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Telixion's hint to us? (Solution to the generator puzzle)?


Strwrsbob

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Posted

I need to starting adding some of you guys. There is only so much I can do playing singleplayer, and I always get stuck with randoms who never use their mics.

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Posted

ATTENTION EVERYONE, THE EASTER EGG HAS BEEN SOLVED!:

Here is what you do for the last step.

1. Throw a Gersch Device at the light.

2. Have you and your team shoot the following weapons at the black hole,

1. Thunder Gun (non-upgraded)

2. Ray Gun (upgraded)

3. Makiyashi Dolls

4. Cross Bow (upgraded)

3. Now that should do it, when you are done it will go to a cut scene and you will get a death machine!

Here is Proof:

EDIT!

Go towards the bottom for the last step!

EDIT #2

Post if this has worked for you!

include animscripts\zombie_utility;

#include common_scripts\utility;

#include maps\_utility;

#include maps\_zombiemode_utility;

#include maps\_ambientpackage;

#include maps\_music;

#include maps\_busing;

#include maps\_zombiemode_audio;

init()

{

PreCacheModel( "p_glo_electrical_transformer" );

PreCacheModel( "p_zom_monitor_csm_screen_on" );

PreCacheModel( "p_zom_monitor_csm_screen_logo" );

PreCacheModel( "p_rus_electric_switch_stop" );

PreCacheModel( "p_rus_clock_lrg" );

flag_init( "target_teleported" );

flag_init( "rerouted_power" );

flag_init( "switches_synced" );

flag_init( "pressure_sustained" );

flag_init( "passkey_confirmed" );

flag_init( "weapons_combined" );

level.casimir_lights = [];

level.lander_letters[ "a" ] = GetEnt( "letter_a", "targetname" );

level.lander_letters[ "e" ] = GetEnt( "letter_e", "targetname" );

level.lander_letters[ "h" ] = GetEnt( "letter_h", "targetname" );

level.lander_letters[ "i" ] = GetEnt( "letter_i", "targetname" );

level.lander_letters[ "l" ] = GetEnt( "letter_l", "targetname" );

level.lander_letters[ "m" ] = GetEnt( "letter_m", "targetname" );

level.lander_letters[ "n" ] = GetEnt( "letter_n", "targetname" );

level.lander_letters[ "r" ] = GetEnt( "letter_r", "targetname" );

level.lander_letters[ "s" ] = GetEnt( "letter_s", "targetname" );

level.lander_letters[ "t" ] = GetEnt( "letter_t", "targetname" );

level.lander_letters[ "u" ] = GetEnt( "letter_u", "targetname" );

level.lander_letters[ "y" ] = GetEnt( "letter_y", "targetname" );

keys = GetArrayKeys( level.lander_letters );

for ( i=0; i

{

level.lander_letters[ keys ] Hide();

}

teleport_target_event();

reroute_power_event();

sync_switch_event();

pressure_plate_event();

lander_passkey_event();

weapon_combo_event();

level notify( "help_found" );

monitor = GetEnt( "casimir_monitor", "targetname" );

monitor SetModel( "p_zom_monitor_csm_screen_off" );

}

play_easter_egg_audio( alias, sound_ent, text )

{

if( alias == undefined )

{

return;

}

sound_ent PlaySound( alias, "sounddone" );

sound_ent waittill( "sounddone" );

}

activate_casimir_light( num )

{

spot = GetStruct( "casimir_light_"+num, "targetname" );

if ( IsDefined( spot ) )

{

light = Spawn( "script_model", spot.origin );

light SetModel( "tag_origin" );

light.angles = spot.angles;

fx = PlayFXOnTag( level._effect["fx_zmb_light_floodlight_bright"], light, "tag_origin" );

level.casimir_lights[ level.casimir_lights.size ] = light;

}

}

teleport_target_event()

{

teleport_target_start = getstruct( "teleport_target_start", "targetname" );

teleport_target_spark = getstruct( "teleport_target_spark", "targetname" );

level.teleport_target = Spawn( "script_model", teleport_target_start.origin );

level.teleport_target SetModel( "p_glo_electrical_transformer" );

level.teleport_target.angles = teleport_target_start.angles;

level.teleport_target PlayLoopSound( "zmb_egg_notifier", 1 );

teleport_target_spark = Spawn( "script_model", teleport_target_spark.origin );

teleport_target_spark SetModel( "tag_origin" );

