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Everything posted by clueless
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I'm also not convinced it's a full language, but I'm also NOT against the possibility! When I first saw these in Mob/Shadows, my brain immediately went to sacred geometry that had been twisted and deformed into demonic runes. (Here's a few examples of sacred geometry, for those unfamiliar.) Looking back on it now, the "spiritual meaning of various shapes" may have been a huge hint of foreshadowing for BO3/BO4.
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This area, right? I see the fountain in the bottom right but I'm not sure the place itself looks correct compared to Verrückt Edit: I just noticed you mentioned that it was taken from here, so I take that back! Apparently this is the place, good find!
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HOLY SHIT @GrimmsteinTHIS LOOKS AMAZING!!!
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"Remember, water with 115 is not for drinking. Water with 115 is not for drinking. Water with 115 is not for drinking." - Nikolai Belinski Credit to djnapoleon, Reyhz - リース and Pure on Steam Guides for the screenshots and some info I didn't even know about the plant mechanics! Seeds Seeds drop as blue power-ups from zombies in Zetsubou no Shima. They can be planted at special circular marked stone planters found around the map. Depending on how the seed is taken care of, it can blossom into a number of plants. Waters Water requires a Bucket to obtain. Four in total are scattered across the map, one of which is in the spawn room. (The Golden Bucket is also acceptable, however the game can easily glitch out causing you to not have a bucket for the remainder of the game so proceed with caution when doing that optional upgrade.) Blue 115 Water Blue 115 Water is found behind Lab A, near the web that leads to the Giant Spider mini-boss fight. Green 115 Water Green 115 Water is found behind Lab B, right next to the exit of the sewer drain area. Purple 115 Water Purple 115 Water is found in the Spider Cocoon room inside the Bunker, near the floor plan that needs to be Mesmerized to start the Seeds of Doubt Easter Egg Quest. "Rainbow" / Oil / Iridescent / Raw 115 Water "Rainbow" Water can only be obtained by timing an interaction with the above 115 Rock when travelling from the KT-4 Chemical Benches to Lab B using the Sewer Drains fast travel across from Mule Kick. The opportunity to obtain it is frustratingly small, so don't be surprised if it takes multiple attempts to obtain it. Fruits of Labor Standard Loot Pods Standard Loot Pods grow from seeds 100% of the time when no water is given to the seed, or has a chance of spawning when water is applied but not for 3 consecutive rounds. They provide "loot" which tends to be lower-tier weapons, a small amount of points for the player that picks it up, or a live grenade. Purple Loot Pods Purple Loot Pods grow from seeds when Blue 115 Water is given to the seed for 3 consecutive rounds, or has a chance of spawning when Blue 115 Water is applied but not for 3 consecutive rounds. They provide better loot than the Standard Pods, including higher-tier weapons and larger sums of points. Mantis Arm Plant Mantis Arm Plants grow from seeds when Green 115 Water is given to the seed for 3 consecutive rounds, or has a chance of spawning when Green 115 Water is applied but not for 3 consecutive rounds. Mantis Arm Plants will impale a nearby zombie / make it a crawler and "holds" the zombie in place for 10 minutes, giving teammates an opportunity to do objectives or take a break without disruption from zombies. Meleeing or shooting the plant will make it immediately kill the zombie it is holding. The plant dies when the zombie dies. Carnivorous Plant Carnivorous Plants grow from seeds when Purple 115 Water is given to the seed for 3 consecutive rounds, or has a chance of spawning when Purple 