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Blo0d_SMeaR_

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About Blo0d_SMeaR_

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  1. Big things I noticed in the zombie trailer

    What's the number on the front of the bus on Nuketown???
  2. Fattening up Zombies

    I've only seen one person use the VR-11 properly, and he used it like a boss !! He helped us make it to my highest round on CotD. I didnt even know until this guy done it on me that you could fire your whole magazine into someone at once and that guy will be ignored by zombies for like 3 minutes in one go. I thought they would only be effective if you fired one at a time I like the ideas like the Ballistic Knife and the VR-11 because it gives the game variety, and would definitely love to see more team player type weapons like these.
  3. Zombie Suggestions

    Some small things I would like to see would be like to be able to carry over highest rounds on Black Ops to BO2, provided they plan on remaking the maps for the next Black Ops. My goal was to make round 30 on all maps before MW3 or even BO2 came out. Safe to say I havnt make my goal. I made 30+ on Der Riese, Kino, Dead Ops, Ascension, and CotD. I still have quite a few to go but I worked hard to reach those and dont want to lose those stats. Also I'm a PS3 player and would be very happy if I could play Split screen with my brother using 2 different accounts from the PS3 like they can on the 360, instead of having Blo0d_SMeaR_ and Blo0d_SMeaR_(1). Unless the PS3 is incapable of doing that it's not too much to ask for right ? :)
  4. Official CallOFDuty.com BO2 Viral thread - UPDATE 7

    Woody reckons he might be on to something. He found a website that went up recently and thinks its tied into CoD in some way. http://www.youtube.com/watch?v=Z70DLRZK ... AAAAAAAPAA
  5. Zombie Suggestions

    I would find a stat tracker involving how many doors they have opened would come in handy as well. Lets me know if I'm playing with a team player. Nice idea.
  6. Zombie Suggestions

    Idea for Boss and Wonder Weapon to go with it: Now, I don't know much about the storyline of Zombies, but Im pretty sure that Sam has switched bodies with Richtofen. I was thinking of having a Boss in the form of Sams Teddy Bear, much like the one with that red eye in the random rooms on Kino. It doesnt need to be a Teddy bear maybe just a regular zombified grizzly bear instead. Say for arguments sake they appear on a map with 10 rooms so there will be 10 of these beasts walking around this map. They would move at a pace similar to say George Romero but have little health; 1-2 clips could kill these. Because there is one Bear per room it would start off with one in the room and when you unlock the next room there would be 2 on the map, until you open up all rooms at which point all 10 would be walking around the map. The catch with these bosses is their aim is not to kill the player. Instead these Bears 'Bear Hug' you so you cannot move, you can only rotate but while being bear hugged so you can face them to kill them. While these Bears hug you the zombies are free to attack and kill you making you a sitting duck unless you kill the bear. However, every time you kill one of these bosses something bad will happen, say one of three things like: - The player that killed the bear loses a perk - The player that killed the bear loses 5000 points - All players lose 5000 points These are just examples but the bottom line is each time a bear is killed something bad happens. So in actual fact these are bosses that you DO NOT want to kill. You should only kill these if it necessary for you to survive, or if you use the wonder weapon on it. The wonder weapon is a bow and arrow with only 2 arrows that come with it so the ammo must be used wisely. I have been waiting for another wonder weapon that assists the team rather than kill zombies like the VR-11 and Ballistic Knife. Much like the ballistic Knife if you shoot an arrow at a zombie it does little damage, if you shoot it at your team mate it would transfer say 2000 of your points to them, and if you shoot the boss they will still come after you, but when you kill them instead of something bad happening, one of three GOOD things will happen such as: - Drops an Insta-kill - The player gains 1000 points - Drops a perk bottle exclusive to the person that picks it up Once again, just examples they can have different effects. If this bow and arrow were to be PaPd, there would now be 5 arrows to go with the bow, and would act as an instakill to zombies, but would only kill the zombie that it made contact with, similar to the Zap Gun. If you shot your teammate with this PaPd weapon it would still give your teammate 2000 points but the points are not transferred from you; they just get an extra 2000 points. If you shoot the Bear one of three things will happen much like when the weapon was not PaPd but more rewarding: - Drops a nuke Killing all Zombies but not the bosses - All players receive 2000 points - Drops a perk bottle that gives all players an extra perk Just an idea of mine that I thought I'd share, I just like the boss for the fact that you would need to hold off killing them unless you absolutely needed to, and like I said before the one of three random things that happen are just examples and could be changed.
  7. Zombie Suggestions

    Cheers for the compliments, the battery idea is wicked that way there could also be a limit to the items as well. I also wouldn't mind the idea of the sticks of Dynamite being Tact Grenades cos it makes sense that the zombies would be attracted to light, and Scavenger just happens to be my favorite Wonder Weapon so I would like to see that return, maybe as the reward for the EE as it would also give people the ability to see in the dark. Also forgot to mention that for the theme of the map we would wield a Pickaxe instead of the Sickle or Bowie Knife.
  8. Zombie Suggestions

