Jump to content

83457

Hall of Fame
  • Posts

    2,442
  • Joined

  • Last visited

  • Days Won

    34

Posts posted by 83457

  1. On 12/21/2015 at 0:44 PM, Dr.Z said:

    Everyone is discovering the "2nd audio cue" that you get when you go down, but I think that's the audio you get when the WW goes into the box, which I still think could be a valuable step.

    Yes. Because it won't happen solo. In solo, QR would keep your guns, no?

    ---

    The first guy to get it feel into the abyss, so thought that killing yourself, in the abyss, was key.

    I opined that it was the gun going back into the box. Maybe the audio cue next round means the cocoon spawned.

    From Reddit and such:

    While there are 48 cocoon spots in code, i assume that only 1 spawns. These are just possible locations. I feel they are connected to the flyers, but have no proof of this. But the areas that they spawn, and their size, suggest it.

    ---

    Cue 0 (upgrade id ready 0) should happen when it's built. Might be suffering audio glitch, let all voice clips play before picking it up.

    Cue 1 supposedly from killing 10 zombies as a Margwa spawns in. Reddit was confident on this.

    Cue 2: this 'gun in box' theory.

    Cue 3 should be: Get cocoon, hang it by CP in Junction. Then something with the robot and time/function.

    I think the upgrade comes out of this cocoon. Never uses PaP itself.

     

  2. More survival maps: Now with additional Game Modes too!

     

    GobbleGum machines are now available in all areas. Previously they only spawned in Footlight and Junction at start. If GG isn't mentioned, assume it's fair game.

     

    Anytime that the SoE map is broken into several smaller maps, seperated by Tram, you could rule that you must move to a different District/map every time that a Margwa Spawns (not including Sword upgrades), to force the multimap theme.

    ###########################

    Old's Cool (OC Map 5) Homeboy Variant: OCM5.1 "Juggerton" builds. Short lived survival maps if you don't have much time (Time varies, depending on map).

     

    [Current updates: GGm are now always active. The ?Box spawns at the district BL nearest Junction. So now only basic Footlight Juggerton can get an active BL].

     

    Find the District with Juggernog. Open a different District to the Tram, ride it to the Juggernog District (Juggerton). Open the Fuse $1250 Door to the Perk area, but not the other $1250 Door. You may open the ritual area. On the way, you may only open Junction ($500) Door, 2 District Doors ($1000, and $1250), and use 1 ($500) Tram ride to Juggerton, no other purchases allowed until in Juggerton. You can not leave.

     

    You may purchase one gun from Junction/Easy Street, to guarantee survival until you get to Juggerton.

     

    Juggerton Canal: Hard. Fast loads, small map with dead ends.  Margwa tests your mettle. Juggernog, Bootlegger, KN-44, M8A7, VMP, 2 Pods, BL, GGm. May get AS if lucky.

     

    Juggerton Waterfront: Medium. Several tight training spots. Margwa can be handled carefully. Juggernog, Bootlegger, M8A7, HVK-30, Trip Mine, Bowie Knife, 2 Pods, BL, GGm. May get AS if lucky. You can open the $1000 Barrier above the Purple Fire Dias, but not the other Barrier above the BL/CP switch/GGm. Keeping the boxing gym closed makes running in front of it more feasible at the cost of no BK.

     

    Juggerton Footlight: Easy. Easy training, easy Margwa control. Juggernog, Bootlegger, HVK-30, KN-44, Kuda, 1 Pod, 2 BL, GGm. May get AS if lucky. You can open the $1000 Barrier by the Workbench.

     

     

    + + +

    OCM5.1X Juggerton Extended:

     

    "Juggerton Extended": Beast-drop the steps of the Perk area as well. The other $1250 Door must remain closed.

       -

    Canal JX: Adds a larger training area, good for Mawgra. Kuda, BL, Trap, Pod, GGm.

       +

    Waterfront JX: Adds small area, camp by trap option with other players. Kuda, BL, Trap, GGm.

       +

    Footlight JX: Adds small area, camp by trap option with other players. Vesper, GGm, Trap, Pod.

     

       ÷÷÷÷

    OCM5.1XP "Juggerton Extended Plus": (Juggerton Plus rules and) Open Rift to Subway; Adds training area, Vesper, BL, Pod, GGm, Mule Kick, Widow's Wine.

    + + +

    Spice it up (Juggerton):

     

    Shield: Grab the shield part on your way in, and the one in Juggerton, eventually leave just to get the last piece and return. Adds very little travel time, but keeps you alive longer. Workbench in each Juggerton map.

     

    Civil Protector too: If playing Extended Plus, grab the Fuses with the Shield parts. Some travel time, longer play time. Fuse Box in Subway.

     

    Apothicon Servant: The last part, if not in Juggerton, will likely be in an area that you opened previously (this changed slightly). Search after you get Xenomatter. Build in another District if using shield.

     

    Alternate Perk/Pick an area/ Box Location: Choose a different survival perk, open the location of your choice, or skip perks and go where the Box Location starts*, like an NDU map. That's some manly, and short, survival maps.

     

    *[?Box available in JX and JXP builds, but under current updates, it is possible in Basic Juggerton only in Footlight].

     

    Perked version: Find/pick Juggerton map build (it doesn't have to have Juggernog). Buy SU, Perk in District opened to Tram (Presumably Juggernog if it isn't in the chosen play district), buy perks in Juggerton Extended Plus.

    No QR to keep it Old's Cool.

    Bowie Knife/Trip Mines: Allow it (them) to be bought on the way in to your map, or leave temporarily to get it (them). [TM and BK are available in JX and JXP in Waterfront normally].

    #####

    From Post 1: OC Map 5 Homeboy (original build): Open both $1250 Doors in Juggerton ($1000 Junction Door still closed). Safer, but less of an old school feel of cramped areas and dangerous hallways. May open Barriers.

    Alternately, open both $1250 Doors, but don't drop steps.