115 Water is applied but not for 3 consecutive rounds. Carnivorous Plants lure nearby zombies and Thrashers with pheromones before using tendrils to behead zombies and consume their heads one by one, until the plant dies. Players may also take damage from the plant if they stand too close to it. Perk Fruit Plant Perk Fruit Plants have a chance of growing from seeds when Blue, Green, and Purple 115 Water is applied to a seed for one round each during the 3 round cycle. Eating the Perk Fruit will either gift the player a free perk, or cause them to uncontrollably vomit earning the player the achievement/trophy "One Too Many" if they don't already have it. Masamune Plant The Masamune Plant grows from a seed when Rainbow/Oil/Raw 115 Water is given to the seed for 3 consecutive rounds in the special planter revealed by the Skull of Nan Sapwe's 'Mesmerize' function on the wall to the right of where the KT-4's plant is obtained from. The plant itself can be difficult to pick up due to a strange hitbox but the remainder of the plant will shrivel up immediately after obtaining it. The Masamune Plant, as the name implies, is used to upgrade the KT-4 into the Masamune. Enhanced Purple Loot Pods Enhanced Purple Loot Pods grow from seeds when the KT-4 / Masamune and Blue 115 Water is used on the seed for 3 consecutive rounds, or has a chance of spawning when the KT-4 / Masamune and Blue 115 Water is used but not for 3 consecutive rounds. Enhanced Purple Loot Pods are visually similar, but are covered in yellow pores/spores indicating they are the better variant. This version can drop even greater loot, such as Empty Perk Bottles, Monkey Bombs, better weapons, and the Anti-Aircraft Bullet needed for the Seeds of Doubt Easter Egg Quest. Enhanced Mantis Arm Plant Enhanced Mantis Arm Plants grow from seeds when the KT-4 / Masamune and Green 115 Water is used on the seed for 3 consecutive rounds, or has a chance of spawning when the KT-4 / Masamune and Green 115 Water is used but not for 3 consecutive rounds. Enhanced Mantis Arm Plants are practically identical to normal Mantis Arm Plants but will emit red mist from the planter and can hold the zombie for 60 minutes as opposed to 10. Enhanced Carnivorous Plant Enhanced Carnivorous Plants grow from seeds when the KT-4 / Masamune and Purple 115 Water is used on the seed for 3 consecutive rounds, or has a chance of spawning when the KT-4 / Masamune and Purple 115 Water is used but not for 3 consecutive rounds. Enhanced Carnivorous Plants kill faster and can kill more zombies than their predecessor. Enhanced Perk Fruit Plant Enhanced Perk Fruit Plants have a chance of growing from seeds when the KT-4 / Masamune and Blue, Green, and Purple 115 Water is used on a seed for one round each during the 3 round cycle. Eating the Perk Fruit will either gift the player a free perk, or cause them to uncontrollably vomit earning the player the achievement/trophy "One Too Many" if they don't already have it just like the normal Perk Fruit. However Enhanced Perk Fruits have a much higher chance of rewarding the perk and much lower chance of vomiting. Also it appears the water combination used for this plant when combined with the KT-4 / Masamune gives the highest possibility of obtaining Imprint Pods (see below). Imprint Pod Imprint Pods are a rare plant that can appear from any stage of seed both watered and unwatered when the KT-4 / Masamune is used on the plant as well. Imprint Pods will inflate when interacted with, revealing a human body inside. When imprinted, the pod will "remember" everything your player has equipped at that moment, and if that player bleeds out they will immediately respawn from the Imprint Pod with whatever they had at that moment (including Perks) and earn the "Herbal Remedy" achievement/trophy if they don't already have it. If a second Imprint Pod is used while one is already active, the first one will immediately wither as the new Imprint Pod overrides it.
