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RadZakpak

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Everything posted by RadZakpak

  1. According to the CoD wiki, you don't actually get teeth for not going down. Here is the list of all the things that give teeth: It's also important to note you only get extra teeth with up to 3 relics. Any more than that, and you are just challenging yourself for no extra reward. I'm by no means an Extinction expert, but the way I've just earned teeth was playing PoC public matches with three of the easiest relics on on regular difficulty. It's more fun that way IMO than existing boosting methods, and I would end up with around ~10 teeth per match depending on the competency of your teammates with challenges.
  2. Dead Ops Arcade has bulls which stampede in some levels, maybe they are a holdover from that original ox enemy.
  3. I was never aware this was in the cards, I only knew there were murmurs of DLC 5 within Treyarch. But the connection with The Giant makes sense, if true. Though I'm glad they held off on it until the next generation of consoles. I do wonder, though, what those remakes would have been like in the BO2 engine.
  4. Hmm... now that I think about it, what if this map took place in the alternate timeline where Ultimis minus Richtofen joined up with Gersh? Let's say at Ascension, Richtofen decides to abandon Ultimis to try and defeat Sam on his own. Ultimis saves Gersh, and they find a way to give him a body at this Black Sea Lab, which Gersh would know about if it was taken by the Soviets. Then maybe Richtofen fails to get inside the MPD since he is alone, and Samantha turns her attention on them as she now wants a body for her father. With new bodies being generated, this might be a good place to go into the whole Super Soldaten program where Richtofen had cloned Ultimis. Maybe you can fight deformed clones of Ultimis?
  5. Here's a couple of ideas: -Zero Base: The map would take place at Zero Base, a place created by an alternate Doctor Maxis to house artifacts he discovered while travelling through space and time. You play as Victis, set during the events of the comics. You find a great number of ancient Keeper artifacts that further delve into their history, and you have radios from this alternate version of Maxis, explaining what universe he came from, and how he acquired the Kronorium. The new wonder weapon could be a variation of the 31-79 JGB215, perhaps a version with swappable artifacts to use like in concept art for Shangri-La that have different effects. Zombie Richtofen exists as a mini-boss that does not directly attack the player, but will stalk them around the base, rallying zombies to run faster when he comes near. Shooting him causes him to hide for a while. The easter egg quest would require four players, and follow the comics where Stuh acquires the Kronorium and you give your blood. -Expanded Shangri-La: Following a similar design method to Treyarch's Aether maps in BO4, Shangri-La would be made up of the original map plus a great deal of expansion into the temple itself. Notable story goodies inside include statues of Primis (As Cal theorized from Revelations), a portal to the Crazy Place (As Anon mentioned), and a radios from Richtofen as he explores the temple and discovers the purpose of the statues and the temple. Can also get more story about Sally and Brock and Gary. Could also show Soviet influence in the temple as confirmation that they have taken over the temple, hence the lunar lander. -The Black Sea Lab: @NaBrZHunter and I discussed this awhile back at length. It takes the idea of Atlantis, and instead turns it into an underwater Group 935 lab. The idea that he had for the story was it is within the Black Sea near Italy where lunar experimentation is performed. The Russians eventually discovered the facility and took it over during the war, and there is where the Vril Rod was being kept. In Richtofen's deal with the Soviets, he asked that the Vril Rod be returned, hence the submarine in Call of the Dead. The map would be mostly interior, showing another side of Richtofen's operation against Maxis. Here we discover Group 935's plans as the war would have progressed. There would also be sections underwater which can be traversed with scuba suits. Similar to Moon, occasionally, there will be breaching events that could cause areas to become flooded with water. These are announced over a site-wide intercom, and involve underwater Panzer Soldaten that will approach windows and begin slowly breaching them. They must be dealt with by venturing into the water and killing them. I was also thinking the lab could be built on ancient Keeper ruins left long abandoned, and by using your suit you can venture into the ruins and explore their work and learn more about their role as protectors of the universe. -TranZit in its Prime: Imagine the Hanford facility before the rockets hit earth. So no pesky lava or fog. The map is set in daytime, and includes all previous areas. You play as Russman, Berkeley, and two new agents from Broken Arrow. After sending a sample of Avogadro from Camp Edward, Russman and Berkeley return to Hanford to find Broken Arrow has recreated Avogadro, and he has begun raising the dead and fighting back against Broken Arrow. Here you learn more about what happened to the citizens of the town before Broken Arrow took over in the 60s-70s. You get to explore the local Sanatorium to uncover the horrors of Broken Arrow's research. There are more underground areas like the power station. Pernell will occasionally talk through electronics. TEDD looks brand new, but his attitude is just the same. His bus can be called and sent to locations on a whim. He can also take alternate routes to get places faster. You can also pay him in points to get out of the bus and fight with you for a short time. As you play, Russman begins to question his allegiance to Broken Arrow as he uncovers many of their dark deeds. You work to contain Avogadro through any means necessary. Lastly, -Die Rise Remade: With the revelation this place is a Broken Arrow facility, remake the original at the same time and place, but with more explorable areas and one new key feature: A grappling hook. BO4 has a grappling hook, and everyone knows grappling hooks make everything better. Also be able to call elevators without keys, add Bios as enemies, give a little background on the facility and why it is here. Also explain the polarization device and who commissioned it.