     

    Full Power (Homeboy/Juggerton): Ditch Old's Cool and get everything that you want, but only play the bulk of your game in Juggerton. Leave via Tram with 3 or less zombies allowed.

    #####

    OCMap 5.2 "Double Trouble Juggerton": (Juggerton gets Quarantined).

     

    Rules:

    Strict Old's Cool. 

    All Perks allowed except Solo Quick Revive.

     

    Map:

    Open District With Juggernog, except the Rift. You must reach the Tram. Grab Shield part. 

     

    Do not open the Junction door to either other district.

     

    Once you go to either other district via Tram you can not return to the original Juggernog district. You may use Tram between the two allowed districts.

     

    Open the Fuse Areas and drop the Perk steps in the other districts. One district may have an open Rift.

     

    Shield and Apothicon Servant available. 

    ###########################

    Old's Cool Build: OC Map 3: "Shadow No Numa" build with specific allowances and restrictions spelled out)→

     

    (Announcer voice)

    "What if there was no Der Riese, with it's punch-packing apparatus, Hadesmongrels redux, and Stabitha? We now amble into an alternate timeline of zombies that never met Der Riese". 

    ↓↓↓

    Old's Cool Map 3.3; "WaWbagger, the Infinitely Prolonged".

    •••

    Rules: Strict Old's Cool (Posts 1 and 8).

     

    No Subway. 

    No Ritual areas opened.

     

    GobbleGum allowed.

    Pods allowed.

    Shield allowed.

    Apothicon Servant optional *(see below).

    Tram restricted *(see below).

    •••

    Rules:

    Open each $Door in Junction. Drop the steps in each first area of each District.

    Canal: Open the $1250 Door by Ruby Rabbit. Build Shield there. Call the Tram (but normally can't ride it).

    Do not open other doors.

    +++

    *Optional Apothicon Servant, Trip Mine, and assault rifle wallbuys Tram ride: Once you have acquired the AS parts, you may leave during 1 round, taking the Tram to both other Districts. There you may construct the AS, purchase Trip Mines, and/or purchase HVK-30 or KN-44 assault rifles. Return that round, if able. Then Tram is banned.

     

    Optional: Allow Stamin-Up. (Since there is no QR in solo Old's Cool Mode, this is how i play it).

     

    Optional Solo: Allow Quick Revive for theoretically longer games.

     

    Optional: Open Nero's Landing for just a little more room.

     

    Optional: Open Subway, all Rifts and Junction/Subway Door to enlarge map. Option to allow Mule Kick and/or Widow's Wine. (Best for 4 player).

     

    Optional: Shangri-Loop: Open 2 Rifts, or 1 Rift and the Subway/Junction Door for Shangri-la style looping. Option to allow Mule Kick and/or Widow's Wine. (For solo or 2 player).

    ------------

    Available Wallbuys:

    RK5, Shieva, KRM-262, Vesper, Kuda, VMP, M8A7, Bootlegger, with optional HVK-30, KN-44, and Trip Mine.

    ------------

    This old school WaW build has no BK, PaP machine, nor Dogs, and only the O4 Perks usually.

     

    GobbleGum, (+ optionally Stamin-Up) are your 'New Perk(s)'. Possibly get Perkaholic for all perks and a bonus life, Wall Power would be a strong pull, as well as a simple Immolation Liquidation.

     

    You may get an active Box Location* or more, otherwise Pods and wallbuys are your choices, with Shield literally covering your back. Fire Sale may be in a Pod or GGm.

    *[As of this edit, the ?Box will always spawn in the first area of either WF or Canal Districts, or in the Perk area of FL District. Originally, it spawned anywhere except Subway. So now you should always have an active BL in this map].

     

    Margwa are the big threat, with Parasites and Elementals filling the role in this timeline that Dogs would have, if there had been a Der Riese.

     

    The Wonder gun is, of course, Fisty the Squid Gun, requiring a Tram ride to construct.

    ---

    Note that I chose the Canal for Shield, as it is easy to access for all players, but also, opening that area by Ruby Rabbit adds such little extra area, but also adds a decent little kiting spot, while maintaining the basic integrity of the smaller map.

     

    Note that, after Tram ride, ABH! may take you out of the map. If so, return as promptly as is reasonable. Or rule that you are stuck there and cannot return, for a little change of pace, or simply ban ABH!.

    →→→→

    [See Post 8; OCM3.4, and OCM3.5 for WF and FL builds].

     

    [I've really enjoyed the feel of this map. It doesn't feel restricted, with AS and Shield available. Having no PaP or BK, while knocking back some old familiar drinks, waxes some serious nostalgia. It also moves through rounds at a fast pace with no busywork, and now that GG machines are always active they have become an integral part of the fun]. 

    ############################

    Pro Map Du Jour:

     

    Bosium Builds: Large dual map design with Tram use for longer games. Full power; PaP, Swords, and all. Only the map Doors are restricted as below.

     

    >>>First;

    How to build your own: Only 1 ($1000) Door in Junction can be bought. Open that District as desired, except for the Rift. In that open District, take the Tram to both other Districts, open their Rifts and any Doors.

    Do not open the Rift to the District that you opened from Junction. Do not open the Subway Beast Door to Junction.

    --

    This makes 2 maps, separated by a Tram ride.

    +++

    For extreme difficulty, never buy the lower ($1250) Doors in any district, just the Fuse area Doors.

    Tweek openings to taste.

    It's best balanced if you open Footlight, or Canal District first.

    #################

    83457's Bosium Build: Full power. Restricted Doors only.

     

    Pro Map: "Canalemma": (there is nothing vulgar about analemma).

     

    Rules:

     

    Full Power. Build the Shield in Waterfront. 

     

    Map:

     

    ▪First half;

    Easy Street: Open Junction ($500) Door.

    Junction: Open Footlight ($1000) Door. Do not open Door to Subway. Do not open the other 2 ($1000) Doors.

    Footlight: Open both ($1250) Doors, ($1000) Barrier. Do not drop the Perk Steps, do not open the Rift here.