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Kusanagi-no-Tsurugi / KT-4 Built at the chemistry table holding the weapon frame in the bottom lab using: Glowing Green Vial dropped from a zombified scientist (spawns in the Lab B area). Spider Venom obtained from luring a Spider into the cage at Lab A. Toxic Plant found underwater beyond the 115 chasms (Gas Mask slightly extends breathing time underwater and there is a spore at the bottom to return to the surface safely). Upgrades to the Masamune using the second chemistry table in the same room using: Liquid Divinium Vial found by meleeing the control panel to the cage in Lab B with an electrified Zombie Shield (requires all challenge Trials to be completed by all players). Giant Spider Venom obtained from the fang of the Giant Spider after killing it. Hidden Plant found by using the 'Mesmerize' function of the Skull of Nan Sapwe on the wall to the right of where you obtain the Toxic Plant, then planting a seed in the revealed planter and giving it "Rainbow Water" for three consecutive rounds until it grows into a second plant. (And yes the HUD icons are identical to their predecessors except for Liquid Divinium which replaces the Glowing Green Vial HUD icon) Skull of Nan Sapwe At the Trials Altar four bloody humanoid skulls can be picked up (one per player); bring these to the correct of the four pedestals around the map and begin the "cleansing" ritual that will have you defend the pedestal from zombies (and Thrashers on the later two pedestals) attempting to attack it. Once all four skulls are cleansed and returned to the Trials Altar, a large tree will ascend revealing a stairwell to the Nan Sapwe Temple where you will have to fight Keepers after interacting with the Skull in order to obtain it. Spider Bait First, the player must have completed all of their trials, they must have the electrified Zombie Shield and the Skull of Nan Sapwe. After doing all those things, the player must wait for a spider round to occur. The player must then use the Skull of Nan Sapwe to mesmerize the spiders to find the one that emits red mist. The player should then preferably kill all spiders except for the "red mist spider", to make the next steps easier. Once the player has identified the red mist spider, the player must then let it drink purple, green and blue Element 115-infected water by leading it to the water sources. After letting the spider drink the water, the player must catch it in a cage found at Lab A. Once the spider is caught, the player should pull the cage up to the next floor, then hit the control panel with the Electric Shield, and then lower the cage again, causing it to go underground this time. After that, the player must complete another spider round by killing all the spiders that spawn. This time, all the spiders will have red mist around them and they will be much more aggressive. Once the player kills all the spiders, the player must go back and raise the cage, the spider will now have been replaced by a cocoon. Then, extract the venom from the spider and whoever picked it up will get access to the Spider Bait, it will appear on the HUD and the player can now use it.
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Wrath of the Ancients Kreema'ahm la Ahmahm (Electricity and Volatility) / "Storm Bow" Kreegakaleet lu Gosata'ahm (Decay Portal) / "Void Bow" Kreeaho'ahm nal Ahmhogaroc (Fall from Banishment) / "Fire Bow" Kreeholo lu Kreemasaleet (Keeper Servant) / "Wolf Bow" Ragnarök DG-4 (Specialist Weapon)
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I'd been meaning to get better at drawing and learn digital art, maybe a collaboration between artists on the forums could make the cover arts (it'd certainly be interesting to see the artstyles mix)
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I've only just started reading this a few days ago and I am amazed at how you tie it all together so far. I admit to having stupid grins across my face during certain parts of this so far just seeing these references being built up to and executed. I can't wait to fully catch up with this!
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I mentioned this in the Discord a while back, but figured this is an appropriate moment for this - if the voltage required for the Ray Gun is between 220-230V and uses two (Cold Cell) Batteries in series (above picture is how they are put into the Ray Gun when reloading), that means each battery has about 115V. Cheeky Treyarch. Since plasma is superheated gas, it's not too far of a reach to say the high voltage overheats the gas as it leaves the cell, creating the plasma discharge. Plasma coloration is based on its ionized energy level; that is, other elements involved in the plasma will change its coloration. Given that and the color change after Pack-a-Punching it, I'd think that green is the energy color for the basic 220/230V Ray Gun and the red is when even more aethereal energy gets mixed in with the plasma, vastly increasing its ionized energy (and damage).
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What is considered "High Rounds" on this forum?
clueless replied to TheBSZombie's topic in General Zombies Discussion
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Hi there, and welcome (back)! If you want to see a continuation of the Eye Color thread, there's been plenty since then! The newest one I can find is below here, and what a rabbit hole to jump down!