    Im liking the ideas posted on here and thought I would try my luck on posting my ideas for a map as well. I know that most of the ideas I bring up have already been mentioned but I wanna try put them all together. I am also aware that there are a few flaws in my ideas and will mention them at the end, but feel free to point out any other flaws that you can spot. I realise this is a lot to take in for one map but try to bear with me here. I only have one map in detail at the moment and will post my other ideas as they pop into my head. The Map would be an Underground Mine that would be pitch black unless you manually give the lights power which I will go into later.The Map has every room connected by Mine cart tracks, as well as a walkable route into every room. I personally would like to see more involvement of the pieces of equipment such as the Hacker and the PES, and so I have thought up a scenario with different pieces of equipment that would give the map more variety, give players advantages over other players that have a different pieces of equipment, and would give each player their own role in the EE. The ites could be picked up in the first room you start off in, which I will explain later, as well as being picked up from Bosses. The bits of equipment that I have come up with are: • Night Vision Goggles x 1 • Headlamp x 1 • Oxygen Mask x 2 • A Key x 1 Night Vision Goggles: Advantages - You have the ability to see in the dark. This would mean that if the lights dimmed to the point where nobody could see, you would have to rely on this guy to help get the lights back on. - The area of vision while using these Goggles spread across the entire screen, so you will be able to see everything - Parts of the EE would have to be done in the dark, so these along with the Headlamp could come in very handy Disadvantages -I’m not sure if this is how Night Vision Goggles are in real life but whenever I see these in a movie or something they always have that Greenish tint when you look through them. This could be implemented into the game which to me would be very distracting, but I would like the challenge 8-) - The downfall for having the Night Vision Goggles over the Headlamp is that come the boss round you would not be able to see this boss using the Night Vision Goggles; you would need to have the lights on to be able to know where he is. This may sound a bit confusing but I’ll try to make it easier to understand. Imagine looking down a thermal sight at someone using Assassin; nothing glows unlike if you looked at a normal zombie he would glow and his eyes would stand out a lot. So it’s pretty much the bosses having an Assassin perk =P - There are areas of the map similar to being on the moon surface where if you don’t have a PES or in this case an Oxygen Mask, you will suffocate and eventually bleed out, except it would be Carbon as well as lack of oxygen that would kill you on this map, because not much oxygen circulates around mines. - Without an Oxygen Mask this would also mean that without using an Oxygen mask you would be very limited to the areas on the map that you could use. Headlamp: Advantages - This Item would also allow you to see in the dark, and just like the player with the Night Vision Goggle, if the lights went out you would be very reliant on this guy to turn them back on. - In this map the zombies would take the form of people similar to construction workers with their Hardhats and fluorescent vests. Using the Headlamp would give you the ability to be able to shine your light on the zombie’s fluorescent jackets making them much more visible while in the dark. - Unlike the Night Vision Goggles you would be able to see the Bosses when shining your Headlamp on them; however it would be much easier if you keep the lights on as you can also see them when the lights are on. - As stated before, the Headlamp and Night Vision Goggles would be very handy for those wanting to complete the EE. Disadvantages - Unlike the Night vision Goggles, the Headlamp would not allow you to see your full screen so you would not be able to see from corner to corner. Your vision would be slightly smaller, but not to the point where the Headlamp would be ridiculously underappreciated and nobody would want to use it. - As I said before, there are areas of the map where if you don’t have an Oxygen Mask you will suffocate and eventually bleed out. This would also mean that without using an Oxygen mask you would be very limited to the areas on the map that you could use. Oxygen Masks: Advantages - These masks act similar to the PES where only people with Oxygen masks would be able to use certain areas of the map, which to make sure these would be very likable and want people to use them, I would say would have to be a big portion of the map. At least 35% of the map should only be accessible to those players carrying an oxygen mask ( I don’t know how to separate the oxygen areas from the carbon areas but I’m sure if this were made Treyarch would find a way). This would give the player much more space to kill their zombies than it would if you were running the Headlamp or something. - Players with Oxygen Masks would also have their own role in the EE. - I specifically made 2 Oxygen masks to start so that if one player with an Oxygen mask goes down they would still have a chance of being revived by the player with the other mask, otherwise the other players would have to risk losing their Jug in order to save their teammate. - Being that it is an Oxygen Mask it also has the added bonus of protecting against the Crawler/Phasing zombies, it doesn’t bother me which of these return…maybe a mixture of both. Disadvantages - If you and your teammates allow the lights to dim out, all you will be able to see is the zombie’s bright white eyes, which in my mind looks pretty scary, and you will be a sitting duck. The Key: Advantages - Just a Key. This key would have one use and one use only. It would allow the player to ride the mine carts for free, which doesn’t sound like much but riding the mine carts would be what opens up the way to the PaP each time, which would be handy as you wouldn’t have to waste money at all. Activating the PaP would be a mixture of riding