PlayFXOnTag( level._effect["switch_sparks"], teleport_target_spark, "tag_origin" );

level.teleport_target_trigger = Spawn( "trigger_radius", teleport_target_start.origin + (0,0,-70), 0, 125, 100 );

level.black_hole_bomb_loc_check_func = ::bhb_teleport_loc_check;

flag_wait( "target_teleported" );

teleport_target_spark Delete();

level.black_hole_bomb_loc_check_func = undefined;

level thread play_egg_vox( "vox_ann_egg1_success", "vox_gersh_egg1", 1 );

}

bhb_teleport_loc_check( grenade, model, info )

{

if( IsDefined( level.teleport_target_trigger ) && grenade IsTouching( level.teleport_target_trigger ) )

{

model SetClientFlag( level._SCRIPTMOVER_CLIENT_FLAG_BLACKHOLE );

grenade thread maps\_zombiemode_weap_black_hole_bomb::do_black_hole_bomb_sound( model, info );

level thread teleport_target( grenade, model );

return true;

}

return false;

}

teleport_target( grenade, model )

{

level.teleport_target_trigger Delete();

level.teleport_target_trigger = undefined;

wait( 1.0 );

time = 3.0;

level.teleport_target MoveTo( grenade.origin + (0,0,50), time, time - 0.05 );

wait( time );

teleport_target_end = getstruct( "teleport_target_end", "targetname" );

level.teleport_target Hide();

playsoundatposition( "zmb_gersh_teleporter_out", grenade.origin + (0,0,50) );

wait( 0.5 );

level.teleport_target.angles = teleport_target_end.angles;

level.teleport_target MoveTo( teleport_target_end.origin, 0.05 );

level.teleport_target StopLoopSound( 1 );

wait( 0.5 );

level.teleport_target Show();

PlayFXOnTag( level._effect[ "black_hole_bomb_event_horizon" ], level.teleport_target, "tag_origin" );

level.teleport_target PlaySound( "zmb_gersh_teleporter_go" );

wait( 2.0 );

model Delete();

flag_set( "target_teleported" );

}

reroute_power_event()

{

monitor = GetEnt( "casimir_monitor", "targetname" );

location = GetStruct( "casimir_monitor_struct", "targetname" );

monitor PlayLoopSound( "zmb_egg_notifier", 1 );

monitor SetModel( "p_zom_monitor_csm_screen_on" );

trig = Spawn( "trigger_radius", location.origin, 0, 32, 60 );

trig wait_for_use( monitor );

trig delete();

flag_set( "rerouted_power" );

monitor SetModel( "p_zom_monitor_csm_screen_logo" );

monitor StopLoopSound( 1 );

level thread play_egg_vox( "vox_ann_egg2_success", "vox_gersh_egg2", 2 );

level thread activate_casimir_light( 1 );

}

wait_for_use( monitor )

{

while(1)

{

self waittill( "trigger", who );

while( IsPlayer(who) && who IsTouching( self ) )

{

if( who UseButtonPressed() )

{

flag_set( "rerouted_power" );

monitor PlaySound( "zmb_comp_activate" );

return;

}

wait(.05);

}

}

}

sync_switch_event()

{

switches = GetStructArray( "sync_switch_start", "targetname" );

success = false;

while ( !flag( "switches_synced" ) )

{

flag_wait( "monkey_round" );

array_thread( switches, ::reveal_switch );

self thread switch_watcher();

level waittill_either( "between_round_over", "switches_synced" );

}

level thread play_egg_vox( "vox_ann_egg3_success", "vox_gersh_egg3", 3 );

level thread activate_casimir_light( 2 );

}

reveal_switch()

{

button = Spawn( "script_model", self.origin );

button SetModel( "p_rus_electric_switch_stop" );

button.angles = self.angles + (0,90,0);

button PlayLoopSound( "zmb_egg_notifier", 1 );

offset = AnglesToForward(self.angles) * 8;

time = 1;

button MoveTo( button.origin + offset, 1 );

wait( 1 );

if ( flag( "monkey_round" ) )

{

trig = Spawn( "trigger_radius", button.origin, 0, 32, 72 );

trig thread wait_for_sync_use( self );

level waittill_either( "between_round_over", "switches_synced" );

trig delete();

