SpermFlavoredChurritos said:Isamu which of the challenges have been the hardest so far?
War Hero, without a doubt.
SpermFlavoredChurritos said:Isamu which of the challenges have been the hardest so far?
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!
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(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!
Strider2K99 said:I'm surprised this didn't get posted here, but new DLC coming next month.
Strider2K99 said:I'm surprised this didn't get posted here, but new DLC coming next month.
http://www.callofduty.com/intel/189
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.
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.
Wallach said:I take it the campaign for this is a lot like CoD 4, then?
Strider2K99 said:I finally beat veteran a few days ago. This game has the most frustrating veteran mode ever, worse than CoD2 or CoD4.
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
mp_broadsideCode: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_carrierCode: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_cavernCode: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"); }
Looks like that map was supposed to have a moving elevator in it.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"); }
mp_crossing
Odd. That looks like an incomplete version of mp_downfall's GSC file.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"); }
mp_docks
This map makes references to two different maps: mp_docks and mp_cargoship. If I remember correctly, mp_cargoship is a map in CoD4.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"); }
mp_kneedeep
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.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"); }
mp_nachtfeuer
mp_struggleCode: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_subwayCode: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_trenchesCode: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_wetlandsCode: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"); }
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); }
-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.
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?
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."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?
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
Strider2K99 said:Double XP weekend going on right now for all versions (PC, PS3, 360, Wii) from March 6th to the 8th.
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.
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."
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.
CitizenCope said:Thanks!!
Anyone excited for more Zombie killing?
http://www.gamespot.com/xbox360/action/callofduty5/video/6205938
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.
noire said:Got prompted for a 117MB patch on the PS3 just now (1.04)... haven't found any info yet.
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.