    Take Tram to...▪

     

    •Second half;

    Waterfront: Open ($1250) Fuse area Door to Perk, drop Perk Steps, open Rift, open both ($1000) Barriers. Do not open ($1250) Pod Steps Doors near Rift.

    Take Tram to...

    Canal: Open ($1250) Fuse area Door to Perk, drop Perk Steps, open Rift to Subway (this now connects to Waterfront). Do not open ($1000) Barrier. Do not open RR 1250 Doors•

     

    The First Half gives you a decent map with kiting in Black Lace, outside of Black Lace, Junction, and a Trap laden path between.

    The Second Half has access to kiting in Subway, PaP, Canal, and tight Waterfront spots. 3 Traps once PaP is open.

     

    This convoluted map will have Tram use, but only between halves, so it isn't excessive.

    #################

    ∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆

    Other Games and Ideas:

    ∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆

    Game Mode:

    "Shadows of Grief, All":

    Pseudo-grief Team idea:

    Best with 4, adaptable for 2 player. (3 single player team variant below). Should be relatively short games.

     

    Pick teams, balance as best as you can, if able.

     

    Banned List: •Beast is banned. GobbleGum is banned. Box is banned. Bootlegger is banned. Trip Mine is banned. The Tram cannot be used.•

     

    Each team chooses a district. The best arenas are probably Footlight and Canal, but all are legal choices. Teams must choose a different map each game to cycle the maps and keep it fair. (Cycle Footlight, to Waterfront, to Canal, to Footlight, et cetera). If there is contention on who starts where, use this method: Team 1 is Green, Team 2 is Red, first game each Team starts in the District with that colored 'Broken Perk Bottle' seen in Junction, then cycle the games after that.

     

    Start:

    A player buys the Junction ($500) Door, then that player does Chang's for $500, so each player has $500.

    All players fight in this area until each team has a player with $1000. As soon as this occurs, each team immediately opens their respective Districts and then can not leave them. If you personally hit $1000, but the other team's players haven't, you cannot kill zombies until they have a player with $1000. °See Quick Start Option below.

     

    All $Doors (+Barriers), Gun Wallbuys, Pods are fair game if not banned above.

    First team with all players dead at the same time loses the game.

    3333333333333333333

    3 Player Version: "Soul Survivor".

     

    Same Ban list as above.

     

    First Game: P1 is Yellow, P2 is Green, P3 is Red. Match your (1 man) Team to your Perk color in Junction. That is your District. After the first game, cycle Districts between games (FL to WF, WF to C, C to FL). One player buys Junction ($500) Door, gets $500 from Chang's.

    Each player earns $500 more, then waits for others. Revive others if needed. This is just set-up.

     

    Game on: with each player at $1000ish, open your districts and never leave them. °See Quick Start Option below.

     

    Winning: Last man standing wins. Note that you may go down, but get respawned if both other players survive. If this occurs, you can still win. You will spawn in the wrong District and must immediately head to your own (no greifing). You will be disadvantaged, but you can also still win, so there is reason to play.

    -

    [3P Alternate Win Condition: if you go down, you're disqualified. Once 2 players have gone down, the last player wins. Disqualified players must stay in their districts if they respawn. 

    (I don't like this Win-con, because dead players have no way to win/ reason to keep playing if they respawn)].

    ***

    →°Quick Start Option (for both Team and 3 Player games above): At start, after $500 Door + Chang's, complete round 1 fairly and then the game is on at the start of round 2.

    Players may buy Easy Street/Junction weapons and play in Junction as well as their own District. Junction Pods are off limits to all. You can't play in the other teams districts. This allows some mild griefing and starts the fun immediately.

    #################

    Racing Game Mode:

    "Escape the Tomb":

    (Untested)√

     

    Short Racing game for 2-4 players. 2-3 players race individually against each other, or 2 teams of 2 players race each other. First Player/Team to use/call Tram wins.

    Each Player/Team gets a District. Team 1 (Yellow Team) starts in DT2 District, Team 2 (Green Team) starts in SC District, Team 3 (Red Team) starts in J District. Then, cycle districts between games (see above games for district cycles).

     

    Beast banned.

     

    Round 1: Set up; One Player buys the $500 Junction Door, then hits Chang for $500, so everyone is equal. Each player must buy the Shieva ($500)*. Then share the 6 start zombies as evenly as possible;

    (2p= kill 3z each.

    3p= kill 2z each.

    Teams: kill 3 zombies per team, split 2 and 1).

    Round 2: The race is on. Get yourself or your team to the Tram first. It's only $2750, making for quick games.

    (The zombie load patterns may be inconsistent and unfair, not tested). Feedback appreciated.

     

    *Any Junction/Easy Street Gun Wallbuy will suffice, but it must be agreed upon before that game and each player must buy the same gun. Change them up between games for variety.

    -

    2 Team, 4 Player, Weapon Specialists: Before game, decide on 2 Guns; 1 ($500) Wallbuy: Shieva or RK5, and 1 ($750) Wallbuy: L-CAR-9 or KRM-262. Then 1 player on each team buys $500 Gun that was agreed upon, then the other player on that team (kills 2 of the 3 team zombies of round 1) buys the $750 gun that was agreed upon. Then the $500 gun players simultaneously kill the 2 remaining zombies, then the race is on.

    -

    Gun Variant Option: Gun Choice Open; All Players on a team must buy a Gun from Junction/Easy Street before their ($1000) District Door can be opened. All Wallbuys in that area are fair game. $500 for Shieva, RK5, or $750 for KRM-262, L-CAR-9. No set gun per player nor team.

    #################

    Pro Game: "Nature Provides".

     

    Nature Provides plays just like regular SoE, but with these restrictions:

    The Mystery Box and all Gun Wallbuys are banned (See 3+4P exception below). The GGs " Wall Power" (pointless) and "immolation Liquidation" are Banned.

     

    "Defend your Pod-given right to bear arms"!

    "May Pods have mercy on your soul".

