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Everything posted by Electric Jesus
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Also going off of that, every zombie has a soul, the soul of the person the used to be, trapped inside. That's the only way they can escape, at which point a magic chest consumes them and my punching gets stronger. Ha ha. Still that's more like metaphysiology. @rmidthun1337 then what do they categorize as "not a threat?" If I theow down my gun will they leave me alone? It might be like the typical "corrupt AI" sci-fi path where they decide that humans as a whole are dangerous for their existence.
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It's not just the CoD community. It's any online community, aside from social media. People use their relative anonymity to do / say things seemingly without consequence. Of course they don't realize (or maybe they do realize) that the person reading it is just that: a person sitting at a computer with hurt feelings, not just a frowny emoticon on a screen. CoDz in particular is pretty good about that though. We have a high ratio of mods to active users, and they do their job pretty well. Also, nobody ever just blatantly insults each other. It's mostly just disagreements that escalate. I think we're a civilized bunch by anybody's standards.
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Remember guys and gals, CoDz is not a place. It's a collection of individuals. I care about each of you very much, as individual members of this community that I love so much. We're individuals, with ideas, and opinions. We can't all agree on an answer to some questions, I mean come on. We're a community for a game that can't be won, with a story that WE make up. We can "attack" an idea without attacking the person behind it. You all stay classy.
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Most Annoying Death in Zombies?
Electric Jesus replied to Ace_Lobbies's topic in General Zombies Discussion
For me it will be the Panzer. When he grabs you and pulls you in like 5 feet before you make him drop you, and he lets you go dead center in a mass of zombies. It's like I did it! I did what you asked Vonderhaar! I shot the red dot! Why are you killing me?- 13 replies
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The old days of zombies
Electric Jesus replied to ZOMBIESLAYER10's topic in General Zombies Discussion
Jesus christ a fresh face comes in talking about nostalgia and then you drop that 3 man Legend Combo Wombo. People kinda glorify things just for being nostalgic. Not saying I don't miss the good ol' days, nor am I suggesting that they weren't better than Bo2, but modern CoD games are far from the disastrous pile of filth some of you claim them to be. I mean I did just yesterday spend an hour typing out a rant on this site about how BO2 maps are structurally absurd. But come on now. I largely agree with @PINNAZ and @InfestLithium . Now that they've got WaW, BO, and BO2 under their belt, Treyarch can pick and choose what elements from each they should carry over to the next game, allowing for the best experience possible. BO was basically just WaW 1.5, like the same game but with more stuff. BO2 mixed up the formula, and wasn't exactly successful in some ways. I always say it was Fundamentals, then Innovation, then Experimentation. Now that we got it out of the way, we can make a good product. We got stuff to work with. -
concept What we want in Call of Duty Zombies 2015
Electric Jesus replied to Matuzz's topic in Research & Development
Sorry for the double post, but I thought of a good analogy. People always say that Water in Legend of Zelda games is worse than satan himself. But in reality, it isn't the water that makes it tough. Water physics are pretty simple. Different, but simple. In the notorious OoT water temple there's all that bullshit with raising and lowering the water levels, and in Majora's Mask the great bay temple has that asinine rotating column of water that cyclones in a given direction, and you have to reverse it. In Twilight princess there were those god damn hogwarts staircases the move around. Water itself isn't the issue. They just felt the need to accompany it with tedious bullshit. Having said that, a massive flat map or a massive vertical map are fine as a concept. But when you throw little annoying stuff in there with it like a horribly convoluted layout like a god damn Bendy-straw or fog with satanic assholes, you get a less than enjoyable map experience. Not that I didn't adore TranZit and Die Rise. But I think Treyarch should work on those core elements again, (flat / vertical) but less diluted. Get back to the old formula with those new ideas rather than it all being new. baby steps. -
concept What we want in Call of Duty Zombies 2015
Electric Jesus replied to Matuzz's topic in Research & Development
@Lenne Maps need a good compromise between a lot of things. They need to be horizontally expansive, somewhat vertically stacked, and easily traversed. Additionally that space needs to be well-filled. Let's look at some extremes. TranZit is the most horizontally expansive. Relative to how huge it is, the number of vertical areas you can access is negligible. That map is basically flat. Additionally most of that space is huge and empty. Additionally traversing the map is difficult. And I don't just mean "oh the denizens are annoying." I mean the map is forcing you to go with this circuitous flow. Just the nature of a map that works like a giant clock makes you feel forced to turn with it. It's not like old maps where you just go wherever you want, because back then there was no right way to go. In TranZit there is. Imagine TranZit, but with the entire "middle area" filled in. No fog. You can go off of the bus path and cut across the middle to any other stop very quickly. Now that would giveyou more freedom and kill hassle, but still encourage you to follow a flow (without forcing you to do so.) Die Rise on the other hand is obviously the most vertical. The size of each floor is nothing relative to the amount of floors. The space is more well-filled, but yet again this is made asinine by how difficult it is to travel around the map. Well, traveling in general isn't exactly difficult, but again the map "tells you" where you're supposed to go. Again you have to go in a kind of circuitous flow. It's just a much more convoluted loop. Down this building, across, down, across, up, up, bam you're back home. Sure you can "cut across" in a few