}

button StopLoopSound( 1 );

button MoveTo( self.origin, time );

wait( time );

button delete();

}

wait_for_sync_use( ss )

{

level endon( "between_round_over" );

level endon( "switches_synced" );

ss.pressed = 0;

while(1)

{

self waittill( "trigger", who );

while( IsPlayer(who) && who IsTouching( self ) )

{

if( who UseButtonPressed() )

{

level notify( "sync_button_pressed" );

playsoundatposition( "zmb_push_button", ss.origin );

ss.pressed = 1;

}

wait(.05);

}

}

}

switch_watcher()

{

level endon( "between_round_over" );

pressed = 0;

switches = GetStructArray( "sync_switch_start", "targetname" );

while (1)

{

level waittill( "sync_button_pressed" );

timeout = GetTime() + 500;

while ( GetTime()

{

pressed = 0;

for ( i=0; i

{

if ( IsDefined( switches.pressed ) && switches.pressed )

{

pressed++;

}

}

if ( pressed == 4 )

{

flag_set( "switches_synced" );

for ( i=0; i

{

playsoundatposition( "zmb_misc_activate", switches.origin );

}

return;

}

wait( 0.05 );

}

switch( pressed )

{

case 1:

case 2:

case 3:

for ( i=0; i

{

playsoundatposition( "zmb_deny", switches.origin );

}

break;

}

for ( i=0; i

{

switches.pressed = 0;

}

}

}

pressure_plate_event()

{

area = GetStruct( "pressure_pad", "targetname" );

trig = Spawn( "trigger_radius", area.origin, 0, 300, 100 );

trig area_timer( 120 );

trig Delete();

level thread play_egg_vox( "vox_ann_egg4_success", "vox_gersh_egg4", 4 );

level thread activate_casimir_light( 3 );

}

area_timer( time )

{

clock_loc = GetStruct( "pressure_timer", "targetname" );

clock = Spawn( "script_model", clock_loc.origin );

clock SetModel( "p_rus_clock_lrg" );

clock.angles = clock_loc.angles;

clock PlayLoopSound( "zmb_egg_notifier", 1 );

timer_hand_angles_init = ( 270, 90, 0 );

timer_hand = Spawn( "script_model", clock_loc.origin + ( -1, 0, 12 ) );

timer_hand SetModel( "t5_weapon_ballistic_knife_blade" );

timer_hand.angles = timer_hand_angles_init;

step = 1.0;

while ( !flag( "pressure_sustained" ) )

{

self waittill( "trigger" );

stop_timer = false;

players = get_players();

for ( i=0; i

{

if ( !players IsTouching( self ) )

{

wait( step );

stop_timer = true;

}

}

if ( stop_timer )

{

continue;

}

self PlaySound( "zmb_pressure_plate_trigger" );

time_remaining = time;

timer_hand RotatePitch( 360, time );

while ( time_remaining )

{

players = get_players();

for ( i=0; i

{

if ( !players IsTouching( self ) )

{

wait( step );

time_remaining = time;

stop_timer = true;

timer_hand RotateTo( timer_hand_angles_init, 0.5 );

timer_hand PlaySound( "zmb_deny" );

wait( 0.5 );

break;

}

}

if ( stop_timer )

{

break;

}

wait( step );

time_remaining -= step;

timer_hand PlaySound( "zmb_egg_timer_oneshot" );

}

if ( time_remaining

{

flag_set( "pressure_sustained" );

players = get_players();

temp_fx = undefined;

if ( IsDefined( players[0].fx ) )

{

temp_fx = players[0].fx;

}

timer_hand playsound( "zmb_perks_packa_ready" );

players[0].fx = level.zombie_powerups[ "nuke" ].fx;

level thread maps\_zombiemode_powerups::nuke_powerup( players[0] );

clock StopLoopSound( 1 );

wait( 1.0 );

if ( IsDefined( temp_fx ) )

{

players[0].fx = temp_fx;

}

else

{

players[0].fx = undefined;

}

clock Delete();

timer_hand Delete();

return;

}

}

}

lander_passkey_event()