    -

    1+2 Player: There should be enough Pods for 2 players. Zombie cloning at start should be easy enough and can be used to get each Player a Bowie Knife while they wait for Pods to mature. Trip Mines help with revives and Egg Statues.

    -

    3+4 player: All Junction/Easy Street Gun Wallbuys are unrestricted. Bowie Knife and Trip Mines allowed.

    Realistically, 3-4 Pods per player is a harsh reality, so I've allowed early guns to carry you until Pods mature. Also, zombie cloning and early Bowie Knives are less realistic with 3-4 players.

    &&&&

    Thoughts: With 3+4 Players, this is a team effort in the earlier rounds. You must share intelligently as the Pods don't always split evenly, nor give weapons. If you've got a decent Pod Gun, pass the rest of your share of Pods to another in need.

    Either weakest link, or best saviour, should take the Apothicon Servant, judge wisely (or all Players take it at once on 360).

     

    If a Pod gives Fire Sale, you may hit the box only during the Fire Sale. This will reduce 3+4 player difficulty and add a fun winfall to 1+2 player.

     

    This is perfectly doable one game, impossible the next. 

    ##########################

    Game Mode: "GobbleGame".

     

    Map build:

    As desired.

     

    Rules:

    >PaP and Perk purchases are banned.

     

    >GobbleGum: Perkaholic and Wall Power are mandatory. 

     

    The idea behind GobbleGame is to use Perkaholic, Wall Power, and 3 other GG of your choice to survive.

     

    Sword, Shield, and all depend on your map design options, but are allowed, if available in your build.

     

    Optional: Allow Juggernog solo, or Quick Revive with other players, for a better chance of survival until Perkaholic, especially after a down.

    ##########################

    And here you thought that i was done.

    ¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥

    If you've read this far, I hope that you have enjoyed it, and as always, happy gaming!

    -83457

  3. 26 minutes ago, Nightmare Voyager said:

    2 of the worst three COD Games. Didn't know they made MW3, Ghosts and AW.

    CoD3, Bo1, AW. BO1 was officially the death of CoD, we've just been kicking the corpse for a few years. Worst CoD ever.

    Oddly, according to sales numbers, mw3 is one of the best sellers. Don't ask me why. I don't get it.

    Topic derailed. I'm deleting the other post as it doesn't add to the discussion. Hiypertension is making me assy. I must hide until normal again.

     

    Stevie Wonder, I'm sure that you're correct and I'm just being a turd.

    Apologies to CODZ. I know better than to post with high diastolic...

  4. 11 hours ago, Ragdo11706 said:

    Wait so your invisible to zombies right now. Not sure I understand. Like there just not attacking you or what. Do you have the shield upgraded or no. Did you hoard them and the kill them while in the circle. 

    I did a lot of things early in the game. I forgot about them and intended to quit by 30 or so when my friend came over. He got there by 35, i played to 40 before he was ready to play. When it hit 40, a Mawgra spawned, i started fighting it, rather than quit. Then i realized that all zombies were running away from me and hiding in their spawns.

    ---

    I never upgraded the shield, never saw Lil Arnie. Didn't do any more of the side quest except that i eventually finished upgrading the sword after some of the red circle stuff got too hectic.

    Things that i tried: getting kills, with pap guns (i switched them up during rounds), at the (my character's) red circle, when it was lit, after PaP. If you kill at other red circles, they turn off, you must kill at your character's circle.

    After pap I tried: getting kills there without eggs. With the egg. With the egg charged, but still held it. With the egg charged and set back in place, but left the sword in place. Built and left the AS at the table while the sword was still in subway.

    Eventually took the AS, used it for red circle kills.

    I was Nero, the AS was built in waterfront, shield in canals. I had upgraded Trip Mines. Had BK. Classic GG only.

    I called the CP several times, and had him land on the horde at my circle as well. He killed a shitload for me at the circle too.

    So i basically tried anything to do with the red circle and killing with pap guns, AS, CP, occasional trip mine kill. I even tried with the sword, before picking up the arch-ovum.

    I never noticed an audio cue, and had completely forgotten about all that by 40, so i didn't at the moment think 'hey, this must be what the 40 in the circle meant'. I thought it was a random glitch, i ran around stabbing/shooting zombies in their spawns. I had just given the empty AS to the box, because i hadn't thought this was anything other than a glitch until after i turned the game off to hang with my friend. It was 5 minutes later that i thought that it was tied to the red circle because it was round 40.

    Maybe i was supposed to PaP while they hid in their spawns. I tried killing them all, but it was hard to track them down, even running back and forth in the pap area, forcing them to spawn where i could get them.

    So i pap'd both guns away and rocketed into the abyss to end my game before i ever thought that it might be what the circles had led up to.

    So, again, i need to repeat this. I want to say it was leaving the sword and AS while i did the circle kills, but i can't prove it yet.

    Maybe it was the CP kills.

    Maybe it glitched at the perfect round to drive me insane.

    Surely the universe can't hate me that much?

    Even if it was a glitch, which i doubt, that could mean that i almost did it right, but not quite, which glitched the game. But I'm guessing there is something to do, or find, or i could PaP the WW.

  5. Round 40 came, and all the regular zombies stayed in their spawns. Start of round Mawgra, the fliers, and the pork balls could attack me.

    So, am on to something with 40 and the rings, or is it a random glitch at the exact right round?

    Now to repeat it and figure out what to do. Rocket Shield (upgrade) around to all of the random tanks in a set amount of time while zombie free?

  6. Weird. On 360, anyone can use the key. No one person carries it, just the ritual parts are specific to who picked them up. Anyone can start the ritual if the part is on the altar.

    And if what you said was true, it would pulse every time that i hit the back button in solo, which does not occur.

    I've only managed to get it to pulse when i start the ritual (It may do more, I'm checking).

    It doesn't pulse just because i hit the back button. It doesn't pulse at round end, nor start.

    Unless this is different on xbone...

