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InfestLithium

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Everything posted by InfestLithium

  1. I think we're not supposed to milk the trolls, @Hells Warrrior .

  2. Dem Green Benjamins Feed

  3. Welcome to the family, friendo! Ah, a PC slayer - we need more of those haha. Enjoy your stay and happy slayin'!
  4. In the land of the blind, the one eyed man is king.

  5. Not really, they both said Zombie Labs. @Flammenwerfer just cleared up why it belongs in Zombie Labs and not R&D. If Treyarch posted photos of pyramids and a link to some location that we found to be in Egypt, and someone came along to say "well I theorize that the next map is ____________ in Egypt and we may be dealing with X, Y, and Z because they refer to historical context of ___________ event" then that is R&D. But if you took those hints and said "yeah the next map will be Egypt and it will have a new Wonder Weapon called the Nile-erator and the Side Quest forces you to go through the pyramid labyrinths and you'll get all the possible perks plus Samantha will be a new playable character", then that belongs in Zombie Labs.
  6. I was playing on that map for a couple hours back when @Tac and I were doing research on Shangri-la and the boxes translated to "rocket fuel". It seemed ideal that it be for the monkey rockets, but considering the Ascension landers around the map and obvious Russian involvement, it's probable that this acted as a testing ground for the lunar landers as well (or their construction at least). I'd bet all my money that we'll be seeing some kind of Vietnamese map. That, or they're going through another 20th century phase in-game. Either way, I am totally stoked.
  7. It's hard to tell. From the photos of Richtofen scribbled out, he seems to be purposefully erased from Origins. Additionally, some of those exact photos and edits are done on top of a book/paper with what appears to be colored pencils or crayons. I'd like to theorize that this is post-Origins, and may further conclude that Eddy - in the end cutscene - is indeed our Edward Richtofen but put into the same timeline during Samantha's childhood so that he doesn't grow to become the maniacal Richtofen we've come to love, but rather a changed boy that has grown under the care of Maxis and Samantha to prevent all that had once occurred. Hence, the removal of him from the photos.
  8. Is it just me, or does the Pentagon Thief have a 935 logo on the pouch? Off topic, I know, but I barely saw that and I'm 101% sure it's been discussed to death already. @Electric Jesus If so, then Richtofen is a good actor and making himself seem...tranquil and relaxed. That moment of him looking at his hands is the realization of what he's doing from the eyes of the three heroes. He was so rushed in saving Maxis' life and fretting over the outbreak at the dig site that he never got to realize what it looked like he was doing, and the severity of the current situation. But it does seem very odd that he would take sudden interest in Agartha after lambasting Maxis about it.
  9. That CotD image looks to be concept art...just like Kino der Toten had. In fact, I believe it is so, since the artwork for that map looked quite different than what we got and even showcased a room we were unfamiliar with (or at least very, very different).
  10. This is possibly the outcome that Samantha/Maxis wanted; as mentioned before, the Origins ending seems more canon by the minute. If Richtofen was completely erased from the timeline, then where exactly was he erased? Probably from that "Primus" age.
  11. Just finished the AW campaign and gee, totally did not know how it would end. /sarcasm

    1. Show previous comments  3 more
    2. Tac

      Tac

      I enjoyed the campaign, a lot really. I obviously you knew what the ending would be, but it's fun because you don't know HOW that ending will come about. I've yet to play to CoD campaign that I'm just like "yup super easy and predictable, that sucked" and I don't anticipate to happen

    3. Tattoo247

      Tattoo247

      Don't feel bad Hells, I made it to killing Mason and rage quit, never played the campaign after that. I buy CoD for zombies anyway.

    4. Stop Mocking Me0

      Stop Mocking Me0

      What? You do realize you can SAVE mason right? I personally thought that was the greatest plot twist ever!

  12. Welcome to the family friendo! You've already gotten a good taste of our community but we'd love for you to stay much longer so you can get some of this deliciousness every time. Enjoy your stay and happy slaying!
  13. One word: Vicarious
  14. Welcome from NYC to CoDZ, friendo! You're just in time, since Havoc only came out two days ago and everyone is still itching over Exo-Zombies. Enjoy your stay and happy slaying!
  15. Someone on the 360, join me in solving the Fire Room in AW! I am on Round 33 still figuring out what to do in that room.