  6. I'll check on that! Probably something to do with me copying the whole doc I have into this one since I made some minor grammar changes to previous chapters. Edit: Fixed now.
  7. To my beloved Emperor, Chapter 28: Honor Message For Cpt. Takeo Masaki
  8. Letters from the Field: The Battle of Stalingrad (Placed after Nikolai's chapter, Alone) Chapter 26: Judgement Day (Next Chapter)
  9. This would be where the theory that the Dragons were created using Apothicon Blood comes into play. Apothicon Blood may have also been used on Stalingrad to resurrect the dead, giving them the red eyes, or the dragons simply act as vessels like the giant worms, controlling the dead. As for Mob and Shadows, I believe it could have to do with the type of dimension they take place in. Mob/Blood are in a pocket dimension where the Warden holds complete control, and he may be influenced by the blood, allowing him to continually regenerate. While in Shadows, the Shadowman is only showing a mirrored, pocket version of Morg City where he has limited control due to Keeper intervention. After freeing him, he abandons the pocket dimension until he is forced back by the Keepers and trapped in the Key. It's not perfect, and though I also like the idea of George Romero being controlled by the Blood, it begs the question why the zombies there would still have yellow eyes.
  10. Also worth mentioning as I've just noticed it, in Shadows of Evil the Zombie eyes are yellow, and so is the glow from the parasites: In Revelations, when the giant Apothicon is present, again, the eyes of zombies are red, as well as the glow of the parasites: In addition, in the cardboard version of the Great War on the stage of Revelations, the eyes are red again and the giant Apothicon is in the background (just above the margwa in this picture:) It's possible this is just a case of artistic license, as the Primis crew are wielding the wrong staves, but it does provide some amount of evidence for the further connection. We can at least confirm at this point that the color has to do with direct influence from some being and has to do with proximity (Shown by Alpha Omega). The reason the eyes are yellow in Shadows may be the biggest mystery. My only guess is that perhaps yellow is the default, as has been speculated, and instances of red indicate direct, free Apothicon influence. Shadows is the only map to throw a wrench in that idea to my knowledge, and it may perhaps have something to do with the level of proximity and Apothicon influence there. The Shadowman is ever-present, along with the giant laser-boi in the sky, however these beings may not be controlled by this Apothicon blood, so to speak. Dr. Yena's research indicates that the blood is made up of tiny organisms and feels almost alive, like some kind of hivemind. It reminds me of the Hunters from Halo, which are made up of tiny, orange worms that form colonies, inhabit armor, and create a hivemind which can be seen as a single individual. The entire Covenant is not made up of these worms, just the Hunters. In a similar sense, the Apothicons may not be made up of Apothicon blood, which sounds stupid, but remember that Apothicon blood is just a name given by humans to understand it because it came from giant Apothicon beast. I would speculate that these tiny organisms were either assimilated by the corrupted Keepers from some unknown planet, now known as Apothicons, and used as blood for the giant flying type Apothicons, or these organisms were created in some of the dark experiments committed by the Apothicons that also produced the first teleporter and the MPD. The idea that these tiny organisms were used by the Apothicons to fight for them against their will is further enforced by the way the Blood acts in Tag der Toten. The Apothicon Blood begs to be freed, and asks for help from the player, guiding them towards trying to help them, when instead we use them to create the Agarthan Device. Assisting Victis in their quest seems counter-intuitive to what the Apothicons would want, but it would make sense if they are not necessarily willing allies to the Apothicon race.
  11. Richtofen is surprisingly good, but Nikolai is great with improvised lyrics: "Siiiiilent night, ehhhhh not quite"
  12. These songs always bring back the holiday spirit. I urge anyone who has not listened to give them a try.
  13. When I initially decided to do chapters with Peter and Cornelius I imagined them having a similar relationship to Archer and Cyril from the show Archer, where Archer/Peter is a capable spy who is an asshole and shows no respect for anyone while constantly making jokes on the job, while Cyril/Cornelius is a man behind the scenes who is pathetic and gets no respect from anyone. Over time I drifted away from that after that first chapter I wrote, partially because it was so derivative, and also because I wanted Peter to contrast Richtofen as the more moral and everyman type main character and the way I originally envisioned him was not very likable. It also just didn't fit tonally. Alpha Omega further reinforced the new Peter by making him sound like a very caring, loyal person. I also like Cornelius much more as he is now.
  14. New chapter! Chapter 25: Eviction: https://docs.google.com/document/d/119PjSqvTF3pVxpt7SW2YC9AXeOYYVObOCDe-zwwqfL0/edit#heading=h.pokbj05d74l8 I cut the original Chapter 25: Heart of the Reich, another Peter-focused chapter because it just didn't quite fit in with the story I want to tell. Eviction is Peter-centric, but much more laid-back and dialogue heavy. Next chapter, Judgement Day, has potential to be one of my favorites, whenever I do eventually decide to write it.