  7. OMG, how could i forget? I got confirmation!

    When i did the round with the pap gun, and the round ended with the lights still on, the boxer said something, which didn't sound familiar, so i hit the back button to check if anything changed in inventory, and the summoning key pulsed a few times before returning to normal. It doesn't pulse unless you did something like start the rituals. It does not pulse just because the round ends, I've checked. But it did pulse when i killed, with a pap gun only, for the entire round, by my character's circle and then the round ended.

    I'm gonna see if I'm getting duped by this, but so far as i can tell, it was confirmation. The only thing i want to check is to see if it pulses BEFORE a flyer round, as the next round was flyers. Otherwise, it must be confirmation.

    I had looked at the inventory several times just before doing this, so it should not be a leftover pulse from say, getting the rituals started. It should only have pulsed from something that i just did.

    So if pap gun killing wasn't exactly right, I'm close enough that it counted something that i did.

    Again, I ONLY used a pap gun, at my character's circle, after opening pap. I got a key pulse when the round ended. I stepped out of the circle occasionally, and i even ran around later and did things, but i came back there to kill the last zombie at my circle. 

    So maybe i got my 30 kills there that round? I didn't try at another circle, because i didn't realize the importance of the pulse at that time.

    Please don't be t virus!

    Additional edit: It was late at night, so I'm sorry i can't pin this down, but I did this at one of two times:

    1. Opened egg chamber, but did not touch egg.

    Or 2, i filled the egg, but refused to place it in the egg chamber. I think that this is when i did the killing. But again, not sure.

    ---

    "Seems like I've been here before; fuzzy then and still so obscure". - Born Cross-Eyed, by The Grateful Dead.

  8. 8 hours ago, TheBiggerMuff said:

    Not sure if this was already found but if you throw armies at the beast mode torches you get a Samantha laugh. 

    New to me, thanks.

    ---

    To mmm chocolate, At start of a solo game, there is something flickering in the gym that you can see through the windows. It does not match any in-game things that i have seen yet.

    The urinal areas of the gym are graphically challenged. This happens with the poster by the door where you make GG at the candy store. So the poster draws attention to the GG EE, most likely because it was added after the regular building graphics. This appears the same way. It may be something hidden, or else I have the hypothesis that it was the Bank, but they pulled it from the game, leaving some twitchy showers.

    ----

    Random things of probably no importance:

    2 useless grapples, on either side of where the tram leaves the map: above SU, above the Footlight Workbench. I'm gonna try to hit that train solo, as beast, right at start when the train first appears in the map and heads to district X. One would have to hit it coming or going from Footlight. He says where he is going, then gets there and follows up with "now boarding for (the other 2) districts".

    Footlight, above the perk, is a large marquee (sign) that has nothing on it. Leftover graphic? 360 left out?

    Just above that, go up past the Kuda wallbuy, as beast, turn left, drop off the little walkway (facing perk area), right before the Fuse area $1250 Door onto a little triangular ledge. This hidden area has a window that looks like it was going to be a zombie window, but they abandoned the idea. It's weird that this ledge exists, and is right by the mystery grapple area. You are behind the 'escape the tomb' sign (out of map easter egg?). If you start a round near the box location in Footlight's last area, there is at least one zombie spawn out of the map by 'Zandemic'...

    Take train to Footlight, drop down by GGm and your game ends if you didn't open either door nor the steps. Presumed glitch.

    Only Junction has the open baskets and it has a ton of them.

    We can upgrade the shield, but only temporarily. Then, there are refill tanks spread around the map. And in one of the recent updates, they all sort of are glitched slightly out of place, drawing more attention to them. What are they for if not some hidden RS thing?

    Behind start is an alley. The meatballs jump the rail into there where they get trapped. Many of the walls seem to have no collision there (probably just because it's outside the map).

    Books. Many in plain sight. Yes, the Lovecraft connection, but they seem prominent and normally books wouldn't be lying around a city. QR, Subway Beast. Each ritual area has the same table and book; they are so popular in this map that i figure they are just background, but maybe not.

    Behind PaP is a ledge. I could not get over the wall as beast, but with the beast grapples there, maybe you can jump over it before you place the worm's, or during later fights or flag step.

    At the end of the Tram is a hole that you can shoot out of... Maybe shoot something while out of the map by Zandemic while riding?

    Table, in the window of Zandi's Smoke Lounge looks like it wants something on it. It is just down the straightaway from the Letter W (M?) Dead Guy (he was not a zombie, he was stabbed).

    ...

     

     

  9. 1 hour ago, Ragdo11706 said:

    I believe it's by design. However with that being said, I also believe that's what caused the "Glitches" for us to be able to PaP the A.S. and to be able and make the Margwa stop spawning.

    Another thing I need to know. To anyone who read this I'm playing as Jessica (mind you I only use her & Nero). Anyway I just got this quote, "Give my regards to the Worms". Funny thing is, I haven't even messed with them yet. I've also never heard her say this before, EVER.

    Have any of you ever heard her say this quote?

     

    The cop is the shit. I play whomever i get. I prefer not to play the sociopathic bitch because i've known people like her and can't stand them.

    I don't recall hearing that phrase.

    This reminds me: i was the boxer at the gym when i did a round in the red circle with PaP. I believe that he said something new when the round ended with the circles still red. But I'm not positive add the game seems to give me less long games with him.

    Traps. Traps are weird because they are useless at high rounds, which is what they have always been for.

    So, one of two things come to mind: they can be upgraded, or they are a victim of Trollarch's version of game balancing, which they really don't understand well at all.

    On the upgrade WW. I feel that the gumballs effects were removed to die that that was not the way to upgrade it. Having the gumballs in the game makes folk think that is the only way. By removing them, it is clear that we must still find the correct way.

    That or this is TranZit² and Trollarch has reached new lows.

  10. Patched: skip this post unless nostalgic or no updates.

    Here's a minor glitch that could help you late game. I tried to break it, but it seems harmless enough to post here. Sadly, it won't work on the Rift, which is what i really wanted it to do, so i could get into the beginning of Footlight without the glitched death barriers ending my game, despite playing legitimately. Oh Treyderp.