{

flag_init( "letter_acquired" );

level.lander_key = [];

level.lander_key[ "lander_station1" ][ "lander_station3" ] = "s";

level.lander_key[ "lander_station1" ][ "lander_station4" ] = "r";

level.lander_key[ "lander_station1" ][ "lander_station5" ] = "e";

level.lander_key[ "lander_station3" ][ "lander_station1" ] = "y";

level.lander_key[ "lander_station3" ][ "lander_station4" ] = "a";

level.lander_key[ "lander_station3" ][ "lander_station5" ] = "i";

level.lander_key[ "lander_station4" ][ "lander_station1" ] = "m";

level.lander_key[ "lander_station4" ][ "lander_station3" ] = "h";

level.lander_key[ "lander_station4" ][ "lander_station5" ] = "u";

level.lander_key[ "lander_station5" ][ "lander_station1" ] = "t";

level.lander_key[ "lander_station5" ][ "lander_station3" ] = "n";

level.lander_key[ "lander_station5" ][ "lander_station4" ] = "l";

level.passkey = array( "l", "u", "n", "a" );

level.passkey_progress = 0;

level.secret1 = array( "h", "i", "t", "s", "a", "m" );

level.secret1_progress = 0;

level.secret2 = array( "h", "y", "e", "n", "a" );

level.secret2_progress = 0;

thread lander_monitor();

flag_wait( "passkey_confirmed" );

level.lander_audio_ent StopLoopSound( 1 );

level thread play_egg_vox( "vox_ann_egg5_success", "vox_gersh_egg5", 5 );

level thread activate_casimir_light( 4 );

wait(1);

level.lander_audio_ent Delete();

}

lander_monitor()

{

lander = getent( "lander", "targetname" );

level.lander_audio_ent = Spawn( "script_origin", lander.origin );

level.lander_audio_ent LinkTo( lander );

level.lander_audio_ent PlayLoopSound( "zmb_egg_notifier", 1 );

while ( !flag( "passkey_confirmed" ) )

{

level waittill("lander_launched");

if ( lander.called )

{

start = lander.depart_station;

dest = lander.station;

letter = level.lander_key[ start ][ dest ];

model = level.lander_letters[ letter ];

model Show();

model PlaySound( "zmb_spawn_powerup" );

model thread spin_letter();

model PlayLoopSound( "zmb_spawn_powerup_loop", .5 );

trig = Spawn( "trigger_radius", model.origin, 0, 200, 150 );

trig thread letter_grab( letter, model );

flag_wait("lander_grounded");

if ( !flag( "letter_acquired" ) )

{

level.passkey_progress = 0;

level.secret1_progress = 0;

level.secret2_progress = 0;

}

else

{

flag_clear( "letter_acquired" );

}

trig delete();

model Hide();

model StopLoopSound( .5 );

}

else

{

level.passkey_progress = 0;

level.secret1_progress = 0;

level.secret2_progress = 0;

}

}

}

spin_letter()

{

level endon( "lander_grounded" );

level endon( "letter_acquired" );

while (1)

{

self RotateYaw( 90, 5 );

wait( 5 );

}

}

letter_grab( letter, model )

{

level endon("lander_grounded");

self waittill( "trigger" );

flag_set( "letter_acquired" );

playsoundatposition("zmb_powerup_grabbed", model.origin);

model Hide();

if ( letter == level.passkey[ level.passkey_progress ] )

{

level.passkey_progress++;

if ( level.passkey_progress == level.passkey.size )

{

flag_set( "passkey_confirmed" );

}

}

else

{

level.passkey_progress = 0;

}

if ( letter == level.secret1[ level.secret1_progress ] )

{

level.secret1_progress++;

if ( level.secret1_progress == level.secret1.size )

{

}

}

else

{

level.secret1_progress = 0;

}

if ( letter == level.secret2[ level.secret2_progress ] )

{

level.secret2_progress++;

if ( level.secret2_progress == level.secret2.size )

{

}

}

else

{

level.secret2_progress = 0;

}

}

weapon_combo_event()

{

flag_init( "thundergun_hit" );

weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" );

focal_point = Spawn( "script_model", weapon_combo_spot.origin );

focal_point SetModel( "tag_origin" );

focal_point PlayLoopSound( "zmb_egg_notifier", 1 );

fx = PlayFXOnTag( level._effect["gersh_spark"], focal_point, "tag_origin" );

level.black_hold_bomb_target_trig = Spawn( "trigger_radius", weapon_combo_spot.origin, 0, 50, 72 );

level.black_hole_bomb_loc_check_func = ::bhb_combo_loc_check;

flag_wait( "weapons_combined" );

level.black_hold_bomb_target_trig Delete();

level.black_hole_bomb_loc_check_func = undefined;

focal_point Delete();

for ( i=0; i

{

level.casimir_lights Delete();