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Sneak Peek of the first map of Travelling the New World, the custom perk Misfire Mixture! Cost: 5000 Points Effects: Upon killing a zombie, a Weapon Power-Up has a chance of spawning just like a normal Power-Up with a prompt to “Hold (Interact Button) to swap weapon for (Weapon Power-Up)”. The Weapon has a chance of being Pack-a-Punched and has an even greater chance if giving up a Pack-a-Punched Weapon in exchange. Sidenotes: Special Wonder Weapons will not spawn as Power-Ups if you're currently in possession of one, nor if someone else currently owns a Wonder Weapon only one player can have at a time. (I'm also considering adding "knifing the Power-Up to make it available for all players" due to the convenience of it in the Mystery Box of BO4 but that seems to make it so only one player would need to get the Perk at all, right? Plus these weapons are free as opposed to costing money for the Box hits each time, so I'm on the fence about adding it for now.)
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Outbreak Soda - $4000 - (Scrapped Perk concept from Back in Session, a scrapped map concept of our high school) The Perk Machine itself was meant to be a Buildable item, using parts and built in the Science classroom hallway. Upon buying the Perk, the user drops to their knees coughing up blood before blacking out. Moments later they reawaken with a 30-second Zombie Blood active, with no Perks or Weapons aside from 'BRAAAINS...' with a damage modifier to fight back against zombies. The HUD effects of the Zombie Blood remain even after the Power-Up wears off and the Third-Person model of the player is a zombie with glowing white eyes. The player can buy Weapons and Perks once the Power-Up wears off. When the player goes down in this mode, they return to their original human version retaining whatever Perks and Weapons they had before besides Outbreak Soda (Quick Revive bought as a human will not transfer its self-revive to a zombie in Solo, Quick Revive bought as a Zombie counts towards the 3 Quick Revive purchases in Solo, and if Quick Revive is purchased both as a human and zombie in Solo only the zombie's Quick Revive will be consumed when revived). Perk can be used 3 times per player each game (trying to use it after will trigger quotes saying "[the character] might not change back this time"), and the price increases by 2000 for each player for each of their individual purchases (eg. Player 1 buys Outbreak Soda, Player 1's Outbreak Soda will cost 6000 instead of 4000 but Players 2/3/4 will still only cost 4000).
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THE LOST THREADS: 115 + Casimir Effect = Vril Energy
clueless replied to Shooter's topic in Story Discussion
On a whim, I was doing a project for my fiancée involving Wicca which ties into the classical elements. I stumbled across a wikipedia page involving Aether (the quintessence, the fifth element, the bindings of space only accessible to few) and came across a particular quote that relates to the above image. "Aether differed from the four terrestrial elements; it was incapable of motion of quality or motion of quantity. Aether was only capable of local motion. Aether naturally moved in circles, and had no contrary, or unnatural, motion." So what this conversion generator seems to be doing is materializing Aethereal energy into physical form, and conducting it into the central rod to convert into the usable liquid form we see. The localized circular motion in the air is constant and unchanging, only the pattern in which it conducts to the center changes as the Aether continues its motion around the conduction rod. The drill probably uses a diesel-powered starter system that switches to a self-sustaining process once active, which implies why the drill also digs underneath to replenish the backup fuel (in case SOMETHING happens to the generator). -
Continuing Zombies & your new map ideas
clueless replied to anonymous's topic in General Zombies Discussion
My friends and I are planning on working on these maps for real eventually as BO3 Mods once we get a good grasp on what the maps are like ultimately, and learn how to make the maps work as we intend haha! That being said a lot of what you said will definitely go into these maps, especially for Chateau with the eerie atmosphere surrounding the castle as opposed to being inside it! Seeing the conspiracy theories about the DUGA Radar tower is what made me beg my friend to add the Polarization Tower event for his Easter Egg, and I used Pripyat to make a somewhat Zombies-inspired D&D campaign prologue using his map ideas as inspiration (if you can even call it that, it follows very little rules of D&D outside standard gameplay mechanics like turn-based battle and dice usage). I was already on the fence about having the last two maps separate or together, but I think you just sold me on making them all one map in a similar fashion to Ancient Evil of two distinct places and a third location specifically for Easter Eggs! I have plans for more Apothicon Weapons, but not sure how creative I can get with making new Apothicon species. -
