Jump to content

Stop Mocking Me0

Donors
  • Posts

    7,283
  • Joined

  • Last visited

  • Days Won

    49

Everything posted by Stop Mocking Me0

  1. That seems like more of a perma perk then a regular perk… There's no WAY I would pay 1500 for the ability to rebuild barriers, and because many players get things built before they get any perks, I doubt that anyone would use it…
  2. I've always wanted a MP map with the Zombie moon physics! But that's just me… A massive super-jet would be cool too… OOH! And a skydiving arena where one has to look out for opponents above, bellow, left, right, forward and backwards with no protection, likewise one also has to lookout for the ground.
  3. "Why yes, hello wind staff!" "Good day to you ice-y old been!" …..Was I misinformed about what this was? For real though, we should have another group like "infamous" which is awarded to posters with constant outstanding posts. It should also be black and white striped! (Or maybe a greenish blue if it has to be solid.)
  4. Yeah the 2 (well technically 4) ray guns we have now are about as good as we're going to get… HOWEVER I find this to be a great set of new attachments for the PAP: Vaporizer: New attachment to shotguns Imploder: (Changed to fit name better) shot from snipers, sticks to zombies that touch it, when detonated all the imploders obtain a higher gravitational pull slamming zombies to the ground for high damage. Rainstorm: A select fire on upgraded pistols. The unsung hero is interesting, decreasing the zombie's health but not syphoning their Hp, could be useful for saving zombies….
  5. You've messed everything up, the only way to fix this is to re-do the COTD and shangri-la easter eggs, then blow up the earth again. From here re-do the easter eggs for tranzit and buried but NOT die rise. Link only the buried-->Tranzit and Tranzit--->Die rise cards. Then get perms-flopper and find a way to flop back up on the area where the LSAT is. Complete the origins easter egg and leave when samantha says "I know", then have the weasel win in a 3 player game of MOTD. Lastly return to transit's nact on round 100 to fight zombie hitler.
  6. EVERYONE…. I did a map idea again! Go read it it's awesome!