}

}

bhb_combo_loc_check( grenade, model, info )

{

if ( IsDefined( level.black_hold_bomb_target_trig ) &&

grenade IsTouching( level.black_hold_bomb_target_trig ) )

{

trig = Spawn( "trigger_damage", grenade.origin, 0, 15, 72 );

grenade thread wait_for_combo( trig );

}

return false;

}

wait_for_combo( trig )

{

self endon( "death" );

self thread kill_trig_on_death( trig );

weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" );

ray_gun_hit = false;

doll_hit = false;

crossbow_hit = false;

players = get_players();

array_thread( players, ::thundergun_check, self, trig, weapon_combo_spot );

while ( 1 )

{

trig waittill( "damage", amount, attacker, dir, org, mod );

if ( isDefined( attacker ) )

{

if ( mod == "MOD_PROJECTILE_SPLASH" && (attacker GetCurrentWeapon() == "ray_gun_upgraded_zm" ) )

{

ray_gun_hit = true;

}

else if ( mod == "MOD_GRENADE_SPLASH" )

{

if ( amount >= 90000 )

{

doll_hit = true;

}

else if ( attacker GetCurrentWeapon() == "crossbow_explosive_upgraded_zm" )

{

crossbow_hit = true;

}

}

if ( ray_gun_hit && doll_hit && flag( "thundergun_hit" ) )

{

flag_set( "weapons_combined" );

level thread soul_release( self, trig.origin );

return;

}

}

}

}

thundergun_check( model, trig, weapon_combo_spot )

{

model endon( "death" );

while (1)

{

self waittill( "weapon_fired" );

if ( self GetCurrentWeapon() == "thundergun_upgraded_zm" )

{

if ( DistanceSquared( self.origin, weapon_combo_spot.origin )

{

vector_to_spot = VectorNormalize( weapon_combo_spot.origin - self GetWeaponMuzzlePoint() );

vector_player_facing = self GetWeaponForwardDir();

angle_diff = acos( VectorDot( vector_to_spot, vector_player_facing ) );

if ( angle_diff

{

flag_set( "thundergun_hit" );

RadiusDamage( trig.origin, 5, 1, 1, self );

}

}

}

}

}

kill_trig_on_death( trig )

{

self waittill( "death" );

trig delete();

if( flag( "thundergun_hit" ) && !flag( "weapons_combined" ) )

{

level thread play_egg_vox( "vox_ann_egg6p1_success", "vox_gersh_egg6_fail2", 7 );

}

else if( !flag( "weapons_combined" ) )

{

level thread play_egg_vox( undefined, "vox_gersh_egg6_fail1", 6 );

}

flag_clear( "thundergun_hit" );

}

soul_release( model, origin )

{

soul = Spawn( "script_model", origin );

soul SetModel( "tag_origin" );

soul PlayLoopSound( "zmb_egg_soul" );

fx = PlayFXOnTag( level._effect["gersh_spark"], soul, "tag_origin" );

time = 20;

model waittill( "death" );

level thread play_egg_vox( "vox_ann_egg6_success", "vox_gersh_egg6_success", 9 );

level thread wait_for_gersh_vox();

soul MoveZ( 2500, time, time - 1 );

wait( time );

soul Delete();

wait(2);

level thread samantha_is_angry();

}

wait_for_gersh_vox()

{

wait(12.5);

players = GetPlayers();

for ( i=0; i

{

players thread reward_wait();

}

}

reward_wait()

{

while ( !is_player_valid( self ) ||

( self UseButtonPressed() && self in_revive_trigger() ) )

{

wait( 1.0 );

}

level thread maps\_zombiemode_powerups::minigun_weapon_powerup( self, 90 );

}

play_egg_vox( ann_alias, gersh_alias, plr_num )

{

if( IsDefined( ann_alias ) )

{

level maps\zombie_cosmodrome_amb::play_cosmo_announcer_vox( ann_alias );

}

if( IsDefined( gersh_alias ) )

