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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Tue Jun 04, 2013 0:14 
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Building the plane in MOTD in single player on round 2 !



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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Tue Jun 18, 2013 13:45 
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Probably officially announced in a day or two but the images for the next map pack / zombies pack are on the web now

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So "Vengeance" , with a raygun mk2 for Zombies (which is about all i'm playing on BLOPS2 now)


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Tue Jun 18, 2013 23:27 
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New map trailer



** edit ** - and again a replay of an old map - Summit (which was a very good BLOPS1 map) is Uplink


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 06, 2013 22:55 
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So the new maps are out - 1.7gb download which took forever to actually download for me (when it actually started it was fine but i left my xbox on the dashboard for a good 45 minutes came back and it was at 1% completed)

Only played a few of the new maps and they seem okay , and a few games of Burried which is interesting and has a lot of positives but i'll wait to see , reading up about the easter egg seems like its going to be very difficult and need four people again :-(

On the plus side there are a few new enhancements (like picking up the chalk outlines for guns and moving them) , the perma perks are back , the bank is back and it has all the cash you've stashed in it from before along with the weapon storage (i found i left a pack - a - punched Gallil in there which was a nice item to find on round 2)

There also seems to be quite a lot of buildables (I can see the parts for the tramplestein + the generator in what i've found so far along with quite a few other bits which i dont recognize so there are other buildables in there but i guess right now its just learning where things are and how to get at them (i could see Jugs the first time i went into the town but it took me ages to find the way to get to it which is basically finding this weird mutant hillbilly and feeding him moonshine so he knocks down some barriers for you.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Fri Jul 12, 2013 0:34 
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Probably more for cookie than anyone else but the latest patch has also added the bank and the storage unit to Die Rise.

Which means that during the first round you can raid the bank - build the tramplestein (although you wont need it) , buy knuckles and whatever other perks you want , buy and pack a punch the AN94 (or just pull one out of the locker) and then just rack up points (and dump them back into the bank later).

Also after a few games of buried i've managed to get PHD flopper (although its only a 'perma perk' so you get it via a number of falls where you take damage)

And tonight i got to round 37 on Mob of the dead

Image

The game did start off with 3 other randoms but they all had dropped out by about round 18 or 19 , and that was enough to push me over to the knife emblem

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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 17:33 
Any of you lot still playing this? I'm home alone this weekend as the guy who's sofa I'm sleeping on is away so have an Xbox with live and Blops2 to play.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 17:43 
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nickachu wrote:
Any of you lot still playing this? I'm home alone this weekend as the guy who's sofa I'm sleeping on is away so have an Xbox with live and Blops2 to play.


I am (although mainly playing Zombies on it)


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 17:45 
I'll swing you an add then


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 17:51 
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nickachu wrote:
I'll swing you an add then


I should be on probably about 8


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 17:53 
Chance I may be in the pub by then :D


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 20:21 
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nickachu wrote:
Chance I may be in the pub by then :D


Ah well - i will be on for a while and back on tomorrow


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 20:28 

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Damn it! My one chance to annoy Nick again for the first time in ages and I'm in Cardiff :-(


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 20:32 
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Cookie197 wrote:
Damn it! My one chance to annoy Nick again for the first time in ages and I'm in Cardiff :-(


I thought you were due back about now ?


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 20:40 
Can play for about an hour now if you're around, not going to the pub for a bit yet

Also on my friends gamertag so that's the strange one that sent you a request


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sat Jul 20, 2013 20:43 
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nickachu wrote:
Can play for about an hour now if you're around, not going to the pub for a bit yet

Also on my friends gamertag so that's the strange one that sent you a request


Ahhh - i'll be on in a minute


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Tue Jul 23, 2013 14:45 
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Latest patch update - mainly trying to plug all the holes they made in the new Zombies map (having a gun that allows you to fly for short distances combined with a device to fling you great distances in a short time frame made for a lot of glitchers

http://www.callofduty.com/message/413598236

Quote:
Game Update Notes: Jul. 23, 2013



New Features

6 new Personalization Packs are now available as downloadable content. Each pack comes loaded with 1 camo, 1 themed calling card and 3 unique reticles.
Season Pass holders will now be reminded to download Season Pass content which they haven’t previously downloaded.



Multiplayer Issues Addressed

Improved stability when pressing buttons during a Theater mode screenshot.
Screenshots taken during Theater mode from a match on Uplink will no longer become corrupt.



Multiplayer Game Balancing

AN-94: Damage slightly reduced.
DSR 50: Rate of fire reduced.
Ballista: Rate of fire slightly reduced.





Zombies Issues Addressed



Die Rise

Players are no longer able to access unintended areas using the Trample Steam and the Elevator.





Mob of the Dead

Pack-A-Punch version of the Raygun Mark II now displays the correct skin.