  7. Preview: "...Players will be even more stoked by the return of the favorite mode: Zombies in a whole new map we call Deep" "This map takes place on the "S.S. Atlantis", an american research base submarine, a few hundred fathoms under the ocean" "While the map it's self may be tight a close quarters in most areas we give ample opportunity to move the player in ways they've never moved before" "One of the things one may do here is actually flood different parts of the ship, without a mask this can instantly kill the player, however with one the player is free to swim to areas they couldn't normally reach." "Traps, and airlocks around the ship will make running trains more and more difficult or easy depending on how the player uses them." " Of course with the new map we are introducing new weapons and even some earn-able ones as well" "With enough skill players can gain access to my personal favorite weapon: The mallet, a massive hammer capable of crushing zombies with ease. It can take the spot of the crossbow in one's set up if they wish, and while much more heavy and slower then the crossbow, it's damage is much higher. And I'll leave it's upgraded form for the players to enjoy" "Deep will challenge players to a whole new plane of challenge and fun, but be warned, there's a whole lot more then zombies down there…" (Insert clip of sharks, electricity, and even a massive tentacle coming through a hole in the ship) Earn-able weapons: -The mallet: Earned by defeating the monstrosity. It's a holdable melee weapon, when used it takes 1.5 seconds to pound into the ground, or a zombie, any zombie around it will fall down, any zombie under it will be crushed with a 1-hit kill till round 15. Upgraded it becomes the Thor and does generally the same thing but the hammer is smaller (lighter), does more damage, and now also has an electric cherry effect, when paired with electric cherry it's lightning effects double duration. -The SEE-4: A tactical: Earned by building the bathysphere: Throwing and detonating it ruins the zombie's visuals, they will no longer be able to see any players caught in the blast. Does 0 damage however. Perks: Juggernog (Wonderfizz(WF) and On the map (OTM)) Double tap (WF, OTM) Electric cherry (WF) Vulture's aid (WF) Speed cola (WF, OTM) Quick revive (WF, OTM) Deadshot Daiquiri (WF, OTM) PHD Flopper (OTM) Ocean's tide: (OTM) A new perk that will only have use in water maps. It has the ability to increase the amount of air one consumes, effectively doubling one's air-time. Likewise swimming becomes much faster, and one gains the ability to use weapons under water they couldn't before. The actual map: Buildables will be included when proper, as will traps, and other points of interest. There are 5 main areas of this pentagon shaped bace: Gold (Top), Silver(Top Right), Ruby (Bottom Right), Cobalt (Bottom Left), and Emerald (Top Left). RUBY: You spawn (As the N4) in the Ruby region. There isn't much other then the Quick revive and a trapped room… Find some parts and one can build the air mask and tank. These are vital to survival. -The air mask and tank work much like the PES on moon. The difference being one must remember to fill their tanks with air before dying. Air lasts about 10-real-time-minutes at max, however if you are constantly being bombarded by zombies or other harms, that time can lower. There are air stations all over the map and air can be refilled if the area is flooded or not, but it takes about 10 seconds to refill air, which time you are VERY defenseless to zombie attacks. Once that is built feel free to turn on the power system, it works like an origins power system, only instead of templars, the monstrosity attacks. Fend off it's tentacles with average attacks (They're fairly weak now), and eventually the ruby sector will be powered. This will open the door…. That's 20 feet above your head. Once players have their masks on, feel free to activate the water, it will slowly fill the room. -Water works uniquely here it has it's advantages and disadvantages. It does allow extra mobility, meaning one can soar above zombies with ease under water, zombies and players are slowed when in water (Unless one has Ocean's tide). However certain weapons (The ray gun, shotguns, ballistics knives, grenades, launchers, and the crossbow) will have little or no effect under water (Unless one has Ocean's tide). Furthermore, certain bodes of water can become electrified when the power is on, and others can contain sharks. Head through that door and one will exit to the center room, a circular station in the center of the pentagon. From here one can buy their way into any sector they choose… For 2000 points… -GOLD: Assuming one heads for the gold sector, one will find the largest portion of the ship. Again it has disadvantages and advantages. The gold sector it's self is the hub station, a massive 3 story complex, the top floor you enter onto is the one where one can find deadshot daiquiri, a possible box spawn, as well as the generator for the section. This generator is different from the Ruby one as it actually allows one to turn it off and on with ease after it is powered. One will understand why later. The second floor is filled with water and can be lit up with power on, but otherwise it will remain dark. Here one can build the lamp-mask. -The lamp mask works much like the regular mask with a few changes: It holds less air (approximately 8 minutes at max) and produces light for dark areas, however it ALSO can attract the attention of sharks if used in the wrong areas. Right now it is most helpful in entering the 3rd floor. The 3rd floor is electrified, meaning it's can't be entered while the power is on, but without power it is VERY dark! Zombies become a HUGE threat in the dark (As seen in transit's fog…Kinda) Using the lamp-mask is the best way to explore this area. Once illuminated, players can find an entrance to an under-sea cavern down here, in it's pit one can find a bathysphere part. (oh and a wall MG) -Silver: Surprisingly enough this sector comes with it's power on, this unfortunately however, forces the player over a catwalk of pain to avoid the electrolyzed water just bellow. Once one manages to turn the power off, their next goal would be to remove water from the room. Simply dive to the bottom and activate the pump as if it was a generator, fending off the tentacles becomes super hard underwater. Once the water is cleared players can feel free to explore the bottom of the room, opening up new things such as double tap (can not be activated while the water is up), the box (Can be activated while the water is up), and a new build able: (Can't be built while water is up but CAN be grabbed) Likewise, another bathysphere piece can be found here. -The Electric eel > : Replaces one's claymores (which aren't available in this map), this little jerk face can be placed in water to swim around, anything that comes near it will be electrocuted and killed, this goes for players too (unless they have acquired electric cherry which absorbs electric damage). If the water is drained or electrified the eel will self-destruct. Aside from that it can