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TheRealMistyBriarton

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Everything posted by TheRealMistyBriarton

  1. I think that would be a great idea, I would be up for it!
  2. I think my best one was on Origins recently, playing with my sister, her boyfriend and a friend of his, we were working on the EE, I was on the tank when my sister went down, I had the ultimate ice staff, and I had already driven past her, so I quickly turned around and took a random revive shot at her and managed to revive her. :D
  3. I just heard something interesting that may prove MMX's theory as right. I just completed the EE with some friends, and right when we activated the last part, Maxis said something along the lines of I must go see Samantha now, the paradox must be resolved.
  4. But it doesn't for me, I will shoot the first set of keys, stand there, and it refuses to go away. and shooting any other ones just randomly turns other ones on. then unfortunately you just aren't hitting the right keys. again if you don't have training in reading music or playing piano, the easiest way is to number the bottom triangles 1-7 and hit 6-1-3 then wait. the sparks on the individual triangles will go away and seemed like there was a slightly blue glow. then do 3-5-7 and same thing will happen, then lastly 4-6-2. just make sure after each you wait until the sparks go away, and again do not consider the top triangles whatsoever. just pretend they aren't even there The problem is, I AM hitting the right keys, I have tried this 20 plus times, and I have followed every Youtube video guide to a tee (I am not trained in reading music, I am just following what the guides on Youtube and here say), and it still won't work
  5. I may have said this before, but I absoulutely despised the N4, I hated them with a burning passion of a 1000 suns, only Misty had any redeemable qualities, the other's were just so extremely annoying and gave me a bloody ear-splitting headache everytime I played as them, I actually didn't enjoy playing Tranzit, Dei Rise, and Buried as much as I could have because the N4, are by far some of the worst, things, I literally can not describe in words how much I hate the N4, and how happy I am back the O4 is back, without the O4 it didn't feel like true Zombies, and with them back now, my Zombies is sane again. I don't begrudge anyone who does like the N4, but I could not and never will be able to stand them, I think Treyarch made a huge mistake and they are rectifying that, just my opinion
  6. Look, I know the pattern I have to do on the keyboard, it's after I can't get to work But it doesn't for me, I will shoot the first set of keys, stand there, and it refuses to go away. and shooting any other ones just randomly turns other ones on.
  7. Hey Guys, can I get some advice here? me and my friends have been trying to do the EE, and thus build the elemental staffs, we can do the Wind, Ice and Fire puzzles with no problem, but the Lightning Puzzle, fuck... We have watched practically every video on Youtube, read every guide, and are following them to a tee (A C E, RGB, FAD), and we do this, but IT WILL NOT WORK, no matter what we do, we have tried this over about 20 games and all four of us have tried it with the Lightning Staff, and we follow the guides to a tee, but ours doesn't work, they don't go out, they stay sparking no matter what we do and how many times we try it. We're following the guides to tee, but what are we doing wrong?
  8. Besides Misty, who I do like, I just don't get how anyone can like the N4, I just don't get it, there so, bland and boring.
  9. Richtofen and Tank for sure, they are awesome, if I had 4 choices Nikolai and Takeo would've been in there as well, nothing beats the O4
  10. Now, the Easter Egg, the first two steps, Comrades in Arms - 75GS/Silver Trophy Save Dimitri from his terrible fate Players Required: 2 Step 0: Repair the Generator Go to the Generator Room and repair the Generator, and then activate it. Step 1: Secure the Keys Once you repair the Generator, you will hear Dimitri speak to you. Once he does, you must secure the keys, now. what does he mean by this? simple, you must go to the Warehouse where Stalkernaya is located, inside there is a small room right next to the entrence (same room where you activate the door in the campaign to try and save Sergei), in here you will find a set of motorcycle keys, have all players pick them up to complete the step Step 2: Ascend From Darkness What Dimitri means by Ascend From Darkness is you must repair the lift in the mines, thus, being able to ascend from darkness into the spawn room, this lift is very important for a reason we will learn later. Dimitri will speak again when you do this What Dimitri means by this, down in the mines there are a series of Machines, connected to a Vril-Ya Machine deep in the Catacombs, the player must enter a series of three codes into the machine to charge it up and send Dimitri power, the codes are random each game, but can be figured out by listening to the Vorkuta Broadcast PA's located through the map, rattling off a speech about Prisoner Discipline, which contains Prisoner Numbers, which are actually you're codes.
