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PINNAZ

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Everything posted by PINNAZ

  1. Zombie Characters <-----------------------Zombie Characters------------------------->
  2. Playable Characters Marine 1 <-----------------------Marine 1 Model-----------------------> =================================== Marine 2 <-----------------------Marine 2 Model -----------------------> =================================== Marine 3 <-----------------------Marine 3 Model -----------------------> =================================== Marine 4 <-----------------------Marine 4 Model----------------------->
  3. Loading Screens Electroshock therapy. Chemically engineered beverages. Hordes of Undead Nazis. Find the power to unite and send them back to their graves! Verrückt Map Selection Screen Verrückt Loading Screen (World at War) =================================== Verrückt Comic Book Page (Black Ops) =================================== Verrückt Comic Book Page Loading Movie (Black Ops) =================================== Verrückt Loading Screen Music (Black Ops) This is the track from the black ops Verrückt loading screen. The track itself is an arrangement of the single player level "Redemption's" song titled "Boatdeck"
  4. PINNAZ

    Video Trailers

    Video Trailers World at War Map Pack 1 Trailer Call of Duty: World at War's Map Pack 1 official launch trailer, showcasing Station, Knee Deep, Nightfire, and Verruckt! =================================== Verrückt Trailer The first Nazi Zombies DLC map, Verruckt! =================================== 2nd Verrückt Trailer – "Just the Beginning" The 2nd Verruckt trailer for Map Pack 1, titled "Just the Beginning."
  5. PINNAZ

    Intel

    Call of Duty: World at War DLC Map Pack 1 Verrückt ~ March 19, 2009 The Call of Duty: World at War Map Pack 1 expands the addictive COD multiplayer experience with four new maps. Players fight through the burning streets of Berlin in "Nightfire" and take up battle positions in fortified Japanese bunkers in "Knee Deep." "Station" offers a bombed out underground train station, and the Nazi Zombies return in "Verrückt" (Zombie Asylum) featuring more weapons, new Perks-a-Cola machines and electroshock defenses. =================================== Hints of a Storyline – Brian Tuey Part of Zombie Mode is figuring out what is going on. Here are a few other examples... What relevance do the numbers have on the walls in Asylum? Is that a bible verse on the wall? Do those squiggles mean anything? Who is banging on the doors in the water room, and why do the Marines not try to rescue him (or her) ? Why would Nazi's be in an asylum, anyway? Who (or what) is this Devil voice we keep hearing, and why does he (it) continually throw us bones (power-ups)? Why were there Marines in Berlin after the war? Who is Teddy and why is he a liar? And who wrote that message? And who was it written for? And your very good question...who is this little girl? Maybe its all just ambience or maybe its all coincidence. Or maybe, there's something unexplained going on here... What do you think? ================================= Josh Olin – Community Manager (Former) DLC 1 ~ Verrückt – Interview ================================= Adam Gascoine DLC 1 ~ Verrückt – Interview
  6. PINNAZ