    1. Hells Warrrior

      Hells Warrrior

      Put the fire out ;)

      Honestly though, I've no idea on what needs to be done.

    2. Undead

      Undead

      Hit me up sometime, biatch

    3. PortlyLlama80

      PortlyLlama80

      Undad, Infest, hit me up sometime; us 360 players got to stcik together.

  16. Havoc DLC has been released. It's go time, ladies.

    1. Hells Warrrior

      Hells Warrrior

      The world is online and downloading, it's pretty slow to download - arghhh

    2. The Clay Bird

      The Clay Bird

      started the download before i headed to work. Was at 28% when i left. should be primed and ready for me at 5:15. in the meantime ill just see what our wonderful community has to say about it!

  17. Call me crazy, but I see two of the same section with different headings - Treyarch and Campaign/Multiplayer (which ended up having two of the same names for another category). Am I missing some super secret detail about this? Other than that, I think this setup is fantastic. While I think the current one works fine anyways, this isn't a super vast change and yet is cleans up sections quite nicely. The problem many have had before with organization was the Story vs. Gameplay discussions, but I needn't think that's a problem with this. Kudos, friendo.
  18. Great thread, friendo! If I have anything to say, it's that the boost to health recovery rate is just badass. I'd think it would make the surviving aspect a bit too easy as we've all come to love having a red screen and feeling that moment of despair. But still, getting trapped will mean nothing even with Jugg Pro.
  19. Welcome to the family, friendo! Also good to get lurkers as new members, and we're happy to have you here. If ya got any questions on anything - zed related or ont - just come to us. Happy slayin'!
  20. No, it hasnt. You just theorize that it is. You can't claim a theory to be fact like that without confirmation. Everything is just theory. Mob of the Dead alludes to our universe but within purgatory, which in itself is inside a different realm other than reality. Hence, why Alcatraz Island never actually became zombified but rather what the mobsters had to endure in this version of Hell. Origins is not fully cannon because if Group 935 indeed found the deposits of Element 115 and created the technology that they did, surely they would've won the war. Unfortunately for them, it wasn't the case because history was rewritten (or so we presume). It's suggested that this is a differing universe, though it could easily just be a re-edited past of what could have happened. The Pack-a-Punch machine does not exist in our dimension; perhaps in our universe still, but bear in mind that it pulls weapons from somewhere else. When a gun is put into it, it completely disappears in a flash and returns with un-realistic features: laser-esque ammo infused with 115 and potentially something else. Ethereal energy perhaps? Who knows. Whatever it is, it's pulling it from somewhere else. For the longest time, people began to question whether Kino der Toten was even in the Zombies universe, as an alternate reality. The key lied in the construction of the Berlin radio tower and the date brought upon the map. To say that alternate universes is not possible is absurd - Treyarch has most certainly pointed to the possibility and even our feet wet in the idea without flat out telling us. Nothing is fact in Zombies, besides a handful of small details.
  21. Good show, friendo! Getting that YouTube chock full with vids sounds like an awesome plan. As far as strategies go, it depends on what you're looking into (high rounds, speed runs, safe zones, etc). Still, I think all the strategies that people will come up with can be of much benefit and may even give you new insight on the maps themselves. Nacht der Untoten You can do figure 8's around the thin walls of the Mystery Box room. Hug the wall as tightly as possible to allow space in between. If you feel uncomfortable getting too close to the zombies, a little bit of circling can help as well. I would leave the stairs blocked off in that room to allow only one major spawn (initial room) alongside the four other entrances. And if you're playing the Black Ops version, Thundergun will go a long way as a third weapon choice with Mule Kick. Verruckt Circling around the entire facility should do you just fine, if you're playing solo of course. Otherwise, you can hold up for a good amount of time in the Speed Cola room with the k!tch3n [i still can't say that word, damn] inaccessible. This creates only one barrier behind the group and the rest to consolidate into two pathways, eventually merging into the hallway (you can keep buying Bouncing Betties to make this flow nicely). The traps also force the zeds to come up the stairs and the back barrier only. Shi No Numa The area right after passing