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July 2, 2013 - BLACK OPS 2 The third post-launch Map Pack releases first on Xbox 360. Everything NEW with DLC 3 - Vengeance: - Round-Based Map: Buried - Grief and Turned Map: Borough - Wonder Weapon: Ray Gun Mark II - MP Maps: Cove, Uplink (Summit), Rush, Detour #TIZH

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Here's a copy/paste prompt recipe and vid showing exactly how to ask an LLM for an interactive map with satellite/map layers + a georeferencer that lets you see how old maps correspond with modern geography. Today the computer can’t make good print maps (that's your hill to climb ) but it can, with five bucks and twenty minutes, make good interactive maps. No software/GIS knowledge necessary, you just need a few nouns and an LLM. Scroll to the bottom for the repo/live map if you want those. I'm using Claude Code as an extension in VS Code but you can use the Claude CLI, Cursor, whatever. 1) Let's grab an old cadastral map and see who owned big tracts of a city; I found this an 1854 map of Niagara Falls, NY I found in the Library of Congress: , grabbed the .jp2, saved as a jpg from photoshop. 2) Let's ask Claude Code for a map. You can see exactly what I did in the video but my prompt, sans simple "hey it's busted" debugging, is written out in the following paragraphs. I explain the map-specific nouns in brackets. You can likely dump this whole thing in your LLM window and it'll work; I'd try plan mode + skip permissions. THE PROMPT Make an interactive map with MapLibre GL JS [maplibre is a javascript mapping library, a FOSS version of Mapbox GL JS. This lets us display tiled map data and arbitrary images on the map] Add basemap toggles with Esri satellite, Carto Positron, and OSM [these map layers require no API keys for light usage; Carto Positron is a nice road map layer and OSM is ugly but comprehensive] Add a globe/mercator projection toggle [I think the globe looks better at low zooms] Add a layer panel on the left with visibility checkboxes and delete buttons. Add a search box on the map that flies to results, with deletable pin markers [Makes this easy to get to your area of interest] Include an interactive local georeferencer: drop a JPG, pick ground control points on a zoomable/pannable image viewer, place them on the map, watch it warp with a progress bar centered on the map. [The georeferencer uses math ("affine transform"??) to match points on the old map to points on the new map; generally you click road intersections on the old map, match them on the new map, repeat a dozen times and everything aligns] The georeferenced map overlay defaults to 25% opacity with a slider above the control point list. [I want it easy to see the underlying modern geography] Add Export/import control point buttons [this saves the control points as a JSON so you can save and reimport your work] Add a button to export the warped image as a GeoTIFF with a .prj [In case you want to add the georeferenced image to a real GIS program like QGIS] Look up all relevant docs before starting [Claude sometimes uses outdated stuff] Split everything into separate HTML/CSS/JS files [Claude tends to pile everything in index.html, which is hard to read] Use Optima font, base color #FEFAF6 [I just like this style] Let me test with a local server [it serves it on a simple server so you can nav your host to localhost:8000 and try it out] Log all errors [so you don't have to play telephone with the LLM describing what's busted] 3) Once your LLM finishes, test it out in your browser; if it doesn't work, ask the LLM to check logs. Repeat 'til functional. 4) After this works on your computer, you can show it to everyone by hosting it on GitHub: prompt with "write a README explaining what everything does, add it to a new GitHub repo, deploy using GitHub pages, gimme the live URL" Here's what Claude made for me, try it yourself: • Upload the JPG in the repo, which is linked below • "Add GCP" • Click somewhere recognizable on the old map, like the tip of an island or a road intersection • Click the matching point on the new map • Repeat til you have least 3x points • Hit "georeference" • You'll see the old map atop the new map; if you want a better fit, delete bad points or add a dozen new ones, hit georeference again, repeat Repo: Is this map robust? Human-maintainable? Elegant? Performant? Secure? No, but *your* personal web map need not be. It just needs to work for *your* narrow use case, because it’s *your* map.

Evan Applegate

15,772 views • 4 months ago

Tarkov TV Just finished with SOOO many info, I'll summarize here as much as possible #EscapefromTarkov Performance & Core Tech (Nikita calls it Tarkov 2.0) - Reconnect time massively improved (5 min ➜ a few seconds) - Major engine & code optimization across all maps, including Streets - Reworked foliage & trees for better FPS - Faster raid loading + overall smoother performance Gameplay & Systems - New Arena-based tutorial - Transparent magazines (clip 1) - New animations (hideout, mags, scav idles, map interactions) (clip 2) - New gear & weapon mods (image 1 & 2) - Scope reflection rework (WIP) (clip on the next thread) Events & Quests - Big Icebreaker event + large questline (Q1) (clip on the next thread) - New storyline quests (Pighead / Lady of Hearts) - Large Halloween event - In-game events & news notifications - in the game - Seasonal Progression (Q2) Seasonal system (PVP only) Battle-pass–style progression with unique rewards 2 wipes per year Perks & debuffs system (less secure container, more perks – Zomboid-like) PVE prestige planned for next year New map: “End of the Line” - Dungeon-style - Single-player driven - Possible D2 bunker connection (images on next thread) Summer content drop Radioactive UI finally used Drone gameplay (supply drops / grenade delivery) Animated ragdolls & unconscious state Environmental interactions (shoot locks, honk cars, etc.) (clip on next thread) Linux migration planned by end of Q3 **SCAV Life DLC** Q4 - Separate SCAV profile - Additional HO option for SCAV - Social hub - Limited control over boss guards

