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steviewonder87

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Everything posted by steviewonder87

  1. Thanks. And I sure did, I have a WIP for it on this very site actually. :)
  2. Ah I wasn't exactly sure of the mechanics of the perk, so thanks for that succinct description. Still sounds rather OP to me, but I'm not complaining. :)
  3. Haven't got round to using it yet (been waiting to try it in co-op, just been playing the Giant mostly) but from what I've seen it looks incredibly OP? Is this the case?
  4. Thanks! These are my 2 of my maps - http://ugx-mods.com/forum/index.php/topic,7842.0.html http://ugx-mods.com/forum/index.php/topic,9134.0.html
  5. I'll play on PC mate, same Steam name as on here. ;)
  6. Hello CODZ, I've been a member of this site for a little while (I used to check it a lot back in the Tranzit EE days also) but I haven't formally introduced myself yet so here goes. Some of you might know me from UGX/Custom Zombies as I make maps for WAW which you can check out over on aforementioned forum, and I'm delighted that Treyarch have decided to release mod tools for BO3 (about time too) so I look forward to making some epic maps on that in the future. Decided to get BO3 on PC for that reason instead of splashing out on a new PS4 so if anyone wants a game on PC feel free to add me on Steam (same name as here) or post your name here (I might check out your lobby finder thing I've been hearing so much about) as I don't know too many people with the PC version and playing with randoms is usually an excruciating experience. :)
  7. It's all about the Haymaker 12, that thing should be illegal.
  8. Lol, no! I was referring to the new 'darker, magical' themes of MOTD/SoE vs. the 'cartoony, silly' themes of Buried, etc. And that if I had to choose one or the other I'd choose the former everyday of the week.
  9. Nope, I tried. :(
  10. Yeh I get that totally mate, but I guess we just have to accept Treyarch want to take it in a 'new' direction now, for better or for worse and just enjoy it for what it is like you say. Like I said though, I quite like it (I also liked the more 'realistic' - if you can call it that - elements of the BO1 maps don't get me wrong) and much prefer this darker, more fantastical theme than the more cartoony, silly approach Jimmy's maps were taking in BO2. I guess if I were you I'd look at it as the lesser of 2 evils as it were (no pun intended). :)
  11. I see where you are coming from re: MOTD + SoE, and I understand that. I'm just saying, in my opinion of course, I don't believe you can explain everything up to this point so far in the zombies universe with 'science' (however loosely you want to apply that term) is all.
  12. I edited my first post so you might have missed it, but I included the effect of DT 2.0 where you have 2 bullets physically coming out of your gun instead of one. Now I'm not sure what kind of genetic modification would be required in order to do that, but I'd hazard a guess and say none because that's just silly. Now you could just say 'well 115' and explain it away like that, but I fail to see how placing any unusual/unexplainable game mechanic under the '115 can do crazy stuff' category is any different to explaining with, say, magic. I also noted that Treyarch themselves refer to it as 'Magic' in BO2.
  13. I'm all for exploring the zombies storyline and trying to tie things up with the 'real world' - within the realms of believable sci-fi - but claiming that everything thus far in zombies can be rationally explained by science is seriously pushing it for me. I mean, Agartha, Vril, the Aether, etc. That all points, to me, to very unscientific, occultist themes. Which I for one enjoy. It's interesting you referred to the gamemode as 'Nazi Zombies' in your earlier post, as Kino (I believe) was the last map to have any ties to Nazism (and probably because it was developed on WAW originally), apart from the character Richtofen of course. But it's interesting because Hitler was extremely interested in the occult and mysticism as it were, and spent a lot of time and money trying to study it as he genuinely believed it would give him the edge in the war. And is probably what inspired Treyarch to create all this 'crazy magic stuff' in the first place.
  14. I'm gonna go with it's a bug, I'm leaning that way with the Wunderwaffe too, and Treyarch need to patch it ASAP. :)
  15. Well if '115 displacement' and the like satisfies your 'scientific criteria' then there's not much I can say on the matter. Would you mind explaining how 'genetic modification' allows you to hold an extra gun in your inventory btw? Or makes your weapon shoot 2 bullets instead one? And on a side note, in BO2 private games there is an option to turn off 'Magic' - so it appears Treyarch themselves refer to it as such.
  16. Umm, Mystery boxes, perk machines, PAP, wallguns? The entire zombies gamemode is based on 'magic' and random unexplainable stuff. Since when has zombies been something to take 'seriously' anyway?
  17. Oh I totally agree with you, had several games throughout the series that have ended abruptly because someone accidentally landed on me or vice versa. Not sure what anyone has to gain by successfully having their player enter yours glitch wise anyway. But looks like this mechanic isn't going to change any time soon...
  18. So they must be using the same scripts for the basis of zombie mode (which should make things easier for us modders when the time comes), because that isn't a 'bug' per se (the way it occurs usually is) but the way it kills you is totally intentional on Treyarch's part. //IPrintLnBold( "PLAYERS ARE TOO FRIENDLY!!!!!" ); players dodamage( 1000, (0, 0, 0) ); players[j] dodamage( 1000, (0, 0, 0) ); if ( !killed_players ) { players playsound( "zmb_laugh_child" ); } killed_players = true; } } wait( .5 ); } }
  19. On the same theme, what's up with the monkeys too? Zombies still hit you if you are within hitting range even when you've thrown a monkey? I'm not sure if it's a bug or intentional but I don't like it.
  20. Lol, serves you right for sliding so much...jk. Yeh that sucks man, reminds me of the bullshit death barriers on Die Rise that just instakilled you for no good reason, and have never been patched to this day.
  21. Yes it has. Same as the Thundergun or Wave Gun. From the Nazi Zombies Wiki: In World at War the Wunderwaffe DG-3 JZ can be used to kill 24 zombies at a time, instead of the regular 10. However, in Black Ops it has been reduced to only kill 10 zombies (the same as the regular Wunderwaffe). Edit: I just tested on WAW with the upgraded WW and it appears you are right, I think it's capped to 10. However it still stands that the BO3 version chains appallingly and doesn't do more than 5 at a time from my experience, and doesn't even kill them all half the time.
  22. What do people think of the new WW? I think it's a joke. It doesn't chain the whole bunch, or even more than like 4-5, and it chains super slow compared to the WAW/BO1 counterpart. The BO1 version was nerfed to chain only 10 whereas the WAW one did the whole 24 (no idea what the limit is for zombie spawns on BO3), but it counteracted this by fixing the 'Jugg zapper' effect present in WAW. The BO3 version was making crawlers on round 20 ffs! Also not a fan of the pink bits on the PAP version, but I could live with it if the thing actually worked like a proper Wunderwaffe! Rant over.
  23. Yeh I don't think it means that the Wave Gun will be returning (as much as I love it, I'd rather have a new WW to play with anyway) but just a nice little EE for them to put in for the zombie heads.
  24. Not sure what it signifies but it's a nice little zombie EE, wonder if there are any more?
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