specific locations, but it's hardly free movement. Imagine if instead there were 3 adjacent skyscrapers, each with fully intact stairwells, and sky bridges connecting them each on multiple floors. Still vertical, just less asinine. MotD was a good combination of horizontal and vertical, in the sense that a given area has enough open space relative to the number of areas. It's still structurally kind of a series of tubes (like the internet) and there are a lot of small between areas relative to the distance between, say, the cell block and the spiral staircase. This is structurally a huge improvement, but still getting from one side of the map to another is difficult, if not forced. Remember back to the days where you'd link the teleporter to the Der Riese mainframe with like 17 seconds left on the timer and how achieved you felt. I think we should be able to make a map larger without changing its ability to be traversed easily. I won't go too in-depth about buried. It structurally is very similar to MotD in how there are lots of areas, some verticality, and difficulty going from one side of the map to another. (Maze to tunnels? Psh.) Origins I believe is my absolute favorite in terms of layout. It really has an open layout, allowing you to basically go where you want. It's not confined to a certain path you have to take to get around the map. You kinda just... Go places. It's nice. Not that origins is without problems. Also no hate on BO2. I was intentionally being overly critical of each map. In fact I'm among the few who loved every single map. I'm just saying in conclusion: the main thing that makes or breaks a map, (in terms of just layout and structure) is how easily and freely you can travel through it. I respect things like the bus for what they are, but on paper it is better than in practice. Zombies has always been kinda sandbox-y. "Here's some core mechanics, do whatever you want with them." In general BO2 felt too on-rails. Not that that makes for a bad experience, but that isn't the Zombies experience. I respect 3arc for experimenting, and the results were conclusive: take a half-step back. -
concept What we want in Call of Duty Zombies 2015
Electric Jesus replied to Matuzz's topic in Research & Development
To be fair the idea of the game ending at the first bleed out would be fun and hectic. You'd all have to stick together or coordinate really well. How about they just make it an alternate mode for custom games? Toggle on / off "No Man Left Behind" mode, which I guess would be the equivalent to "hard mode" if it existed. In that case you'd only ever be playing with trusted friends since it's a custom mode. I would legitimately like that. -
concept What we want in Call of Duty Zombies 2015
Electric Jesus replied to Matuzz's topic in Research & Development
It's funny, it's almost as though you're suggesting that the average player is smarter than the zombies. Here we all might be, but a larger portion of the community would suffer from that. Even if bad players weren't a majority, let's say 1 in ten players are really not great at zombies. That's like one out of every two to three games that are basically dead from the start for everyone else. -
Future Zombies Treyarch Hints from DICE Chat
Electric Jesus replied to yourmapper's topic in Research & Development
Personally If they gave us the old maps, as long as they had Grief I would buy it. Nacht grief would be god damn chaotic. Verruckt would be pretty straightforward, but Electric barriers would make it interesting. Killing people with the flogger? Yes plz. Teams seizing control of the Spawn and PaP on Der Riese? YES plz. Mid round Hellhounds in grief? Getting the same map does not mean getting the same old experience. -
Future Zombies Treyarch Hints from DICE Chat
Electric Jesus replied to yourmapper's topic in Research & Development
@InfestLithium I was under the impression that #8 was a skull and spine viewed from multiple angles. -
I got roughly 30 Ghost Chili Peppers in the mail. This should be fun.
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EXO Zombie Physiology, and the nature of Manticore
Electric Jesus replied to Electric Jesus's topic in Asylum
Yes thanks sorry, all fixed. Might actually update this soon having played a bit more. #PS4Problems- 2 replies
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Future Zombies Treyarch Hints from DICE Chat
Electric Jesus replied to yourmapper's topic in Research & Development
Although I love that idea (I even pitched a return to an "expanded" Der Riese in a thread once), I'm pretty sure that only alluded to the end of WaW Zombies. Still, it's always been an idea I've wanted to happen for a long time and I really want it to become a reality. Ooh but Der Riese wasn't the end of WaW zombies! Kino was going to be in DLC 4 but it got pushed back due to the release of MW2. Although it still doesn't necessarily mean anything. I always assumed it was just trying to sound dramatic. -
ohhhhh baby a tripleeeeeee
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I think a mod may have removed my 3-in-a-row kill feed status updates, and no complaints there.
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Future Zombies Treyarch Hints from DICE Chat
Electric Jesus replied to yourmapper's topic in Research & Development
Well it could be a literal "re-visitation," as in the characters literally go back to Der Riese a second time, under different circumstances, at a different time. It's just the same-ish location. Like if for example the O4 went to Der Riese after Moon. Future guns and stuff would realistically make sense if they were there, rather than just cold war weapons magically appearing in the previously remastered Der Riese. -
Future Zombies Treyarch Hints from DICE Chat
Electric Jesus replied to yourmapper's topic in Research & Development
Well @Flammenwerfer the weapon shown in the chalk outline appears to be a bullpup. This isn't a specific gun, but rather just a style of construction. It's characterized by the magazine being located behind the trigger, with the point being that it wastes less space on the gun, allowing it to be more compact but with the same barrel length. The SMR happens to be a bullpup, but the style is by no means unique. Some other bullpup style weapons we've seen so far have been: P90 SVU-AS AUG FAMAS TAR-21 As you can see, there are quite a variety. I don't think it's one we've seen before though as far as I can remember off the top of my head. -
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