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Everything posted by Tomo2000
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Looks great :thumbsup: Looking forward to the Games Section. I imagine that's right around the corner.
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RMU 2.0 keeps getting closer and closer, so I guess it's time to pull some rabbits out of hats. This blog will show you a few new things you should expect from Pathogen, as well as Hope Afloat. The first I should address is the Game Modes. Pathogen is based heavily on re-playability rather than storyline. There are currently four planned game modes, which all vary in terms of what you can do and it's difficulty. There are different 'areas' you progress through, each with new tactics and different Special Infected. Each area has a few rounds before progressing to the next, and, once reaching the final area, it will return you to the first area again. However, the catch here is that, in most game modes, the base health of zombies and Special Infected constantly increase slightly each round. This is so that the game doesn't just go indefinitely. Hopefully there may even be some rivalry on the forums between who can get higher rounds in different game modes. A Screenshot of the Game Mode Select screen. The next is the new HUD, which will be also seen in Hope Afloat, with exception to the section in the top right, which is exclusive to Pathogen. It's on a testing map, so excuse anything you see on the map itself, but pay attention to the HUD itself. Instead of using 32x32 icons, it uses 84x54 icons. The new HUD. That's all I'm going to reveal right now. Enjoy. ~Tomo2000.
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Wow, not a single nomination yet? Not sure if it's a valid nomination, as there's been quite a bit of leeway with the rules with nominations, but I nominate NoxieNation for putting a lot of work into his spotlights, which is really nice to see on the forums.
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Life always gets in the way of projects, so there's no reason to freak out. I've been working on a short demo for a game [and, granted, the entire engine] for almost a year now, and it isn't ready for a release yet. It's more important that you don't rush things and make it to the best quality that you possibly can. Best of luck with your job and with your project.
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This blog entry, if anyone ever reads it, is just a little back-story about my experimental project that I'll be releasing along with RMU 2.0; Pathogen. Pathogen just started as a simple experiment, taking the same system of Hope Afloat Remastered, and doing a lot of major edits to it. The original Hope Afloat was made with the same script system as Calvinchun's Resident Evil: Remake, but, when I first stumbled upon the engine, it was incredibly buggy, and was in a barely-working state, really. Anything you wanted to add that was contrary to what was in the demo was a huge task, or was completely disallowed by the script itself. Essentially, it took about a year after Hope Afloat's first release, but I ended up re-writing the majority of the script in a hope to make it more efficient. I also had a lot of experimental projects, such as Apocalyptica, which was a very, very old project that was a Nazi Zombie attempt. By making this project I found out a lot about the scripts capabilities and flaws, some of which are completely un-fixable. I found that after you hit about 20 or so weapons, the coding in the common events for the ammunition completely breaks, which took a little to fix, along with that you can't have a zombie's event reset on the map and have it with more than 0 health without transferring to a separate map and back again. Pathogen started in a similar manner to this, which was primarily experimenting with different things. Things, such as the HUD, which takes a few scripts to function properly, I experimented with redesigning them in Pathogen, in case I broke something in the code itself in Hope Afloat, which has happened before, and ended up with me losing a lot of my work. Pathogen was basically a copy of Hope Afloat so I could screw with the scripts without potentially losing work. It's also a testing ground and that, elements of the game which are properly working and efficient I can also apply to Hope Afloat. One of the first things I did was change the HUD. With a lot of things in Hope Afloat that change the way the weapon behaves, the icons have gone from just guns to guns with different brands, different bullets, etc.. That's far too much to be put into a 32x32 icon, so making the HUD show the menu icon is a very good indicator of what weapon you are actually using. The second thing, and primary part of the project, is making the weapons realistic. Lots of weapons in the system are reloaded practically instantly, along with their fire-rate, so. A pump action shotgun, for example, is reloaded instantly. A huge change that will be seen in Pathogen and Hope Afloat is weapon realism. This includes loading rounds and shells into shotguns and revolvers, but, remaining in true Resident Evil fashion, loading weapons in this manner requires you to stand still with the gun drawn. Rather than being an inconvenience, it requires the player to think more strategically, and is a reference to the old Resident Evil games. There's a lot of planned things for Pathogen, and I really hope you guys will like it when I release it. Until then, take it easy guys. ~Tomo2000.
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[RMXP] Resident Evil : Remake Disc 1 (Completed)
Tomo2000 replied to Calvinchun's topic in Established Games
Tell me when it's fixed and re-uploaded so I can test it :thumbsup: I'm a huge RE nut, and the engine I used in Hope Afloat is the same engine you're using, but the scripting is all spaghetti and incredibly glitchy, so I basically ended up re-writing the entire thing. -
[RMXP] Resident Evil : Remake Disc 1 (Completed)
Tomo2000 replied to Calvinchun's topic in Established Games
I believe it's an error, with the room immediately after where you start. You walk in, ask the zombie if he's a survivor (herp derp), and then, after that, the zombie turns around but doesn't move. The music suggests that he'd be walking at you, and doesn't take damage from your weapon either. Might wanna check that out. It sounds really ambient and creepy, though, from how far I've gotten so far. -
[RMXP] Resident Evil : Remake Disc 1 (Completed)
Tomo2000 replied to Calvinchun's topic in Established Games
"Font Resident Evil were not found" error. -
I was reading over the two Roleplay topics of the original "RMXP Unlimited Zombie Survival RP", as well as it's season 2 counterpart. I think that, potentially, being a Season 2, where Season 1 didn't have a concrete ending, may have been its downfall. Anyway, the main point of this topic is basically a census to how many players would want to play another Zombie Roleplay and, if there's enough interest, then I'll organize another one. The Zombie roleplay will take place in the same universe as the other two, but in a completely different region/city. Here are the links to the first and second if you're interested. Season One Season Two You don't need to know anything about the last two if you feel up to playing, it's just more of an example of what it'll be like. And, when voting in the poll, please consider how much time you want to put into the role play. A major character will, as the name suggests, be pretty crucial to the storyline, and, if you were to stop posting for a while, the entire thing could potentially grind to a standstill. If you aren't online too much, but you still want to be a part of it, put a vote in the minor character part of the poll. I hope we have enough people interested to start another.
