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Thread: call of duty 4

  1. Just getting started
    Join Date
    02-06-11
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    #61

    Post Remember,Karma Charger is allways WATCHING 0.0

    Double post but i fixed this

  2. Just getting started
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    02-16-11
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    #62
    sounds well good m8 be a good map that would

  3. Senior-Senior Member
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    06-08-10
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    #63
    Black Island (pun intended... You'll hopefully get it later)
    "It's not paranoia if they're actually out to get you"

    The Road
    As the survivors get out of the boat they got to the island (Don't ask me what they're doing there, maybe they had to get from land, and this was the first place they found?) they see the long road ahead of them, grab their weapons and start to walk.
    Basically, the first map is mostly a road, until they reach a shed made into a safehouse to rest in.

    The Gate
    Our heroes walk out of the same door they went into (It's a regular shed, dude) and continue walking down the last part of the road, we're they reach a gate.
    They slowly open this gate, which triggers an alarm (Crescendo) and start to run towards the nearby mansion, in which they must barricade themselves.

    The Asylum [size=6](Get the pun now?)
    The Survivors exit the house from the back, and walk down a path which leads them back to the main road.
    They continue walking until they reach a face, which had an electric gate, which they open by turning a key which already is in the keyhole (Them lucky bastards), which causes the second gate-based crescendo in the campaign.
    From this gate it's not far to the asylum that was the island's main building before the infection.
    As they come inside they walk a distance, and then walk inside of the guard's room in which they take rest.

    Mental Breakdown
    The Finale of Black Island is a little different than the others, as it's divided into several segments.
    In the first part you need to look around in the asylum to find a keycard to the locked backdoor. (This keycard will spawn on one of several locations)
    Once you have exit the backdoor you will run through a hole in the fence, and just run around randomly until you find what looks like a cave. When getting closer, you realize it's a tunnel, but it's blocked off by a big metal door. By pressing the radiobutton you will start to talk to the person (A patient who escaped) who has locked himself in there, to be safe from the other patients. He says that this was a hidden tunnel which the owner of the asylum used to transport things he didn't want to be seen by the public.
    He says he was bitten by another patient while escaping, but he hadn't changed since he was bitten, which had been a while ago, but he had now started to feel ill.
    Well, he says he wants a specific medicine which you will then go and get in the asylum.
    As you return the medicine through a shaft he sends back four healthkits and four bottles of pills, and commands you to go get some water and food, so he can stay in there where he's safe longer. He also starts to maniacally laugh now a little.
    Once two survivors have reentered the asylum the door will close, as the keycard has somehow lost it's magnetic strip, so the locked in survivors will have to find another card before opening the door so the other survivors can help them carry dried food and water to the patient (Who has now started growling a little).
    As you give him the food and water he gives you more health kits and pills, and tells you yo go and get one last thing; a pack of cigarettes and a lighter. You will find these at two randomized bodies in the asylum, and once you send them to him you will hear nothing. Someone starts to scream at the patient through the radio, and the sound of hitting is heard through the radio.
    Suddenly the tunnel starts to open, and in there's a Tank. (That drug probably wasn't good for the health)
    Well, you kill the Tank, and in the pants of it's body you will find a key which will be able to open a door further down the tunnel. The survivors have now escaped Black Island...
    Quote Originally Posted by William 'Bill' Overbeck
    Shut up you goddamn birds!

  4. Just getting started
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    02-26-11
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    #64
    Name: aqua survival
    Location: Sydney Australia
    Tagline: sleep with the fishes
    Chapter Names:

    1 the walk through:

    survivours start outside of sydney just like blood harvest and surch for more supplies such as molitoves and pipes ect then they all make a move out to the streets and continue moving through like dead center and continue into the safe house


    2 they live anthore day:
    In this chapter the survivors simply walk through the undead fish and some spots are undead divers which can alert the horde and some leaky holes just like hard rian then the survivers can swim there way out to the safe room

    3 surviving the leaks:
    now in this chapter the water tanks over fill and survivers must can choose to either fix the problem or leave it so that the water tanks over fill and it gets harder and harder to walk in just like hard rian rain gets harder and harder

    4 the get away:
    now that survivors have made it out of the water they must find a radio and radio in and the get away is two options , option one if you left the water tank going you escape by boat, option two if you did fix the water tank then you get away in a car


    if there is any problems with these tell me write in

  5. On the way to greater things
    Join Date
    08-20-10
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    #65
    Maybe instead of a playable santa boomer---make a dead, unexsploded, santa boomer! and if he gets shot, then he can exsplode!
    [SIGPIC][/SIGPIC]

  6. Junior Member
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    10-23-10
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    #66
    If they were to ever make a New York campain it has to start off like this:
    Ch.1
    The survivor start of on top of a skyscraper, their are only Tier 1 weapons available for now and no double pistols, deagles, or melee weapons right away (though they do appear later in the game). The survivors start making their way down the building (very similar to the start of No Mercy), when after making it a couple floors down, the building starts to shake a little. One more floor down and you can see through awindow that there are are # Tanks at the bottom, attacking the building. The survivors start going down the stairs, until it starts collapsing, beams are falling all around, the buildings shaking like crazy, and everthings falling apart. It fades to black while you hear the building collapsing. It goes silent for a minute, then everything starts to wake up: car alarms start yelling, the horde screams starts up, it's raining (did i forget to mention that), and you 'wake up' from the rubble with yellow health only having a single pistol. The weapons, health kits, and everything you took at the begging that you haven't used is scattered all over. You can clearly see (and hear) that a humongous horde (and 3-4 tanks) are coming at you. But the saferoom is right down the street. You have a choice: either run for it and hope you can make it to the saaferoom, or look for your scattered gear and try to fight.

  7. Junior Member
    Join Date
    03-22-11
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    #67

    Fancy Cruisin'

    Name: Fancy Cruisin'.
    Motto: No time for fancy in a zombie apocalypse.
    Checkpoints:
    The Lighthouse: The L4D2 survivors escaped from Cold Stream, but when they find out that the lighthouse has been overrun they must get to a School evacuation zone.
    The Subway: The survivors make it to another town but realize they can go on a subway to the school. They are suprised to see that there is still a working subway and they take it to a near Airport.
    The Airport: The airport has been overrun by zombies and they must take a helicopter to the school.
    The Hotel: They find out that the helicopter was short on gas and it crashed on the top of a hotel. They must get to the bottom of the hotel.
    The School: The survivors finally reach the school! They must get way to the top and announce on the radio to evacuate them.
    The Cruise: The survivors make it to the Cruise and they must go through ALL the stuff in the ship and get to the engine to drive away.

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