    Glitch: Using Beast, go up to a perk machine, hit RT, hold B (to turn human), hold X. If done correctly, you will have that perk when you turn human. Round 45, do you really want to run up to Zandi's Smoke Lounge for Juggernog with zombies pouring in? Do you want to run trains with no Juggernig nor shield until it is safe? Nope. And you don't have to. (Funny enough; I never think of using this glitch when I'm under pressure and should use it. I always get Jugger the hard way). Also, if Beast is about to run out on it's own, simply hit RT and then X as it runs out.

    Edit: i just bought the BK from the boxing gym like this because i was light on cash. It works on shield parts too.

    You can get a second gun with this, but if you get a third gun, the game takes them and laughs at you. However, you could use Beast to jump barriers and get an HVK-30 as your second gun without buying the barrier yet (Footlight and Waterfront) I think that i can jump with effort into the KN-44 area of Canal with Beast also, but i haven't tried it yet, so you may be able to get that as well. Edit: a use for the grapple in Footlight by the HVK-30!

    I know that you can get guns and perks, but doesn't work on rifts. Whatever else it can do is up in the air. Have fun.

    Note that GGm, Pods, ?Box, all require 2 grabs, so won't be a good idea to hit those (unless you opened a pod and got chased away, then maybe it would work to get that Ray gun before it goes away, assuming that it even works with pods). Maybe.

  11. Okay, i was out for high rounds yesterday, but i did spend a little time on it before it got too hectic.

    When i got kills with only a PaP gun, at/around my character's circle, the circles stayed red (i left and got things, came back), i killed the last zombie, then after the round ended, it went off.

    The next round was the 'dog' round for max ammo. I think this has happened before, where the glowing stops on the 'dog' rounds, so at this point I'm still sussing it out. But if it does go off on 'dog' rounds, that is a good clue that we need to be doing something (killing most likely) with regular zombies at the circle. Since it is inaccessible with flyers/meatballs. I know that these can be used during 'dog' rounds for the Sword upgrade, so the turning off on 'dog' rounds must be tied to this presumed other circle use.

    I hadn't touched the eggs at this point.

    There is something here. 

    Edit: Ragdoll, i think the same as you: that we can do it wrong and lock ourselves out of the upgrade. 

    Whether by design, or simply another of the myriad glitches, i cannot say for sure. 

    Also, I had been considering these circles and read your other post on it, which inspired me to get back to checking it out.

  12. SMM, today was the first that i heard of them, thanks for bringing that up.

    ----

    On the red circles: they have circles in them that i don't understand. They may be a reference to the circle itself.

    In the center of the circle is 40.

    Around the edges are:

    Circle, 4 (Ovum 4 circles?)

    Circle, 4 (Something else that must be done with the 4 circles?). Or reverse order.

    30, 10 (wider 10 symbol), 10 (Regular size), 30, 30, 10 (Wide). Then it gets back to circle 1 above. I couldn't find a different number for the larger  triangle, but there must be a reason (maybe it signifies 100?).

    So there are 2 small circles, and the circle itself contains 2 large circles. This may imply that there are 2 things.

    A guess: Do something on, or by round 40. Get 40 kills for one part of this. Or 4 players get 10 kills at the same time. The Sword will still hack through crowds after 40...

    So then what is 30, 10L, 10, 30, 30, 10L?

    BB kills + Upgraded LA kills + PaP kills (or unupgraded ww kills?).

    + Ovum steps done by round 40 = Tranzit Virus or Upgraded ww...

    Just trying to get that ball rolling. In game now and wanted to correctly describe the circle as i feel it contains information.

     

  13. 10 minutes ago, mmm chocolate said:

    how is it that theres only a handful of people talking about anything new? 

    YouTube.

    Got to be the first. Can't share your finds until it's profitable.

    Not me. I shared the zombie cloning trick and most zombies players will never know my gt.

    No Youtube cash for me. But i love sharing info.

  14. 9 minutes ago, DrVonstool said:

    You know, you have certainly persuaded this hypothesis enough to entice me to try it out on Xbone. Since you are able to do this on the 360, it's only possible that the Xbone would also feature this. I'll see about trying out this theory. Until then, we all have the T-Virus.

    Beats the herpaids.

    If this is just another mindless glitch, i am sorry. But it seems legit and i need more than one old, blind, 360 solo player looking at it.

    I only have the most basic info on it: that it can be manipulated by a pap gun, right after pap.

    That's all i have, so go at it with an open mind. I only played with this one game, in rounds too high to carefully explore it, at 3+am, while exhausted. So I'm fairly sure that it's something, but what exactly it is what we need to discover.

    Good luck and i hope we aren't snipe hunting.

  15. FYI, 360 version at least.

    I got Lil Arnies, i threw one down, a mawgra beat it up, i got downed at that time.

    My Lil Arnies were gone. The 2 in reserve were gone and i didn't get them back with Max Ammo.

    I had Perkaholic when i went down, so i lost MK as well, so I'm guessing:

    Either the Mawgra fight glitched my Arnies when I went down, or losing MK took my weapon slot and my Arnie slot.

    Just guessing at what caused it to glitch.

  16. Just now, DrVonstool said:

    This is a possible new hypothesis to run through the game but I assume that you already ran this hypothesis through the game with no clear results, right? If so, then I don't know what to say. If you chip at something and nothing is getting chipped away then I guess you can keep chipping at it. On the other hand, your getting tired of chipping aren't you? Getting exhausted with the wailing at an indestructible wall with a face of mocking. It's like Pink Floyd's The Wall. We have to... Wait for the Worms.

    I digress, if you believe there is something more than you should try to see if this is so. However, I must pass this on to you. If Shadows of Evil is anything like Tranzito than expect things to malfunction. Hence, the glow disappearing and reappearing after you step out. I hold my bucket of hope upside-down most of the time, so as to keep it from overflowing.

    Well sure. No sane person would rule out glitches in a cod game, especially by Treyarch, and super especially in Zombies.

    I have not fleshed this out. I have only discovered it and have barely begun to dig. I'm not one of the folk who wouldn't give up on TranZit, but this really appears to be a genuine lead.

