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aegisknight

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Everything posted by aegisknight

  1. thought I gave up? Think again! Big update, with the entirety of Verruckt now complete (see OP for the map). I apologize for the errors on the previous MP40 room map, I was using a faulty scale when doing the original measurements. It has been corrected in this version. I am happy to report that there are links below each map to a "plain" version without any writing as well, for easy use on mark-ups for strategy demonstration images. The next project is Shi no Numa's spawn hut. As a warning, I do not think I will be able to take 100% accurate measurements of the outside portions of the next map (the same being true for several areas of Moon), but they will be the closest approximation I can make.
  2. I think the problem is that the astronaut has a different move pattern than other zombies. He gets drawn into the center of the gersch like everyone else, but I believe if he doesn't actually get there something just doesn't "reset" in terms of his speed and animation, but he resumes simply pursuing the players instead. Maybe its a glitch, but if so I think its one that they like, so decided not to patch
  3. The perk colors: I have never seen a red, but I can confirm that the bluish white is always on guns, and the green is always standard. One effect that I have never seen mentioned, but has happened to me with 100% certainty, was that I threw a QED at a very large group and they all turned into enraged sprinters (a la George's scream). I don't normally carry the QED so I can't confirm the conditions under which this happens (for me, it was outside at a group of about 15+, they stayed sprinting upon being followed indoors), but it is absolutely there. The other point is that a QED can do nothing, again this has happened to me, but I believe it is more of a glitch than anything else, just like if you accidentally double-throw a gersch, deducting two from your inventory but only one portal opens.
  4. I believe it is possible, but immensely difficult. There are plenty of working 2 player running strategies, what will kill you is time. The plus side is that getting to 99 on Kino is only as bad as about 80 on Verruckt, Call of the Dead, Shangri-La, and Moon because you have dog rounds to break things up. But if you're bent on getting a 99 map, the best choice would either be Dead Ops Arcade (since at the end of the round you can take a break with no consequence) or Ascension (because its so easy, and monkey rounds are almost as nice as dog rounds)
  5. I think its on purpose, but its still really annoying. I always take him out as soon as he spawns, regardless of round. I used to just ignore him and we'd live in peace, but a few moon walks at me at high rounds changed my perspective.
  6. I've developed my own basement strategy as well. I used to use one similar to your suggestion, but it got to hecktic in some of the hallways and firing points, so I abandoned it. The reliance on teleporters also hurt me, flashing to the wrong place at the wrong time has ended many games. I start in the big room, I blow out both windows, and stay there as long as possible. Sheparding in here is easier than anywhere else, and it keeps everything close together. I run counter-clockwise around the two tables, until I can tell I will be cut off at the door by a long stream coming in. I then jump through the window closest to the box spawn point, and run to the end of the hallway (M16). I fire at heads and crawlers, then run into the autopsy room, jump through the window looking at the power room, turn left into the power room, out the front door, and back through the other window of the pig room. If I need ammo, I lengthen this by going around the autopsy room instead of through it, picking up 74u. Depending on the situation I'll go all the way to the bowie knife or just to the power like normal. I love the FIVE basement. The only other more intense running spot that works consistently is the spawn floor of Shi no Numa, but it doesn't have good wall guns to pick up en route. Its so much more fun than the war room, and if you can get it down you'll be happy to let less skilled players take the easier spots.
  7. the OP currently means "the element 115 tossed injections". You need to use "through", not "threw"
  8. So if I play too much zombies during the day, and right before bed, I will occasionally dream about it as well. But not our current zombie maps, new, interest, and really sweet ones. So it isn't like the other "new map" thread ideas I've seen where people are suggesting settings, more like functional features that would be a cool addition. Last night I had several, but the main one was a map like Moon, but instead of No Man's Land being a tiny, secluded hell, it was roughly half the level, with zombies acting basically normal and the characters traveling between the two points. Starting almost like Verruckt, but taking more effort to re-unite, and a much more complicated-style map. One half of this map was sort of like the bottom two rooms in FIVE, with No Man's Land connecting to a labyrinth of hallways and smaller chambers (and windows you could jump through). The Moon part was a bit more like Shangri-La in layout, but had a theme closer to Ascension. Lots of tight corners and wide spaces broken up by annoying things that just barely prevent easy training, with transport by air jets that worked like the water slide. It was really cool.