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We've tried community projects before, and even group-like projects, but all that ends up happening is that the majority of people procrastinate, and say that they either need scripts, or sprites, or maps, or whatever. So, the main mapper makes some maps, the main scripter makes some scripts, main spriter makes some sprites, and, after all of that is done, all interest is dropped; like a bad joke. That's why the "skilled" members don't bother trying. If you hit a dog long enough, it learns to avoid entering the situation in which it gets hurt. Shock treatment. However, I think that 'community' projects are a bit too open ended. Everyone wants something their way, and that's where organization completely fails. Granted, if it's a good idea, it would be added to it, but mostly it's not-too-great ideas, or ideas that clash with the already established storyline, which helps destroy the project. If you really want a community project, you'd want to set up something as a community project, with a base storyline, which can be expanded on, but not too basic. We've had our fair share of flame wars. As I said before, avoid the situation in which you get hurt, or, moreso, the reputation of users and the community. There are people to teach them, but, as proven, the classes don't exactly get a lot of responses or anything. That's why the tutorials section was established. But, beside that, people want everything handed to them on a silver platter these days. They want to pick up a game maker and just magically create the perfect, best-selling game of all time, and that'll never happen. I imagine lots of people who want to make something custom in RPG Maker just completely lose interest over how complicated it is to actually make something from code; essentially from scratch. I'm sure that, if there were more demand for classes, there would be more classes. Supply and demand, really, but you need that demand before there would be a half-decent supply. There will always be a supply, but, the more it's wanted, the more people will actually make it. Lots of people on the forums who make things these days, me included, want nothing more than a bit of satisfaction from people enjoying what you've made. That's because people are selfish. There are a lot of people willing to help others here. You make it sound like RMU has a plague of selfishness. There's no real solution to that. It takes a specific mindset to be able to code, to sprite, to understand complex eventing. Lots of people expect to be able to make something incredible on their first try, and usually this disappointment drives them away. I'd much rather have a small community of people who have the capability to understand and comprehend these, and the ability to learn, rather than a huge community of people who don't know what the event layer is.
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Okay, when there's no weapon equip, the ID is 0. So try; if $game_party.actors[0].weapon_id == 0 self.damage = (atk / 2) end
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where'd you find the weapons.empty? code from? Maybe try if weapons.empty = true
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Maybe try; if $game_party.actors[0].weapon_id == nil self.damage = (atk / 2) end Not too sure.. I know that the if statement should work, just not sure about it working with nil.
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I might be able to help... Recently I made an array for my project which involved checking for weapons and all that. So what do you need exactly?
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Deadlocked is a topic I've been thinking about making for quite a while now. The purpose of Deadlocked is to be a mega-topic for all my current projects, and a small archive for my old ones. It's a good source of news over all my projects, and a small history from the start of my time at RMU, originally RMXPUnlimited. It's a little hard to believe it's been four years since I joined, and made one of my first major projects. Lots of good people have left, but this topic isn't to miss old friends, like Kiriashi and Nisage. As I said above, the main purpose is to be a mega-topic for my projects, and to keep up to date with updates. Minus old, demo-less and embarrassing games, this topic will have all my most up-to-date projects at the top, and old projects at the bottom. It'll have a summary of what the game is about and, if you like it, you can go and check out the separate topic pages, which will have a link provided. I'm also looking for a few playtesters to try out systems and games in the pre-alpha stages. If you're interested, you should shoot me a PM. There is, however, a limited amount of playtester slots available. First in, best dressed. This paragraph will be updated when the slots are filled. Current Playtesters: Marked RGangsta Formlesstree4 Tatsu011 If you do reviews or spotlights or anything of the sort, you can also shoot me a PM if you'd like to review/spotlight one of my projects, that'd be pretty awesome. Summary: Pathogen is currently a secret project I plan to release at the unveiling of RMU 2.0. Pathogen will have a few screenshots released in the next few weeks as we approach RMU 2.0, all will be incredibly cryptic in nature. It is possible to piece together the clues and figure out what Pathogen is about, and its key mechanics, before its release. It uses the Hope Afloat engine, and used to be an experimental project to test new additions to the engine without potentially crashing other projects. However, from that point, it has evolved into a prototype project, with a few planned gamemodes, and a tonne of re-playability. This is all I can reveal about Pathogen for the time being, along with that it takes place in the same universe as Hope Afloat and Legacy. Screenshots: Title Screen: Project Page: Currently Uncreated - The project itself is unreleased. Summary: Legacy was an experimental project based off the game PAYDAY: The Heist that was part of a personal test to see what quality of game I could produce from December 26 to New Years Eve. Legacy included a class system, weapons loadout system and voice acting. Although ambitious, Legacy was completed a whole day early, including having a few friends playtest it and fix some bugs. For a game which took four days to complete, it turned out quite well. In Legacy, you play as an ex-con nicknamed Cain, and complete objective-based 'heists' to acquire weapons, food and gear for the outpost you take refuge at. It currently only has one playable heist, but, due to my other projects and lack of enthusiasm in general, might discontinue the project. The results of the poll will decide the outcome of Legacy. Screenshots: Classes Screen: Mission Screen: In-Game: Project Page: Summary: Hope Afloat was basically my first major RPG Maker game. The first version being released four days before my birthday in 2009, Hope Afloat has managed to keep itself afloat to this very day. Currently a Remastered version is in the works, which promises to bring back everything that the original Hope Afloat gave its players, and much, much more. Hope Afloat uses the Hope Afloat engine and is set in the same universe as Pathogen and Legacy. I hope to have the new version of Hope Afloat released on its four year anniversary; 24th of July. The story of Hope Afloat revolves around the main character, Kyle, a few weeks after the zombie apocalypse has begun. After a few weeks, he has mostly constructed a raft that he hopes will help him survive. However, his runs from his home to the docks and back have gradually attracted zombies to the area, and to loom in the area; even the back streets to the docks are flooded with the undead. It's now or never, but, even if he can manage to get the raft out to sea, he doesn't have the supplies to just wait this thing out. What started off as a desperate attempt of survival quickly evolves into a full-blown apocalyptic conspiracy. Screenshots: Title Screen: Prologue: In-Game: Project Page: Note that the Project Page is old and un-updated. Summary: Although a lot of work was put into Demons, after a trailer was made, Demons didn't ever really see the life of day, and was just sitting there wasting away in my VX folder until recently. A rather creepy dream gave me a few ideas to chuck into what wasn't a very clear-cut story, and now, two years later, Demons is being made again. Demons is a psychological thriller that evolved from a now-retired project called Alone. In Demons, the main character finds herself spiraling into madness. It starts with confusion at first, then lost time and strange thoughts, but, when she comes across a blood-stained version of herself in a distorted world, the world she once knew falls to pieces around her. Screenshots: Title Screen: New Chapter Screen: In-Game: Project Page: Currently Uncreated.