Buried

Players are no longer able to pass over the Mansion fence using invisible collision.
Fixed an issue where Players were able to duplicate candy and booze when in dying in a specific staircase.
Players are no longer able to stand on invisible collision near the Stables and be free from zombie attack.
Fixed an issue where Players were able to hold the top of the Bank for an extended period of time using the Paralyzer and the Vulture-Aid perk.
Players are no longer able to position buildables in the General Store and become free from zombie attack.
Players no longer get stuck at the bottom of the slide when using Dive-To-Prone.
Addressed multiple issues where Players were able to throw themselves into walls using the Trample Steam and become free from zombie attack.
Players are no longer able to reach unintended collision on the 2nd Floor balcony of the Saloon.
Addressed an issue where Players could be free from zombie attack when holding a claymore and looking downward, when standing next to a Mystery Box.
Players are no longer able to launch themselves out of the level near the Saloon using the Paralyzer.
Fixed multiple issues where the Friendly AI would get stuck while holding a crawler zombie when above the General Store, in the Bank, in the Courthouse, in the Mansion, or the 2nd Floor of the Barn.
The Friendly AI no longer gets stuck when bringing the Mystery Box from the Hedge Maze to the Town, and vice versa.
The Friendly AI no longer becomes stuck if a Player gives him Candy and then enters the Fountain.
Fixed an issue where the Friendly AI and zombies were going through a door in the Hedge Maze and getting stuck near a Mystery Box.
The Mystery Box now functions properly when Players give the Friendly AI candy and then activate the box.
Fixed an issue where the Friendly AI would freeze and become unresponsive if he was hit by a high damage weapon while performing a turn animation.
The Friendly AI no longer becomes stuck in the Mansion if the Player has him take the rear entrance to the Mansion, near the Hedge Maze.
The Friendly AI no longer gets stuck on top of the Saloon if the Player shoots him while carrying candy or booze.
Fixed an issue where the Vulture-Aid Mystery Box indicator would permanently remain at box locations if the Player used the Friendly AI to bring the box to that location.
The Friendly AI no longer becomes stuck if he’s hit with a high damage weapon during his flinch animation.
Fixed an issue where the Friendly AI would become stuck when fed candy to retrieve buildables in the Saloon, prior to opening the front door and the debris blocking the staircase.
Zombies no longer get stuck in the ground outside the Mortuary by the Mystery Box location.
Fixed an issue where Players would occasionally spawn under the map in a 4-Player game.
Zombies now path to the correct location when Players stand in Vulture-Aid stink.
Fixed an issue where Players were able to launch themselves on top of ghosts using the Paralyzer and be free from attack for a short period of time.
Players are no longer able to access unintended areas in the Mansion using the Trample Steam and the Paralyzer.
Zombies no longer get stuck on a window in the Sheriff’s building.
Fixed an issue where Players were able to get the Double Points upgrade when withdrawing money from the Bank with Double Points active.
Zombies no longer get stuck behind one of the repairable barriers in the Saloon.
Fixed an issue where Players would die if they jumped into the broken fountain at the same time.
Player’s camera no longer jitters when standing in a specific spot in the Barn.
Fixed an issue where zombies would path away from the Player if they stood in a certain spot just outside the Saloon.
Ghosts can no longer exit the Mansion using the slide, during a non-Ghost round.
Fixed a Solo-play issue where falling down the spiral staircase would occasionally kill the Player, even if they had the Quick Revive perk.
The Time Bomb now functions correctly if the Player has both the Time Bomb and the Monkey Bomb in their inventory.
Fixed multiple issues in Grief, where Players would spawn in Last Stand when respawning in the Stables, Candy Shop, Church, alongside the Saloon, outside the General Store, or on the Mansion-side of the map.
Players are no longer able to use the Paralyzer to get stuck in a tree outside the Mansion.
Fixed an issue with zombies occasionally getting stuck when dropping down to the Gazebo stairs.
The Speed Cola Machine is now properly positioned in the General Store during Grief.
Fixed an issue where Players were able to trigger ghosts without fully dropping down into the Mansion.
Zombies who turn into ghosts now enter the Hedge Maze properly.
Players can no longer trigger Ghosts during a non-Ghost round when entering the Mansion from the rear.
Players can no longer get on top of the General Store purchasable couch using the Paralyzer, and be free from zombie attack.
Fixed an exploit where zombies couldn’t path to Players who stood on the purchasable couch in the Saloon.
Players are no longer able to use the Paralyzer to access the top of a Mansion fence and be free from zombie attack.
Fixed an exploit where Players were able to stand on the cart outside of the Courthouse and be free from zombie attack.
Players are no longer able to access invisible collision in-between the Gun Shop and the Saloon with the Paralyzer.
Players are no longer able to use the Paralyzer to access unintended collision behind the Mansion and be free from zombie attack.
Players are no longer able to launch themselves onto unintended collision in the Courthouse and be free from zombie attack.
Players are no longer able to stand on a scaffolding near the purchasable LSAT and be free from zombie attack.
Fixed an exploit where Players were able to use a combination of the Trample Steam and the Paralyzer inside the Church to become free from zombie attack.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Wed Jul 24, 2013 16:17 
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http://www.pcgamer.com/2013/07/24/httpw ... ampaignuk/

Quote:
Call of Duty: Black Ops 2 developer receives death threats following gun tweaks

Treyarch design director David Vonderhaar has received death threats and threats of violence on Twitter, after patch notes for Call of Duty: Black Ops 2 revealed that three of the game’s guns were to be rebalanced slightly. Yes, that is a thing that has actually happened. The guns in question are the AN-94, which now does a bit less damage, and the DSR 50 and the Ballista, which have both had their rate of fire reduced a bit. If this news makes you want to hurl abuse at someone, I suggest you seek professional help.