  15. I like your thoughts on it, and now that I think about it, yellow may just be the default and Samantha didn't bother changing it. She was traumatized going into the MPD and probably didn't care about the eye color: She just wants revenge. Richtofen, on the other hand, is a very vain individual. He just won his place inside the pyramid, and he is going to flaunt it. Just like Eddie, the man-child Richtofen sees blue as the best color for their eyes and goes out of his way to change them so that EVERYONE knows their CORRECT color. That's pretty much head-canon but totally fits his character. Him losing power in Buried is him also losing control of the color so they revert to their default state.
  16. Nikolai in his mech suit will have a variety of attacks to damage you. He can shoot you with his guns at range, stun you with rockets, leap across the arena and stomp on you, and he can launch RAPS which will roll towards you and explode. Meanwhile, zombies and Manglers will continue to spawn and swarm you. Stick to the edges of the arena to avoid his ranged attacks, and be ready to strike when the time is right. There are four weak spots on the mech: Two of them are glowing orange lights always present on the front of the mech, and two of them are glowing orange cylinders that pop up on his shoulders after some of his attacks. Shoot these spots until they are no longer glowing to damage him. After all four have been destroyed, a more obvious weak spot will appear under the cockpit window for you to damage. Defeating Nikolai starts the end cutscene and completes Love and War.
  17. When you are ready, head to Dragon Command and all players should stand on the grate where Sophia was. You will be dropped into the sewer and out towards the boss arena. A dragon will spawn in and occasionally light up the arena. You will need to hold out your shield to survive in this fire without damage. Eventually the dragon will perch on top of a building with an orange glow on its wings or chest. You must shoot this glow to damage it. If done enough, as it flies Nikolai will damage it further with his mech to open another weak spot. Avoid dying by zombies and Manglers during this fight, and the dragon will eventually die. A short cutscene will start before you must face Nikolai.
  18. A Groph Module will spawn outside the map somewhere near a dragon location. Zombies will not spawn inside the map, but they will spawn outside and attack the Module. Defend it by shooting down below with your weapons and Dragon Strikes. Undead Man Walking can help in defending the module. Do not worry about watching your back. Once completed and the pod is opened, release the Whelp from the Gauntlet of Siegfried. It will fly towards the pod and retrieve cargo for you to pick up. Take the cargo and give it to Sophia to complete the challenge.
  19. This Challenge always comes last after the five others. Under the trophies a drawer will pop out with a keycard. Pick up this keycard and all players should go to the house. On the ground floor there should be a red computer screen near the toilet. Placing the keycard here will start a lockdown. An infinite number of Manglers will begin to spawn in during the lockdown, and you must survive while the computer downloads. You should see its progress on your screen. After completing the lockdown, pick up the keycard from the computer and return it to Sophia. She will give you a power core and leave the map. Pick up the power core and return to spawn. Using the Gauntlet of Siegfried, release the Whelp and it will bring the power core to Nikolai. You will be able to begin the boss fight now.
  20. Head to the spawn room and stand towards the left-hand side past the graves. A friendly Valkyrie drone with a green light should spawn in. Standing near it will cause it to move forward towards Dragon Command. You need to stay near it until it reaches the end point, avoiding death due to the infinite zombies. Undead Man Walking makes the step much easier as well. It is also very easy to accidentally destroy the drone, so be careful when firing. Once it reaches Dragon Command, the challenge is done.
  21. Search the map for a friendly Mangler that is roaming aimlessly. Getting close to it will cause it to follow you. Lead it towards Dragon Command in the corner to the right of the trophies onto a pad. It should get pulled up into the ceiling to complete the Challenge. Stepping too far away from the Mangler on the way will cause it to leave you, and it will occasionally shoot you with its arm cannon. Zombies are infinitely spawning and should be incredibly fast by this point, so this is a great time to use Undead Man Walking if you have it. Also, be careful not to accidentally kill the Mangler.
  22. There are six bombs on the map that must be defused within a short amount of time in order or they will explode and kill anyone nearby. Make sure you know where every bomb on the map is and have someone nearby ready to activate them before starting a new challenge until this Challenge is done. There is a bomb in each area of the map planted on the wall. As soon as the Challenge is chosen, the map on the screen will flash each area in the order that you must defuse the bombs. It might be safe to record this with your phone in case you forget, but you need to tell your team the order immediately and communication is key to ensure the bombs are deactivated in the correct order. One wrong move and the game could potentially end. You will have less time the more players you have in the game, so with a full team it is crucial that every player is placed near one or two bombs before starting. The bomb locations are: [pics of all six locations]
  23. A yellow wisp will be floating around the map through different walls. You will be able to hear Gersh talking when you are near. As soon as you see the wisp, start damaging it with Pack-a-Punched weapons and Gersh will start screaming. He will eventually teleport to another area of the map where you must continue shooting him until he eventually ends up in Dragon Command and the Challenge will end. [pic of Gersh}
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