the Ascension Launcher Pads, and the Shangri La waterslide where you have to pull a lever half way down during the EE. Disadvantages - You would not have any of the other super cool items. Of course when you pick these at the start of the game this doesn’t mean you are stuck with them until the game ends, this is where the boss round comes in. The Boss Round: Imagine Hulk except he’s a zombie…with a hardhat and fluorescent vest…and not green and without the purple shorts just wearing what normal construction workers wear…with a hunch in his back, about the height of Romero. Similar to Romero these bosses would wield a weapon, maybe a shovel, and would have quite a bit of health. You would need let’s say 4-5 clips to kill one of them. They would run at maybe half the speed of Romero in Berserk mode, which is still quite slow, but would be able to down you with 2-3 swings of their…shovel. There would be 4 of these bad boys running around in each Boss round, and do not forget that these are invisible on the Night Vision Goggles. When all of these are killed they would drop a Max Ammo and something similar to a perk bottle, but it would involve your pieces of equipment instead. What I was thinking was maybe when you pick up this power up there would be a Desk of some sort that is replenished with the same amount of starting items where you could go and swap out your equipment for something else. This would mean that you could have all 4 players wearing Oxygen Masks after the first boss round, but when you swap out your equipment the one you were previously holding would disappear. This Boss is not the best idea I have seen on the forums so if you guys have any ideas that fits the theme of a Dark underground mine then feel free to let me know. Now to the map itself. The way this map starts off is you have a long tunnel about 100m long and the characters are 50m along it. You get the point a long tunnel as long as the characters are in the middle. At one end of the tunnel would be the tunnel entrance where you can see daylight, and at the other end would be a desk with the pieces of equipment laying on it, a power switch, and a mine cart, however these would not be seeable until you walk further in that direction. This would look deceiving and make you think you need to head towards the light. Now I don’t know about you but I was mindfucked the first few times I attempted Moon because I didn’t know what to do in No Man’s Land. This area would have the same concept as No Man’s Land where after about 10 seconds you would see zombies start charging at you from the tunnel entrance and if you do not reach the mine cart in time, you lose. Not to mention you need to have enough time to grab your pieces of equipment and flick the power switch which will allow you to start off with light underground, but after 5 minutes the lights will start to dim, and after 10 minutes the map will be pitch black. The way you keep the lights going while underground is there is 3 panels spread out through the map, and each time you push the action button on one of the panels the room would get brighter, so if you button bashed square or ‘X’ near this panel the room would just keep getting brighter, as if you were pumping or charging something. However there is a cap on each panel as to how bright it can make the map go, so in order to achieve maximum brightness you would have to fully charge all 3 panels. Because Shangri La got Spikemores which is a little twist on the Claymores, I thought I would put my own twist on a lethal grenade. It’s a stick of Dynamite. It has all the same aspects as the Stielhandgranate, except it looks…like a stick of Dynamite. It would have a fuse time of say 5 seconds and while holding it the flare could act as a little bit of light. The Dynamite would be able to react with the gas leaking from the pipes causing a big ball of fire or something similar to the fire trap in Kino. This would be the built in traps that you do not need to pay for, just throw down a stick of Dynamite, or use the wonder weapon. I was thinking of having a Wonder Weapon similar to the Ranger in MW2, where it has two barrels so you cannot aim down sight, but much like the Wave Gun where you can pull the two barrels apart to create an akimbo weapon which would resemble akimbo Model 1887’s. It is a charcoal colour to fit in with the theme and when it’s in its Ranger form it would be like a double barrell flamethrower. When pulled apart into the Model form it would send out balls of fire instead. When PAP’d the flames would become blue and just be stronger in general and have a bigger range. This would also be able to react with the gas leaks to create your own fire trap. I do not have the map layout sorted but I noticed that a lot of people would like the ability to swap out there perks. I wouldn’t want to see the hacker return in this map because it just seems too Hi tech to fit the theme of a mine. But I would like to see it return at some point. So what I was thinking was placing a new Perk machine central to all the other perks, and if you drank this (cost: 1000 points), and returned to a perk machine you have previously drank and buy that (now half the original cost) it would act like an antidote that would get rid of the perk you just drank. I’ll leave it up to someone else to name it because right now all I can think of is ‘Antidote’ or ‘Catalyst’. I cannot think of anything original to receive for the reward of completing the EE, so Ill also leave that up to others to come up with ideas for that, but in order to complete this EE all the items would have to be used at some point. The flaws that I see in this map are: • Quite often if little brats don’t get their way they will quit the game. I can see this happening with the starting pieces of equipment. There are the boss drops that they can wait for but I doubt they would stick around that long • Im not too sure if the game can do all of the things that I have mentioned such as using a stick of Dynamite to illuminate the room a little, but there’s only one way to find out If you have any improvements on this idea just post it and hope that Treyarch sees it all.
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