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Everything posted by InfestLithium
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Treyarch Changing Things Last Minute
InfestLithium replied to FatedTitan's topic in General Zombies Discussion
If there's one thing I cannot stand, it's inconsistencies. Especially when people want to ride on those inconsistencies and claim them as true. Even after this was debunked, people are still trying to pursue it. First off, the color correction is wrong. I don't care if you try to say "well they took it with a piss-poor quality camera", anyone who is not color-blind can tell they are not even remotely close to the same shade. Die Rise shows darkness above the wheel. In the fake, suddenly a rock appears? No, it doesn't happen. Look at the height of space between the wheel and the border of the box. In Die Rise, it is about half the height of the entire lower box. In the fake, it's over 2/3 of the space. Are you trying to say that they decided to increase the height of said boxes for no reason? No. Some rocks are shown along with the rest of the wheel's part. The fake shows a very, very dark shadow as if it never existed. Why would it be omitted if it was the actual concept? The answer: because the fake is fake. You need a good eye to see what looks like a rock in Die Rise's loading screen. In the fake, that too is gone; darkened mysteriously as if it didn't fit. That's because the fake does not fit at all. Now I will go on to admit that Treyarch dramatically changed up the loading screen for Buried. Now the reason why this is acceptable is because of one thing: it is the official Buried loading screen made by Treyarch, implemented by Treyarch, approved by Treyarch. Yes, that means everything I pointed out in Die Rise to the fake is also arguable in this image. But because this is actually in the game, I can say that 3arc did change this one up. To assume, however, that the fake was an original concept is completely bogus. Everyone loves creating fake loading screens prior to the release of a new map, and I will also admit that they get better and more professional everytime. But this so-called "leaked image" is nothing but false. And anyone who tries to attempt to say other is basically blind, I'm afraid. Because there really is a second bus route in Tranzit, right? -
Using the staves to get extras (i.e. Max Ammos, Zombie Blood, etc etc). Just replace the staves with whatever new Wonder Weapon is available. In fact, perhaps make the process of getting said extra drops a tad more difficult.
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Welcome to the community, friendo! We finally have another PC player (at last!). We got a lot going on in the Custom Zombies section, just ask @DeathBringerZen! Enjoy your stay!
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Welcome to the community, friendo! We have many, many slayers just like you who are itching to get their slayin' on. Enjoy your stay, and hope you form some pretty awesome groups!
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Now that I think about it, Maxis' punishment was not enough. So I totally agree that further should have been done; after all, how long did Richtofen pursue his plan for world domination while amassing practically unlimited power over everything? His original intention was to kill off Maxis back in Der Riese, so a big finale of how he would put Maxis down for good would have been nice. There is no way that Richtofen would want Maxis to continue existing in any way, shape or form - not even like Gersch's purgatory. I was kind of hoping that Richtofen would somehow feed Maxis' soul to the ancient evil dwelling within the MPD or something to that affect. Would give us more insight on the darkness that lies within the device which is slowly consuming Richtofen, y'know?
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Perks Juggernog Quick Revive Speed Cola Double Tap II (via Wunderfizz/Reward Chest) Stamin-Up Mule Kick Phd Flopper (via Wunderfizz) Electric Cherry (via Wunderfizz) Deadshot Daiquiri (via Wunderfizz) *Some perks are also available via Wunderfizz machine, such as Mule Kick. There are no persistent upgrades in Origins; there are, however, side abilities such as the One Inch Fist, elemental punches/flopping, and staff melee (OIF replaces it though).
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Shitty games after good games?
InfestLithium replied to Mr. Jay's topic in General Zombies Discussion
It seems that I get rather cocky after I whip out a fairly decent pickle during a game. I could be running the most beautiful route ever in a game of Shangri-la/Origins, and then the next match comes along just to screw with me both physically and mentally. Maybe it's because I'm still trying to do Round 20+ moves as early as Round 6, not realizing that my super-duper snaking techniques or sharp 270 degree turns don't work with a walker chilling in the crowd of runners. Oops. -
Welcome to the family, friendo! A Photoshop fanatic as well? Sounds like you have some artsy ideas boiling in you, haha. Anyways, enjoy your stay!
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Most angry person you've heard, stories plz!
InfestLithium replied to ThunderGlove142's topic in General Zombies Discussion
I got called a pedophile that likes to touch children in the ball pit at McDonald's. Anyone who has heard my voice can see why I was told that. -
Shangri-la on Mars...but how? A possible answer!
