Ok, I have really been wanting to do a moon review and honestly, time has just been a issue. But at long last it's here. The Moon map review from MadBill! Before the review I would just like to say that the Rezerection Map Pack acceled in some ways yet failed in others. The old maps are great, extra content like the soundtrack was cool, mule kick on every map is amazing, but my biggest pet peev is that when/if your system is not online you can't acquire mule kick unless your on the moon map. Making it available offline would just be obvious but that's Treyarch for ya.
On to the good stuff... Moon, where to begin. The easter egg is quite challenging but well worth the reward. All 8 perks is awesome, and the fact that whoever is Richtofen doesn't loose them after death is even sweeter. The visuals in this map are amazing. The play on gravity is also a great change of pace. My favorite thing about this map is the beginning, when you start out your at Groom Lake with a world of zombies backing you up to transporter pad. This area is no mans land. Solo you can set a record on the leader board for most time spent in this area. You aren't actually in a round when in this area. You have the PAP and SpeedCola or Jugganog. We have managed to start the game with Jug and Cola, however it is very difficult to do. We were upset that we still can't PAP the pistol without another weapon available. The machine still eats your gun so don't bother trying.
The new super zombie is sure to throw off any new player as online games put in the names of people in your friends list to deceive you. He is in a astronaut suit, but always has a red name. He will steal one perk from any you might have if he gets a hold of you so avoid him/kill him whenever possible.
This map has the knife as opposed to the sickle, you will find in the laboratory above the steps. The power still has to be off or the compartment depressurized in order to get it. Jump from the top of the steps to carefully maneuver yourself into position to grab it in midair.
I will say that the hack tool is a great new addition and makes the game much more interesting. You can find the hack tool in the lab floors on numerous desks. It allows your to open doors cheaper, reverse wall gun ammo prices, stop the excavators, and more. It's a handy tool for the map.
The dome is also very interesting as there are launch pads than can make for a great zombie escape route, or a quick death if you have a rough landing. All in all it is a great map with hours of great gameplay. My best advice for this map would be to start the game with Jugganog as it is always the best plan.
Good luck and happy gaming,
MadBill
MadBill Art on Twitch
Wednesday, December 7, 2011
Tuesday, August 2, 2011
Shangri-La Strategy
So we've put in some good time on the new zombie map and I think we're ready for a review. As always your best bet is to buy Jugga-Nog! It's not so simple this time as the perk machines move. Or more like switch positions on either side of the map. You get used to it after a few games but it is a little frustrating.
Monkeys steal your perk drops and while it sucks if you lose one, you can actually benefit from it. For instance if you have a carpenter, you can have the monkeys take it and change it to a max ammo. I would also like to throw in that besides the massive easter egg this is the only way to get a free perk. You must give up a max ammo to a monkey and one of the rotating perks they carry will be the perk bottle. It's hard to accomplish but not impossible.
As far as the zombie train is concerned it's almost impossible on this map. The only half way decent spot to train em up at is located at the MPL. You can make a good circle there, however the whole map is tight and it it very easy to get stuck by that one random zombie. I would defiantly suggest teamwork. Hold down a good area. Like the bridge. You can easily cover it with 4 people well into round 30. For solo players. Keep moving! Stay in front of the zombies. Use the shortcuts like the water slide or the jets. The mine cart is a no no unless it's a emergency. Once you get off it you never know what happened to the mob of zombies behind you and where they will pop up again.
The easter egg really was quite over whelming. But after a few attempts we managed to get it down. The hardest part is to not blow up the napalm zombie. If you manage that the rest is just a matter of time.
Speaking of the new zombies. The napalm zombie truly is a challenge sometimes. Taking him out with out jug can really get you killed. The acid zombie isn't to bad just take him out before he blurs your vision.
Getting the new baby gun is like the first time you got the thunder gun. It's a whole new world. I find it quite amusing to shrink a whole zombie train and run all over them. The humor factor goes way up with this weapon. Monkeys are good, but I think with a map like this I would much rather have gotten the gersch devices. They would sure help you out a lot more. Let me know what you think...
Well that about sums it up. I'll let you know if I have any new revelations.
MadBill
Monkeys steal your perk drops and while it sucks if you lose one, you can actually benefit from it. For instance if you have a carpenter, you can have the monkeys take it and change it to a max ammo. I would also like to throw in that besides the massive easter egg this is the only way to get a free perk. You must give up a max ammo to a monkey and one of the rotating perks they carry will be the perk bottle. It's hard to accomplish but not impossible.