“Not sure these fractions of seconds are worth the threats of violence,” a magnificently patient Vonderhaar tweeted in response to the backlash, which is too horrible to quote. “Guns have powerbands and learning curves. Over time, both change. As one goes up, so does the other. That’s the short answer to ‘why now’.”

Activision blogger Dan Amrich spoke out against the backlash, something that seems to occur with horrible regularity. “This has happened with every Call of Duty game that’s come out for the last few years, and it will continue to happen – a gun’s stats being adjusted should not be a surprise to anybody at this point.”

“Yet Vahn often gets told he should die in a fire or kill himself or is a horrible person,” Amrich continued. “If anybody thinks for a second that this is okay, it is not.”

“If you enjoy your games, have a little respect for the people who make them — and stop threatening them with bodily harm every time they do their job.”


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Fri Jul 26, 2013 9:13 
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Double XP this weekend

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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Wed Jul 31, 2013 9:52 
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Treyarch are posting some images which look to be hinting at the next Zombies map (and the return of the original 4 characters)

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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Fri Aug 02, 2013 15:57 
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Double weapon XP this weekend and i've drifted over the 100,000 kills on Zombies

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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Wed Aug 07, 2013 22:54 
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New trailer :-)



For those not familar with the Zombies story thats the original 4 characters from the previous games (not the new ones from BLOPS2) , some interesting looking areas of the *original* maps from WaW and from BLOPS1 and some sort of f*cking great big mech


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Thu Aug 08, 2013 20:09 
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1 Zombies map and 4 MP maps

Quote:
Call of Duty ‏@CallofDuty 1h

#BO2Apocalypse arrives on 8/27, first on @Xbox Live: 4 MP maps + Origins, @Treyarch's dieselpunk Zombies experience: pic.twitter.com/tVpjdZ13TG


https://twitter.com/CallofDuty/status/3 ... 80/photo/1


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Fri Aug 09, 2013 19:38 
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Another trailer showing all maps and again one of the multiplayer maps is a remake of an old one (Stadium)



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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 12, 2013 10:16 
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Nine consecutive posts! Shame you couldn't make it to ten.

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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 12, 2013 10:36 
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SilentElk wrote:
Nine consecutive posts! Shame you couldn't make it to ten.


Over a 2 month period - however I'm sure I've done 10 before somewhere in this or the old BLOPS thread

** edit - last page was 10 in a row from me starting here : viewtopic.php?p=760029#p760029

According to Raptr I've put 534 hours into Blops2


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 12, 2013 14:40 

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zaphod79 wrote:
According to Raptr I've put 534 hours into Blops2


Not sure if I should be amazed or horrified.
(Holy crap! I'm at 348!..... 14.5 days!)


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 12, 2013 14:49 
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Cookie197 wrote:
zaphod79 wrote:
According to Raptr I've put 534 hours into Blops2


Not sure if I should be amazed or horrified.
(Holy crap! I'm at 348!..... 14.5 days!)


If you want to be horrified - I was playing BLOPS1 *before* I joined Raptr so its not covering all the time I've played it and it lists my time spent on that as 837

(you dont seem to have BLOPS1 on your Raptr profile so guess you joined it afterwards)


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 12, 2013 14:54 
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That is worrying stuff. My Raptr profile says I've played 227 hours of Counter-Strike: GO on the 360, but that was mainly left overnight to get achievements. The first legit one is MLB2K11, which I've played for 143 hours. Forza 4 is third with 89 hours.

It can't track the length of time you've played PS3 games, so I'll never be able to compare. Hopefully this is implemented for PS4.

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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 12, 2013 15:21 
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SilentElk wrote:
It can't track the length of time you've played PS3 games, so I'll never be able to compare. Hopefully this is implemented for PS4.


I'm surprised it cant track the PS3 stuff , I know they did add Steam 'recently' and i'd think that the tracking stuff is more likely to be on the new consoles themselves


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 12, 2013 17:19 
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zaphod79 wrote:
SilentElk wrote:
It can't track the length of time you've played PS3 games, so I'll never be able to compare. Hopefully this is implemented for PS4.


I'm surprised it cant track the PS3 stuff , I know they did add Steam 'recently' and i'd think that the tracking stuff is more likely to be on the new consoles themselves

It quite happily knows what games you've played and the trophies, but no idea at the length of time played. Sony obviously don't allow that information to be gathered as part of the api.