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I know how you feel with too many projects at once. I usually find myself working on a lot of projects, but most of them are just testing projects. Sometimes, in order to figure out a problem, I need to put it into a different scenario. Anyway, although there isn't much information in the topic yet, I couldn't help but notice "Build, manage and command your own army" under Project Talquin in your Signature, and it reminds me of a really old project I was trying to make a few years ago. Anyway, if you need any help, there's always plenty of people to ask and who are willing to help. Below is a real short list of things that you can do at a later date to improve the topic; A section which gives a brief outline of the storyline, no spoilers. Features and Characters Screenshots These can be done whenever you get the chance to and when you have the content to put in, there's no real rush, and you can refer to other topics in the Established Games section if you need an idea what to make it look like. Anyway, all that stuff behind, the sound of commanding and making armies sounds really damn good, and I'm really looking forward to a demo :thumbsup: Best of luck, and remember not to hesitate to ask for help if it's needed.
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Hey guys. This blog entry is just to update everyone on what's been going on. Recently I've been pretty busy, but I've managed to squeeze in some work here and there on my ever-building list of projects. So, in this blog entry, I'll be talking about those projects, Deadlocked, and Pathogen, which was a little experimental project I was working on to test some potentially engine-crashing scripting changes, as well as Pathogen's relation to RMU 2.0. The first thing I should talk about is Pathogen. Pathogen is based in the same universe as Legacy and Hope Afloat, and uses a very much improved engine than you're used to with Legacy. There is not a whole lot I can say about Pathogen, to be completely honest. It's top-secret for the time being, and I plan on releasing a prototype version at the same day as the RMU 2.0 unveiling. The title screen to Pathogen is at the very top of the blog, and is intentionally cryptic as hell. The nursery rhyme "Ring a ring o' Rosies" replaces the options for New Game, Load Game and Exit. There's a huge hint as to one of the key gameplay elements in that, if you can figure it out. Pathogen is a replayable Survival-based game which revolves around random spawns and rooms, with a few different game modes. I'll also be making a mega-topic soon called Deadlocked, which is the name that all my RPG Maker games will be going under. Essentially everything made by Deadlocked is usually made entirely from me, with the exception of some graphics and scripts. I make quite a bit of graphics, but usually it's the tilesets that I can never get the hang of. Any scripting issues I have I usually ask Lizzie, but usually its a UMS and a Title Script, and the rest is by me. I will be looking for some beta testers, and anybody interested should send me a PM. So, all that aside, I've also been working here and there on quite a few other projects, and below will be the updates I've been doing to them as of late. Legacy: Post-Apocalyptic Survival For the time being, Legacy is on Hiatus while I work on other projects. Legacy was a rather experimental project, mostly focusing around event-based menus and classes. It was also a good way to test a few new engine changes and try to implement voice acting, which got a rather positive response from the community. At the moment I'm thinking of dis-continuing Legacy, as it was an experiment and to see what quality of a game I could make in five days. I guess whether Legacy gets an update or gets dis-continued is based on interest and how much time I can put into it. While I was working on the Hide & Seek update, I ended up working on the Hunter class. Not sure if I showed this image before, but probably not. So enjoy. Demons: Psychological Thriller Demons has been coming along quite smoothly, and, although a prologue is complete, my main problem is how damn tedious mapping in VX is, or, moreso, the lack of being able to change tilesets. A short prologue is complete, but that'll only give you five minutes of gameplay or so, so, until I redo all the tilesets for Demons, that's on pause for a short while. I hope that I can get a demo of Demons out by the 1st of June. Above is a teaser drawing that appears between the Prologue and Chapter 1. This will probably become the Chapter image. Hope Afloat: Post-Apocalyptic Survival/Horror I know I've been talking about Hope Afloat for a long time now, and there's probably very few of you left on the forum who ever played the original. Maybe a year ago I announced a Remastered version in the workings, since I was very amateur with RPG Maker when I first made it. I've been working to make Hope Afloat as perfect as it ever possibly could, and, hopefully soon, I'll be releasing a demo, which features a full prologue and first location, and should amount to around 20-30 minutes of gameplay, with any luck. There are so many features to Hope Afloat that I'm just dying to show off, but I can't. I might release a few teasers as its demo comes closer, but, for the time being, enjoy a screenie from not even an alpha version of the prologue. You don't play as the main character, immediately, but rather a soldier at a military base. The prologue also acts as a tutorial, and gives a little backstory to the rest of the game. Anyway, that's all there is to this blog entry. I hope those of you who take the effort to actually read the blog entries any more enjoyed it, and I'll see you guys around. ~Tomo2000.
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Noxie Nation - RPG Maker Youtube Spotlights
Tomo2000 replied to NoxieNation's topic in General Game Development
This topic definitely needs some more attention, and your videos are great. Gonna go sub right now :thumbsup: Keep up the great work, and I'll look forward to some more videos. -
For a project that took two days it's pretty good :thumbsup: I've seen plenty of Slender-Esque games, and most of them aren't too great in the grand scheme of things, but this has some potential, and I like it. Maybe you should consider expanding on it, adding a storyline. Maybe even the ability to combat some of Death's various minions, but not Death himself. Anyway, I'm just spewing ideas, you don't exactly have to go with it. Nice game, got me quite a few times. I like how the entire thing isn't just an open area, and there's plenty of close and claustrophobic areas that Death can really wreck your day in.