remain in water indefinitely until a zombie or the beast attacks it enough (super effective against sharks!) -Cobalt: This area is very VERY dangerous. The room it's self is SUPER pressurized, pipes blast water into the room all over the place. If one is standing in front of that pipe, one will be blasted into the water bellow. At first it's just a tad annoying, but later when that water's electrolyzed, it's deadly. If one manages to ascend the room to the watch tower in the middle's top, they can turn on the power to access juggernog (near the entrance) or speed cola (on the top of the base). Once the power is on, turn it off again and look around. One should be able to build another thing: -The high-pressure mask: This mask is designed to deal with high pressure water, in other waters it can make the player stumble from intense pressure diffraction from the mask. It holds the same amount of air as a normal mask. Using the HPM one can now exit the ship and swim around in the outskirts, here, there are MANY sharks all over the place, it's best to avoid them. If one is charging at you, your mask will start beeping. It's important you use something to scare away the sharks, even if it means sacrificing zombies. If one ventures too far the pressure will become too immense and the mask will break, instantly killing you. Locate either the box, or the bathysphere part if you need it, QUICKLY. The light from the box will keep most sharks away, but not all. -Emerald: This last area is also shark infested, but the good news is: There's no electricity. Or light…. Return to the Gold area to obtain the lamp-mask, you may also want an electric eel to help you as well. Down here, one can find a secret cave with PHD flopper in it. As well at the very bottom one can find ocean's tide, the only perk in the game that can be consumed underwater. The last piece of the bathysphere will be guarded by the face of the monstrosity, a shark's mouth of teeth with an octopus's lack-of-jaw. Not much else is important about this area… There's a box location on the side as well… -The bathysphere: This device can be crafted with it's 4 parts inside the center tower in the center of the map. Inside of the sphere it's self lays Pack a Punch, hurry up and use it after launching because eventually the monstrosity will return and destroy the device. Players inside will be sucked into a pipe nearby. After some searching one can find an entrance back into the ruby sector. -Easter egg: -After taking the bathysphere at least once, morse-code lights will appear around the map at select locations, each message will say: Red is first Blue Is last Green is not second Return to the abyss where the monstrosity's face was in the emerald sector and one can find a group of switches. Push them in the order: Red, Yellow, Green, Blue. Now you will need ocean's tide for this next step, as one needs to quickly transport a tube of liquid under water, to the receiving tube. (Done in the Gold region 3rd floor) It's impossible without ocean's tide. Do this and one can continue to the next step. Return to the silver section to find the monster outside poking buttons with it's tentacles. You will need to throw a see-4 out to it to scramble it's eye-sight. Forcing it to push the wrong buttons, this will shock him painfully and he will retreat. Now for the super fun step: In the cobalt chamber one must head out and bring loads of sharks inside, then using electric attacks and explosives, destroy the sharks (Bullets only scare sharks off) This will turn the top layer of water into chum. Once enough chum has been sourced a switch on the wall will glow, pull it and it will short-circuit the whole ship. One will then need to turn the ENTIRE ship's power back on. Once most of the power is restored, the ruby sector will need to be filled with water, this MUST be done with electric cherry, otherwise the chamber will kill the player in it as it is electrified this time. Once done, return to the cobalt sector and hit the switch again. Now re-enter the bathysphere. This time you will not be stopped by tentacles, instead you will ascend all the way up to the top of the ocean to a special platform. It's open and flat with nothing to buy save grenades an a RPG wall buy. Here you must kill the beast. The only way to kill it is to blow it up from the inside, use RPGs for that. The beast will attack in 4 ways: -Summoning zombies -Grabbing players with it's tentacles (multiplayer only) one will need to have their team mate kill the tentacle to release the player. -Flailing the tentacles -Eating the player ( Use this opportunity to blow it's jaw out) (insta-down if successful) After 3 hits the beast will reside beneath the ship before dragging the players down with it. Under here perk-drops will appear with it's priority being ocean's tide. Beneath the beast will attack with it's jaw primarily, but sharks and zombies will also become a pain. It's weak point is now his underside, use the mallet (given to the player for the time being) to hit it hardest. Killing the beast with a few hits rewards the player with all 9 perks permanently and the achievement: Call me Ishmael: In Deep, kill the beast. AND the player get's the mallet. Players are then returned to the inside of the ship. -Other achievements: Sushi: Kill a shark with a melee weapon (Galvaknuckles or bowie is needed) Gem collection: Power up all 5 of the map's jewels (Sectors) Dead…Shot?: Obtain a load out that is useless underwater. (Deadshot+any 2 weapons that can't kill in water) Eelectrifing: Obtain a shocking friend Gemology: Activate the generators in order of value (ignoring ruby) (Awards golden-crown hat for custom player) Gamemodes: Intel: Thieves: Scavenge the ship for intel. These guys must run through the ship and collect the intel from each sector, then bring it back to the bathysphere. This is easy enough except they have to fight off zombies AND the other team. Get the intel to the bathysphere and DO NOT die in the process. There is one intel in each sector. This team wins if they manage to get all the intel to the base. Scientist: Must secure the ship's intel. These guys have the ability to shut doors opened by thieves, for the same price it took to open it. Likewise they can steal the intel from an enemy with a melee attack. Scientist can not be killed permanently, they respawn after 30 seconds. These guys win if they manage to let the zombies kill the other team completely like grief. Winning as a scientist earns the lab coat for the custom player Winning as a Thief earns the spy-suit for the custom player. Also some points: -Downing under water: Instantly sinks the player to the bottom of where they were, this is to avoid glitching and issues with downing.
  8. mics increase communication, and even moreso, fun. Human interaction is craved by everyone, do not deny it, it's a psychological fact. Mics feel like they got a mic to interact freely with players, when other players do not speak they feel more lonely, and think they'll have more fun with mics. Furthermore, it's easy to tell a troll with a mic, not so much without one….
  9. Them feels after playing an RPG…