{

level maps\zombie_cosmodrome_amb::play_gersh_vox( gersh_alias );

}

if( IsDefined( plr_num ) )

{

players = get_players();

rand = RandomIntRange( 0, players.size );

players[rand] maps\_zombiemode_audio::create_and_play_dialog( "eggs", "gersh_response", undefined, plr_num );

}

}

samantha_is_angry()

{

playsoundatposition( "zmb_samantha_earthquake", (0,0,0) );

playsoundatposition( "zmb_samantha_whispers", (0,0,0) );

wait(6);

level clientnotify( "sia" );

playsoundatposition( "zmb_samantha_scream", (0,0,0) );

}

this is from the cod hq: http://www.callofduty.com/board/viewtop ... 0#p4591370

Posted

It seems like this will confirm my theory on Sam, "Samantha is angry" is written on the code.

I really think she is either the "real goal of 935" or full of powers or both. It wouldn't make sense Maxis bring familiy to Der Riese. She is an experiment, when she was thrown on the teleporter it all got bigger. She likely wants revenge....on Richtofen probably. Perhaps Maxis died and she lives with this anger on her heart?

Anyone agree?

Posted

ami the only one who hates how all easter eggs are being found through mods and code reading?id be so much more excited if this code was found through trial and error and not through reading the games codes.stuff like this ruins the easter egg hunting experience for people who wanna find it the good old fashioned way.

Posted

Easy the best and biggest Easter Egg so far. So yeah, it seems you REALLY need to shoot the light with those 4 weapons.

My question: Someone got a video of this so called "Cut-scene" and you obtaining the Death Machine?

Also......is it just me or Moon seems to be the safe exit?

I highly recomend you guys check out the WTG video, kinda helps

Posted

I agree that codes destroy the easter egg hunt.

But looking at the codes it says that the passkey is luna but secret 1 as hitsam and secret 2 as hyena spelled out from the landers. Anyone test those yet?

Posted

The above post worked for the last node, me and my friends just did it. I am quite disappointed if thats all there is though. Death machines is all we get?

Posted

But someone has to be on the lander when picking up letters?

And the minigun is like the vorkuta one?

And where Exatly I have to shoot the weapons (I mean in the black hole or in the light?

We'll try it tomorrow. :D

Posted

The death machines are normal, they seem to have a longer time limit though. I'm going to try the other words mentioned in the code later today.

NOOOOOOOOO :D

Posted

I'm a modder of BO/MW2 on pc, so I understand quite alot of the code on page two.

The thing that caught my attention, that might 'continue' the easter egg, is this:

level clientnotify( "sia" );

the only problem is, that I've never seen 'clientnotify', but hopefully its the same as 'notify'.

Because of this line, the code can be continued in another file. Hopefully.

There is a limit of how much code you can have in one file, so there might be some hope, even though I wouldn't think so. :

Another thing, try hitsam and hyena.

Luna is passkey

Hitsam is secret1

Hyena is secret2

Even though I can't really find anything that does anything with this, because of the messy way its written on the forum.

Posted

From the code it looks like they do nothing, or at least nothing upon activation. I tried spelling Hyena, then Hitsam, then Luna and nothing happened until I spelled Luna, and everything continued as normal.

Posted

Theory time. After watching this (Thanks again to whoever posted it)- http://www.youtube.com/watch?v=6nbphPpY7fI

It seems that the "mystery man" was actually dead, but much like the zombies, was trapped one way or another in that four light fixture you help in the final sequence.

He says "Yes, I am free, I cannot thank you enough."

Seems like you saved his soul from the wrath of Sam. Thus, he thanks you with the death machines.

Sounds right?

Also, I'm sad to say that it seems that that is the whole easter egg from my standpoint. Someone find more things please!

Posted

I agree with that. It would have been great if the boss zombie people have speculated showed up. Big demon Samantha shows up and you and your team gun her down with Death Machines? Sounds good to me.

Posted

I agree with that. It would have been great if the boss zombie people have speculated showed up. Big demon Samantha shows up and you and your team gun her down with Death Machines? Sounds good to me.

That would be EPIC.

But too early.

Treyarch still has more maps to release, I can virtually guarantee it.

Though it is hard to believe they can top ascension, they will find a way. Oh boy, will they.

And if they don't...well....we won't go there. ^^

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