  9. in the WaW version, both Nacht der Untoten and Verruckt are played by 4 unnamed US marines. It is unclear why they were switched to our familiar heros in the Black Ops version.
  10. Call of the dead: dunno why, just love it Verruckt: intense, wonderful map. Doesn't take very long to get a high-octane game Shangri-La: real fun, its difficulty makes it funner faster. Don't have to wait until round 30 for the game to really start Moon: awesome co-op with a friend Shi no Numa: Really intense, great break-up strategies FIVE: Same as Verruckt, but just don't like it quite as much. Definitely a favorite though. Dead Ops: Need someone who knows what they're doing, but super fun Der Reise: Also very fun, but its kind of the template for all the Black Ops map, so its lost its specialty Kino der Toten: Same as Der Reise Nacht der Untoten: Super intense, a bit too intense. Feels borderline impossible to survive, double hit madness sucks out some fun. Ascension: Bottom of the list. Excessively boring, takes forever for the game to feel like it really "starts", so easy that high rounds don't feel like much of an accomplishment.
  11. I am not sure why you have adopted such a dismissive attitude to something that couldn't have been more clearly laid out as an EE for people like us to find. The fact that the games share a name and are assumed to be under the same timeline is enough to allow us to safely theorize about connections such as these.
  12. it can't, your mouth muscles are stronger than the vacuum. Its not like a vacuum cleaner which is actively sucking, it is just very low pressure that causes your body to expand. Holding your breath provides a sufficient seal from too much air escaping (although you want a bit to leave to prevent your lungs from bursting). Vacuums can blow up balloons because the rubber of a ballon is much, much weaker than your flesh in terms of resisting changes in pressure, which entirely why balloons inflate as easily as they do
  13. it wouldn't suck anything out, but if you left your mouth open air would escape due to differences in pressures.
  14. I dunno, its not a "scary" game. I think thats what makes verruckt so special, the parts that are unsettling are so very subtle that you'll miss them 90% of the time. Its only when you start spending a lot of time trying to figure out exactly what is going on that the horror starts to creep in, which is wonderful
  15. As an easter egg? Yes, it does. Porter may not have "fled" to Africa as simply working at another 935 base in Africa, since I do not see any reason to believe that 935 was not still active at the end of Black Ops zombies. From what I've seen all the Call of Duty games are in the same timeline, and beyond that I think that zombies is being actively kept within that same universe. I don't see why slipping an EE in a game of the same series by a different developer would be beyond the realm of possibilities. Perhaps Activision has a stake in keeping the zombie story alive and kicking, so requested a bit of cooperation between the two subcontractors dealing with hint-dropping.