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So, quite a while ago I was thinking of writing a big guide for all the different Nazi Zombie maps, because I take pride in being pretty damn good at the game. On top of that, today, I was thinking about writing a guide for the newest map, Mob of the Dead, and a speed route I've discovered as I've played and decided to share with you guys. So, rather than just write a separate topic for each, I'll just compile them all into one topic. For the time being, I'll write a guide purely for Mob of the Dead, but I'll come along and write a new guide every week or so on a different map, either one that's suggested to me, or just my next favourite. Mob of the Dead is a pretty tricky map to master but, once you get your head around it and memorise what needs to be done in Afterlife mode, everything becomes a little more easier. One of the places where Mob of the Dead really went well is that you actually need to preserve your zombies if you want to get to a survivable state early in the game without wasting all your money on the random weapon box. I'm not entirely sure, and I don't think this is proven yet, but I've had many crawlies that die really quickly even up to wave 12 and such, whereas, on Der Riese by that time, for example, crawlies last quite a while. I think this is added because most of them are wrapped in barb wire and such, which makes them bleed out faster. Anyway, here is a Solo guide to my own Speed Run through the Mob of the Dead map. Although this is a pretty detailed guide, you might want to do it as you're playing, and pause to read more as you go. Remember that you have to play on Ordinary difficulty. Also do not use the random weapon box if you come across it, trust me, it's a waste of points. Do not grab any nukes, either, until you have the completed the plane. Wave 1: As soon as the wave starts, you find yourself in Afterlife mode. You'll see the glowing blue doorway with the Electrical Device on the other side. Zap this to power it, and the jail cell with the double points will open. Note that the double points and other power ups that spawn in the other cells don't disappear after a certain amount of time. Revive your character and wait, don't kill zombies yet, or anything like that. Once the zombies are inside, grab the Double Points, and you want them to be inside so you can get whatever power-ups they may have, you want to shoot them six times in the legs or waist, no more, no less, before knifing them. Ensure you do this with each zombie, and remember that bullet penetration applies and does so damage, so, if any zombies are affected by bullet penetration, you might want to be cautious about how many additional bullets you put into them. You want every kill to be a knife kill after the six bullets. A knife kill gives 130 points, whereas you get significantly less for just killing them. With the Six Bullets Knife tactic on wave one, you get 190 points per zombie, which, with double points, becomes 380 per zombie. Remember to repair one barricade while your double points is up, too, as each wave there is a max of boards that can be repaired and still give you points, and, on wave 1, it's most of a barricade. By the end of Wave 1, you should have between 2500 and 3000 points if you did this correctly. Now, before wave 2, you want to open the door closest to where you started, not near the library. Go across the walkway and see if the Warden's Key is hanging from that location. There'll be some electrical sparks around it. You'll know what I mean when you see it. Wave 2: By the time you're out of the starting room and checked that the Warden's Key is there, it will have started wave 2. You should restart if the Warden's Key isn't there until it is. Go down from the walkway and around the corner to the junction box where you can activate Afterlife Mode and go into it. It'll take some practice, but, when in this afterlife mode, you want to do three things. The third can be skipped, but it saves time for later. In Afterlife Mode, from the junction box, look to your left, and up above you is one of the doorways that appear only in Afterlife Mode. Jump up into here, and go left. There'll be a machine that looks almost like a huge server system. Zap this and it'll stop, which lowers the Warden's Key to the ground so you can pick it up. Then leave this area, turn right, and on the left a few steps ahead of you should be another doorway. Go into it, and it takes a bit of jumping to get to the other side. Then turn around and go up, and you'll find an Electrical Device to power. This opens the Laundry door. Leave here and, if you have time, upon exiting, turn left, then left again into a row of cells, and at the end is another Electrical Device. This unlocks a locked cell which contains another power-up. Now quickly return to your character and revive them. Kill every zombie except for one, and, hopefully, you should have between 2500 and 3000 points. Note, however, and this is very important, that six bullets knife doesn't work each round, and that each round would require more bullets. Wave 2 requires 8 bullets and then knife, which, if you got or get a Max Ammo, is very advised. After Wave 2 this system becomes redundant, as it takes a clip, then a clip and a half, then two, and so on, so forth, each successive round to do it. Go to where that second Afterlife door was and you'll see stairs. Go up it, and you need at least 2900. If you don't, you can still do the following, but you just really want to be able to kite well. Up the top of the stairs is a barred door for 1000, open it. Then walk across it, pass the stairs back down to your left, and on the right is another door. Open it. Then, on the wall for 900 is the B32R, which is a three round burst pistol, and is very good early rounds. If you can't get it, don't worry, we're about to spawn more zombies. Don't forget to grab the Warden's Key if you haven't already. First, go down to the Laundry Room and repair the two barricades, which might just give you that 900 for the B32R. Then, if you already have it, or don't have enough, from the stairs down, keep going until you see a padlock on a door. Since you have the Warden's Key, you can unlock it, and you'll notice an Electrical Device that needs powering to the right. Leave this little secluded area in the Laundry Room and do a 180, but don't go up the stairs, keep going, until you get to the other side of the room, with a junction box. Enter Afterlife Mode again. The first thing to do is to activate the Electrical Device in that area you unlocked with the padlock. Then, as fast as you can, run up the stairs and out of the laundry room, up the stairs and across that area you opened the two doors at, except, as you'll see going along the walkway, there's an Afterlife door at the end of this cell block. Go down the steps to the left and jump into the doorway, then down a set of stairs and power another Electrical Device. This will open the Warden's Office. Then return back up those stairs, and all the way back to yourself, and revive yourself. That one zombie should still be around, but now, if you return to that secluded area, you can go left to the washing machine and hold the action key, and it'll start spinning, and the room will get misty. Zombies spawn at this point, but only kill any that you can't kite around or that threaten you. If you can kite around them, don't kill them. You'll need at least six zombies still alive. Wait about 15-20 seconds and the washing machine will open up, giving you the first piece to Icarus, the plane you build on the roof. Kite past the zombies and out of the laundry room, and go to the area where you bought the B32R. You should see what looks like a dog head on one of the walls. Kill a single zombie in close proximity and one of Cerberus' heads will come through the symbol and eat the zombie. It takes four bites, and you'll hear it, to devour the zombie, and you'll want to wait for it to finish, unless you managed to keep alive a tonne of zombies. If you have plenty of zombies, kill any that would get in your way, but kite the most of them. Each time the dog stops eating a zombie, kill one and it'll eat it. After six zombies, it'll disappear. That means there's only two more to do before you can get the Hell's Retriever. From where you turn right into this area, you'll see a set of steps that lead up, do a 180 degree turn, and go up some more. On the very top is a 2000 point door, and beyond that is another 1000 door. Kill the remaining zombies and go to those stairs. Wave 3: Yeah, we did a hell of a lot on only Wave 2, which is fantastic. Things will get a little more mellow now. Camp on the stairs until you have 3000 points, which is hopefully before the wave ends. Once you have 3000, open the 2000 cell door, and then, once going through there, turn left. You'll see the new perk and a work bench, but, if you go towards the work bench, you can turn right, then left, and across another walkway. Do this, and at the end of that walkway, turn right, then left twice, and there's another door. This is the 1000 door, open it, and you're in the infirmary. Go through the rooms until you find a big open room with a padlocked glass box with one of the plane components in it, and you'll see another dog symbol on the wall. If you're still midwave, activate the dog head, and start feeding it. Once either the dog is fed, or there's few zombies