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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Tue Aug 20, 2013 17:19 
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New Origins trailer



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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Thu Aug 22, 2013 11:57 
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New patch notes which will be just getting ready for the next DLC drop and fixing a few zombie glitches

http://community.callofduty.com/message/413598236

Quote:
Game Update Notes: Aug. 22, 2013



Multiplayer Issues Addressed

Fixed an issue which caused strafe and backwards movement speeds to be slower than intended in certain circumstances.
Addressed an issue where Players were able to copy other Players’ emblems.
Fixed an issue where throwing down and picking up equipment (such as the Bouncing Betty) for a long period of time would cause those items to become invisible when thrown.
Fixed bullet and equipment collision in Detour with several of the metal tiles in the lower section of the bridge.
Players are no longer able to stand on invisible collision near the crane in Uplink.
Fixed an issue in Uplink where Players were able to access invisible collision near the lower start spawn, outside of the intended playspace.
Players are no longer able to Dive-To-Prone into a section of the downed plane in Cove.
Improved stability with the preview movies in CoDTV when signing in and out of profiles.
Fixed an issue where the lobby countdown timer would reset back to full in certain circumstances.



Zombies Issues Addressed



TranZit

Zombies no longer jitter when they climb on the roof of the bus or when they enter from the windows.
Fixed an issue where zombies killed inside the bus would attack Players for a second before despawning.



Die Rise

Leapers no longer become stuck in the main elevator shaft.



Buried

The Double Points upgrade now applies when purchasing ammunition for wall-buy weapons.
Players are no longer able to Dive-To-Prone on a haystack in the Stables and become free from zombie attack.
Fixed an issue in the starting area where Players were able to Dive-To-Prone and safely land on collision without going down the slide.
Players are no longer able to Dive-To-Prone on a fence outside the Church and become free from zombie attack.
Addressed an issue where Players were able to place a Trample Steam in the Courthouse tunnels, launch themselves into a wall, and become free from zombie attack.
Fixed an issue where Players were receiving points by touching zombies with the Insta-Kill persistent upgrade active and a sniper rifle equipped.
Players are no longer able to access unintended collision in-between the General Store and Stables and be free from zombie attack.
Players no longer get stuck at the bottom of the slide when using Dive-To-Prone.
Fixed an issue where zombies were getting stuck in walls when Players stood in Vulture-Aid stink.
Players are no longer able to stand on invisible collision on the Stables’ exterior and be free from zombie attack.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Thu Aug 22, 2013 15:20 
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The PS3 update has included the trophies for the DLC so you can see what they are :

Quote:
Little Lost Girl (Silver) In Origins, release Samantha.
Not a Gold Digger (Bronze) In Origins, share a weapon you dug up.
All Your Base (Bronze) In Origins, activate all generators without allowing one to stop.
Kung Fu Grip (Bronze) In Origins, free yourself and another from the Panzer Soldier's claw in one game.
Playing with Power (Bronze) In Origins, build all elemental staffs in one game.
I'm on a Tank! (Bronze) In Origins, ride the tank around the map without getting off.
Saving the Day… All Day (Bronze) In Origins, revive another player four different ways in one game.
Master of Disguise (Bronze) In Origins, use Zombie Blood to revive three players and activate a generator in one game.
Overachiever (Bronze) In Origins, complete all 4 Challenges in one game.
Master Wizard (Bronze) In Origins, wield all of the ultimate staffs in one game.


Little Lost Girl is going to be the main easter egg , wonder about the ways to revive right now we have normal revive and using a Pack-a-Punched knife , you can see from the others that Zombie Blood is going to work in some way but looks like theres going to be at least one more


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Fri Aug 23, 2013 14:13 
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[4]

Double XP this weekend

http://www.charlieintel.com/2013/08/22/ ... -aug-26th/

Quote:
Black Ops 2 Double XP Weekend from Aug 23rd to Aug 26th

Treyarch has announced that a Black Ops 2 Double XP weekend will be for all platforms on August 23rd at 10:00am PT and end Monday Aug. 26th at 10:00am PT.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Mon Aug 26, 2013 18:30 
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"Gameplay video" , but its actually more like another brief cinematic covering all four maps plus Zombies - shows the new staff's weapons which look like fun



Map pack is out tomorrow.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Wed Aug 28, 2013 10:35 
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New map is out and I played a few games last night - its pretty difficult at the start just working out where to go and whats available - and Jugg is quite a distance away from the start (its at generator point 4)

The easter egg has not been completed yet (NGT Zombies were livestreaming working on it for the last day but from what i saw did not actually get to the end) - however hackers have flicked the switches in the game to say they have done it and found a cutscene which plays when you get it :



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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sun Sep 08, 2013 14:57 
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Oh dear - they have added both Multiplayer and Zombies trading cards to the steam version : http://steamcommunity.com/app/202970

10 cards in total you can get 5 as drops from playing the game and then get the others to make badges - or sell them (each standard card is probably worth about 10p)

Example cards

* Dempsey
http://steamcommunity.com/market/listin ... %20Dempsey

* Nikolai
http://steamcommunity.com/market/listin ... 20Belinski

* Misty
http://steamcommunity.com/market/listin ... 20Briarton

* Finn & Sal
http://steamcommunity.com/market/listin ... 0%26%20Sal

* Takeo
http://steamcommunity.com/market/listin ... 20ops%20ii

You can also get emoticons which include some of the perks like

* Jugg
http://steamcommunity.com/market/listin ... 20ops%20ii


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Thu Sep 12, 2013 22:52 
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Game will be free on steam this weekend (only at the weekend if you dont buy it then it will stop working afterwards) - so if you want to see what the PC version is like nows your chance - you can get all the DLC (so play the other maps if you want or try them) - and if your using a 360 controller it pretty much feels the same as the console version.

FYI you dont need a fancy machine with a big powerful graphics card to run it (i'm playing it on a 2011 iMac)

All the games and DLC for previous COD's are on 'sale' but they still seem a bit expensive to me

http://news.softpedia.com/news/Call-of- ... 2652.shtml

Quote:
Call of Duty: Black Ops 2 Free on Steam, Activision Catalog Gets Price Cut for the Weekend

Video game publisher Activision and the team at Valve announced that Call of Duty: Black Ops 2 is free to play on the Steam digital distribution service for the weekend and that all games from the company are available with significant price cuts.

The offers are available until Monday and a clear picture of the prices for all the included titles can be seen on the special Activision sale Steam page.

New deals will be announced on Friday, Saturday and Sunday.

Gamers who are interested in Call of Duty: Black Ops 2 need to know that only the multiplayer side of the game, complete with all the DLC packages, is playable.


Steam Activision page : http://store.steampowered.com/sale/activision_weekend


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Fri Sep 13, 2013 7:39 
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Is that cheap DLC just on steam or on consoles as well?
I might go back and pick up some map packs for the PS3 if they are discounted.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Fri Sep 13, 2013 9:24 
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Dr Zoidberg wrote:
Is that cheap DLC just on steam or on consoles as well?
I might go back and pick up some map packs for the PS3 if they are discounted.


Steam only at the moment , the Xbox ones were on a slight reduction last week (but it was only about 10% off) - they may do something with the PS3 stuff over the next few weeks as the final map pack is due out shortly (since its months exclusivity on the xbox is almost over)


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Tue Dec 17, 2013 21:27 
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Live action shorts of Zombies

http://group935.com/index.html

Episode one



ZOMG Spoiler! Click here to view!
As soon as i saw the box i knew what weapon he was pulling out of it :-)


Episode two



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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Wed Feb 26, 2014 7:45 
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Activision are shutting down Call of Duty Elite (stat tracking system for MW3 and BLOPS2 that they made people pay to get at the start)

http://support.activision.com/articles/ ... utdown-FAQ

Quote:
Call of Duty Elite Shutdown FAQ




Why is Call of Duty® Elite going away?
Is Call of Duty® Elite coming back?
When will Call of Duty® Elite go away?
What will I see when I try to open the Call of Duty® Elite app on my console or mobile device?
I am a Call of Duty® Elite Founder. What does this mean for me?
What will happen to all of the content I created in Call of Duty®: Modern Warfare® 3 and Call of Duty®: Black Ops II?
What will happen to my Call of Duty®: Modern Warfare® 3 and Call of Duty ®: Black Ops II Clan?
Can I still view my Clan's medals from Clan Ops and Challenges?
What happens to my Call of Duty®: Modern Warfare® 3 and Call of Duty ®: Black Ops II stats?


1. Why is Call of Duty® Elite going away?
As noted back in October 2013, Call of Duty® Elite was designed to work with prior Call of Duty® games and has begun winding down support for those titles since late last year, which ends on February 28, 2014. We’ve taken all the key learnings and fan feedback to create the Call of Duty® app for Call of Duty®: Ghosts, which takes some of the best and most popular features of Call of Duty® Elite and introduces new elements such as Call of Duty® Clan Wars. Download the Call of Duty® app now at http://callofduty.com/app, and join in the Call of Duty® Clan Wars fun today.

2. Is Call of Duty® Elite coming back?
There are no plans to bring Call of Duty® Elite back. We encourage fans to download the Call of Duty® app for Call of Duty®: Ghosts, which allows players to customize their multiplayer character and weapons loadouts on the go, keep track of their Call of Duty®: Ghosts stats, and features Call of Duty® Clan Wars, where players can compete for cool, exclusive in-game gear.

3. When will Call of Duty® Elite go away?
Call of Duty® Elite will no longer be in service by Friday, February 28, 2014 at approximately 10:00 a.m. (PST).

4. What will I see when I try to open the Call of Duty® Elite app on my console or mobile device?
The Call of Duty® Elite service will no longer be accessible via the console or mobile app by 10:00 a.m. (PST) on Friday, February 28, 2014. However, fans who download the Call of Duty® app for Call of Duty®: Ghosts will be able to continue enjoying features like customizing their multiplayer character and weapons loadouts on the go, keeping track of their multiplayer stats, and Call of Duty® Clan Wars.