the flogger makes great for tight training. In addition, it helps during Hellhound rounds. Not only do you have a trap available right next to you, but there's ton of running space to go around that location so you don't feel cornered. You could also do a bit of running towards the Doctor's hut (I think it is) and run around in the muddy waters...though it will constrict your movement severely. Der Riese As if strategies haven't been done to death on this one map. Honestly though, I find training next to the power switch to be superior as a solo strategy. A trap handy with a potential Mystery Box spawn and an MP40 or FG42 nearby? Sounds like a good plan to be - and it hasn't failed me yet. If you have teammates, keep them camped up on the catwalk with perhaps another one doing thinner trains down on the lab floor. Kino der Toten Stage stage stage stage stage. It's been tested and proven on solo and co-op. If with teammates, you could also holdout in the supply room (above the theater past the alley) while keeping the stairwell to the theater closed off. Have two people stand ground facing the alley and two defending the barriers inside the room itself. There is also a chance of a Mystery Box spawn and the AK74-u in the alley. FIVE Good luck. Just kidding. You can do a bit of holding out in the MPL hallway before heading out down below into the control room. Either keep things situation on the catwalk, or back yourselves into the large elevator, switching back and forth between the basement elevator and rising back to the control room elevator. The switch acts as a defense mechanism and can allow some time to revive a fallen teammate, set claymores, the works. Another strategy you can try involves the Pack-a-Punch room. Every round, hold out somewhere until you hit all the switches to reach the final Defcon level. Get into the PaP room, and prepare to hollow out the incoming horde waiting outside. Rinse and repeat. If combined with the elevator trick, this may save time for the Defcon levels to reset after leaving the PaP room. On a solo run, you can have the entire floor of the control room to yourself. Open up the barriers and enjoy running a severely tight but effective training around the entire room. Ascension Too easy, but you could do various training at the lander station near PhD Flopper, the Claymore area/lander station, outside of Pack-a-Punch, in spawn underneath the spinning mechanism, so on and so forth. Call of the Dead There are two major training sessions I see with this map: spawn and the AK74-u area. The good thing about these is that there are weapons available in each and a body of water to cool of George in case he's busting your balls. I feel that both are superior and equivalent but I personally enjoy spawn because 1) it's more open 2) more escape routes 3) delay where zombies slow down in water unless they're sprinting 4) Quick Revive machine. Shangri-la Much similar to FIVE, but a little more vast in terms of landscape and movement. Solo will call for running around the entire map at some point with the Shrink Ray, and before that, may require a bit of training the AK74-u room before accessing the door to PhD Flopper. If in co-op, you could possibly hold out on the bridge or on the railcart. This is very team-oriented unless you're absolutely godlike in dragging or cutbacks. Moon My favorite map of all time. What strategies CAN'T you do here? I personally love heading to the Ak74-u area and just circling around the rock. 9/10 times you won't be hit because the zombies will be too busy floating while you race them around the perimeter. If that's not your style of training, you can go old school by fending off in the Biodome. Co-op makes this a breeze since every person will have their own area to contain and not that many zombies. The only downfall to this is the lack of weapons to constantly access and the perilous event of an oxygen breaching via excavator. Having someone with Hacker on hand, however, will not only prevent excavators from reaching the Biodome in time but also allows for Max Ammos up the wahzoo. Tranzit :: Green Run There is literally no strategy for this map. You can train at the Bus Depot, the tunnels, outside of the garage at the Diner, around the truck in Farm, bouncing between buildings in Town, anything. The safest would be Town, Diner, and the tunnels. It's your pick at that point. Town offers Juggernog but no weapon access so you may have to teleport or be patient and wait for the bus to roll by with the B23R in it. Diner has the MP5 and Speed Cola nearby, alongside unlimited Zombie Shields. This makes Diner the best of the three, but requires tighter training than the others. Tunnels is more open for running but only has the M16 available (although it works well when PaP'ed into the Skullcrusher). Nuketown Backyards are a must. You may be required to do many, many