    1. ZombieOfTheDead

      ZombieOfTheDead

      Indeed (what did you play?)

    2. Stop Mocking Me0

      Stop Mocking Me0

      Super paper mario… <_<

  10. Personally I like WAW zombies a lot, mainly because of my love of the DBshotgun and the wonder waffle, but aside from that BO1 was 100% my favorite game.
  11. So I had this dream last night that the next cod zombies was released and the gameplay was set in a ruined town. The tutorial led players through the town occasionally slaughtering one or two of the undead, the coolest bit was when one was prompted to take out their phone and examine the moon as it actually played a clip of dempsey saying: "Help, we're trapped here!". This led me to think of a whole new way to play zombies and Multiplayer: With one's phones. The smartphone examines the surrounding landscape, then the player is able to walk with their smartphone around the area, slowly creating an image of what it sees, once one has acquired enough space the map is created and players spawn in. One can choose if they want to be attacked by zombies or invite friends to play a game of multiplayer. This could put a map anywhere we'd like, from our homes to national monuments. What do you think?
  12. Why is changing txt color so wonky now? >:(

    1. Show previous comments  1 more
    2. Stop Mocking Me0

      Stop Mocking Me0

      When using the text color changer I have frequently have to go back into the written prompt to re-write something in the color I wanted it because the finalized post did not change the color.

    3. Undead

      Undead

      Yeah I noticed that too. It's a lot easier to just highlight the text and use the droplet icon to pick the color that way

    4. Stop Mocking Me0

      Stop Mocking Me0

      That's what I did.