left, use the junction box to the left of the symbol, right if you're facing away from it, and, from that room, go right, and into a hallway. You'll see another Afterlife doorway. Go into it, and you have to jump up into an area. You can't jump the entire way, but spam jump, and your character will grab onto the top part and pull himself up. Go right ahead to a door with an electrical device next to it. Zapping this will open the door, which connects the infirmary to the roof. Revive yourself and feed the dog head until the dog head is fed, and there's one zombie left. Since you can only carry one plane part at a time, go to the roof, put the part from the washing machine onto the plane, then wait for the zombie, run around it and down the stairs, and don't let it catch you on the stairs, it could end badly, back down and unlock the glass cube near the dog head, then take it up to the roof and put it onto the plane also. If you're running low on ammo for your B32R, run to it on the wall and you can pick up all its ammo again for 450, so I'd suggest you do that. Then kill the last zombie, and where you camp is dependent on if you've completely fed the dog head. Wave 4: Whether you've fed the dog head depends on how many zombies spawn that wave and what power-ups spawned to help you get the 3000 to get there. Usually the dog head is either full and disappeared or needs one or two more zombies. Once it's fed, go back the way you came, across the cat walk, and, from the new perk, go left. There's a junction box here, and the gondola beyond the junction box to your left. You should have two Afterlife modes available if you didn't go down yet, so use one of them to power the perk, by zapping the electrical device near it, and the one near the gondola. Then, since you're usually near the start of the wave, go to the gondola and kill a few zombies before using it. Upon going across, there are quite a few things to do at this area. Go down the stairs near the gondola and turn right, and you'll come across a door, a workbench, and another dog head symbol. Feed the dog head six zombies, and look out, because zombies can drop down near the work bench behind you, and keep killing zombies until you have one or two left. You should easily have 2000-3500 points by now, depending on power ups. If there's a nuke, do not get it. Before returning to the gondola, if you keep going after the stairs back up pass you on the left, you'll see another area locked with a padlock. Unlock it, and go inside. There's a junction box and a electrical device. Use your last Afterlife point on the junction box and zap the electrical device, which will open another part of the plane. Go up the stairs back to the gondola in Afterlife mode and turn left at the top, then right. Power the electrical device beside Juggernog, then return and revive yourself, and grab the plane part you just opened the gate for. Go to the gondola and, by now, it'll have recharged. Now, you want at least 2750 points. If you don't, you should still have your M1911, and hopefully come across a max ammo by now. Each of the zombie or two you kept alive can take two clips each without dying. This will give you 320 points, and will hopefully put you over the 2750 line. Use the gondola to get back, and return to the laundry room. There is another door in the Laundry Room which costs 2000 to open. Open it, and explore the Citadel Tunnels until you find an area with the three dog heads above it, and inside should be a glowing red area with the Hell's Retriever in the centre. Grab this, as it is invaluable. The Hell's Retriever can be held down and 'primed' twice, which increases its damage and how many zombies it will kill. If the zombies are together in a tightly packed group, it'll kill more of them. Now, depending on how many points you have, it's possible to get a free blundergat, essentially the wonder weapon of this map. You have to throw your Hell's Retriever at five different invisible skulls, which are visible in Afterlife mode. Now, if you have plenty of ammo on your B32R, and an additional 1500 points, then you can get the Blundergat this wave. If you don't have 1500, then, if you're low on ammo on your B32R, you should grab some ammo for it. Regardless of if you have enough points, while the zombies are following you around, do the following. Go to the Warden's Office, and go to the barricade behind the desk near the end of that area. Look out the barricade, and you should see this. Aim your Hell's Retriever exactly where it is on the image and through it. It should bring you back a blue skull, and you'll hear the noise of something being purchased. This area is hard to explain where it is. If you go to the room you started in, go into the library, and leave through the door on your left. There are three cells, the one on the right is blocked off mostly by a bookshelf. In the middle cell, aim your Hell's Retriever and throw it, and you should get another blue skull. Before you even go to this one, put the part you got from the docks onto the plane, then, from there, go left and forwards more, and you should see this between two pieces of sheet metal near the corner of the roof. Aim here, and throw your Hell's Retriever, and this is your third skull. Now, you should hopefully have 750 points remaining, at least. Go back across the docks, and get the last two skulls. Go down the steps, and go towards where that locked area was previously, but, if you turn 180 degrees facing where the door was once locked, there's another path with a random weapon box spawn location there also. If you look across from there there's a pier. From the poles that go into the ground, aim above the third one from the left, as shown here, and throw. Fourth skull. This last one is a little tricky. You can get it from the gondola, but I much prefer this method. Go to where Juggernog is on the docks, face it, and turn to the right almost 180 degrees, and you'll see a light post. Now, aim just above the light, and jump. As you reach the peak of your jump, throw the Hell's Retriever, otherwise it isn't enough distance to make it to the skull. This is your fifth and final skull. It's doubtful you have another 750 points, so go camp near the gondola. Use your Hell's Retriever as much as possible, as, at this wave, it's instant kill. Wave 5-7: Continue camping until you have got all five skulls and are at the gondola. You should have plenty of points by this stage, and make sure to keep two zombies alive. Now, return on the gondola, and go to the Warden's Office. On the desk in a fiery inferno you'll get a free Blundergat. Swap this for your M1911. Then you want at least 3000 points, but 6500 if you can. If you can get the 6500, also grab Juggernog. Go into the area where you got the Hell's Retriever, and look for a big cell door that leads down some stairs. Open this, and you'll come across a big spiraling cavern. Go down to the bottom, unlock a little box with the Warden's Key that has three zero's and three power buttons on it, and then open the door immediately to your right. If you have enough points, go down this new area until you find two cell doors that lead to an indoor area with a generator in the middle, and unlock this, too. If you unlock the generator area, go into Afterlife mode here first. There is two big server machines around that room, both on opposite sides, that you'll need to zap. Then go through the afterlife door, and zap the final machine. You'll hear a noise at this point, which indicates that you've unlocked another plane piece, which is behind the electrical door in the Warden's office, which now no longer has electricity running to it. Go back all the way to the top of the spiraling cavern, and you'll see a junction box and, above it reads 'only a soul can see the numbers'. Use the junction box and run back down to that weird three digit box at the bottom. On the way you'll see three numbers, which are completely random. Remember these, and then zap the numbers at the bottom until it says the same numbers. Each zap will increase the number by one, so, on the way down, if you see 4, 2, 7, zap the first number four times, the second twice, and the third seven times. This will result in a noise and the numbers will change to 060. This is a timer, and it'll count down until it hits zero. Run back to the top, revive yourself, then run back down to the bottom. Go through the door to the right of the timer, down the stairs, and turn left. Where once there was just a dead-end is now an open-able area, where you can grab another plane part. Now run all the way back to the infirmary, going through the laundry area so you no longer need to use the gondola, and install the piece you got from the spiral area. Then go to the Warden's Office, and acquire the last part past the once-electrified door. Install this on the plane, and go to the Golden Gate Bridge. On the Golden Gate Bridge is the pack-a-punch machine, but, from here, you can either horde a lot of points by kiting zombies and using the blundergat, or you could try going for the Hell's Redeemer, if you're good at kiting. However, this guide here won't cover that, not yet. I might add more to it in the future, but this is just a guide to a speed run so that you can get the Hell's Retriever, a free Blundergat without using the box, and get to the Golden Gate bridge really quick. Hope you guys find this useful, and I might expand on it in the future.