As far as the zombie train is concerned it's almost impossible on this map. The only half way decent spot to train em up at is located at the MPL. You can make a good circle there, however the whole map is tight and it it very easy to get stuck by that one random zombie. I would defiantly suggest teamwork. Hold down a good area. Like the bridge. You can easily cover it with 4 people well into round 30. For solo players. Keep moving! Stay in front of the zombies. Use the shortcuts like the water slide or the jets. The mine cart is a no no unless it's a emergency. Once you get off it you never know what happened to the mob of zombies behind you and where they will pop up again.
The easter egg really was quite over whelming. But after a few attempts we managed to get it down. The hardest part is to not blow up the napalm zombie. If you manage that the rest is just a matter of time.
Speaking of the new zombies. The napalm zombie truly is a challenge sometimes. Taking him out with out jug can really get you killed. The acid zombie isn't to bad just take him out before he blurs your vision.
Getting the new baby gun is like the first time you got the thunder gun. It's a whole new world. I find it quite amusing to shrink a whole zombie train and run all over them. The humor factor goes way up with this weapon. Monkeys are good, but I think with a map like this I would much rather have gotten the gersch devices. They would sure help you out a lot more. Let me know what you think...
Well that about sums it up. I'll let you know if I have any new revelations.
MadBill
Sunday, July 24, 2011
Triple Frag Kill on Zoo
Just had to throw up this flava! Check out this triple frag kill on Zoo TDM...
Saturday, July 23, 2011
Call of the Dead Strategy Updated
So I have logged the countless hours on the map now and I figured I would update the strategy a bit. I can't emphasize enough how much you need jug on this map but also I have found that the one perk I really avoided on Ascension makes a world of difference on this map. PHD Flopper...
Flopper helps out considerably on this map. You will find that since it is a lot of tight quarters that the explosive weapons really come in handy. The scavenger is great, however I do have some mixed feelings about it. For one I am fairly certain that after you pack a punch it, every round shakes the map making the other players unable to run. I have been consumed by my zombie train on more than one occasion from this. Tis true it annihilates everything in range however I see it more as a last resort weapon/kicking George's butt weapon.
On to other matters. Me personally. I can run around the bottom floor of the light house for rounds on end as long as I am undisturbed. It's my favorite place to zombie train. Also right in front of the light house is pretty good. The spawns ok but can get a little nuts with the water. Ideally for a four player team I would post someone in the bottom, front, and second level of the light house and one at the spawn. It's tough to get the spawn guy up if he goes down so if he has a better spot let him go. For a two player game, bottom of the light house and out front. You are close to each other and can get each other up. Once someone goes down don't try to be a hero. Let the zombies flood into your zombie train. Then loop around one way or another to pick up your friend. I suggest dropping down the ice slide as it slows the zombies down for a second.
As for taking out George. Explosives! Every time you get a law, crossbow, nubetube, or ray gun out of the box, use it on George! Bullets don't really do any considerable damage. If you have extra grenades hit him with those as well. If your friends are tearing George up and your worried about ammo, hook them up with some mighty flopper flops. The best place to flop bomb George is definitely behind the lighthouse. The stairs work great. We have actually gotten the two man flop down and you can keep him pretty occupied where he never runs off. We have even managed to take him out with nothing but flops. Remember if you take him out with out using the VR11 you will be rewarded with a free DG2/DM for one player and a free perk for every player.
Hope this helps! Feel free to post any comments you have below.
Flopper helps out considerably on this map. You will find that since it is a lot of tight quarters that the explosive weapons really come in handy. The scavenger is great, however I do have some mixed feelings about it. For one I am fairly certain that after you pack a punch it, every round shakes the map making the other players unable to run. I have been consumed by my zombie train on more than one occasion from this. Tis true it annihilates everything in range however I see it more as a last resort weapon/kicking George's butt weapon.
On to other matters. Me personally. I can run around the bottom floor of the light house for rounds on end as long as I am undisturbed. It's my favorite place to zombie train. Also right in front of the light house is pretty good. The spawns ok but can get a little nuts with the water. Ideally for a four player team I would post someone in the bottom, front, and second level of the light house and one at the spawn. It's tough to get the spawn guy up if he goes down so if he has a better spot let him go. For a two player game, bottom of the light house and out front. You are close to each other and can get each other up. Once someone goes down don't try to be a hero. Let the zombies flood into your zombie train. Then loop around one way or another to pick up your friend. I suggest dropping down the ice slide as it slows the zombies down for a second.