    Songs

    Songs Brian Tuey – Audio Director So by now, most of you have heard about the Nazi Zombie mode in Call of Duty: World at War. This amazingly fun little mode was originated by Jesse Snyder (our lead designer). You can find out more about how it came about on his blog. In terms of the sound, I've seen posts recently wonder what in the world the song that plays is when you 'die'. Most people liken it to John Murphy's piece from 28 Weeks Later. While quite a compliment, Kevin Sherwood (one of our many talented sound designers) wrote the riff that plays when the camera flys through the environment essentially as a quick fix (we could have just clipped some of the in game music, but we thought it could be cool to do something totally different). Once it got in, however, we didn't want to change it...and in fact, decided that it should be a full song. So once the project was completed, Kevin blew the 8 bar piece into a complete song. Kevin is on guitar(s), Elena Siegman (a really kick ass game producer and singer) is doing the vocals. All of it was recorded and produced at Treyarch Studio's. Its called "Lullaby of a Dead Man". Aside from the end game stinger that's in there, you'll also find a little radio if you look around enough. (HINT: check near the magic box in the HELP room!) World at War Soundtrack Front Cover If you shoot (or otherwise damage) the radio, you'll hear a new song pop up every time it's damaged. Most of the tracks on the radio are edits from the Call of Duty: World at War soundtrack...but we also thought it would be fun to have some crossover with True Crime: New York City, given that Sean and I worked together on that game as well. So if you are familiar with that title, you may recognize 3 or 4 of the pieces on the radio now that you know what it is. In addition to the gameplay score from TC: NYC, you'll hear a few other interesting pieces. The first song that plays on the radio is called "WTF". Kevin basically tossed some guitars on a trancy piece I did a few years ago just for fun. We thought it fit pretty well for kicking zombie ass, so we put it in. Also included on the radio is a song I wrote for the 'dance' station in TC:NYC called "Dusk". Yeah, dance music doesn't really go with the WWII era, but hell, you're killing Zombies with a ray gun, so we just threw 'period' out the window for this one. World at War Soundtrack Back Cover ================================= Secret Radio Songs Next to the Mystery Box is a radio on a table. By either knifing or shooting it will play 12 tracks consecutively. You can also knife or shoot it again to skip the current song. Secret Radio Song Tracks ~ Secret Radio Songs - Activation Walkthrough (World at War) Secret Radio Songs (Black Ops) The Black Ops version of Nacht Der Untoten also features the Secret Radio, though most of the songs are different & there are only 9 songs in total. Order of play ~ WTF – From Nacht Der Untoten Radio (World at War) Abre Macabre – From Dead Ops Arcade UHF – From Nacht Der Untoten Radio (Black Ops) Dusk – From Nacht Der Untoten Radio (World at War) Boatdeck – From World at War Campaign Mission “Redemption” & the Verruckt Loading Screen Music Slasher Flick – From Dead Ops Arcade Mask Walk – From Black Ops Campaign Mission "Rebirth" Areia – Originally called “Sand” on the Nacht Der Untoten Radio (World at War) Temple of Shroom – From Dead Ops Arcade Secret Radio Songs - Activation Walkthrough (Black Ops) ================================= Call of Duty: World at War - Audio Credits Audio Director Brian Tuey Senior Sound Designer Gary Spinrad Sound Designers Kevin Sherwood Collin Ayers James McCawley Additional Sound Design Scott Eckert Audio Engineer Stephen McCaul Audio Production Tester Jesse Booth Additional Audio Support Julia Bianco ================================= Secret Song “Undone” (Black Ops) In the Black Ops version of Nacht Der Untoten, there are 28 ‘RED’ explosive barrels scattered around outside of the building. If you shoot 3 specific Red Barrels you will activate the Secret Song called “Undone”. The barrels do not have to explode, a single bullet can activate the song The Barrels can be shot or damaged in any order Shoot either of these 2 Red Barrels ~ Shoot either of these 2 Red Barrels ~ Shoot this Red Barrel ~ ‘Undone’ – Activation Walkthrough ================================= ‘Undone’ - Music ================================= Game Over Song The Nacht Der Untoten game over song is a preview of “Lullaby for a Dead Man”, which is the ‘Secret Song’ in the next Map, Verrückt. Nacht Der Untoten Game Over Song
  7. Red Antennas On the roof of the Building there are 4 "Red Antenna's" which alwasy sparked conversation within the community....