  11. Beginning Transcript of the Easter Egg "Comrades in Arms", this would be heard once the Generator to activate the power is repaired and activated.
  12. Here are the Pack a Punched versions of the new guns Unpacked on top, Packed below Nagant 1895 (6/60) The Juggular Vain (12/144) SVT-40 (10/90) Synthizied Vitrolic Tantalizer 4000 (25/275) - Fully Automatic XM-25 (4/18) Xenial Maimer 2500 (8/36) SMAW (1/15) WAMS (5/30) - Fully Automatic Peacekeeper (30/270) Hellraiser (40/440) Mind Control Matter Device (5/25) Numbers Machine (7/42)
  13. These other threads are for the specific new things themselves, while I made them for the map idea, these threads are just for the Perk and WW idea in general.
  14. here is my idea for a new Perk-a-Cola that I made for my Vorkuta map, but I will share it here too, the Perk combines the effects of Hardline and Awareness, Stalkernaya is is called, doubles the amount of points a player receives for all actions the player can receive points from, and makes all Zombie noises 15% louder, it costs 3500 points, it is a Vodka based drink, and the name is based off the famous Russian vodka Stolichnaya
  15. The Map proper is finished, I will bring the Easter Egg next. the Easter Egg achievment is called Comrades in Arms, and the description is "Save Dimitri from his terrible fate" EDIT: Okay I lied, not all of the map of the listed, the rest I will add once I start adding the easter egg.
  16. @ZombieGK Thanks, I thought Back in Black was a good choice. and the PPSH seemed like a must for the map, I can't stop that too, through it's supposed to be young Woods in the map. @Rissole25 Thanks, as for the Easter Egg, a certain someone Reznov holds dear to his heart will be very important in this EE. True, there are a lot of weapons in the Mystery Box, if I did remove any I am not sure which ones I would remove, but thanks, I wanted to create a decent mix of BO1 and BO2 weapons, which is why here I brought back some weapons like the AUG, RPK, PM63, etc. I was going to do 8 perks, but yeah. @Lenne Probably. :D
  17. I have a idea for a Wonder Weapon, It's for my Vorkuta Map idea, but I wanted to generalize a general opinion on it. I call the "Mind Control Matter Device", (Russian: Imeyte v vidu Upravleniye Materiya ustroystv), it uses a combination of the Soviet Numbers Technology and Element 115 to create a Shockwave of Energy that allows it's user to control the person's brain, when used on Humans, it allows the User to use the dials on the weapon to make the target completely obedient to them, but when used on Zombies, it makes them start attacking themselves, and other Zombies if nearby, thus killing them for you, it starts with 25 Shots, with Clips of 5 Bursts, Which can pierce through 10 Zombies at once, when Pack a Punched, it becomes the The Numbers Machine, it increases it's range to 24 Zombies (up close, up to 15 from longer range) and gets 42 Shots in Reserve and 7 in the Clip.
  18. The brand new Wonder Weapon for this map, I call the "Mind Control Matter Device", (Russian: Imeyte v vidu Upravleniye Materiya ustroystv), it was designed by the Ascension Group on orders by the government in Moscow and was to be tested at Vorkuta on the Prisoners to make them obedient to whoever shoots it, it uses a Combination of the Numbers Technology and Element 115 to create a Shockwave of Energy that allows it's user to control the person's brain, when used on Humans, it allows the User to use the dials on the weapon to make the target completely obedient to them, but when used on Zombies, it makes them start attacking themselves, and other Zombies if nearby, thus killing them for you, it starts with 25 Shots, with Clips of 5 Bursts, Which can pierce through 10 Zombies at once, when Pack a Punched, it becomes the The Numbers Machine, it increases it's range to 24 Zombies (up close, up to 15 from longer range) and gets 42 Shots in Reserve and 7 in the Clip.