InfestLithium replied to FatedTitan's topic in General Zombies Discussion
http://www.callofdutyzombies.com/forum/index.php/topic/147841-shangri-la-is-was-on-mars/ This is a good read concerning this topic. -
If anything, you'd have several, several servers that could only hold a limited amount of people. That's an extreme handicap on a pretty good idea such as this. But like stated before, Zombies would need to keep round-based because that is what Zombies is mechanically (gameplay-wise) set up to be. The problems with zones are that a person could easily grab a more powerful weapon, head into a zone that's similar to Round 1 zombies and stay there the entire time...unless you incorporate some kind of EXP system that is generally found in any stat-building game.
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Shangri-la on Mars...but how? A possible answer!
InfestLithium replied to FatedTitan's topic in General Zombies Discussion
You've just stated yourself that it is entirely possible. A name does mean everything, given that there is a premise. By your example, two situations can happen: a found item that contains a particular name which doesn't follow with what's given to us was the original concept, or an item is given a different name with no substitution. Shangri-la's "mars" file fits the second premise. It's a contrapositive; in order to prove something to be true, you must prove that it is not true. And there's no way to disprove that those red mountains are NOT belonging to Mars, eh? I'm not fully stating that it used to be a Mars map - or is one - just because the file name. Look at all the other posts prior to your statement. I only suggested that it could be located on Mars because there was a file name associated with it. Why else would you name a file that? If the map is not set on Mars, then that would mean it was originally supposed to be on it. And if that's still not the case, then why else name it such? Just because the devs said "oh hey some mountains from Mars would totally be cool as a backdrop for an exotic and thriving jungle"? Not the case, friendo. -
Shangri-la on Mars...but how? A possible answer!
InfestLithium replied to FatedTitan's topic in General Zombies Discussion
Suppose that the area was displaced after Group 935's involvement in Shangri-la - would that hold a different perspective on it? Direct proof of a map being in an unmarked location is as easy as throwing a pebble into the ocean and telling someone to find it. It was only stated that the map was originally from the Himalayas merely because of the name Shangri-la and what we have found about it. As much as I'd like to not believe that Mars could host the map in any biological/geographical sense, there's too many eyes and details that support it. Whether we like to admit it or not, the mere fact that a file with the inclusion of "mars" has made this more potential fact than speculation. -
If you aren't familiar with the ever-so-popular mode, Search & Destroy is a cornerstone of the Call of Duty Multiplayer franchise. The simple game of "plant or defend the bomb" never gets old to us FPS gamers. The rules are basic: each team must successfully detonate or secure the bomb four times in a match to win. There is only one catch: each player only has one life per round. To some, this makes an easy wipeout session. For others, it's an adrenaline rush to clear the objective as quickly as possible. In this guide, we'll go over the ins and outs to becoming a successful S&D expert. The Basics S&D is a pivotal mode where you have a short time span to plant the bomb in two marked locations, or prevent it from being set. Because everyone only has one life per round, what you do with your life counts just as much as completing your objective. There are two teams that play in this mode: the offense and the defense. The offense is situated with the planting of the bomb at either site A or B. Whether one chooses to plant at either site doesn't matter until the bomb is set. Once it has been planted, the offense is then responsible for defending the bomb until it explodes. If the entire offense is wiped out prior to detonation, the defense has a chance to defuse the bomb and claim the victory. On the flip side, if the offense takes out the entire defense at any point during the match, the offensive team automatically gains the win. The defense is responsible for preventing the opposing team from planting whatsoever. Things may get tricky, because the defense must play a coverage formation as to keep all eyes on both locations. If the offense manages to plant the bomb, the defense must defuse the bomb before time expires, even if the offense has been cleared out. Likewise, the defensive team may be victorious should they kill off all the offense players before the bomb is planted. Knowing Your Surroundings Before you thrust yourself into the world of S&D, you should familiarize yourself with each map and the playability of it. Below is a list that details every map and useful information: Aftermath - A large, clustered map that keeps A and B on its sides. Due to the tight corners and dark pathways it offers, an AR class is suitable for this map. Booby traps such as shock chargers, claymores, and bouncing betties can be expected to cover the surfaces of the bomb locations. Cargo - An expansive, horizontally-designed map that utilizes large cargo freights at advantage points for snipers. A and B are marked between the cargo crates. Be very aware of opposing players sitting far away with snipers or LMGs. Carrier - A medium-sized and broadened map with debris placed all throughout the map. A very popular map for trickshoters, and regular snipers as well. A and B are marked on the sides of the map, one being out in the