Continuing Zombies & your new map ideas
clueless replied to anonymous's topic in General Zombies Discussion
My friends and I have been trying to make a short series of maps since we were in high school, having us as another rag-tag team helping set up the bigger stage from the side and give explanations to some of the more unexplained details. One of them wanted to cover the origins of the Elemental Crystals which play a huge role in the Great War and the cycle both completed and broken. I wanted to give some depth to the Runes of Creation, which seemingly only got used for a more convoluted Simon Says minigame. I'll go a bit more in-depth with each map. Plaza: A small shopping center completely cut off by debris in 2023, meant to be the map we group up in and get contacted by Mr. Rapt who begins our journey to "fix our world" by collecting the Runes of Creation. A simple survival map with no interactive Easter Egg Quests (major anyways), some ciphers/radios/quotes that tie things together. Chateau en Ruine (Ruined Castle in French): A frozen variation of the Mont-Saint-Michel Castle in Normandy, France in 2024. The location was known as the lair of the Ice King, brother-in-arms to the Wolf King during the Great War. The castle is collapsing, floors are unstable and specific parts can collapse causing players and enemies to fall to lower floors if they don't watch their step. The Shadow Rune of Creation is found here, where darkness envelops the frozen wastelands. This map builds history of the Great War and puts more perspective of how involved humanity was in the fight against the Apothicons, as well as how steep the cost was. Qabr Almawtaa (Tomb of the Dead in Arabic): The interior of the pyramids that Victis travels by on their way to Buried, the map takes place on October 7, 2035. The map plays similar to Call of the Dead, where we interact with Victis for the quest while fighting the undead inside the pyramid. Following the concept Zetsubou no Shima started, the Egyptian God Anubis/Osiris (friend is still deciding which to use for the God of Undead) is a corrupted Keeper holding the Fire Rune of Creation. The map holds ciphers on the walls involving Keeper and Apothicon backstory, while having a George Romero-style boss roaming the claustrophobic labyrinth. Stan rozpadu (State of Decay in Ukrainian): The remains of the Chernobyl Nuclear Site decades after decommission on October 12, 2027. Secretly recommissioned by the ASCENSION Group, the Chernobyl Facility becomes a prototype for infinite energy experiments after the group's change in direction following the disappearances of Gersh and Harvey Yena. Of course, this means experimenting with Element 115 and its reactions to certain radioactive materials, which always ends up being an accident waiting to happen. Mr Rapt's instructions to collect the Electricity Rune of Creation are hard to hear over the conflicting commands coming from voices telling us to energize a Global Polarization Device in their favor.... The map expands the finality of the ASCENSION Group, the reason certain books throughout the series act the way they do (Nero's magic book, Richtofen's diary, etc.), and adds context to the world following Richtofen's Grand Scheme (which I really wish we got to see more of even from civilian view, small simple survival maps around the world showing the full scale of things after the events of Moon). Convergence: A highly unstable reality on the line that bleed multiple dimensions into one another (shoutout to @The Meh who also had the idea), on February 24, 2033 the Devil's Slide Bunker in California rages war above-ground and a futuristic lab underneath. Mr. Rapt personally gets involved, even going as far as handing off the Summoning Key to help stabilize the dimension so that the Light Rune of Creation can be acquired. The map also throws back one of my much older theories that tied Extinction and Zombies into one timeline (long before BO3 got the official timeline and before multiverse was established). This map expands the lore of the Empty Earth and the Maxis that constructed ZERO Base, the Keeper faction war that originally separated the Keepers from their corrupted brethren, history of the Kronorium itself, and the weight of the Illuminati's involvement in the multiverse. Ozzoth Arkatugua (Apothicon Space / Dark Aether in Apothicon): Mr. Rapt ended up being a bad guy after all, a surprise only to those that don't follow the lore. The crew enters the Dark Aether with help from the Keepers and proceed to raise hell trying to get back the Runes of Creation and the Summoning Key into the hands of the Keepers before the Shadowman uses them to their full extent. This map gives the origins of the Elemental Crystals, why the Summoning Key ends up in Morg City, expands lore of the Dark Aether, and helps clarify certain details regarding the Tag der Toten ending.
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