  13. This. One of the major appeals to Zombies is the fact that no matter your playing level, when you play or when you don't, you can get the exact same equipment as anybody else, given time in a single match. A customisable box/attachments, while some may think it would be 'cool', would destroy Zombies the way we know it. Half the point of the box is it's unpredictability, a true random weapon. Even if you think your system for it is balanced, it could NEVER be. Changing weapons up removes the equality in the game. You act like you have control over the box señor Richtofen When you look at it correctly, the game will not care if one swaps a remington NMA for a python or an AN-94 for a galil. Because you do not have control over what weapon you get. In no way, customizable box or not, is this possible. You are stuck to the belief that earning weapons will fill the box with wonder weapons for the experienced player, but in reality it's just as fair.
  14. No man, I really don't agree with you on that one. It would be new for zombies, and it would probably push any WaW player over the edge. Why? What makes WAW players any different then other players? If you mean that they are more dedicated then I see your point… Moving on… I'm all for prestigeing (much like extinction, you don't get anything for it, just a new emblem), but the very second new guns get thrown into the equation, it throws everything off. The RGM2 was available to anyone who bought the third map pack, so you didn't have to work for it. It wasn't an unlockable. But you could purchase it. And in MOTD, or Die rise, or Tranzit, nuketown, or even origins if they didn't buy vengeance one could get to a higher rank with the M2 easier. But it just shows that dedicated players should have an easier time getting higher. Also the way you worded this makes it seem like a player could never obtain weapons unlocked through leveling up. Take the an-94 In multiplayer it's super powerful and high in ranked locking, but one can still obtain it no matter how good a player is with dedication and effort. In zombies this is easier because basic weaponry should suffice to survive, it's not improving the ability, just allowing it to change. The leaderboards would be shattered if you started to throw in unlockables. The next game comes out, X player is ranked in the top 1000 players for the new map, he's happy, and gives up for the night. But Y player is ranked 5000. But he's dedicated, so keeps on playing and unlocks a new gun. Suddenly he finds that his new gun is the cats pajamas. Lands himself into the top 500 because he's skilled with it. See this is totally out of proportion to me. See the problem you have here is not that the unlocked weapon, it's the player. The player played more and unlocked a weapon. But HE earned it, unlike the other player, and HE was talented with it. The other player could easily work and earn his spot back with the weapon if he's got the skill too. Also, you make this sound like it's the key to obtaining a new wonder weapon, not an average galil or python. Remember that. Meanwhile player X still has aways to go before he unlocks the new weapon. Just as far as player Y. I get where you're coming from, and zombies needs to diversify a little bit so it's not just rinse and repeat. The leaderboards work because everyone's given the same loadout, it's your skill that determines what round you get to. In deed, but the way one kills zombies has always been different. What weapons the player choses has ALWAYS been different. Besides, any weapon one unlocks will not be as strong as the ray gun or wonder weapon, so in the end it matters not what weapons were used to get to the ultimate load out. As for multiplayer matches, one will still acquire a ray gun, and if one wants to truly survive past round 50 one either needs to constantly keep swapping their weapons, or buy a wall gun. I get a new gun that's unlockable, suddenly I'm at an unfair advantage. Not if everyone else can earn the same gun as well. It doesn't matter whether all the unlockable guns are as powerful as each other. Although it would make it fair, what's the point in unlocking guns that are all the same? Not the same. Equal. Some have faster reload time but slower ROF. Some are lighter but hold less bullets in the clip. It depends on the player to chose their strengths and weaknesses. Just my 2c sent from my brain using 115 and magic Edit: @Naitrax, as I was typing my response, you already got it!
  15. Unlock able weapons would be very cool in my eyes. I mean it's not like it would be new. Even to zombies, the Mark 2 is a HUGE advantage to have in a game. Why not have the same general concept with lesser weapons that one does NOT have to purchase DLC for?
  16. Trolled a kid for the first time in MOTD the otherday. But don't worry he deserved it, he got the blundergat from the box, which is fair enough. Then after me and this other guy collected most of the skulls for him to have the blundergatt, the kid went in and got the other skull in the office, then laughed nasally as he took the free BG. To add to his stupidity, he was not holding an acidgat when he picked it up, meaning he waisted the free blundergat. I activated the fan trap as he was leaving the office and refused to revive him, he lost the blundergat and left the game. We started a new game and got the other guy the blundergat. Does this make me a team player?
  17. But it still counts… "Little Trolls" would still plug in the mic to not use it. If the host could kick players think about how little kids would do when THEY were host, they'd kick anyone that didn't like them. They'd kick people for giggles. It'd ruin the game.
  18. That won't make that much of a difference with next gen. XBOX…. As every XBONE comes with a kinnect with a built in mic.
  19. Oh and lets not forget the turret one can place and rip it's head off.
  20. Now that I've seen it, what about the laser gun as well? Seems useless in MP, but in zombies it could be very powerful.
  21. If multiplier can have a weekend when leveling up and rising through ranks is half as hard, why not zombies? Your thoughts….
  22. I liked Der Reise, spacious areas to run, PAP, and my two favorite WAW weapons: The DG2 and the Double barrel shotgun.
  23. The point of the box is to have rubbish weapons in it. Without that, what reason would there be for picking up a wall weapon?
  24. SOMEONE GETS IT! But yeah, glitches shouldn't pursue if there's a customizable box. As the box's animation takes a long time so It can process things quite simply, especially on next gen. I guess if everyone spammed the box during a fire sale one may be stuck with weapons they otherwise couldn't get, but I don't see much harm in that. It's not likely going to help players cheat to higher rounds either…
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .