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The Official Call of Duty:World at War Thread

SpermFlavoredChurritos said:
Isamu which of the challenges have been the hardest so far?


War Hero, without a doubt.
 
OMG I just completed the "How the?" challenge!!!!!!!!!!!


Oh and a quick clarification....I didn't complete the Hot Potato III yet, it was the "Misery Loves Company" one I was thinking of that I completed. I need 6 more for HP III

But damn....."How the?".....are you kidding me? I never thought I'd do that!
 
Finished the singleplayer campaign yesterday. Probably enjoyed it more so than Modern Warfare's.

Then I switched over and played a couple levels on veteran. After completing 4 or so levels, veteran is still the most broken fucked up wastes of time someone can do.
 
I just rented this last night and started playing Single Player on the next to highest difficulty. I do enjoy it so far, for the most part. My main frustrations are in how unfair it is at harder difficulty. Oftentimes I'll see grenade icons pop up and get away from them, and then sometimes I'll just be taken out instantly by a grenade I don't see an icon for. And this happened sometimes about 5 times in a row. Needless to say, I almost broke my controller in half.

This is not what I call hard difficulty. Tough AI I can take, cheap AI I cannot. I am definitely wanting to make it through the SP, but it was an exercise in anger management last night. :lol Did anyone else have this issue?
 
I'm surprised this didn't get posted here, but new DLC coming next month.

New conflicts are on the horizon for Call of Duty: World at War! We're pleased to introduce the contents of our first Downloadable Content (DLC) Map Pack for World at War, which includes three new Multiplayer levels, as well as an additional level for the ever-popular bonus Co-Op mode, Nazi Zombies!
1445s0i.jpg

(Nightfire)

Nightfire
In "Nightfire," players take to the streets of a war-ravaged Berlin with only the flames of the burning city to expose the enemy.

Station
"Station" offers a bombed out underground train station littered with hidden passageways and destroyed subway cars.

Knee Deep
"Knee Deep" takes place on the island of Peleliu in a once tranquil village turned chaotic Japanese command center.

Verrückt (Zombie Asylum)
The fan favorite 4-player co-op Nazi Zombies Bonus Mode returns with "Verrückt," a terrifying Zombie asylum featuring more weapons, perks via the addition of Perks-a-Cola machines, electroshock defenses and the endless zombie horde.

The team has been very quiet regarding details of our DLC until now, and we're so excited to let this content loose. DLC Map Pack #1 is due out in March of '09 for the Xbox 360, Playstation 3, and PC platforms. More details are soon to come, so be sure to check out CallOfDuty.com for all the latest news and updates regarding CoD:WaW!

http://www.callofduty.com/intel/189
 
Strider2K99 said:
I'm surprised this didn't get posted here, but new DLC coming next month.

Fuck yeah! Thanks for posting that. I had stopped playing for a while to go though some other games, but DLC will get me right back into it.

Hopefully the PS3 content won't get released later than the 360 content this time.
 
Rated-Rsuperstar said:
Finished the singleplayer campaign yesterday. Probably enjoyed it more so than Modern Warfare's.

Then I switched over and played a couple levels on veteran. After completing 4 or so levels, veteran is still the most broken fucked up wastes of time someone can do.

Yeah I went back and finished about 6 or so random levels on Veteran.
I may be able to finish the other ones but I lack the patience as the grenade spamming and respawning enemies are a complete joke.
 
CitizenCope said:
Yeah I went back and finished about 6 or so random levels on Veteran.
I may be able to finish the other ones but I lack the patience as the grenade spamming and respawning enemies are a complete joke.

I take it the campaign for this is a lot like CoD 4, then?
 
Mama Luigi on the Sonic Retro forums was going through the PC version of the game back in early December and found these left-overs. The maps were just cut from the final game and held for DLC instead it seems.

Kneedeep
compass_map_mp_kneedeep.jpg

loadscreen_mp_kneedeep.jpg


Nachtfeuer
compass_map_mp_nachtfeuer.jpg

loadscreen_mp_nachtfeuer.jpg


Subway
compass_map_mp_subway.jpg

loadscreen_mp_subway.jpg
 
I'm just gonna copy and paste this info he posted about the source files as well.

Mama Luigi said:
Like Call of Duty 4, there are leftovers in Call of Duty 5 (aka World at War). A quick look at the zone_source files showed remains of maps with the following names:

mp_atoll
mp_bautzen
mp_broadside
mp_carrier
mp_cavern
mp_chillin
mp_clutter
mp_crossing
mp_docks
mp_firingrange
mp_franky
mp_garden
mp_invasion (this isn't a CoD4 remnant; its CSV file clearly states it was supposed to use models from CoD5)
mp_kneedeep
mp_nachtfeuer
mp_rock
mp_roofs
mp_st_joost
mp_struggle
mp_subway
mp_toujane
mp_wetlands

Of all of the maps, I have unused loadscreens and compasses for mp_atoll, mp_carrier, mp_cavern, mp_docks, mp_kneedeep, mp_nachefeuer, mp_subway, and mp_wetlands. I'll upload leftover coding and images later today.

Also, I'd like to point out that the following leftovers from Call of Duty 4 are present in the zone_source folder:

mp_argun
mp_canal
mp_cellblock
mp_facility
mp_forest
mp_grave
mp_mansion
mp_palace
mp_rooftops
mp_shipment
mp_suburbs
mp_vacant

If you know your CoD4 shit, you'll quickly recognize all of those map names.
This might mean that CoD5 was built directly on top of CoD4's source files.


Mama Luigi said:
mp_atoll
Code:
main()
{
	maps\mp\createart\mp_atoll_art::main();

	//maps\mp\mp_atoll_fx::main();

	maps\mp\_load::main();
	

	// maps\mp\mp_atoll_amb::main();

	// uncomment this when you have your own mini-map for this map
	maps\mp\_compass::setupMiniMap("compass_map_mp_atoll");
	
	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
	
//	setdvar( "useUnifiedSpawning", "1" );

}
mp_broadside
Code:
main()
{
	// maps\mp\mp_broadside_fx::main();

	maps\mp\_load::main();
	
	// maps\mp\mp_broadside_amb::main();

	// maps\mp\_compass::setupMiniMap("compass_map_mp_broadside");

	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
}
mp_carrier
Code:
main()
{
	//maps\mp\mp_cargoship_fx::main();
	//maps\createart\mp_cargoship_art::main();
	//needs to be first for create fx
	maps\mp\mp_carrier_fx::main();

	maps\mp\_load::main();

	  maps\mp\mp_carrier_amb::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_carrier");
	
	//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
	//VisionSetNaked( "mp_cargoship" );
	//ambientPlay("ambient_cargoshipmp_ext");

	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
}
mp_cavern
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
main()
{
	level.scr_sound["elevator_start"] = "elevator_start";
	level.scr_sound["elevator_loop"] = "elevator_loop";
	level.scr_sound["elevator_end"] = "elevator_end";
	
	//needs to be first for create fx
	maps\mp\mp_cavern_fx::main();

	maps\mp\_load::main();

	maps\mp\mp_cavern_amb::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_cavern");
	
	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
}
Looks like that map was supposed to have a moving elevator in it.
mp_crossing
Code:
main()
{
	//maps\mp\createart\mp_downfall_art::main();

	maps\mp\_load::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_downfall");
	
	//maps\mp\mp_downfall_fx::main();


	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");

}
Odd. That looks like an incomplete version of mp_downfall's GSC file.
mp_docks
Code:
main()
{
	//maps\mp\mp_cargoship_fx::main();
	//maps\createart\mp_cargoship_art::main();

	//needs to be first for create fx
	maps\mp\mp_docks_fx::main();

	maps\mp\_load::main();

  maps\mp\mp_docks_amb::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_docks");
		//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
	//VisionSetNaked( "mp_cargoship" );
	//ambientPlay("ambient_cargoshipmp_ext");

	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");

}
This map makes references to two different maps: mp_docks and mp_cargoship. If I remember correctly, mp_cargoship is a map in CoD4.
mp_kneedeep
Code:
main()
{
	maps\mp\_load::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_kneedeep");
		
	// maps\mp\mp_kneedeep_amb::main();
	// maps\mp\mp_kneedeep_fx::main();

	
	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

	game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_KNEEDEEP_A";
	game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_KNEEDEEP_B";
	game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_KNEEDEEP_C";
	game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_KNEEDEEP_D";
	game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_KNEEDEEP_E";

	game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_KNEEDEEP_A";
	game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_KNEEDEEP_B";
	game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_KNEEDEEP_C";
	game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_KNEEDEEP_D";
	game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_KNEEDEEP_E";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
}
Notice the extra coding at the bottom. Callsigns mean this map was worked on extensively and was ready to be packaged, but was scrapped at the last minute.
mp_nachtfeuer
Code:
main()
{
	//maps\mp\mp_cargoship_fx::main();
	//maps\createart\mp_cargoship_art::main();
	//needs to be first for create fx
	maps\mp\mp_nachtfeuer_fx::main();

	// spawn influencer tuning values.  Set before _load::main() is called
	setdvar("scr_spawn_twar_contested_flag_influencer_radius", "600");

	maps\mp\_load::main();

	maps\mp\mp_nachtfeuer_amb::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_nachtfeuer");
	
	//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
	//VisionSetNaked( "mp_cargoship" );
	//ambientPlay("ambient_cargoshipmp_ext");

	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";

	game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_NACHTFEUER_A";
	game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_NACHTFEUER_B";
	game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_NACHTFEUER_C";
	game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_NACHTFEUER_D";
	game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_NACHTFEUER_E";

	game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_NACHTFEUER_A";
	game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_NACHTFEUER_B";
	game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_NACHTFEUER_C";
	game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_NACHTFEUER_D";
	game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_NACHTFEUER_E";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
	
	// enable new player spawning system
	maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
	

}
mp_struggle
Code:
main()
{
	//maps\mp\mp_struggle_fx::main();

	maps\mp\_load::main();

	//maps\mp\mp_struggle_amb::main();
	
	//maps\mp\_compass::setupMiniMap("compass_map_mp_struggle");
	
	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
}
mp_subway
Code:
main()
{
	maps\mp\mp_subway_fx::main();		
	maps\mp\_load::main();
	maps\mp\mp_subway_amb::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_subway");
	
	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "russian";
	game["axis_soldiertype"] = "german";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
}
mp_trenches
Code:
main()
{
	maps\mp\mp_trenches_fx::main();		
	maps\mp\_load::main();
	maps\mp\mp_trenches_amb::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_trenches");
	
	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
}
mp_wetlands
Code:
main()
{
	// fix this when you have your own fx loops
	// maps\mp\mp_wetlands_fx::main();
	
//	maps\see1_fx::main();		// must be before _load::main
	maps\mp\_load::main();
	
	// maps\mp\mp_wetlands_amb::main();

	// uncomment this when you have your own mini-map for this map
	maps\mp\_compass::setupMiniMap("compass_map_mp_wetlands");
	
	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");

	setVolFog(1100, 4100, 1360, -448, 0.62, 0.59, 0.52, 0);
}
 
The day time version of Makin, Makin Day, that was made available for the PC version of the game has been released on XBLM for free. There is also a patch released.

Get it here:
http://marketplace.xbox.com/en-US/games/offers/0ccf0003-0000-4000-8000-00004156081c?cid=SLink

PS3 owners will get the map automatically when they download the latest patch.

makin_day_shot_lrg.jpg


List of patch fixes.
-Added support for downloadable maps – free downloadable map “Makin Day” now available to Xbox 360 & PS3.
-Improved geographical matchmaking.
-Nazi Zombies is now unlocked for solo & co-op games for EVERYONE in both private and public games!
-Added defensive measures to prevent “Stats Reset” when corrupt data is detected.
-Addressed issues where some solo progression data was lost when a player had collected Death Cards in a split-screen co-op game.
-Patched all known MP map exploits – this fix will also prevent players from passing through geometry/terrain if a new hole is discovered.
-Patched a number of Nazi Zombie exploits.
-Addressed an issue commonly referred to as the “elevator glitch.”
-Disabled “Rocket Jumping” – this eliminates the extra boost created by all explosive weapon types.
-Addressed some score reporting anomalies in the War and CTF leaderboards.
-Blocked the ability of players with lower level accounts from accessing higher-level Perks.
-Addressed an issue in Search & Destroy where bomb planting/defusing was disabled when opening the overhead map.
-Disabled ability to get unlimited ammo when prone with a deployed bipod.
-Addressed an issue with Bouncing Betties triggering when the player is within the detonation radius but behind a solid wall.
-Improved squad functionality.
-Fixed an exploit where Hardcore matches could be ended immediately by team killing.
 
If there are any PS3 players out there looking to form a clan or looking for members for their clan, shoot me a PM. Just started putting some heavy time into this game, and I'd love to play with some organized folks.
 
Makin Day is awesome. Feels like a whole new map.

Man, the Gewehr is a fucking BEAST. You can set your crosshair somewhere and start blasting and the thing never moves!
 
Random question...

Does the PC version of this game support online CO-OP play through the campaign? A friend of mine has an extra copy of this game (he bought it through Steam, but just ordered a new video card that also includes a copy) and we both want to try playing it in CO-OP.

Any ideas?
 
dark10x said:
Random question...

Does the PC version of this game support online CO-OP play through the campaign? A friend of mine has an extra copy of this game (he bought it through Steam, but just ordered a new video card that also includes a copy) and we both want to try playing it in CO-OP.

Any ideas?

I remember checking the back of the box at Best Buy for the PC version and it said it supports co-op play. Presumably online coop.

So that would be a yes.
 
No Wii DLC is bullshit. They just updated the damn game without even telling anyone, so there's no "it's not possible on Wii" excuses to be used anymore.

C'mon, Treyarch.
 
I'm nearing the ability to start prestige; but I'm curious if the benefits are worth it. Just doesn't seem like they are. Yay, 1 extra custom class at the loss of my weapons, perks, and completed challenges?
 
TheFallen said:
I'm nearing the ability to start prestige; but I'm curious if the benefits are worth it. Just doesn't seem like they are. Yay, 1 extra custom class at the loss of my weapons, perks, and completed challenges?
Not worth it at all. I'm on my 3rd prestige and I keep punching myself in the dick for starting over every time. It's such a pain in the ass and like you said, there is no benefit besides the custom class and looking "cool."
 
yeah but what's the point of playing it if you aren't progressing SOMEHOW

(thou i agree WAW's prestiging is tons more brutal than cod4's)
 
strange_booj said:
Not worth it at all. I'm on my 3rd prestige and I keep punching myself in the dick for starting over every time. It's such a pain in the ass and like you said, there is no benefit besides the custom class and looking "cool."

Odrion said:
yeah but what's the point of playing it if you aren't progressing SOMEHOW


That is why I stopped prestige-ing at....2.

I keep telling people that prestige-ing delivers no sense of achievement. A baby can prestige. I keep suggesting to people to go for the challenges instead. I've now completed ALL of the challenges and it was very challenging but VERY rewarding in the end! Some of them are extremely difficult and some of them need to be done in a way where you have to rely on fortune just as much as skill.

I think I'm the only on this forum that has completed all the challenges in W@W so I feel pretty proud about that :D
 
Strider2K99 said:
Double XP weekend going on right now for all versions (PC, PS3, 360, Wii) from March 6th to the 8th.

Thanks, took advantage of it. I have climbed a few precious levels (48 to 52 IIRC); this makes life easier for gaming dads like me. Good job Activision.
 
noire said:
Why is headquarters so much better about giving you XP than any other game type? I liked TDM, but you level up so slowly comparatively.

HQ + double xp weekend allowed me to go from lvl 62 to lvl 15 with a relative quickness.

Search and Destroy is also godly. I got into a game last night, had a sniper. Killed someone with no scope... +100. Threw a random grenade. +100. Killed two guys with one sniper shot. .+200.

+400 in less than two minutes. I do agree Headquarters is more fun than S&D and the constant +10 on screen makes me so happy.
 
strange_booj said:
Not worth it at all. I'm on my 3rd prestige and I keep punching myself in the dick for starting over every time. It's such a pain in the ass and like you said, there is no benefit besides the custom class and looking "cool."

For me, the extra custom slot is worth prestiging for, especially compared to CoD4 where you just get a new icon. But beyond that, it's not worth prestiging for if you don't care about any of that.
 
Wow this was a bitch to find using the search function.
Anyways how many people on one 360 for zombies? Suppose I can just check when I get home but I also wanted to ask if you can system link playing zombies with 2 people on 2 360's?
Just trying to get my friends a larger playing area instead of 4 squeezed on one set if it's even possible.
 
CitizenCope said:
Wow this was a bitch to find using the search function.
Anyways how many people on one 360 for zombies? Suppose I can just check when I get home but I also wanted to ask if you can system link playing zombies with 2 people on 2 360's?
Just trying to get my friends a larger playing area instead of 4 squeezed on one set if it's even possible.

You can have two people on one console split-screen playing Nazi zombies.

As for the other question, I have no idea personally, but I've heard you can only do system link with one person per console.
 
For those who aren't sure, there's a Call of Duty: World at War demo now available for Xbox 360, although almost 5 months after release, but hey, it's better than nothing.
http://marketplace.xbox.com/en-US/games/offers/0ddf0001-0000-4000-8000-00004156883c?cid=SLink

CitizenCope said:

I would, but not for $10. ;(

The Call of Duty: World at War Map Pack 1 expands the addictive COD multiplayer experience with four new maps. Players fight through the burning streets of Berlin in “Nightfire” and take up battle positions in fortified Japanese bunkers in "Knee Deep." “Station” offers a bombed out underground train station, and the Nazi Zombies return in “Verrückt” (Zombie Asylum) featuring more weapons, new Perks-a-Cola machines and electroshock defenses. The Call of Duty: World at War Map Pack 1 will be available for download on Xbox Live and PSN on March 19, 2009. More information on the PC release date coming soon.

Station

2ik2kqq.jpg

v8lxqt.jpg


Nightfire

2ps1y4m.jpg

2qbvjx4.jpg


Knee Deep

drf137.jpg

2vdr4eo.jpg


Verruckt

944199_03112009_screen001.jpg
 
Well I guess the demo did it's job, as I'm actually interested in the game now whereas before didn't really feel like I needed another Cod. Even playing through the mp beta I wasn't feeling it, but the demo level was really fun.
 
noire said:
Got prompted for a 117MB patch on the PS3 just now (1.04)... haven't found any info yet.

Here are the changes on the new patch for 360 and PS3

* All rifle grenades fired during the first 15 seconds of Search & Destroy will be duds to prevent griefing in that game mode.
* Improvements have been made to the global spawn system – players should never spawn within the line of sight of an enemy.
* Players who equip the Bouncing Betty and melee teammates in Hardcore game modes are now credited with a team kill penalty.
* Players are now deducted 200 points for team killing the bomb planter/defuser in Hardcore Search & Destroy.
* Martyrdom no longer causes “direct impact” grenade deaths in Hardcore modes.
* Players ranked higher than the maximum allowed in the Boot Camp playlist are no longer able to play in games with lower ranked friends in that playlist.
* “Bayonet jumping” has been disabled.
* Further improvements have been made to geographical matchmaking.
* The “New” icon clears when a player has viewed an unlocked weapon (X360 only).
* Many zombies were raised from the dead.

Finally they fixed the spawn locations.

edit : forgot to add the link http://forums.xbox.com/26356417/ShowPost.aspx
 
Sh0k said:
Here are the changes on the new patch for 360 and PS3

* All rifle grenades fired during the first 15 seconds of Search & Destroy will be duds to prevent griefing in that game mode.
* Improvements have been made to the global spawn system – players should never spawn within the line of sight of an enemy.
* Players who equip the Bouncing Betty and melee teammates in Hardcore game modes are now credited with a team kill penalty.
* Players are now deducted 200 points for team killing the bomb planter/defuser in Hardcore Search & Destroy.
* Martyrdom no longer causes “direct impact” grenade deaths in Hardcore modes.
* Players ranked higher than the maximum allowed in the Boot Camp playlist are no longer able to play in games with lower ranked friends in that playlist.
* “Bayonet jumping” has been disabled.
* Further improvements have been made to geographical matchmaking.
* The “New” icon clears when a player has viewed an unlocked weapon (X360 only).
* Many zombies were raised from the dead.

Finally they fixed the spawn locations.

Are these REAL? Wow, that's fantastic that the patch fixes all of those things. Color me impressed.
 
Ah damn I'm guessing the map pack is out now huh? I wish I wasn't sitting at work. Still gotta wait another 4 hours to get home. Oh well.

Double XP woooooo!
 
Wow great news about the patch. Haven't played Station yet but the other 2 maps and the new zombie arena are great. Much better so far than CoD4's joke map pack.
 
Can e get some individual impressions of the maps? I want to be sure before I hand over the AUS$10's or so.

From screenshots, the maps look pretty fucking good?
 
I only need the "blue ribbon trophy - win 1 competitive co-op match against 3 other people.

People keep dropping out. Any gaffers want to do this together?

I want my platinum
 
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