open but difficult to defend alone and the other sitting below a plane dock where the shadows will make great cover. Prepare yourself with explosives (and prepare to have Flak Jacket as well). Drone - A well-sized map with large structures obstructing your vision in seeing the other side of the map. Both bombs are placed inside various areas; one is located in a small tunnel with only two openings and the other at the foot of a mechanic station. Snipers are fairly common here, but be wary of those running around with shotguns and rapid-fire SMGs. It's suggested to keep Lightweight as a perk choice, followed by a potential C4 to clear heavily-guarded areas. Express - A fairly sizeable map that has various climbable obstacles wherever you go. A beautiful haven for trickshoters. One bomb sits between an open building and a train while the other is within the main rail station itself. Both locations are very open and susceptible to open fire. An SMG or AR is recommended for this map, with also a few tactical grenades to slow the enemy team. The inside of the train makes for great transport but expect for a potential enemy to come in through one of the doors. Snipers tend to sit at the end of the maps, up above the walkways. Hijacked - A small map that provides insanity for those not ready to face shotgun or SMG players. The bombs can be found right out in the middle of the map near the foot of one of the housing areas, and the other in the back room of said housing. Booby traps will definitely slow down the competition. Meltdown - A decent map that involves various hiding spots. One bomb is stowed inside a power plant while the other neighbors some gas tanks. While ARs are prevalent in this map, LMGs may also be used occasionally as well. Expect many booby traps to surround the bombs. Beware of those running through the sides of the map near the small buildings. Overflow - A mediocre map with a winding middle path. One bomb is set directly in the middle of the map where as the other can be found off to the side between some small alleyways. This maps offers a heavenly view on all points, so lookout for snipers in any of the building windows. An AR class is suggested as well as a good number of tactical grenades. The bomb that sits in the alleyway is a major hotspot and can be expected to be heavily guarded by the enemy hiding behind the small structures. Plaza - A small and dark map that houses may hiding spots. Players wielding shotguns and SMGs can be found on this map, also holding onto the Lightweight perk. An occasional C4 will be randomly throw down the middle so be wary of what path you choose at the beginning of the round. One bomb is set between some plants and a small side building, while the other bomb sits in a club room with three potential access points. The latter is a heavy site for planting and should be watched at all times. Prepare for lots of explosions and shock chargers. Raid - Despite being a fairly small map, the several pathways throughout the map make it very volatile. The bomb that sits on the side with an overhanging building, pool and bar is home to several trickshoters. The other bomb is set in the courtyard, which mainly holds those with ARs and LMGs within the small rooms of buildings sitting across the bomb. You could easily bypass this with a Lightweight class and an SMG to prevent destruction from happening. Slums - A small courtyard map that hold the bombs fairly close to another. Severe camping causes this map to be ridden with SMG-artists and Target Finder professionals. One bomb sits right outside a small building on the site with three entry points, while the other is snug behind a small wall with two long access points. A quick trigger finger and fast class is necessary to rid potential shotgunners. Standoff - A medium-sized map that includes several side buildings, optimal for sniping. Because these buildings contain upper floors, expect to find many LMG freaks with Target Finders just itching to come across a poor sapp. One bomb can be found just near a van in front of a two-story building, and the other outside a few walls near a tractor. Both are explosive-heavy areas. It's recommended to have Flak Jacket with an optimal secondary ready for clearing out corner-campers. Turbine - A large and desolated map whose vertically is disproportional to any other map. The long, fallen plane is a hotspot for trickshoters and regular snipers. Both bombs sit on different sides of the map, one in between some rock walls near the control room and another at the foot of the larger control building. An AR or LMG is necessary to clear out foes in the beginning of the match, but varies if you prefer medium or close combat. Hug the rocks leading to the fallen plane and snug yourself in the bushes. Yemen - A sizable map that users high advantage points in buildings to keep opponents at bay. Small pathways lead to open areas where you can use an AR to take out the opposition. One bomb is in the open near the fountain, and the other bomb can be found close to the middle of the map. Because both are hard to defend in one particular area, the marked locations may be booby trapped with explosives. Keep Flak Jacket as a potential perk alongside a fairly decent lethal grenade of your own. Be wary of room campers that overlook the bombs. DLC Maps (Coming Soon) What Makes a Good S&D Player While each teammate is essential in claiming victory, there are different classifications that are unknown to most people. The four classes are: gunner, scout, raider, defender. Most players do not classify themselves in said groups, but once you acknowledge them, you will understand what kind of position you mostly play as and how it can affect the entire outcome of the match. Gunners are