  16. First, let me put this out there: I have never seen this as a "horror" type game. I have never felt anything close to apprehension or anything resembling "fear" while playing zombies until tonight. But that changed tonight. I have a project going on where I'm making detailed floorplans of all the maps, and I came to the spawn of Verruckt today. I did the Juggernog side with no problems, but then I came to the Quick Revive side. While doing this, I need to take very careful measurements that involve looking at one place for a while, then moving on slowly and steadily, while keeping an eye on the one guy left to make sure I don't go down suddenly. Then the sound effects happened. They are very well documented, and generally aren't considered anything new. But lets start with the background music. This is the only map (that I know of) that has constant background "music" for ambiance, it sounds like a very quiet but fairly rapid beat, that will cut off suddenly. You usually don't notice it because things are going so fast, but it seemed deafening while I was working on this. Not in a loud way, but in a way that just kind of filled me with some sort of "urgency", like a quickened pulse of some sort. Which was enough on its own, but then when near the side of the BAR room, you also get the infant crying, very softly and very sadly. Not a normal sort of infant cry, but one overcome by fear. Again, during normal gameplay this is easily ignored, but left in a room with just this for a longish period of time is excessively unnerving. I do not think the audio clip ever looped either, it seemed like just once or twice I could just barely hear an infant crying a few rooms away, but the fact that it came from closed corpse storage shelves was very unsettling. Even when away from those, there is a scream of pain every once in a while too, but it is not synchronized with the music. Again, normally no big deal, but since it was just as if I were in that room attending to other things, hearing a far off scream of pain got to me a little bit. Then out of nowhere I hear either distant explosions, or another zombie spawning. Keep in mind that I had exactly one guy left, and he didn't go down. Yet I hear what sounds like 2 or 3 zombies spawning after 15 minutes of quiet, then what sounds like a grenade lobbed across the level. But nothing showed up, and I could not find the source of these explosions. I finished the measurements and quit the game, I'm not sure if I'll look at Verruckt the same way again. It was designed very strangely, the original WaW had all the same sound effects and details, but also introduced character quotes and particularly fast zombies almost to ensure that none of it really got noticed. They are pretty detailed finishing touches that I haven't seen on a zombie map before or since, and it really caught my attention.
  17. First, let me put this out there: I have never seen this as a "horror" type game. I have never felt anything close to apprehension or anything resembling "fear" while playing zombies until tonight. But that changed tonight. I have a project going on where I'm making detailed floorplans of all the maps, and I came to the spawn of Verruckt today. I did the Juggernog side with no problems, but then I came to the Quick Revive side. While doing this, I need to take very careful measurements that involve looking at one place for a while, then moving on slowly and steadily, while keeping an eye on the one guy left to make sure I don't go down suddenly. Then the sound effects happened. They are very well documented, and generally aren't considered anything new. But lets start with the background music. This is the only map (that I know of) that has constant background "music" for ambiance, it sounds like a very quiet but fairly rapid beat, that will cut off suddenly. You usually don't notice it because things are going so fast, but it seemed deafening while I was working on this. Not in a loud way, but in a way that just kind of filled me with some sort of "urgency", like a quickened pulse of some sort. Which was enough on its own, but then when near the side of the BAR room, you also get the infant crying, very softly and very sadly. Not a normal sort of infant cry, but one overcome by fear. Again, during normal gameplay this is easily ignored, but left in a room with just this for a longish period of time is excessively unnerving. I do not think the audio clip ever looped either, it seemed like just once or twice I could just barely hear an infant crying a few rooms away, but the fact that it came from closed corpse storage shelves was very unsettling. Even when away from those, there is a scream of pain every once in a while too, but it is not synchronized with the music. Again, normally no big deal, but since it was just as if I were in that room attending to other things, hearing a far off scream of pain got to me a little bit. Then out of nowhere I hear either distant explosions, or another zombie spawning. Keep in mind that I had exactly one guy left, and he didn't go down. Yet I hear what sounds like 2 or 3 zombies spawning after 15 minutes of quiet, then what sounds like a grenade lobbed across the level. But nothing showed up, and I could not find the source of these explosions. I finished the measurements and quit the game, I'm not sure if I'll look at Verruckt the same way again. It was designed very strangely, the original WaW had all the same sound effects and details, but also introduced character quotes and particularly fast zombies almost to ensure that none of it really got noticed. They are pretty detailed finishing touches that I haven't seen on a zombie map before or since, and it really caught my attention.
  18. I've never got the green perk bottle, but one I have had that wasn't mentioned: Thrown at a large mass of zombies to kill them all, instead it turned them into enraged sprinters (like after Romero yells, but like 15 of them at once). Wasn't the end of the round, and it didn't spawn any new ones. I kind of like the QED's because of the huge random factor. Too bad at the high rounds they're worthless since you need gersch teamworks to get max ammos.
