 4 on the 2-3x larger BO2 maps, then there is something wrong. I think the range of weapons on the BO2 maps was absolutely terrible. Origins and Mob were the only maps with a semi-decent set of weapons, since they included a lot of fun guns and removed most of the not-so-fun ones *cough* SMR *cough*. The WW's in BO2 were almost all great, except for the Jet Gun and the Paralyser. They were both terrible in their own rights, the Paralyser being OP as hell, and the Jet Gun being underpowered to the max. The Sliquifier, if it were not buildable, would be the perfect example of a WW to me: it has unlimited killing potential, but you cannot rely on it to save your life all the time. The Staves were the embodiment of a perfect buildable wonder weapon; took time to make, only replenish able by Max Ammo's (not box recycling) and had an awesome range of powers. Imagine if the staves were in the box. It'd be Ascension 2.0...
  21. Use imgur if you can't get it to work.
  22. Question: The fire staff is the best staff: I need to dispute both of these. Firstly, and this is just a minor thing, the Tank can only be called once it has been purchased ONCE. Simply opening the church won't do it for you. More importantly, a fair amount of your info in the second one is incorrect. The Lightning staff requires 0 accuracy skills. You can simply aim at the ground beneath a zombie and fire, and you will take out hordes in 1-2 shots at round 25. Since when has the Ice Staff cooled down the Tank quicker? I think you are referring to the fact that it takes 0 time to cool after it has been called. The Lightning staff also doesn't get you drops, simply riding the route after the first circle will yield the drops without ever building the staff (If I recall correctly, if not, then I suppose you are somewhat right) The Wind staff has no other effects than a charged attack and a single shot. It cannot be used to unlock anything. The Fire staff is not the best for taking down the Panzers. Believe it or not, the Lightning staff actually is. It's high damage output and large magazine capacity make it ideal for dealing with the mechanised pests. If you do not believe me, the next time you play with staffs, use the lightning staff to take down the Panzer. If you aim at his body, you can drop him in about 5 shots.
  23. Having an awesome run on Die Rise, probably could have made 50, but downed into Who's Who by last zombie of the round on 34. Thought I'd go revive myself... Game Over.

    1. Stop Mocking Me0

      Stop Mocking Me0

      Why is that perk existent?

    2. GRILL

      GRILL

      Because... WHOS WHO? WHOS WHO? WHOS WHO?

      (He's on first, actually)

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