essentially the rushing force of the team. They have two objectives on their minds: kill as many of the opposing team as possible before they know what hits them, and to plant/defuse the bomb immediately. A gunner will probably have the following class setup: - Lightweight - Fast Hands - Extreme Conditioning/Dexterity - an SMG with Grip attachment/Shotgun - a secondary (Tac/KAP 40) Scouts go across the map, hunting down anyone who dares to stay behind. They play no real objective other than eliminating the enemy team; however, they aren't exactly the first to rush, especially on a map filled with several camping locations. A scout's class setup differs from person to person, but generally follows the same format: - Lightweight/Ghost - Fast Hands - Engineer - an SMG or AR with a supressor - a secondary pistol (often a B23R) Raiders act as the main forces of the team. They don't believe in instantly attacking the field, but they aren't afraid to dig into the fight. They hold back into a specific spot on the map and maintain their focus on areas the enemy might rush into whilst moving. In fact, raiders often plant/defuse the bomb once an area has been held down. A raider holds no unique class setup, but can often be seen using some kind of AR and several lethal/tactical grenades. A sample setup may be the following: - Flak Jacket/Ghost - any 2nd perk slot - Dexterity - AR/LMG - shock charges/bouncing betties Defenders are exactly what they're named for: defending the perimeter. Some may call them campers, but more than often, they can be found resting their sights directly on the bombs themselves. Despite their infamous reputation, they hold a vital key to ensuring the enemy team cannot complete their objective without being picked off in the process. A defender doesn't move often; rather, they prefer the comfort of being with their team and watch the area as openly as possible. Their classes usually consist of: - Ghost/Hardline - any 2nd perk slot - Awareness - AR/LMG/Sniper - any secondary pistol How You Play Is Key As much as I could tell you the information on how to set yourself up as an aware, knowledgeable S&D professional, your playing tactics will determine how well you perform in a match. For example, I personally prefer being quick on the trigger if I plan on staying alive. Additionally, I rely heavily on my high sensitivity and quick responses to taking down an enemy. This forces me to choose weapons that are easy to handle (SMGs) with the Quickdraw attachment and a Suppressor to not only stay quiet on the radar, but to assist in rapid fire (yes, suppressor attachments condense every shot and propels each bullet slightly faster per trigger hit). If quick reflexes are your thing as well, invest in classes that allow you to play in that style. If you are good at concentrating and knowing where an enemy will come through based on human instinct, prepare yourself in that manner. Ultimately, your unique style of playing is what will gain you favor in victorious matches. Don't be afraid to train in Combat Training or Custom Games with bots.
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The bane of my existence: Freeloaders
InfestLithium replied to Stop Mocking Me0's topic in General Zombies Discussion
I don't see assigning people "duties" or guidelines to follow by is good. I know it's to prevent bad players from taking certain weapons where they don't deserve it, but there are so many ways to deal with that outside of acting like a dictator. If someone acts as a true freeloader - refusing to open doors, hogging the Mystery Box, not assisting in particular objectives (i.e. activating generators, preparing teleporters, etc etc) - and it comes to that case, then I allow them to go down on their own. I won't be the one to revive them. Then whatever weapon they "stole" is up for grabs to those who did all the work during the match. This generally forces the bad sport to rage quit, and I say GOOD. -
Welcome to the family, friendo! We all here love to kill some zombies, and we're glad you can join us. Enjoy your stay!
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Shangri-la on Mars...but how? A possible answer!
InfestLithium replied to FatedTitan's topic in General Zombies Discussion
Those three circles in the sky would have to be orbs. Mars only has two moons, and one is shown in the eclipse. That begs the question - if this is on Mars, where is the other moon? -
Shangri-la on Mars...but how? A possible answer!
InfestLithium replied to FatedTitan's topic in General Zombies Discussion
This. But instead of a physical biodome, why not consider Vril energy as a form of "cover" for Shangri-la? We know that Element 115 is capable of displacing certain things throughout time AND space, ignoring any space-time continuum laws. If Vril is very similar to the attributes (effects) of 115, wouldn't it be equally possible to have an Earth-terrain map enclosed in a sustainable biodome while being transported to Mars? I would believe so. Hence, why the map is still lush. Let's not forget that a 115 meteorite hit the temple, which could further the effects of time and location displacement. I admit I was always an advocate for the area being settled on Earth versus Mars, but over time it started to make logical sense why Shang could potentially be displaced on Mars. -
Welcome to the family, friendo! Enjoy your stay, and please watch your step for any zombie remains on the floor.
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^ Probably a good idea to investigate it. Recall Kino der Toten on the Wii, and how we got the Great Leap Forward information? It would seem that there is going to be a pattern here.
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Do you suffer from these conditions?
