MadBill Art on Twitch
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)