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[360] DLC Review - Black Ops II Nazi Zombies: Mob of the Dead
Tomo2000 posted a topic in Video Games
It's really unusual for me to review a DLC or anything like that, and especially for Black Ops II, if you ever read my Nazi Zombies: Black Ops vs Black Ops II review. Probably not many of you are aware, but the campaign team seems to have a thing where, each game, they make a Nazi Zombies map. In Black Ops, it was Call of the Dead. That was one of my favourite maps, and they tried something really bold and different, and it paid off fantastically. This is an aspect that the Nazi Zombie team isn't very good at, sadly, ever since Black Ops II came out. Mob of the Dead is the Single Player Team's go at a Nazi Zombie map for Black Ops II, and, apart from Nuketown Zombies, it's the only Nazi Zombie map for Black Ops II that I'd recommend buying. The main issue with Die Rise and its Black Ops II predecessor maps is that Treyarch gets a boner over having you buy two copies of a DLC so that you can complete a four player Easter Egg. Nice one Treyarch. Ever since the first proper Easter Egg, in Ascension for Black Ops, the first map pack, there was a four player Easter Egg. Treyarch never learns. Anyway, Call of the Dead and Mob of the Dead both have a two player Easter Egg, along with a lot of rewardable things for doing specific steps of the Easter Egg in solo. In all honesty, I wouldn't be at all surprised if the Single Player team worked on this map ever since they finished the campaign. The map itself, how it works, all the little goodies everywhere, and the quality and detail of everything, is just outstanding. For those who aren't aware, Mob of the Dead takes place in Alcatraz, in 1933, well before the Nazi Zombie series itself. Alcatraz is an ideal location for a There are four new characters stuck in a permanent loop trying to escape from Alcatraz on a build-able plane called Icarus. I won't spoil any of the storyline itself, but it is the first ever Nazi Zombies map to actually be finish-able, with two endings, depending on what happens at the last step of the Easter Egg. The map itself is just beautifully eerie, and has a very demonic feel to it. It's obvious that they've been stuck in this loop for a while, with tonnes of bodies in bags and bedsheets strung up from the ceilings, a lot of ritualistic stuff around the place, like candles and skulls, and weird scrawl all over the walls in certain areas. A key example of this is in the Warden's Office. The four new characters are just incredible. I like them almost as much as the original four, and much more than any other character set in the entire game. The characters seem to notice things that a lot of the other characters don't, like how guns magically appear from chalk drawings and such. It's actually quite interesting. I'll describe them briefly below: Michael "Finn" O'Leary: Finn O'Leary, according to Billy Handsome, is the only guy he knew who could cheat a cheater and get away with it. Before his imprisonment on Alcatraz Island, O'Leary was an ex-con, best known for fixing horse races and gambling fraud. He has a lot of very clever quotes, and is what I like about him most. Some of my favourites are below: "I think the odds are starting to move in our favor." - After getting a Double Points bonus. "Looks like I just rolled snake eyes." - After getting the padlock from the mystery box. "This is all just a game isn't it? A big, twisted, fucked-up game." - Upon arriving at the Golden Gate Bridge. Albert "The Weasel" Arlington: Arlington was a money handler in Sal's mob, and was a con man. He was found to be part of a Los Angeles heist, leading to his imprisonment. Arlington himself seems to remember everything that happens, while the main characters don't. Here's some of his quotes: "I've seen this box before... gives us weapons, like a slot machine..." - When finding the mystery box for the first time. "AGAIN!? AAAAAHHHHHHH!!" - Upon falling onto the Golden Gate Bridge. "Nikolai. Nikolai. Nikolai. Why do I keep hearing that name?" - Random. Referring to Nikolai Belinski, the Russian survivor from the original group, which technically hasn't happened yet. Salvatore "Sal" DeLuca: Sal was heavily involved in gambling, prostitution and the distribution of alcohol, and used to get money he gained from this to set up his own mob. He rarely got involved in any kind of violence, and hired Billy Handsome to deal with his enemies. He speaks like a stereotypical prohibition mob boss, talking with a muffled, thick accent with quite a lot of slang in his language. Here are some of his quotes: "Your boys did good Handsome, it was just where they said it would be." - When finding the Rigging plane part. Billy Handsome mentions in the intro cutscene that his boys in the laundry room stashed it for them. "What the fuck!? A gun just appeared right outta that chalk drawin'!" - When buying an off-wall weapon for the first time. "Oh! Come to papi!" - When receiving a good weapon from the mystery box. Billy Handsome: Billy looked up to Sal, and wanted to work for him. He took care of the "dirty work" that Sal didn't participate in, and specialized in dealing with Sal's enemies in gruesome ways that would make the headlines. He was eventually convicted of 116 counts of murder. One of my favourite characters, mostly for the first quote you'll read. Here they are: "Right in the fuckin' teeth!" - When killing a zombie with the Hell's Retriever. "I like a l'il bit of mass slaughter!" - After getting a nuke. "That make your blood boil!?" - After killing a zombie with the ray gun. New characters aside, the absolute first thing you'll notice is something called Afterlife mode. The moment you start the map, you'll be glowing blue, outside of your body. In this state, you can't be attacked by zombies, but can move at incredible speeds, and do things you can't do in your normal state. Right trigger will zap things, which can power objects, and there are a lot of things to power, and, if it hits a zombie, will teleport it and temporarily stun it to a new location. There are also some areas with glowing blue doorways you can only enter in Afterlife mode. This is timed, however, and you have to return to your body before a specific time if you want to live. You gain one point in this for every wave, but you'll also lose a point and enter Afterlife mode if you die. When reviving yourself in Afterlife mode, if you died, you'll lose your perks but not your weapons. However, if you use one of the electrical boxes to enter Afterlife mode, you'll keep your perks. It's basically a failsafe system, also, sort of like Quick Revive, except Quick Revive isn't available on this map. You're dead, but you're not quite dead. Aren't you lucky. This is you in Afterlife Mode, and before you is a door that you can only go through in this mode. Inside is a little object you can zap to power and unlock a cell door, and at the bottom center is your Afterlife timer, which will drain while you remain in this mode. The next biggest change is weapons. There are a lot of new weapons and old weapons returning to the mystery box and the wall. The first to the mystery box is the LSAT, an LMG from Nuketown Zombies and Multiplayer. From the walls you can buy the Uzi and the AK-47, two weapons from Black