  8. Crashed Plane The crashed plane is a B-17 Flying Fortress Of the 291 attacking Fortresses, 60 were shot down over Germany, five crashed on approach to Britain, and 12 more were scrapped due to damage – a total loss of 77 B-17s. A total of 122 bombers were damaged and needed repairs before their next flight. Out of 2,900 men in the crews, about 650 men did not return, although some survived as prisoners of war. Only 33 bombers landed without damage. These losses were a result of concentrated attacks by over 300 German fighters. The Boeing B-17 Flying Fortress is a four-engine heavy bomber aircraft developed in the 1930s for the United States Army Air Corps (USAAC). Competing against Douglas and Martin for a contract to build 200 bombers, the Boeing entry outperformed both competitors and more than met the Air Corps' expectations. Although Boeing lost the contract because the prototype crashed, the Air Corps was so impressed with Boeing's design that they ordered 13 more B-17s for further evaluation. From its introduction in 1938, the B-17 Flying Fortress evolved through numerous design advances. The B-17 was primarily employed by the United States Army Air Forces (USAAF) in the daylight precision strategic bombing campaign of World War II against German industrial and military targets. The United States Eighth Air Force based at many airfields in southern England, such as Thorpe Abbotts airfield and the Fifteenth Air Force based in Italy - with many units stationed at the existing bases surrounding Foggia - complemented the RAF Bomber Command's nighttime area bombing in Operation Pointblank to help secure air superiority over the cities, factories and battlefields of Western Europe in preparation for Operation Overlord. The B-17 also participated to a lesser extent in the War in the Pacific where it conducted raids against Japanese shipping and airfields. From its pre-war inception, the USAAC (later USAAF) touted the aircraft as a strategic weapon; it was a potent, high-flying, long-range bomber that was able to defend itself, and to return home despite extensive battle damage. It quickly took on mythic proportions, and widely circulated stories and photos of B-17s surviving battle damage increased its iconic status. With a service ceiling greater than any of its Allied contemporaries, the B-17 established itself as an effective weapons system, dropping more bombs than any other U.S. aircraft in World War II. Of the 1.5 million metric tons of bombs dropped on Germany and its occupied territories by U.S. aircraft, 640,000 tons were dropped from B-17s.
  9. Trucks The trucks outside of the building are Opel Blitz Trucks Opel Blitz was the name given to various German light and middle-weight trucks built by Opel between 1930 and 1975. During the years preceding the Second World War Opel was Germany's largest truck producer. The Blitz name (German for lightning) was first applied to an Opel truck in 1930 and by 1934 there were four base versions offered of the 1 tonne model along with fourteen versions of the larger 2/2½ tonne trucks. From 1939 onwards the 3-ton version was used frequently throughout World War II.
  10. Wall Writing ================================= =================================
  11. Sniper Cabinet Scoped Kar98k On the 1st floor of the building there is a ? pointing to a cabinet It will cost 1500 points just to open the cabinet For an additional 1500 points, you can purchase a Scoped Kar98k
  12. The Ray Gun The Ray Gun is another awesome, semi-accident that fit perfectly with Nazi Zombies. One of our weapon artists, Max Porter, did the Ray Gun as a total fun, side project for himself. One day he walked by and was like “Hey, want to see something cool?” That was pretty unlike him, so he brings me over to his desk shows me the the Ray Gun model in first person (it looked pretty finished minus the animations). You should understand that we basically only see guys in olive drab carrying mp40s, thompsons, and garands all day, so this shit looked amazing. I knew then that we had to get animations, sounds and particles to make the Ray Gun shine. So, I went and grabbed our Audio Director, Brian Tuey, who was also amazed, and said he’d do sound for it. Our Particle FX Lead, Barry Whitney, said he’d do custom particles. Jimmy said he’d do animations for the gun. So, when it was all done, we had something that was just perfect as the ultimate Nazi Zombie killer. Once again, the stars aligned. Right up until the end we were finding little exploits. For example, people starting dying (on purpose) with the Ray Gun as you were given 160 bullets in the clip (full ammo) every time you were downed. So, people would sit at the bottom of some stairs, die, blast zombies, get revived and repeat. The tactic was cheesy as hell, but I’m glad people started using it so we could fix the exploit before it went out the door. ~ Jessie Snyder Campaign Mission – Little Resistance The Ray Gun http://www.jessesnyder.org/trenches/?p=51 So, for those who still don’t know how to get to the Ray Gun in “Little Resistance”, you need to touch the right and middle craters with water in them on the beach after calling in the first rocket strike. Then, stand in the far left one for around 10 seconds and you’ll find the Easter Egg. A few notes about the Easter Egg- the sound is (was?) reversed Japanese dialog we were going to use for the level but was cut. Originally the Easter Egg played the dialog normally but the sound department wanted to make it much cooler and scary. There are four Ray Guns for co-op purposes, but they never go away anyway, so you can use the same statue, go back for more ammo, etc. Also, something changed with the Ray Gun properties right before we shipped. It used to gib guys (which was way more rewarding) but now it just kills them. That made me sad when I played the shipped version of the game, but I’m glad it made it in regardless! Congrats to ELITE B MAN, you are indeed elite as you are the first person to see the Easter Egg outside of Treyarch!