    Again, not ruling out glitches, but this is the strongest lead I've seen in a while.

    Also, locations in zombies do get multiple uses, and a large symbol on the ground could be more important than just one step.

    For example: we use the altars for rituals, then swords, then the flag step.

    These could be for upgrading swords, and something else. Maybe they trigger the audio cue of which you spoke.

  17. To DrV,

    Well, then why do they turn off if you get PaP gun kills in them and then step out of them?

    Why doesn't that happen with your character's specific circle?

    If it is solely for the Ovum step (with which i am familiar), why would other actions cause it to stop glowing?

    If i ignore them, they always glow. If i get kills in them, with a PaP gun, then step out, they turn off.

    That seems a bit specific.

  18. Might be something:

    I posted in the other thread too.

    After PaP is open, the red circles glow (ember, shimmer, sparkle).

    Using a PaP'd gun, stand in the circle and shoot. If you step out, the sparkles go away (every circle turns off). I tried in my character's circle, and it kept sparkling even when she stepped out of it.

    Anyone know what this is about?

    NonPaP'd guns don't seem to affect it. It makes sense, since this starts when PaP is activated.

    The Arch-Ovum step seems to end this.

    So it seems as if we must get x kills in/at our character's circle with pap guns before doing swords.

    Maybe stay for a round, maybe stay in the circle, I'm just guessing at this point.

    It was way late at night and late in the game at this point, so it was hard to stay in place so i gave up until i can try at a lower round.

    If this is a known step, please explain it to me.

    Edit: i just remembered; the first thing i tried was the BBs (Upgraded Trip Mines), I set one in the exact center of the circle, it went off, and so did the circle. The circle (non character specific one) stayed on as long as i got kills while in the circle. I tried BB kills at each circle, that didn't seem to work, but the inconsistency is quite consistent in cod games, so maybe i just need to do the right thing 5 times before it works correctly.

  19. Solo, if that matters.

    The only thing that i have to offer is this: if i open PaP, the  red symbol circles start 'ember-ing'. Folk generally say this is because the egg step is next. But i didn't do anything for the eggs, just PaP.

    So i thought; PaP on = Red Circle get red sparkles/embers/sparks. So, PaP is associated with it.

    So i started killing zombies in the circle: nothing.

    So i tried to stay in the circles and get kills with a PaP gun. When i left the circle, the shimmering was gone (each circle went off).

    Each round they would come on, then go off after i started killing in the circle and stepped out of the circle

    I then built the AS. Next round there was no shimmering red, but then the round later, it was back on and worked the same.

    Using the unpap'd AS (360 can still pap, but i was trying to figure the legitimate way), the red circles stayed there and no amount of killing mattered.

    Then, at The Black Lace (my character was Jessica), the red didn't seem to go away even when i stepped out of the circle, so maybe one needs kills in one's own circle.

    So, I'm thinking that after PaP, everyone must stand in the same circle, or each player in theirs, and get X PaP-gun kills without leaving the circle. Maybe stay in it for an entire round?

    I couldn't do this last night in solo because the round was getting up there and i couldn't defend the circle without stepping out of the circle.

    Probably solo needs to do all 4 red circles.

    When you get to the Arch-Ovum steps, this no longer works, so it seems as if swords (a clearly late-game weapon) need to wait until after we do something after PaP.

    I'll try some more later; I'll get pap open early and see if i can learn anything more.

    It was quite late last night and i wasn't clear headed, but i was onto something.

     

  20. I had this disaster late night game, downed thrice by round 11: not even cheap crap, i just got got. I received a Perkaholic, which set me straight. Thirty something i went down, managed to stay alive with no perk nor shield for two rounds of intense fighting with the civil protector finishing rounds inconveniently. I got Hidden in Plain Sight, which suited me, used it to get 2 perks. Hit the GG machine next time for Alchemical Antithesis, which i figured would be needed as i was getting higher in rounds, I eventually used it, got another (i wanted the game to end so i wasn't hunting Perkaholics).

    I hit 50. Time for bed already.

    Nope. Hit 55. Please, self, quit and go to sleep.

    Nope. On 57, standing half-asleep at the top of Nero's steps in his workshop, I get signed out for a game update.

    Facepalm, headdesk, bodyfloor, zzzzzzz.

    Next day edit: the update took away the ability for 360 users to upgrade the Apothicon Servant. But i banged out a 59 with the nerfed version, so i feel vindicated.

    Oddly, the signed out game saved all of my stats, camos, leveling, just not the rounds that it shut off on. So it wasn't too bad.

     

  21. Bowie Knife Glitch and possible fix. 360 version at least.

    Sometimes, when buying the BK, it will take your $3000, not do the knife-taking animation, and leave you with only the one gun, you can't ads, knife, run, interact with X, lay down(?), and Beast mode says that it is sleeping when it's not. You can walk, reload, hip fire, crouch, and that's it.

    I believe it occurs when your character is answering the Shadowman's question of whether or not they are familiar with the gym and you buy the knife during the answer, which makes it want to do the next audio script as it takes the knife, but it glitches. Usually, i buy it before my character starts to answer the question, and then everything is fine. So that seems to be what triggers the glitch: buying BK during the answer script. * possibly the sounds the BK makes when bought. So far, I've avoided the glitch by correct timing.

    I have unglitched by going down and being revived.

    I have also unglitched it, but am not 100% sure why, but i think this is it:

    What i did was: teleport to Subway. Then i could lay down, but everything else was still glitched. 

    So i teleported again, at this point, i turned to the window by the Rift (waterfront) and could fix it, then everything was back to normal.

    I won't completely rule out teleporting, nor window fixing as what fixed it, but considering how it appears to happen, i believe it was fixed when my character spoke again, due to teleporting (It was Floyd's " i get it now, it's like a doorway").

    So, to avoid the glitch and/or be prepared to fix it, beeline to it and buy it before your character responds and/or be sure to have a Rift open before getting the BK.