  19. Inspired by a comment I made in the Chicken Sandwich thread, I am going to be outlining my idea for a Vorkuta map here, I am going to be periodically updating so I will be here, you guys can suggest ideas too, I want to create a full idea. Loading Description Mine N1 Komi Republic Vorkuta Prison Description Vorkuta Prison, living hell on Earth, you're attempt at escape has been unexpectedly ended not by the Soviet Army, but by the Undead Hordes that have overrun Vorkuta, Fight off the Undead as the Campaign Heroes as you attempt to finish the steps and escape the hell that is Vorkuta. Characters Alex Mason - White Frank Woods - Blue Jason Hudson - Yellow Viktor Reznov - Green Starting Arsenal Nagant 1895 (6/60) - New 2 Grenades (RGD-33) Prison Knife Wall Weapons M14 (500) SVT-40 (500) - New Remington MCS 870 (1500) PM63 (1000) M16 (1250) Claymores (1000) Sickle (3000) AUG (1500) MP5 (1000) SVU-AS (1000) AK74u (1200) PDW-57 (1000) Box Weapons Ray Gun Ray Gun Mark II AK-47 PPSH-41 RPK RPG-7 PTRS-41 Death Machine Galil KSG Ballistic Knife Executioner Python M1927 Thompson M1A1 Carbine Dragunov DSR 50 M27 S12 M1216 KAP 40 War Machine Molotov Cocktail Monkey Bombs Five Seven (Single and Dual Wielded) M8A1 SMR Type 25 FAL MTAR Nagant 1895 - New, only available after trading in XM-25 - New SMAW - New Peacekeeper - New Mind Control Matter Device - New Perk-A-Cola's Quick Revive (500, Starting Room) Electric Cherry (1500, Snow Area) Speed Cola (3000, Generator Room) PhD Flopper (2000, Snow Area 2) Juggernog (2500, Military Compound) Double Tap Root Beer II (2000, Snow Area 3) Stalkernaya (3500, Armory 2) - NEW Mule Kick (4000, Mines) Easter Egg: Comrades in Arms (75GS) Save Dimitri from his Terrible Fate Players Required: 2 Repair the Generator Go to the Generator Room and repair the Generator, and then activate it. Step 1: Secure the Keys Once you repair the Generator, you will hear Dimitri speak to you. Once he does, you must secure the keys, now. what does he mean by this? simple, you must go to the Warehouse where Stalkernaya is located, inside there is a small room right next to the entrence (same room where you activate the door in the campaign to try and save Sergei), in here you will find a set of motorcycle keys, have all players pick them up to complete the step Step 2: Ascend From Darkness What Dimitri means by Ascend From Darkness is you must repair the lift in the mines, thus, being able to ascend from darkness into the spawn room, this lift is very important for a reason we will learn later. Dimitri will speak again when you do this What Dimitri means by this, down in the mines there are a series of Machines, connected to a Vril-Ya Machine deep in the Catacombs, the player must enter a series of three codes into the machine to charge it up and send Dimitri power, the codes are random each game, but can be figured out by listening to the Vorkuta Broadcast PA's located through the map, rattling off a speech about Prisoner Discipline, which contains Prisoner Numbers, which are actually you're codes. Secret Song Song 1 - Back in Black by AC/DC, activated by hitting the three Vodka Bottles scattered throughout the map. Song 2 - Soviet Marching Song (from WaW, with lyrics in Russian added), activated by hitting the hidden radio of Dimitri and Reznov talking to each other, which his hidden in the Mines. Wonder Weapon Mind Control Matter Device (Pack a Punched becomes the Number Machine) Ammo: 5/25 (7/42 PaP) Equipment Repair Tool - All Parts Found in Generator Room Zombie Shield Slingshot Map Layout Starting Room, - Warehouse You spawn in the Warehouse were the Bikes are located, the open exit you exited through in the campaign is closed, it needs power to open, there is a M14 (500 Points) located on the left side of the room, and a SVT-40 (500 Points) located on the other side of the Room, there are four windows, two on each side, Quick Revive is also located here, the Bikes, which there are four off, if you walk up to them it will say "Parts Required", they are important for the EE. There is a Mystery Box spawn along with a door for 750 in the back of the Warehouse, this takes the player to a outside area near where they were Tear Gassed in the campaign mission. Room 2 - Outside The door takes you to a outside snowy area the area is the area between getting the Death Machine and getting Tear Gas, there is a Remington MCS 870 on the wall for 1500 points mid way through the area, three buildable windows and our Second Perk a Cola, Electric Cherry, located on the wall The door to the Warehouse where we get the Death Machine locked, there is a door next to the Electric Cherry Machine, which costs 1250 points. Room 3 - Armory This door will lead the player to a Armory, in here is a large collection of Soviet weaponry (none of it able to be picked up by the Player), along with the Initial Mystery Box spawn and a PM63 (1000 Points). a notable addition you may find in the box is the PPSH-41, which returns since last being seen in Der Riese. The room also has the first of three Vodka Bottles needed to activate the Secret Song (Back in Black by AC-DC). The room is small, with one window spawn next to the box, there is a door on the right side of