As for taking out George. Explosives! Every time you get a law, crossbow, nubetube, or ray gun out of the box, use it on George! Bullets don't really do any considerable damage. If you have extra grenades hit him with those as well. If your friends are tearing George up and your worried about ammo, hook them up with some mighty flopper flops. The best place to flop bomb George is definitely behind the lighthouse. The stairs work great. We have actually gotten the two man flop down and you can keep him pretty occupied where he never runs off. We have even managed to take him out with nothing but flops. Remember if you take him out with out using the VR11 you will be rewarded with a free DG2/DM for one player and a free perk for every player.
Hope this helps! Feel free to post any comments you have below.
Sunday, July 3, 2011
Gotcha on Kill Cam
It isn't zombie releated but I had to share this tiny diamond I got on kill cam the other day!
Thursday, June 30, 2011
Friday, June 17, 2011
Treyarch Reveals Annihilation Map Pack
Treyarch has revealed a new map pack by the name of Annihilation! The expansion will include 4 new multiplayer maps and one more new zombie map. The zombie map looks very interesting as it is set in the jungle. The monkeys are back and this time it looks as though they are carrying power ups with them. You just get a glance at it but it seems as though they run through the map and drop them as you take em out. More info should be available soon, but for now check out this trailer.
The map pack hits Xbox June 28th with a hopeful follow up of July 28th for the Playstation gamers.
The map pack hits Xbox June 28th with a hopeful follow up of July 28th for the Playstation gamers.
Friday, June 10, 2011
Call of the Dead
So I have had a chance to get a little in depth on the new map today! The map is huge. With multiple ways to access different sections. Jugga-Nog is on the ship in the lower decks on the far side. Romero is an ass. He got me in round 3 the first game. If you avoid him and don't shoot him he is pretty manageable though. I have found some good spots to zombie train. The bottom of the light house so far seems to be the best. I tried the ship deck above jugga, however it is really tight and I kept getting stuck and downed. If your out behind the light hous you can make a big loop through the water. Same deal with the spawn. I don't really like the spawn so muck because I keep getting stuck on zombies sprouting out of the ground. The map definatly takes a little getting used to before you can get it in your head where you are at all times. Zip lines are awesome. The flinger too. I was surprised to find that Romero can use the zip lines too. I'm at round 19 on the leader board so far. Hope to break into the 20's today... MadBill
Thursday, June 9, 2011
Escalation Map Pack is Live on PSN
Heads up boys and girls! The new Escalation Map Pack is Live on the PSN! Time to go zombie hunting! Map pack includes 4 new multiplayer levels and one new zombie map for $14.99! Get it now on PSN!
The Good, The Bad, & the Mic-less
So what can I say? I love nazi zombies. Can't get enough. Millions of undead are slain weekly around this household. I do have some petty little issues that I do think Treyarch should address in their next installment of Call of Duty. Whatever it may be.
First off: Lobby Camping! I have posted before about my frustrations with split screen lobby campers. I think that one simple change is in order. If some one is on split screen in a lobby. The other two players should be able to start the match regardless of the split screeners. Just in case, if the split screeners never did get ready they should not be allowed to be the host in case they quit the match.
Second: We need host migration for zombies. You have it in every other aspect of multiplayer. If the host leaves the game the host is migrated to another person in the lobby. However with zombies, when the host leaves then the game is over. Just the other day we started a match and the host was sitting on the lander the whole game. I almost knew he would quit once he realize he had left his system on. But we waged on killing the undead until about round twenty three when (or course) host ends game. This is bull ****! Just because he left his system running in a lobby the rest of the world should pay the price. Step up to the plate and fix this issue Treyarch!
Third: Monkey Rounds on Ascension lag horribly. I don't know why but you can be playing a perfectly good game and hit a monkey round and the whole map lags out. This seems like it would be a easy fix.
Last but not least: Can we have a option to look for matches with only players that have mics. I am one of those team work oriented people and if you can't communicate with someone you can't have good teamwork. There's no way to make the world by a mic for their ps3. But you could add the option.
Enough ranting for now.... MadBill
First off: Lobby Camping! I have posted before about my frustrations with split screen lobby campers. I think that one simple change is in order. If some one is on split screen in a lobby. The other two players should be able to start the match regardless of the split screeners. Just in case, if the split screeners never did get ready they should not be allowed to be the host in case they quit the match.