5. I am a Call of Duty® Elite Founder. What does this mean for me?
First, thank you for your support as a Call of Duty® Elite founder! As a Founding Member, you get to keep your special emblem, and it will continued to be displayed in your playercard in the current Call of Duty® app for Call of Duty®: Ghosts. Additionally, users who have logged into the Call of Duty® Elite service since January 1, 2014 will receive two hours of Double XP in Call of Duty: Ghosts. This special bonus Double XP will show up in your Call of Duty®: Ghosts profile soon.

6. What will happen to all of the content I created in Call of Duty®: Modern Warfare® 3 and Call of Duty®: Black Ops II?
Any content stored in-game or uploaded to YouTube will still be available. For Call of Duty®: Black Ops II, if you’ve previously linked your YouTube account to your Call of Duty® account, any videos that you upload from the game to YouTube will go to your personal YouTube channel. If you haven’t linked your Call of Duty® account to your personal YouTube account, then any videos you upload will go to http://www.youtube.com/user/360CODBlackOps2 and http://www.youtube.com/user/PS3CODBlackOps2.

7. What will happen to my Call of Duty®: Modern Warfare® 3 and Call of Duty ®: Black Ops II Clan?
After February 28, 2014 all Clans and Clan Management tools in Call of Duty®: Modern Warfare® 3 and Call of Duty ®: Black Ops II will no longer be accessible or function through Call of Duty® Elite. Clans is a special feature we’ve evolved specifically for Call of Duty®: Ghosts, and the Call of Duty® app introduces deeper Clan management functionality and new competitive elements, such as Call of Duty® Clan Wars. We encourage fans to download the Call of Duty® app and experience all the great action in Call of Duty® Clan Wars.

8. Can I still view my Clan's medals from Clan Ops and Challenges?
No, these items will no longer be available to view once Call of Duty® Elite has been shut down.

9. What happens to my Call of Duty®: Modern Warfare® 3 and Call of Duty ®: Black Ops II stats?
Your stats for Call of Duty®: Modern Warfare® 3 and Call of Duty®: Black Ops II will still exist in-game. Call of Duty®: Black Ops II recent matches are stored in-game for seven days.


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 Post subject: Re: Call of Duty 9 : Black Ops 2
PostPosted: Sun May 04, 2014 10:04 
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All of the DLC for Black Ops and Black Ops2 are 50% off at the moment - so £5.73 per pack on either game or £17.49 for the Black Ops2 season pass

Also interesting article about how the Zombies mode came to be :

http://www.jessesnyder.org/trenches/?p=42&cpage=4

Quote:
Nazi Zombies, Ray Guns and Magic Chests
November 11, 2008 10:03 pm Sir Haxington Game Development, Gaming

Call of Duty: World at War Box 360Early in the development of Call of Duty: World at War, myself and the Lead Level Designer at the time, Jason McCord, were trying to come up with cool “extras” for the game. For example, CoD 4 had the airplane level at the very end of the game which arguably IW could have shipped without. At the time, we didn’t have anything planned besides “competitive co-op,” which is a lot like arcade mode in CoD4, just co-opified.

We had kicked and idea for an end sequence in CoD:WaW where you’d be placed in a bunker which you couldn’t leave. To your right would be a German officer screaming at you to get on some MGs, and to your left would be those MGs mounted on a window over looking a beach. It was then the player was supposed to realize that you were on the beaches of Normandy from the German perspective, and you had to mow down allies as they came up the beach. Eventually, towards the end of the credits, as the pace got to be too heavy and there were so many guys that eventually they broke through the beach head, you’d hear banging on the door to the bunker. A few seconds later, an explosion would rip through the bunker, knock you unconscious, and you’d be on the ground, facing up. An American squad would light up the place and a bad-ass US soldier would stop over you, slowly aim his gun at you and fire. Fade to black. Finish rolling the credits.

Hmm, actually, that still sounds pretty cool. Unfortunately, there was a lot of resistance against playing as a German, even though the players gets owned at the end and the Americans still win. What could have been a cool cinematic and interactive ending to the game never was.

Later in the project, we added some AI to the level “Little Resistance” (second level in the game) which had Japanese soldiers looking dazed after a rocket strike on their defensive line. These guys sort of stumbled around and every time someone saw those animations, they mentioned how they looked like zombies.

So months passed. One of our producers, Dan Bunting comes in and says “We want to do some extra content for the game, what should we do?” I still really liked the concept of being over run and not really being able to win. One thing that is common in most Call of Duty games is the feeling that you’re invincible, that when things go wrong you’ll be okay, and that everyone lives to see the next day. I think IW did a good job in twisting that safeness with two of their levels in particular. The level where you’re being led through the streets of a Middle Eastern city in the back of a beat up car and eventually shot in the face by one of the antagonists, and the level where you survive a nuclear explosion and eventually die anyway. Bonus points for making them crucial to the story.