the small room that costs 750 points. Room 4- Barracks This room is opened for 750 points, and is basically a Soldier's barracks, it is small and cramped with beds, the M16 is available here for 1250 Points, as can Claymores, for 1000 Points, there are two doors, a debries that leads down a set of stairs for 2000 (with a obvious Power arrow pointing towards it) and a door that leads outside for 1000 Points Room 5 - Generator Room Down the stairs is a large power station area, here we have Speed Cola (3000), a Mystery Box spawn. the Sickle (3000), our first workbench, and a Large Generator. the Large Generator is our power, however it is broken, how do we fix it? we need to repair it, how do we do that? we build the repair tool! There are three parts scattered around the room, once built at the Workbench they will make the Repair Tool, this Tool takes up the same slot as most buildables, this Tool can be used to repair things that can break down in the Map, due to the faulty power system of the Prison, such as the Perks (rarely), the Mystery Box, and the Generator, which powers everything, we need to use the Repair Tool to repair the broken generator, once we do that we have to press a button on the Generator and Power will be restored to Vorkuta. but this will also allow the Boss Zombie to spawn (will explain later) Room 6 - Snow Area 2 You exit the barracks the other way and come here, it's a small and long corridor but open training area, with a Mystery Box spawn, PHD Flopper (2000), a AUG is located here (1500), along with a second workbench, which is used to make the Zombie Shield, the second Vodka Bottle is also located to the Mystery Box spawn. there is a door on the far side of the area, costing 1000 Points Room 7 - Military Compound the next doors gets you into the Military Compound where the player used the slingshot in the Campaign to destroy the towers, Juggernog (2500) is located on the roof, as is a Work Bench, the Slingshot Cannon can be built here, all the parts are located in the room, and the Slingshot Cannon takes up a equipment slot and has 9 shots, it allows the player to shoot fire bombs at Zombies, but the player is vulnerable when he or she uses it, a Mystery Box spawn is also located here, as is the MP5 (1000) Room 8 - Snow Area 3 a door costing 750 in the room leads to another open area snow area betweena bunch of buildings, the area is slightly tight but manageable, it contains Double Tap Root Beer II (2000), and a SVU-AS wallbuy (1000) Room 9 - Compound a 1000 dollar door leads us to the compound that lead up to the Death Machine Warehouse in the mission, this area is fairly linier, but large, containing most of the area leading up the room, there is a Mystery Box spawn point on the first floor near the staircases, and a AK74u wall buy on the second floor (1200) Room 10 - Armory 2 a 2000 Dollar Door at the top of the staircase (the door Sergei gets crushed by) leads us into the large warehouse where you find the Death Machine in the Campaign, this room is massive, and is a large training area that can be used. a Mystery Box Spawn is located here, as well is a brand new Perk-a-Cola known as Stalkernaya, A Vodka based drink which combines the effects of Hardline and Awareness, Stalkernaya doubles the amount of points a player receives for all actions the player can receive points from, and makes all Zombie noises 15% louder, it costs 3500 points, and is located on the second floor. A Mystery Box spawn is located here, located in place of the chest where the Death Machine is located in the campaign, two doors are in here, a 2000 dollar door that will take you to the first Snow Area where Electric Cherry is located. and a 1000 dollar door that takes you to the Coal Train Yard the third and last Vodka Bottle to activate the secret song. Room 11 - Coal Train Yard the 1000 dollar door leads us to the Coal Train Yard, a large open Train Yard that can be a pain to run in, as it has a lot of Zombie spawn points compared to other points on the map, and several choke points, the PDW is located on the wall here, for 1000 points, along with a Mystery Box Spawn, the other side of the train yard through a side of double doors and past some flags, including another PM63 buy point, is a Lift, you need the repair tool to rebuild it, once you rebuild it, you can ride the lift into the mine itself for 250 Points Room 12 - The Mines Now the mines, where you started the campaign mission, this area is large, dark, and by far the toughest area of the map, very narrow and filled with many twists and turns, there are several doors in the area that lead to different parts of the mine, a 1000 dollar door will lead to a small room where Mule Kick is located for 4000 Points, there are two mystery box spawn points in the mine, and as you go through the mines you will encounter a door that needs repairing, use the Repair Tool to repair it and behind the door is the Pack a Punch Machine, which costs 5000 points as usual. To get out of the mines, you can go back the way you came, or use a lift in the Pack a Punch Room (which needs to be repaired also, and costs 250 points), back to the Spawn Room
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