cutbacks because zombies will be hopping over fences and diving through the doorways on the first floor of the houses. In the long run, it's worth it since you're almost guaranteed a Mystery Box spawn every time and a good perk machine near by. If one backyard doesn't have what you like, use the other. Also, Mustang & Sally all the way. Die Rise Buddha Room is a great choice for holdout out with teammates or running solo. If you run solo, use the floor as your running space with the balcony access and broken pole to your advantage. If with teammates, have one person run on the floor and three camp up top to block barriers and protect the runner below here and there. Another place would be the dragon rooftops, right next to the NavCard table. If all teammates huddle there with one Trample Steam behind the group (right into the barrier), you'll be safe for a long time. Create your own "Claymore Garden" underneath the rampway in case you need to kill off a group of zombies and haven't the ammo to do so. Sliquifier is fairly dangerous here. I would advise having an upgraded SVU on hand and possible an An-94. If you're lucky, the Pack-a-Punch and Juggernog machine will be in the neighboring elevators instead of the lonely corner. Mob of the Dead It's like a heightened version of Shangri-la and Five, but with a little more space. Most people find the cafeteria to be the perfect training zone, but I honestly call for the Golden Gate Bridge. Rounds go blazing up there and you can leave at anytime you'd like. Of course, the cost of that is having to collect all the fuel again but honestly it isn't that bad if you switch off between the cafeteria during fuel time and the bridge for hitting rounds. If possible, obtain the Hell's Redeemer asap. An insanely powerful weapon that cuts through multiple zombies, has unlimited ammo, and makes Brutus a cinch to kill. It works wonders in both locations mentioned. Buried Not much going on in the training department, but you could technically start a nice-sized cluster if you run around between the general store and original Mystery Box spawn. It's a tight fit but can work given you have a good arsenal on hand. But that's not your cup of tea, right? Then camping out is ideal for this map. Take a stand in the Juggernog alley, or access the inside of the courthouse via Paralyzer/Trample Steam and leave the front door closed off. I like both to be honest, but I know the latter works tremendously since you're controlling the spawn points, flow, and barriers. With teammates, the courthouse is a MUST. Origins Too many technicalities with this map, but you could train in various areas of the muddy wasteland. Generator 4 (Juggernog area) is always accessible for training, with several looping options available. I tend run around the MP40 mudpit and the Wind Tunnel, making my loop bigger than if I included the generator spot. Tighter training can be done in the mudpit of Generator 5 where the soul crate is. The only consequence of running these is having the giant robots step in your path, making the training process more constricted often until they leave the spots. Professionals will utilize the muddy road outside the tank station (where the tank rolls in). Despite having your movement reduced, it actually works well if you have a staff. I've even seen @Chopper use this area several times when he streamed Origins along many other famous high rounders with only an upgraded Ice Staff (sometimes even not upgraded!). A couple of charged shots, and whoosh - round is over. You will find a Max Ammo before running out of firepower, but very seldom will you actually not get one. A Boomhilda will come in handy nonetheless, and possible Monkey Bombs/Airstrikes to get zombies off your tail. The good thing with this strategy is that you won't ever need to worry about the giant robots, and there's an MP40 within the station if you need ammo (although if you have the staff, you probably won't be needing a secondary rifle). I know these are fairly vague but they are condensed so you get the basics.
  22. If @Slade and I can grab some kick-ass images, we'll definitely work our magic.
  23. Welcome to the family, friendo! We did change up the site quite a few times, but we're more than happy for you to be back! Enjoy your stay, and happy slayin'!
  24. Welcome back, friendo! Exo-Zombies should keep us at bay, and like @Lenne said, we'll be seeing Treyarch's new release very soon in the form of awesome trailers and maybe a bit more. Hopefully you decide to stay without ghosting out. Enjoy your stay and happy slayin'!
  25. Very detailed rating thread, friendo! I only have one issue: Did you actually rank Der Riese as easier than Ascension? And what exactly defines the "fearsome" level? Like the rush of the map and how hardcore it gets, or the ambiance?
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