  13. Weapons Starting Weapons M1911 Stielhandgranate ================================= Wall Weapons Kar98k M1A1 Carbine Double Barrelled Shotgun Thompson BAR M1897 Trench Gun ================================= Mystery Box Weapons Cost = 950 Points .357 Magnum Thompson MP40 M1897 Trench Gun Double-Barrelled Shotgun Kar98k Springfield M1 Garand Gewehr 43 M1A1 Carbine PTRS-41 BAR FG42 M1919 Browning MG42 M2 Flamethrower Panzerschreck Ray Gun Molotov Cocktail
  14. Power-Ups With only like a week or two before submission, I was satisfied with the game play but there was something still missing. Power-ups! I was heavily advised against it, but I added the four power-ups in a day of mad scripting. At first I just grabbed whatever models I could find that were kooky enough to be a power-up model. The original point doubler was a tea kettle. The first Insta-Kill was a crow model. Max Ammo was a rat, and the bomb was… well, a bomb. Some people hated the drops at first. They had been playing a lot of Nazi Zombies, and thought it took away from the “survival horror aspect” of the game. But, that’s not what we were going for. Really, the most fun part about Nazi Zombies is playing with friends and seeing how long you can hold out. While the atmosphere is somewhat freaky, the game isn’t meant to be a serious survival horror game. It’s meant to be more arcadey and fun. So the power-up went in, and all around the office you’d hear “GET THE BIRD, OH TEA KETTLE DOUBLE POINTS!” It was an awesome feeling. In fact, by this point in the project the team was mainly bug fixing and content locked (haha!) so everywhere you went in the office you’d see people playing Nazi Zombies. You could hear them across the office, yelling at each other for revives, talking trash about what levels they got to and how far, what strategies they used to get as far as they did, and so on. Nazi Zombies was the buzz of the office. ~ Jessie Snyder ================================= Double Points “The original point doubler was a tea kettle” ================================= Insta-Kill “The first Insta-Kill was a Crow model” <-------------------Insta-Kill Model--------------------> ================================= Max Ammo “Max Ammo was a Rat” ================================= Nuke “And the bomb was… well, a bomb” <-------------------Ka-Booom Model-------------------->
  15. Chalk Outlines The chalk outlines (where you can purchase weapons) didn’t come until much later, although you could always buy weapons even in the early prototype. I always wanted chalk outlines since day one. I sort of imaged it like the Hitman series, where there are outlines of weapons on the wall of your hideout, and as you progress they start showing up. Once our Lead Artist, Brian Anderson, starting playing some Zombies, he whipped up the chalk outlines, re-did the lighting and generally made it look pretty.
  16. Zombie Characters char_ger_honorgd_bodyz1_1 char_ger_honorgd_bodyz2_1 char_ger_honorgd_bodyz1_2 char_ger_honorgd_bodyz2_2
  17. Playable Characters Marine 1 <-----------------------Marine 1 Model-----------------------> ================================= Marine 2 <-----------------------Marine 2 Model-----------------------> ================================= Marine 3 <-----------------------Marine 3 Model-----------------------> ================================= Marine 4 <-----------------------Marine 4 Model----------------------->
  18. Loading Screens Nacht Der Untoten Map Selection Screen Nacht Der Untoten Opening Cinematic (World at War) ================================= Nacht Der Untoten Comic Book Page (Black Ops) ================================= Nacht Der Untoten Comic Book Page Loading Movie (Black Ops) ================================= Nacht Der Untoten Loading Screen Music (Black Ops) ”This is the track from the Black Ops Nacht Der Untoten Loading Screen written by Brian Tuey and myself (Kevin Sherwood). The track itself is an arrangement of a song we did for the original WAW Nacht Der Untoten radio called "WTF" The song is called "WTF" because it was originally an unfinished Trance progression Brian had from a long time and wanted to see what I would do with. It turned out to be some sort of prog, metaly, trance,....thing. WTF?!
  19. Video Trailers Nacht Der Untoten Bonus Mode Trailer Call of Duty: World at War shipped with the popular Co-Op Zombies bonus mode, Nazi Zombies. This is the original trailer for the very first level, Nacht der Untoten!
  20. PINNAZ