Ops multiplayer that never quite made it to Nazi Zombies until now. On top of this, to suit the mob theme, the M1927 Chicago-Style Tommy Gun has been added, drum mag and all, which is available off the wall. The Death Machine is also available from the box this time, and is even pack-a-punchable. Speaking of Pack-a-Punch, all the guns this game have a brand new pack-a-punch skin, which looks amazing. The gun itself is mostly black, with red/dark orange veins, like streaks of lava, all across it, forming patterns and symbols. A lot of things have also been reskinned, like the Random Weapon box looks completely new, and, instead of a Teddy Bear, has a padlock, for reasons that will be explained later. An example of the new Pack-a-Punch skin. This is a Pack-a-Punch'd Tommy Gun. There are, technically, three Wonder Weapons on this map. The first is called the Blundergat, and is a four-barreled shotgun, which takes one round to reload, and has devastating power and range. It can be upgraded via the Acid Kit, which is constructed from three parts hidden around the map, to make the Acidgat. The Acidgat is the augmented Blundergat, and fires three rounds of a green canister, which, when pack-a-punched, attracts zombies, but stops zombies in their tracks if they're hit. The green canisters, after a while, explode in a massive radius, which can damage the player and will almost definitely kill any zombie near the explosion. It's a devastating weapon, but needs to be used rather tactically. Both the Blundergat and the Acidgat can be pack-a-punched, and both can be acquired by the same player, which will be explained later. There is a mini-Easter Egg which involves you gaining a comical Wonder Weapon called the Golden Spork, which is a one-hit-kill melee weapon up to wave 34, and takes the place of your knife. On top of these weapons, there are three Dog heads around the map, which look a lot like the Hellhounds we are so used to, except much larger. These heads are potentially Cerberus, due to having three on the map. If you played the Moon Easter Egg, you'll know what I mean, but, if not, I'll explain it. If you kill a zombie in close proximity to the Cerberus head, it will suck up that zombies body and eat it. It takes a few seconds to eat it, so if you're doing this on a low wave make sure to kite zombies and wait for it to finish eating. Each Cerberus head will eat six zombies before disappearing. If you go into the Citadel Tunnels after all three are gone, a previously closed area with three dog head symbols will be open and red-glowing, and inside is a demonic-looking Tomahawk. This is called the Hell's Retriever, and can actually be upgraded to the Hell's Redeemer, its blue counterpart. The Hell's Retriever takes up the slot of your tactical item, and I don't believe there is anything like Monkey Bombs in this map that could potentially take its place. You can charge the Hell's Retriever two times to make it more powerful, and the Hell's Redeemer three times. Throwing it at a zombie will make it ricochet between zombie heads, killing them instantly before high waves, and, with the Hell's Redeemer, will always kill zombies instantly if fully charged on any wave. There is a maximum amount of zombies that either of these will kill, obviously the Redeemer killing more zombies than its lesser counterpart. The Hell's Retriever when you first pick it up. All players can pick up the Hell's Retriever, it isn't limited to one. If you follow the Nazi Zombie storyline at all, you'll know that, in Nazi Zombies for Black Ops, Samantha controls the zombies. This is why their eyes are orange-ish, and her voice is the 'Announcers'. At the end of Moon, and in Black Ops II, the new 'Announcer' is Richtofen, and the zombies eyes are blue. However, in Mob of the Dead, based before any of this happened, the zombies eyes are red, and there seems to be no real Announcer, of sorts. People have suggested it could be Brutus, the boss-like enemy on the map, which will be explained later, or perhaps even Satan, considering all the somewhat Satanic imagery in the map. This map sort of has a boss zombie, so to speak. If you played Call of the Dead, don't worry, he isn't another George Romero. His name is Brutus, and will spawn randomly in waves, usually starting after about eight. He will lock down workbenches for making things, as well as the random weapon box and perks, so keep him away from those, or you will have to pay 2000 points to re-unlock them. Aim for his head. With a powerful weapon, you'll quickly knock off his helmet, which makes him much less powerful. On the Golden Gate Bridge, more than one Brutus can spawn, and will increase how many spawn each wave you stay on the bridge, up to four Brutus' at any given time. He will explode upon death, damaging zombies around him. Now, the entire point of this map is to "escape", so to speak. I won't spoil how to finish the actual map, but, if you want to know, go and look up an Easter Egg walkthrough for Pop goes the Weasel on the Nazi Zombies wikia or something. Building Icarus requires five parts scattered around the map, which have various methods of getting to, usually involving an Afterlife component to zap to overload areas or to power others. Once all five of these are acquired, and assembled one by one on the plane, and note that you can only carry one plane piece at a time, you can fly to the Golden Gate bridge. This area is, effectively, an arena styled area. You can leave at any time via the four Electric Chairs, which kills you, and sends you back to Alcatraz, but will let you keep your perks and weapons, of course. On the Golden Gate bridge is the Pack-a-Punch machine, except in Grief Mode. Going to and from the Golden Gate bridge is a huge component in the main Easter Egg. However, don't fear, as you don't have to do the steps to get each part over and over again. Once you've got them once, return to the area near them and pick up a fuel can. These are usually outside of anywhere you would normally have to do something to trigger, and you can carry all five at once. There is steps in the Easter Egg where you throw the Hell's Retriever at invisible skulls in five different locations around the map. In Afterlife mode you can see these, but you can't outside of it. You must be on ordinary difficulty to do this, and you will require Hell's Retriever. When you throw it, if you hit the invisible skull, it will become visible, and glow blue as the Hell's Retriever brings it back to you, and you will hear the sound of purchasing something. There are five in total, and getting all five will make a free Blundergat appear on the desk in the Warden's Office. Free Wonder Weapon. Who doesn't love that? Here are their locations, but not in any specific order, just do them in whatever method will cost you the cheapest to get there: Location One: From the room you started in, go to the library and turn left. Go through the door there, and you will see three cell blocks. One is half blocked off by a bookshelf, but the one in the centre has a skull on a desk. Look to the left of that and, if you shoot a gun or make some kind of light in the room, there's a toilet. Throw your Hell's Retriever there, and there's your first skull. Location Two: On the roof, to the left, you can see through two sections of sheet metal, and you see an