Anyway, the first thing I asked Dan was if he’d ever played any “Tower Defense” games. He hadn’t, so I explained how the mechanics are pretty simple (guys come in, at the end of each round you use the points you’ve accumulated to buy various objects / abilities that will help you survive to the next round, repeat until dead) and we could do one fairly easily. Because tower defense games had been proved in Flash form time and time again doing our own version of tower defense could be a pretty big hit.

The model for the extra content I really wanted to follow was that of Geometry Wars. As you might know, Geometry Wars was a game that started as a mini-game in Project Gotham Racing 2. Eventually, the game became so popular that Bizarre split Geometry Wars out into a separate game, available on Xbox Live. This model for extra game content is ingenious for two major reasons: one, players get a really fun bit of extra content with a high replay value, and two, the development team can use this opportunity to explore and test new ideas and projects. If everything works out, the fans are happy and you have a prototype for another game.

A few hours after talking to Dan about doing the extra content, I was taking to one of our designers, Sean Slayback, about tower defense games and the proposal to make one. He mentioned a game called “The Last Stand“, which is a flash game where you play as a survivor fighting off zombies. Zombies run towards you and start tearing at a large barricade that is protecting your area. If they break through, you’re pretty much toast, so you move around in your little section of the screen shooting various guns to try to keep them from breaking in. The rules are pretty standard for a tower defense game but with some cool twists. After every round, you get some points which you can spend on building back your barricade, looking for survivors, and looking for new weapons. So depending on how you play, you might choose to get a new weapon, or more people to help you defend, or simply build up your defenses.

So, I played a few rounds and had a huge epiphany. “Zombie Nazis!” I thought to myself. You could do a lot of the same stuff here, but make it more interactive and more intense in the first person. What you you could actually buy barricades in real time? What if you actually could find and buy weapons in the level? What if you could unlock new areas that changed the strategy of the game and the flow of the enemies? Plus you could play in co-op! We have zombie-like animations already (the dazed guys), this is a no-brainier prototype! The engine supported all these ideas and I could immediately see how they could be implemented.

I immediately rushed over to Dan’s office. “Hey, so I have this idea, I think it’s going to be awesome. Let’s do a tower defense game where zombies are attacking a building you’re holed up in!” You could tell that he wasn’t sold on the idea. I gave him my pitch anyway but he wasn’t terribly impressed, even after showing him “The Last Stand”. He told me we wouldn’t have enough time to make it, doing such a game mode would require all new assets, it’d be a huge risk, the mode didn’t fit the theme of the game at all plus it would be too campy. However, when I started pitching the idea to others on the team, they seemed to love it, especially some guys that had played a lot of WarCraft or StarCraft and knew a lot about tower defense games (those blizzard game were where the Tower Defense craze got really popular).

I sat on the idea for a while. Later, I learned that Dan had grabbed a scripter and a programmer to implement his concept of what a tower defense game should be. It was named “Bunker Defense” and basically included sections of levels from the single player campaign. As you ran through the levels, guys would spawn in waves, eventually you’d encounter a flame guy, maybe some dogs. The problem though was that it was missing all the fundamentals of what makes a good tower defense game. You need to be able to buy stuff, rebuild, change your strategies, but most of all you have to defend. In Bunker Defense you were running and progressing through the level. In tower defense games you’re defending a particular area and you need to strategize.

Every week that went by more work went into Bunker Defense and every week was another week I said “We should drop this and do Zombie Nazis instead.” I always got the same lines. “Too risky,” “Too much work,” and so on.

After a few months, I decided to go off and prototype “Zombie Nazis” (originally Nazi and Zombie were flipped) over a weekend. I took one of the scary looking buildings from the Russian campaign, put boards all over the outside and made some contrast-y lighting. At first, I just used the dazed guy animations for locomotion, and had them “melee” through the boards to get into the building. I had doors you had to “buy” to open which unlocked the flamethrower, a couch you could “buy” to get up stairs, weapons on the walls you could purchase to get you into further rounds. All the core elements were there. It was rough but it got the idea across.

I showed off the prototype to a few people. The initial reaction was far better than I had hoped for. Other people could immediately see the potential, even with basically temp animations and limited geometry and script work. The prototype was immediately fun and got a range of positive reactions from people, so I knew we had a hit. The Creative Director, Corky Lehmkuhl, gave me the go-ahead to continue work on it. Dan, who had people working on Bunker Defense wanted to have both his concept and mine in production at the same time. After about a week though, Bunker Defense ended up being cut since it just wasn’t working out and there was only one programmer, Austin Krauss, assigned to making it work anyway.

Unfortunately, Austin and I were asked to work on Nazi Zombies in our spare time and on weekends since we were already in full crunch for the main game. We ended up doing just that. There were some features that were far from being complete. For example, in the prototype I had planned on being able to buy back boards but never got around to it. So once they were torn down that was it. At one stage Austin made it so you could buy them all back in one shot, and later he had it so you buy them back individually. I knew the board buying mechanic was a key part of the game play though, so I’m glad he got that working early on.