    Intel

    You drove them deep into the heart of the Reich. You thought they were dead. You were wrong. Intel Call of Duty: World at War Nacht Der Untoten ~ November 11, 2008 Call of Duty: World at War completely changes the rules of engagement by redefining WWII gaming and thrusting players into the final tension-filled, unforgiving battles against a new ferocious enemy in the most dangerous and suspenseful action ever seen in WWII. Powered by Call of Duty 4: Modern Warfare technology, Call of Duty: World at War brings an uncensored edge to combat, as soldiers face the most harrowing and climatic European and Pacific battles in which an enemy, who knows no surrender and no retreat, will fight to the last breath, unleashing an arsenal of lethal surprising tactics. Peril and danger lurk throughout the battlefield as players combat the unknown risk of the new chaos of battle. From the remains of Russia and the ruins of Berlin, to the beach and jungles of the deadly Pacific Theater, the volatile action takes on added depth as players employ new features that previously were only-available in multiplayer, including perks, rankings and online stats in up-to full four-player cooperative gameplay. New infantry and vehicle-based weapons, like the potent flamethrower, bring the battlefield ablaze ================================= Mysterious Radio Transmissions Confidential Information / Security Level 5 Consider yourself lucky troops, because we're about to let you in on a little secret. Soldiers from the darkest reaches of our offensive are finding themselves facing the army of the damned, but that's not all they're discovering. Underneath this evil, we're guessing there is a Nazi spider web that connects all of these outbreaks and that out there, there are clues that can expose its gossamer threads. We are gathering reports of strange sightings and happenings, besides the undead rising from their graves that is, which seem to be creating trends within the field. What we're presenting to you today is one of these trends. Ever since the second outbreak at Nacht der Untoten, troops have been noticing strange radio transmissions and broadcasts taking place in the dead of the night. Back at HQ, we are hoping these rumors can help you soldiers come closer to unraveling the truth. Some of our men who've braved through the woods of Nacht der Untoten have dug up intel, which we found earlier to be irrelevant, but under recent circumstances, we now deem it vital to our growing case file. Our contacts say that there is a hidden radio, that for all rational reasons should not operate, but does. Those who've managed to activate the radio say that it plays an endless cycle of haunting songs and some of our Soviet allies have reported hearing their homeland's victory song through its cursed speakers. Of course, these phantom transmissions do not end in Nacht der Untoten. Shi No Numa holds its own fair share of mysteries. Within the walls of Shi No Numa, some have reported hearing not music, but radio calls from a rogue signal. We haven’t been able to get an accurate report on what is said within this radio call, but we are sure it is connected to this conspiracy. We can't be sure, but we are thinking that hidden transmissions can be found in the recently discovered Der Riese as well. That’s why we’re sharing this information with you troops. We need you to head out into the field and discover what we can't. You'll need to be smart and you'll need teamwork to survive, but if you can get past the hordes of the flesh-eating undead, you may find the truth behind the horror. Within the supplies section of the Call of Duty HQ, you'll find the only known transmissions we have. End of transmission. http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Nacht%20Der%20Untoten/NachtDerUntotenPoster_zps3482f36c.jpg[/IMG]
  21. Over the past few weeks, like every body else, I've been trying to iron out a theory & get a grasp of what's happening in BO3. What I have come to is this ~ Der Riese & The Giant = 2 different Universes/dimensions. In the Giant cinematic, what we hear is the Radio from Der Riese, where Dr. Richtofen traps Dr. Maxis and Samantha in the teleporter, but all of the pictures/imagery/visuals is actually from The Giant. Making everyone believe that Richtofen just teleported Maxis & Samantha just like the World at War/Black Ops storyline. This is what I think is a Red Herring. The important part of this is when it shows the Clock. It shows The Giant's Clock, then it morphs to the original Der Riese clock, and then morph's back to The Giant's Clock. I think that this part symbolises that these are 2 different Universes/Dimensions. (let alone all of the differences between the two maps) Giant Trailer ~ I don't think that "The Giant's" Dr. Richtofen was actually teleporting Maxis & Samantha. He could have done this prior to what we see in The Giant's cinematic. I think he was laughing because he somehow figured out how to Teleport "Origins" Richtofen into The Giant's teleporter. One of the most important parts to get a grasp of the storyline is the text on this Paper Scrap found in Shadows of Evil ~ A Universe has been Born... The others must be Undone World at War to Buried maps Earth has been Blown Up. It is a wasted Universe. The Giant's & Der Eisendrache's Universe/Dimension does not matter either. The moon has been blown up. It is another wasted Universe/Dimension. The one that matters is the "One that has been Born". Maxis has somehow gained the knowledge & Power to create a Universe/Dimension that is safe. The one where he will keep "The Children" TLDR; Black Ops 3 is a different universe to that of WaW to Buried. The Test Subjects in Black Ops 3 are not the WaW/BO characters.because it is IN A DIFFERENT UNIVERSE! They are just at an earlier time than the WaW events. For all we know, the Original characters are still on the moon in THAT UNIVERSE. The most signifying thing that illustrates these are different Universes/Dimensions is this ~ World at War to Buried maps (excluding MotD) feature "Orange Element 115". Origins & Black Ops 3 maps feature "Blue Divinium" Mob of the Dead & Shadows of Evil are a different Universe again. Like an "Afterlife Dimension". They both have no trace of Element 115 at all. And I still believe that it is somehow ALL linked to the Black Ops 3 "Corvus" & "Nightmares" storyline. Nightmares even has the quote in the very first cinematic from Dr. Salim ~ "You have fallen between the World of the Living & the Dead. The Void"
  22. Edit - only just noticed the keeper cuneiform symbols around the edge too This reminds me of a Dream Catcher. Or in this case a Soul Catcher. Haha
  23. I'm sure you didn't make it out of the starting area, so nothing too much was spoiled!!!
  24. Awesome stuff @Rissole25. Great pics. Interested in where this place is? Where have they been transported too?
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