adjacent corner of the roof. Look to the right of that corner about an inch and throw it there. Second skull. Location Three: Go to the Warden's Office, and to the barricade behind his desk. Look out and to the right a little and you'll see a telegraph pole. Aim about a half-inch above the telegraph pole, in the centre, and throw it, and the drop should hit the skull and bring it to you. Location Four: This one is a little tricky. You can get it from the gondola, but I much prefer this method. Go to where Juggernaut is on the docks, face it, and turn to the right almost 180 degrees, and you'll see a light post. Now, aim just above the light, and jump. As you reach the peak of your jump, throw the Hell's Retriever, otherwise it isn't enough distance to make it to the skull. Location Five: The very easiest to do. On the docks, go to the mystery box spawn, and you'll see a pier in front of it. The circular wooden blocks that go under the water, count three from the right and throw it just above the third pole, like if the skull was sitting on top of it. Upon getting the fifth skull, you will hear a demonic laugh. Now return to the Warden's Desk and a free Blundergat will rise from a fiery inferno in the table. Enjoy. I'd also list how to get the Hell's Redeemer and the Golden Spork but, to be honest, it's rather tedious, and the skulls are the only thing you really need a hang on, screenshot wise, to understand without wasting time in Afterlife mode. You can probably find all sorts of walkthroughs for either of these on youtube or the Nazi Zombie wikia. Now, usually, near the bottom, I bitch about things that I would have changed. I would do a review for almost every Nazi Zombies map, but that would involve a lot of whining. I was going to review Operation Raccoon City, too, but, after I typed about a thousand words, rather than a review, it became an essay on what I'd change. However, with this map, and I must say, it's potentially one of the best maps I've ever played. Der Riese, not to be confused with Die Rise from Black Ops II, Die Rise is terrible. Anyway, Der Riese and Mob of the Dead are tied, in my opinion. They're both really amazing maps, but Mob of the Dead just blew me away with how much thought, quality and detail they actually put into it. I love the new characters, and how the new guns are actually related to the story, how the Uzi and Tommy Gun is a mob weapon, and, as mentioned in the cutscene, the Warden collected old Civil War weapons, one of which being the Blundergat. I like that they scrapped a lot of build-ables. 9/10 of the build-ables in TranZit were either pointless, or were required for the Easter Egg, and then deemed pointless, with the exception of the power switch, pack-a-punch machine and Wonder Weapon, which is stupid. I was getting really sick of build-able Wonder Weapons, but I don't mind building an item to augment my Wonder Weapon. That was a really nice touch. The other item is a Zombie Shield, which is potentially the only other item which actually comes in handy. The Easter Egg is two player, which is 10/10 right there. Apparently the Single Player team at Treyarch loves its players more than the Nazi Zombie team does. However, not only that, but there are so many little hidden goodies, and the Easter Egg is challenging and enjoyable. Although tedious at first, running around powering things in Afterlife mode, it eventually becomes automated, and it just becomes routine, like if you had to double tap a button to roll the mystery box. I would suggest you look up a guide or a Master Class on the map if you don't want to get frustrated, but if you want to explore and keep everything a mystery, then don't. One thing that is amazing about this map, also, is how skill comes into play. Recently, in Black Ops II, all your guns are automatic, and you hold the trigger and win. In this one, with the dog heads, and Brutus, you have to keep ammo on reserve, and not just spray and win. Adding the Hell's Retriever also adds a layer of skill when it comes to tactics and kiting as well. A good tactic is to kite zombies into a group and then, while running them in circles, tomahawk them, to kill the most of them as quickly as possible, while wasting no ammo. Plus, if you aren't too good at the map, you might be getting the Hell's Retriever on wave 19. However, after being glued to it for almost two days, I think the most efficient method possible lands me with the Hell's Retriever on wave 5 or 6, dependant on double points and nukes for extra points, and on the Golden Gate bridge at around wave 8. This is on solo, mind you, I think I could get it done faster on co-op. Now, if you're a Nazi Zombie fan, and you were incredibly disappointed with the TranZit and Die Rise, then you should definitely buy this, and put a tiny bit of faith back into Nazi Zombies. If you enjoyed TranZit and Die Rise, then you should buy this so you can see what a good Nazi Zombies map should be. I am actually really impressed with the work the Single Player team did with this map, and I really hope to see another map made by them for Black Ops II. My Rating: 9.5-10/10. Props to the Single Player team. Next Review: I have no idea... Maybe the Star Trek game. -
Well, I played the start of the first one, and the clunky movement just really angered me after an hour or so, so I jumped to the second one. The intro to the second one really explains what happened in the first one, essentially, which wasn't all that much. However, in order to play the third one, I do suggest you play the second one first. There's a lot of storyline in the second that you'll need to understand Dead Space 3. You can completely skip Dead Space 1 if you want, though, as the intro to 2 sort of explains all the main points of what happened in Dead Space 1. There's also a part in Dead Space 2 where you go back to the Ishimora (or, at least, I think that's how it's spelt, and it's the planet cracker class mining vessel that was in the first Dead Space), and that also gives you a good idea of what happened in the first. But, yeah, pretty much, you should really play Dead Space 2 before 3, or at least watch a Let's Play of it on youtube or something. There's lots of storyline that are Incorporated in Dead Space 3 from Dead Space 2 that you really need to know.
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Damn! :thumbsup: I have to agree with Marked, you just keep getting better and better Chief. Hope to see more of your work from time to time.
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[PC] Game Review - Sangfroid: Tale of Werewolves
Tomo2000 replied to Tomo2000's topic in Video Games
Yeah, that's exactly what I was like when I first saw it. My friend recently had a birthday and had, like, $120 worth of Steam Wallets so he just went on a huge indie game spending spree, and this was one of the few I hadn't played, so we spent that night just playing this game. I think the best part of the game is it's soundtrack, it's just beautiful. -
Yeah man :D It's somewhat free to people who own the first one. They mentioned paid missions, but, like in the first one, I really hope it's just side missions, and that they don't make you pay for the storyline missions. Comes out on the 16th :D Edit: On an additional note, the story takes off a little slow but it's really good, trust me.