Our Lead Animator, Jimmy Zielinski, finally got around to playing the prototype and his head gibbed with excitement. “If you need any animations for this, just let me know.” I whipped up a wish list of animations and send them his way. The animators had a mo-cap session coming up soon, so he told me he was just going to get a bunch of zombie animations on the side.

One of my favorite parts of the “Nazi Zombie” saga is that, purely by chance, the day that the mo-cap session happened, one of the actors we had for the day actually plays a zombie at Universal CityWalk. So, here we are, working on this total side project, and as luck would have it we have one of the best actors possible for zombie animations. As a result, our prototype just got a million times better.

So, the animations looked awesome, which took Nazi Zombies to a whole new level. One of the artists, Cameron Petty, wanted to get involved and wanted to make special characters for Nazi Zombies. So, he zombied up the SS Honor Guard characters, made glowy eyes for them, and so on. We had a gibbing system set up from the main game, so we got special gibs made just for the zombies. Plus, we randomly burned some zombies in script so you’d get this mix of regular zombie guys and ultra-dirty, rotting looking guys.

Eventually we hacked in head gibbing. We didn’t have this feature in the main game (exploding U.S. Marine heads is offensive to a lot of people), but I figured out a way we could do it all in script. One bug we ran into was that a Zombie would run around with their head off and attack you every now and then. We actually thought it was awesome, and it stayed in, although we modified it so that guys eventually drop after a few seconds.

By this time I had moved the level away from the small house prototype and into one of the bunkers from the Pacific campaign. However, our Lead Multiplayer Designer, Chris Dionne, fixed up a bunch of geometry issues with it and made it not suck so much. I went in and adjusted all the doors and windows so that it fit with the game play better.

A few more weeks had passed, and Austin and I were still trying to put everything together on Saturdays and Sundays, even through we were working 12+ hours days Monday through Friday in addition to working on stuff for the main game on the weekends as well. I hate crunching, but we were super motivated to work on this.

I had the idea for the “Magic Chest” (people just starting calling it that, I used to call it the Mario Kart box) when we were still in the prototype phase, but never quite got around to implementing it. It wasn’t until we moved the prototype into the new map I started creating new interactive objects like the rifle cabinet, the treasure box (which was influenced from Mario Kart and a trip to Las Vegas) and so on. I knew that to keep the game interesting, there needed to be some randomness as well as some strategy to the game play. People simply loved going to the box and seeing what weapon they’d get so I knew it was a keeper.

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. He also fixed up the box with question marks on it, which was a nice polish touch.

So, in our spare time, we had this really awesome prototype going. Actually, by this time it was beyond a prototype. It was fully functional and fun, with rounds, boards you can buy back, actual zombie animations, near complete geomerty and lighting, a prototyped introscreen and so on.

However, at this point the thing is still buggy as hell still unbalanced (the first round would last like for like 30 zombies, it was just too slow) and Austin and I haven’t had a day off for months. We were at the point where we couldn’t actually work on it anymore, since the main game was requiring so much attention. There were plenty of points at which I was sure Nazi Zombies was going to be cut due to lack of man power. At one point Austin was pulled of to fight fires elsewhere on the project, so I thought for sure it was over.

Luckily, the upper management had the good sense to put our Lead Scripter, Mike Denny, as fully dedicated on “Nazi Zombies”, which it was now called officially. This basically brought the mode back from the dead (ha-ha). He fixed up a lot of remaining issues, polished the hell out of the various features (for example the couch was still just something you’d just buy and it’d go away, so he got had to idea to make it go up to the ceiling with FX) and generally just made it shine. We went back and fourth a lot with our Jimmy and another animator, Phillip Lozano, and played the hell out of it every night while doing tons of balancing on the fly to made sure Nazi Zombies played right. Early on you could get to like level 35 and beyond with ease. We wanted 10 to be the tipping point, with 20 being the point at which if anyone makes a mistake the game ends.

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. People especially loved 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.

Meanwhile, Denny was still working full time on Nazi Zombies and adding a ton of polish to the power-ups as well, such as making the guys gib heads on insta-kill, guys catch on fire and gib when the bomb goes off and so on. Our Brian eventually gave us the new, shiny gold models you see today, which look much cooler.

I must admit I miss the crow though.

I could tell this was going to be an even bigger hit when everyone in the office is playing it and starting competitions. You’d hear screams all over the office when someone would get a bomb on level 16, or a max ammo when people are running low on ray gun ammo. It was a great way to pass the time when waiting for huge bugs or a disc to be burned. Competitive email chains starting going out with screenshots of the current Nazi Zombie score leader’s screen. One of our programmers hooked up the leader boards as a result. Another programmer and I hooked up the zombie crawls when their legs get blown out. Denny still plugged away, fixing all kinds of usability issues. I can’t stress enough how much more awesome Nazi Zombies became when he starting working on it.

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.

So, that’s it. A simple design with a cool theme, lots of luck, passion, and hard work from various team members who went out of their way to try something different. Sure, we didn’t get everything we wanted in there, but I’m fairly sure there will be more Nazi Zombies in the upcoming months. I really couldn’t be happier with the way Nazi Zombies turned out, all things considered.


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