Second: We need host migration for zombies. You have it in every other aspect of multiplayer. If the host leaves the game the host is migrated to another person in the lobby. However with zombies, when the host leaves then the game is over. Just the other day we started a match and the host was sitting on the lander the whole game. I almost knew he would quit once he realize he had left his system on. But we waged on killing the undead until about round twenty three when (or course) host ends game. This is bull ****! Just because he left his system running in a lobby the rest of the world should pay the price. Step up to the plate and fix this issue Treyarch!
Third: Monkey Rounds on Ascension lag horribly. I don't know why but you can be playing a perfectly good game and hit a monkey round and the whole map lags out. This seems like it would be a easy fix.
Last but not least: Can we have a option to look for matches with only players that have mics. I am one of those team work oriented people and if you can't communicate with someone you can't have good teamwork. There's no way to make the world by a mic for their ps3. But you could add the option.
Enough ranting for now.... MadBill
Monday, June 6, 2011
Ascension Updated
The way to five perks is littered with obstacles, especially if your playing with a random with no mic. I have most of the great strategy tips in a post below but I wanted to throw a couple more out there for the five perk deal. I can't stress enough how keeping the top door to jugga is crucial in this process. It allows for a four man team to cover 5 perk machines with one person guarding the door by quick revive. It allows you to watch jugga and quick revive at the same time. My personal strategy is to keep the other perk machines minus flopper closed as long as you can. If you cant get to it the monkeys can't either. My biggest tip for covering the machines once the doors are open is CLAYMORES! Once you open stamin up you might as well buy them as they will help out a ton. Stock pile the claymores by setting them down facing a wall where there are no zombies. The best spot is the rear wall of the flopper pad but most open walls do the trick. Remember you get two claymores every round and also 2 more every max ammo. After the monkey round is over I have 2 choices for you. Grab the max ammo as quick as possible and set your claymores, then when the round starts you have two more. Or start the round and set you claymores then pick up the max ammo and set two more. Grabbing the max ammo right as the round starts screws everybody out of two claymores. The very best place to use your claymores for defense of a perk machine is Speed Cola. Spacing them out away from the machine and down the stairs can almost cover the machine by itself with no help. My placement is complicated but it does work. It involves 10 or 11 claymores from the machine down. All evenly spaced so one does not blow up the other. You can set these up between rounds and as long as no player goes to either speed cola pad or the area with the mystery box between speed and the power room your claymores will be untouched by zombies. Stamin Up can be covered as well however it is always a gamble over there. Flopper is the worst place to cover a machine with claymores as zombies run directly in front of the machine. If no one hangs out in the basement you can cover jugga down the stairs and out into the spawn room. You will find there are many approaches however I do think that claymores are a must for monkeys. Happy zombie hunting!
PS3 to Get Escalation
The date has officially been set! June 10th the PS3 gamers of the world get to download the Escalation map pack for 15 dollars. There is still no word from Trearch on whether or not the delay was their's or Sony's fault but the Call of Duty players are sure to be blowing up the server with millions of downloads world wide. As for this gamer, it's zombie time!
Friday, June 3, 2011
Dear Treyarch...
The 3rd of June is now upon us, the Playstation store up, and no sign of the new Escalation map pack for Black Ops on PS3. According to the normal Treyarch time table the maps would be live for PS3 players, however after network outages and the timely return of the PS Store, there is no info from Treyarch on the subject. While PC and Xbox 360 players loath in the shoot em up goodness, PS3 games wait, seemly in the dark for the content. From everyone here at the Jugga-Nog, eyes are on you Treyarch, are you gonna step up and deliver or keep segregating the gaming community?
Thursday, June 2, 2011
Plea to the players!
Hey everybody. This would be one of those rants we're all good at. This one specifically dealing with split screen zombie players. Let me first off start off by saying I have no problem playing with others who are using the split screen function. Some people complain that it lags out the game, but I have never really noticed a issue. Here's the deal.
Stop Lobby Camping!
You might ask: "MadBill what is lobby camping?" Lobby camping is plain and simple leaving your game one with split screen enabled and sitting in a lobby for however long and not reading up/playing a game. What is so hard about hitting one more button to back your system out of a multiplayer lobby when your done. This just wastes valuable game time for everyone else trying to play. Frankly I block every person that does it to me. Ask yourself if you would like to jump in a lobby and not be able to play because some jerk left their system running. Let's Kill Some Zombies! End Rant...
Stop Lobby Camping!
You might ask: "MadBill what is lobby camping?" Lobby camping is plain and simple leaving your game one with split screen enabled and sitting in a lobby for however long and not reading up/playing a game. What is so hard about hitting one more button to back your system out of a multiplayer lobby when your done. This just wastes valuable game time for everyone else trying to play. Frankly I block every person that does it to me. Ask yourself if you would like to jump in a lobby and not be able to play because some jerk left their system running. Let's Kill Some Zombies! End Rant...
Tuesday, May 31, 2011
General Questions/Feeback
Want to leave feedback on the page, post questions, or just have a great idea. Let us know by commenting below...
Kino... Isn't that gambling?
Well only if your talking about hitting the mystery box. First things first. This is my worst map ever. I can't make it far at all by myself and feel like I'm being carried when I do. I do have to say I love the idea of the light up boards that tells you where the mystery box is. The tv screens are nothing by comparison. I think for this one I am mostly gonna leave it up to the readers to post some decent strategy ideas. If I do make it to a decent round in this map it's because I bought jugga! Zombie training is rough for me on this one, but I would say that the best spot is to find a good loop in the theater. The best thing you can do is keep moving and pray that mystery box gives you a ray gun for the hell hounds. Zombies I can deal with, monkeys are easy, the pentagon thief is a pain, but hell hounds, hell hounds get me every time. There is no shotgun big enough in my book. Post your tips below and help us all out on this map!
Sunday, May 29, 2011
The Wonderful World of Five
Let me start this out by saying while not my favorite map. This holds my favorite characters in the zombie series. I don't claim to be the best at this level but I have picked up a few things along the way. First if you have a four man team with some decent guns you can hold down the PAP room for quite some time. Two people on the windows and two people up front can make a impenetrable wall funneling most of the zombies to the two people up front. The problem is if one of the people watching the windows goes down there is no where for the others to run. Five is tight quarters and jugga-nog is a must. The winters howl (freeze ray) is nice to have if you have a machine gun to accompany it. For the zombie train. The only really good spot is in the defcon room. The lower floor can house a massive zombie train if you have the two barriers open completing the loop. I have managed to get a train going in the spawn room, however every time you kill some of the undead they com jumping through the windows right in front of you.
The elevators are nice as you can give yourself time to reload for 250 points. One person can hold out in the upstairs elevator. The downstairs elevator would be more of a two man team ordeal as it has a window built in on both levels.
There are no monkeys or hell hounds in this map but rather the pentagon thief that steals your weapons. It is a must that you shoot this guy. If enough time lapses he will leave with your weapons. However if you kill him your weapons are returned. Both ways you receive a max ammo. My best advice is to pull out your least valuable weapon when he appears. There are plenty of tips and tricks on defeating the thief. I will try and compile some and get them up on here. In any case teamwork, jugga-nog, and good fortune on the mystery box are really what make or break you on this map.
The elevators are nice as you can give yourself time to reload for 250 points. One person can hold out in the upstairs elevator. The downstairs elevator would be more of a two man team ordeal as it has a window built in on both levels.
There are no monkeys or hell hounds in this map but rather the pentagon thief that steals your weapons. It is a must that you shoot this guy. If enough time lapses he will leave with your weapons. However if you kill him your weapons are returned. Both ways you receive a max ammo. My best advice is to pull out your least valuable weapon when he appears. There are plenty of tips and tricks on defeating the thief. I will try and compile some and get them up on here. In any case teamwork, jugga-nog, and good fortune on the mystery box are really what make or break you on this map.
Ascension Strategy
This level would be my forte... I have made it quite far on numerous occasions. My biggest tip, buy jugga-nog! My second biggest tip, protect jugga-nog! How to protect jugga-nog well this differs depending on the player however my biggest suggestion to anyone that wants to protect jugga and get 5 perks in the long run would be to keep the top door closed. As jugga-nog is located on the stairs between the spawn room and the power room there are two ways to access it. If you open both doors, protecting the machine during monkey rounds in almost impossible without two people. Now you may ask, why not open the top door and keep the bottom door closed? Well here is my logic behind opening the bottom. Reason #1: If the top door is left closed it forces the monkeys to funnel through the spawn room. This in turn allows one player to hold jugga and quick revive at the same time. Reason #2 As in all military strategy, you would like to hold out from a elevated position. If you start to get over run you may back up the stairs and aiming down is better than aiming up! Reason #3 The bottom door to jugga-nog is 750 the top door is 1250 points. With this being said, if you can make a convincing argument for opening the top door, I would like to hear it. I have tried it both ways and personally it is a no brainer.