InfestLithium replied to Mr. Jay's topic in General Zombies Discussion
The unplanned pregnancy. Well, nobody is actually pregnant...but it may as well be the case. You finally get into a solid game with players who communicate effectively, all strategically planning out defensive tactics that will yield record-breaking stats in one game. Everyone is following good slayer logic while allowing each player free control over what routes to take in order to survive. Suddenly your phone rings and it's [insert person who you associate with the most]. They're coming over or invite you someplace. You can't say no because you risk a good friendship or simply come off as an asshole. Even when you lay them down lightly, they suddenly show up to your front door despite your request to be left alone. Now you're forced to answer the door, which causes you to leave your game and have your entire night ruined. -
Escape the Undead (Choose Your Own Adventure)
InfestLithium replied to InfestLithium's topic in Zombie Stories
I don't get laid enough to stare at computer monitors while designing, haha. Haha, I take that as a good thing. These kind of books always kept me occupied. The objective is to start at one point, and "follow" the numbers from there on. This episode starts off with either two options: #3 or #8. You choose the option that you'd take, and then go to that number then click the spoiler. In each spoiler, you will have more options or just one lone option. A bad decision can cause your death. ;) -
Because it's publicity. He knows that any tweet he sends out - and read by the zombie community - is golden every time. All he needs to say is one word, and everyone gets riled up. Never has he been direct. The Z-man has always been a little troll by making us go back to Zombies maps (new and old) over a tweet.
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There is no EE continuation, Tattoo. It's just another Jimmy Z gimmick for everyone to rush back to Zombies. In prefer for something new to "magically" appear, you'd need a title update. And unless you've somehow gotten it when popping in either of the Black Ops discs, rest assured that there is nothing new. Go back home kiddos, it's getting late. @ You wouldn't happen to have any soft pretzels to snack on...would you?
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When you're reading a good book, you find yourself absorbed into it. Not necessarily because the story is phenomenal, but more so because the author has done such a brilliant job using the right diction and phrasing of senses that you almost feel like you are in that world itself. One writer knew how to do this very well with the horror universe - R.L. Stine. You may recall that name from his beloved Goosebumps series back when you and I were only small children, still afraid of things like the Boogeyman or ghosts or monsters lurking around the dark shadows of a street corner. It's 10:17pm here, and I think a few of my co-workers are drinking out behind the building. Work is very tedious and boring around this time of night for me, so I've begun a little bit of experimentation with Stine's "Give Yourself Goosebumps!"-esque stories. The format will be confusing for those who have never read those books, but it's nothing more than a choose-an-option-and-see-where-it-takes-you adventure. Every excerpt will contain various situations within a post-apocalyptic world filled with the undead. Make several decisions, which each one having their own outcomes. The fun is continuing the path set before you by following the color-coded storylines. Beware - one bad decision can lead to the end of your tail. If you finish this episode, please post how your story ended and see what others have reached! You control your decisions because in tonight's episode, you are the star because you've just entered... ...The Twilight Undead Zone Episode 1: A Trail Long Forgotten You pull your hoodie over your head. The sky is starting to darken as the sun slowly sets over the collapsed hills. The ground beneath your feet feels jagged against the soles of your boots. On both sides of the uneven dirt path, you see charred branches of what used to be a lush landscape full of trees. Despite the smoke being cleared for some time now, the smell of rusted metal and burnt greenery is still fresh in your nose. Your backpack feels heavier and heavier despite only having a few empty canteens, flint, and an old family heirloom. It's killing your back. The path eventually starts sloping upwards to a small hill. In fact, it's more of a divided hill intersecting each other, except for a small unmarked trail winding left and right to the top. As you approach the broken landscape, the sun has set so low that no light is shed in front of you - only reflecting shades of the sunset from the rocks laid on the side of the hill. You hesitate, looking at whether you should just attempt to climb the hill when a low gurgling sound creeps far behind you. Dammit, you think to yourself as you turn your head. Despite the area around you darkening, you make glimpse of a dark outline staggering from behind the decayed trees. It's hard to tell what the figure is, but you can make a good guess by its limping movement towards you. As it rears a bit closer, it suddenly stops. Sweat begins to form on your forehead as you try to keep your breath low. You begin to take a small step back. Suddenly, you feel your foot hit something on the ground which causes you to flop backwards on your rear. The sound of the thud makes the figure lift up its head. You stare in horror as you see its glowing, blue eyes protrude from its oblong head. It releases a bloodcurdling scream that no ordinary human could possibly make and begins to charge at you. You take a quick look at the monstrosity which is still a good distance away from you and notice a small but chipped slab of rock sitting before your feet. You're already at the foot of the hill though...maybe there is still some time to escape if you take off now. Take a stand against the creature (# 3) Make a break for the hill (# 8) Note: I will keep making updates to add more parts to the adventures. As of now, there are only a total of: 9 options.
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