  19. So I was talking with someone a week or so ago, and he said "would you really be able to just run around without a helmet like that?" and of course I said no, you'd die instantly. Well, I was wrong. I was reading a bunch of stuff today, and it turns out that our hero's behavior on the Moon without a suit was surprisingly fairly realistic. A human can survive somewhere between 10 and 30 seconds out in a vacuum without any serious problems (that we know of). This is because of several reasons: 1. It is really, really cold in the vacuum of space (just a few degrees above absolute zero), and so most people assume you would basically freeze instantly. However, because there is very little matter to actually carry that heat energy away (since the heat of your skin in the winter is transferred to the very cold air molecules, heating the air around you while making you cold) you actually lose your heat relatively slowly. You would die of other things long before you were freeze-dried to death. 2. Rapid depresurization would kill you. While this also has its merits, it would not happen very quickly, and you certainly wouldn't explode. You would get very sick if out for more than a few seconds, but it would be similar to a diver who came up from the ocean's depths too quickly; you would get depressurization sickness due to your inards getting mixed up. But if you breathe out while in the vacuum (as our heros do while talking) it wouldn't be quite as bad. 3. Your blood will boil. This isn't as well known, but still fairly well documented. If you try to boil water at higher altitudes with less air pressure, it takes less and less time for it to just start boiling. If there is no pressure, it will boil instantly. So with your blood in vacuum, it would boil instantly, and everything would be terrible. However, thanks to your skin and circulatory system, your blood is actually quite well contained and pressurized itself, so you still have several seconds of being totally fine before it sinks in. So while it is unrealistic to do the little manuever where you run into an airlock and back out again to get a breath of air, the act of running across the lunar surface from one airlock to another without protection isn't a stretch of the imagination.
  20. Verruckt will take a lot less time per room to draw and transfer, I'm getting it down pretty well with practice. The map for Nacht der Untoten is now complete. I will do the spawn of Verruckt tomorrow, hopefully continuing at at least 1 room per day until I have everything.
  21. wow this whole thread popped up while I was on vacation, so I made those first couple posts from my phone at the airport without reading the whole thread. Then I got a flurry of PM's as well while in the air! Well, I didn't mean to cause a fuss if I did, and evidently the decision is mostly made anyway. So whoever it is who gets to be the admin, remember that you have a lot of community with a lot of expertise, use us! I've run massive communities before for long periods of time, so I wish I could be more useful here than I currently am. I know there are a lot of people here willing to put in the time and effort for a ton of creatively-developed content, from programmers to video makers to organizers. Your biggest challenge won't be making any decision, its making sure you use all the resources you have. So best of luck, new admin. All will go well, since this site kicks ass to start you just need to focus on making it better. We'll be with you all the way. PS: if its just 80 a month we would be able to cover most of that with some well-run fundraising campaigns, I can 100% guarantee it. Since I've been here I have seen nothing of the sort, except the tiny "donate" button and a purplish title that I didn't even bother requesting the one time I did donate. So keep that in mind, it isn't nearly as a financial burden as it seems, and we need not speak of ads yet.
  22. Im surprised we havent had more fundraising events. I've hosted several for different causes (sendin ice cream to iraq, funds for other contest prizes, ect). I'd be happy to help set some up with whoever is chosen as the new admin
  23. Well the Colbert nation worked something like that while I was involved. The site itself was supposed to be fully "fan made", but was actually owned by a writer from the show. Comedy central and Viacom didn't have anything to do with it, but it gave us some exclusive access Of course treyarch's marketing department would be our benefactor in this case, but whether that would be a good thing or bad thing goes both ways. While the CN was fan-run things went great, but we wanted more features and better admin tools, so comedy central took a more direct role, which ultimately led to a long-running decline. Since intervention the active membership was flat, when we were independent we saw constant growth for years. What carbon says makes sense, if they were to take an active place in funding and managing this site, it would eventually be merged with what they already have (it happened with the colbert nation, the daily show fan communities, and some communities for games in europe I was active with for a time). In the end it meant that the communities had less autonomy, a few times original core members ended up splintering off and making an independent community all over again, this time with less "clout" by not having support from what they were fans of anymore
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