    Happy Knifing!

  22. Shameless Bump for new players, rusty veterans, gun leveling, or just getting to 30 without hassle, so that you are on the leaderboards.

    This post:

    1. You need zombie/map experience: Get your zombie legs (back) under you.

    2. You keep dying while trying to conquer rituals and swords. So your best game is like round 12. You just want to post higher on the leaderboards than your friend's kid sister.

    3. You want to level guns.

    4. You can't commit to a long game but want to solo for a bit. No reason for all the busywork. (This was previously covered, but this map will also work for this: go until you have to stop).

    This is mainly solo, but no reason it can't be adapted for more.

    ###########################

    Gun Trainor/Novice Map:

    Open the $500 Door to Junction. Use beast to open the steps in Easy Street. The needed Grapple Spot is just above the Junction Door that you opened. Beast is activated by X [square] at any Purple Fire. Zap the electric box by Stamin Up (Perk that allows longer run time) and Quick Revive. Don't bother with the ritual part as it will just tempt you to do what we are trying to avoid.

    Junction is an easy training spot. Run circles and reverses between the Junction Door, and the L-CAR-9 Tablebuy. When gathered, head over by the GobbleGum Machine (GGm) and turn and headshot them. If you get forced to head towards Stamin-Up, simply stay left to the phone booth, turn around and stay left as you run back out. The C-shape design of Junction means they will all be to one side as you head in or out of that area. Junction is your main run area unless you choose another. It is really easy to get to and get started moving through rounds.

    When you have the points, get Juggernog. At each district's $1000 Door is a broken, smoking perk bottle that shows which perk is in that district. These 3 perks cycle between the districts before each game, but don't change during a game: Speed Cola (green smoke-fast reloads), juggernog (red smoke-extra health), Double Tap II (white smoke-fire 20% faster and each bullet becomes 2). The other perks do not change locations. At start/Easy Street is Quick Revive (Revive players quicker or, solo it revives you, if you bought it, and can be purchased 3 times per game. Perkaholic and other GG will count towards these uses).

    Getting Juggernog: after determining which District has Juggernog, open the corresponding $1000 Door, activate Beast Purple Fire in that area, grapple up to the higher level where you will activate Juggernog, and the steps that lead up to it. If this isn't known, or obvious, just watch a video.

    While getting Juggernog, use Beast to open a fire covered Door, on the ground level (find this before activating Beast so you know where you are going- it won't be flaming as a human, but will be an obvious Beast Door like the one at Start). When done as Beast, come to this Door, hold x/square to 'open the rift', which is a teleporter to the Subway area. Which is also easy to run and the teleporters connect all the Districts (and a Beast opened Door to Junction).

    Get the gun you want if Gun Leveling (i assume these players know where to find the gun they are after. If not, look at post 2 for Wallbuy locations and ?Box location possibilities. Look up for the light for the ?Box {mystery box it's usually called} which gives random guns for $950 per spin).

    You are now just gunning until the Mawgra (3 headed monster) shows up, usually on Round 8.

    Shoot his 3 heads to kill him. 

    Mawgra spots: Running him around Subway works well, but might be tight and scary for novice players.

    Opening the $1000 Door and the ground level $1250 Door of Footlight takes you to a large oval where it is very easy to fight him and the horde.

    My usual is to open the first $1000 Door of Canal District and lead him up there, then head back down the canal, in the water, to Junction, loop him in the wide area of Junction, and then head back to canal if he's still alive. Just turn and shoot, turn and move/reload, turn and shoot, et cetera.

    If you eventually have a Rift to Subway open in Footlight and any other district's Rift (or the Beast-opened Door between Subway and Junction) open, then you can go to Subway (anyway but Footlight) with Mawgra following and then leave via the Footlight Rift and head right; the Mawgra will teleport to the area under the perk machine in Footlight and be ahead of the zombies, giving you a clear shot. Once a head is distroyed, he will run, which puts him basically ahead of the zombies and easier to kill (once he is running, I'll usually do the Canal run from here)

    Other than the occasional Mawgra chasing you, you just run circles to Round 30+ in a relatively short time. No Swords or PaP needed.

    ----

    As you play, you will be tempted to open other areas and get other perks, and build the Rocket Shield. That's all fine as it doesn't eat much time and will help you survive, especially the shield (See post 2 for part locations, gun locations).

    If you are unfamiliar, each district has SMGs in the first areas, and ARs in the farthest. Vesper (Footlight, Subway), and VMP (Canal Perk area) are usually considered the best wall SMGs. KN-44 (Footlight Tram/Ritual area, Canal Fuse area), HVK-30 (Footlight Fuse area, Waterfront Tram/Ritual area) are probably your best wall ARs. Opinions may vary.

    ---

    Now, while you are getting up on the leaderboards, you are also learning and improving your map skills slowly, without trying to do all the rituals, sword bits, and EE. Soon enough, you will develop the skills and map knowledge so that Swords and PaP are easy.

    ----

    Beginner rituals: once you are ready to conquer rituals, they are easy on any round (especially solo). If you have a friend, let them babysit. Otherwise: let the zombie follow you into the ritual area. Carefully set the part down, do a small loop, set the Summoning Key down. Then, just walk them around in circles until it is done. It is that simple. Don't shoot unless absolutely necessary.

    Swords Eggs simple: gather the zombies where it feels safe. Carefully, slowly, walk them to the statue so they don't start respawning. The Apothicon Servant will get the 12 kills needed with ease. Below round 25, the Trip Mines will work very well, otherwise, just headshot the train. Be sure to set the egg down first, and pick it up when done. The Rifts, leaving the Subway make this method simple: train in subway until all have loaded in, walk through Rift to desired District. (In Subway: Waterfront Rift above steps, Canal Rift by Widow's Wine, Footlight Rift by Blue Civil Protector Fuse Box).

    These don't explain the full ritual nor sword upgrade, but point out the parts that can be much easier than most new players make them out to be.

    Good luck and Happy Gaming!

     

     

×
×
  • 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. .