As for high level strategy, the zombie train is the best strategy. You can try to hold out as a team in one area, take flopper pad for instance, however I have found that this usually results in chaos in the later rounds. Plus when one person goes down the link is severed and everyone gets swarmed. For the serious zombie slayers you have to zombie train. Running in circles keeps you in front of the zombies. Ascension is a great map for this as it has many open areas capable of every player having his/her own train going. There are three really good places to train, three ok places to train, and one bad yet possible place to train.
The good spots: Spawn room, flopper pad, & the launch pad by pap. These spots are ideal as they allow for big circles around the room capable of larger zombie trains. Personally I choose the spawn room as you have a free trap every time the centrifuge goes off. This can also screw you over if you forget to duck so watch out. The flopper pad is good however I find it a little tight for my liking and I get stuck on the control box for the lander. PAP launch pad is really a good spot as well as long as you stick to the circle. I have gotten stuck on the wall opposite of the door to the PAP machine a couple of times as it sticks out a ways. Overall I can kill many zombies by training in these three areas.
The OK spots: stamin up area, junkyard/swamp area, circling the mystery box closest to pap. The stamin up are is very tight but you can make it happen. The biggest issue is the zombies that come out of the ground can stop you in a heart beat. There is also water on the ground that slows you down but not the zombies. The junkyard area is big enough but has a lot of obstacles to get stuck on. Not to mention there is water there to slow you down as well. The loop by the the pap mystery box works rather well but again water slows you down. Also I have been stuck by random zombies coming down the stairs.
The last spot I have found possible to train but dislike using it at all the the speed cola lander area. The spot is very tight and there is no room for error. I have made it happen in a pinch, however don't even like being up there unless the lander is present. Take it or leave it. Really it is a matter of comfort and choice. I feel that the good spots allow you to make it well past round 40 if used correctly.
If you have anything to add please leave comments below. I have comments open for everyone to give their two cents. Just remember your comments can be removed if inappropriate.
As for high level strategy, the zombie train is the best strategy. You can try to hold out as a team in one area, take flopper pad for instance, however I have found that this usually results in chaos in the later rounds. Plus when one person goes down the link is severed and everyone gets swarmed. For the serious zombie slayers you have to zombie train. Running in circles keeps you in front of the zombies. Ascension is a great map for this as it has many open areas capable of every player having his/her own train going. There are three really good places to train, three ok places to train, and one bad yet possible place to train.
The good spots: Spawn room, flopper pad, & the launch pad by pap. These spots are ideal as they allow for big circles around the room capable of larger zombie trains. Personally I choose the spawn room as you have a free trap every time the centrifuge goes off. This can also screw you over if you forget to duck so watch out. The flopper pad is good however I find it a little tight for my liking and I get stuck on the control box for the lander. PAP launch pad is really a good spot as well as long as you stick to the circle. I have gotten stuck on the wall opposite of the door to the PAP machine a couple of times as it sticks out a ways. Overall I can kill many zombies by training in these three areas.
The OK spots: stamin up area, junkyard/swamp area, circling the mystery box closest to pap. The stamin up are is very tight but you can make it happen. The biggest issue is the zombies that come out of the ground can stop you in a heart beat. There is also water on the ground that slows you down but not the zombies. The junkyard area is big enough but has a lot of obstacles to get stuck on. Not to mention there is water there to slow you down as well. The loop by the the pap mystery box works rather well but again water slows you down. Also I have been stuck by random zombies coming down the stairs.
The last spot I have found possible to train but dislike using it at all the the speed cola lander area. The spot is very tight and there is no room for error. I have made it happen in a pinch, however don't even like being up there unless the lander is present. Take it or leave it. Really it is a matter of comfort and choice. I feel that the good spots allow you to make it well past round 40 if used correctly.
If you have anything to add please leave comments below. I have comments open for everyone to give their two cents. Just remember your comments can be removed if inappropriate.
Saturday, May 28, 2011
The Creation of Jugga-Nog!
Subscribe to:
Posts (Atom)