VeryBadSCAV

563,861 views • 6 months ago

Battlefield 6 | Multiplayer Reveal and Details ▪️Launches on PS5, Xbox and PC on October 10 ▪️Open beta from August 9–10 and August 14–17 ▪️Gameplay designed to be more immersive, gunplay, movement etc rebuilt from the ground up ▪️9 maps at launch, including remake of Operation Firestorm from Battlefield 3 ▪️Class system returns (assault, recon, support, engineer) ▪️Assault Class: Enhanced mobility, extra primary weapon, push deep behind enemy lines ▪️Engineer: Rockets and mines, repair vehicles and equipment ▪️Support: Supply crates, heals, ammo, deployable cover, masters of the machine gun ▪️Recon: Tactical mastermind, drones to pinpoint enemy positions, C4, laser designator ▪️Vehicles that feel responsive, powerful and can change the tide of battle ▪️You can hitch rides on vehicles through expanded spaces to stay with your squad ▪️Drag and revive system lets you revive downed squadmates while dragging them ▪️Lean and peak around corners, mount weapons, crouch while sprinting, perform agile rolls while escaping enemy fire ▪️Tactical Destruction: Expanded and improved destruction for more options to navigate maps (take out floors to take out elevated enemies, destroy walls with sledgehammers, C4 etc) ▪️Map variety: Some are built for intense, close quarters combat while others are suited for large scale warfare with tanks, choppers and jets ▪️Gibraltar map: Designed for up close and personal, smaller urban areas ▪️Cairo: Infantry and land vehicles, Tajikistan boasts scale and epic setting for all out war experience ▪️Brooklyn: The best of both scale and close quarters combat ▪️Modes: Conquest, Breakthrough, Rush, Team Deathmatch, Squad Deathmatch, Domination, King of the Hill ▪️Escalation: New mode where teams are pushed towards a final climactic battle "that we think our players will love" ▪️More maps, modes and events to come in post-launch seasonal content (more info closer to release) ▪️Portal: Build, share and play your custom created experiences, updated toolset and editing tools. Modifiers allows players to set up hardcore rulesets Combat, Classes & Destruction ▶️ Maps, Modes & Portal ▶️ #Battlefield #Battlefield6

Shinobi602

73,071 views • 11 months ago

Ghost of Yotei: Legends releases March 10th on PS5 - first gameplay details. ▫️ Three mission types with up to 4 player co-op - Survival, Story, and Raid (coming in April) ▫️ Four classes including Samurai, Archer, Mercenary, and Shinobi ▫️ Fight to control territory on each map ▫️ Each map will have its own unique Curses and Blessings. Earn Blessings while you control a location, earn Curses when you lose control. ▫️ Story mode allows you to tackle up to 12 missions in 2 player co-op ▫️ Every three missions, you'll unlock an incursion which is a large 4 player assault on a Yotei Six stronghold, culminating in a boss fight against a giant version of the Spider, the Oni, the Kitsune, or the Snake ▫️ Earn unique armor cosmetics as you complete challenges ▫️ All classes can use a katana and a ranged weapon, however each excels with different weapons ▫️ Samurai can wield the odachi and has the widest range of weapon types ▫️ Archer can use the Spear and carry an additional ranged weapon ▫️ Mercenary can use the dual katana with a wide variety of utility ▫️ Shinobi can use the Kusarigama with a wealth of stealth abilities ▫️ Earn Legendary weapons and gear as you take on higher difficulties ▫️ Photo Mode confirmed for Legends mode ▫️ New lobby lets you practice combat and archery, challenge your friends to a game of Zeni Hajiki or Bamboo Strike ▫️ Releashing March 10th on PS5, free for all owners of Ghost of Yotei #GhostofYotei #PS5

KAMI

342,049 views • 5 months ago

Interesting times in the maps space, and its exciting there is so much buzz - maps are awesome :) My parents Rakesh and Rashmi Verma pioneered digital mapping in India in 1995, returning from the US after a successful career there with the passion and desire to do something unique for India. And it’s been 20 years for me personally in the mapping space, since I was a 19-year old Stanford engineering undergraduate student and got involved in starting India’s first interactive mapping portal, I realise MapmyIndia is a relatively lesser known company amidst more consumer facing global and local players, so it would be great if this post can be amplified, so that more people can be made aware 🙏 Warm regards, Rohan Verma CEO & ED, MapmyIndia *** A few thoughts on maps: 1) Accuracy and quality of maps is critical. I’d caution folks to check out quality and reliability of maps by browsing those maps in areas familiar to them, and if they notice errors in them, in terms of incorrect places marked wrongly on the map, it should serve as a reminder not to rely on such maps. I’ve personally looked at the maps of various global and local players, and find so many inaccuracies, which confirms my belief that the difficult art and science of map-making is not as easy and people may imagine or claim. 2) What’s exciting about Mappls MapmyIndia, as a home-grown indigenous deep tech digital products and platforms company, is that not just did we pioneer digital mapping in India since 1995, when there were no other digital maps available for the country, but back then, and even now, we’ve always built the most cutting-edge tech to build the most capable maps and empower our customers, users and developers with the most comprehensive and advanced solutions. Over the last 15 or so years, there have actually been many global and local players who have come into the mapping market, yet for some reason or the other, they haven’t sustained or maintained quality. On our side we have continuously innovated in our products and tech - already bringing and making the most advanced featured available into our 4D HD maps covering 360 RealViews and 3D drone and digital twin based maps, immersive views and RealVerses - and focused on solving the needs of Indian consumers and enterprises, and served customers and users with humility, passion and consistency, with a solid and sustainable business model to ensure and provide a long-term reliable mapping solution for customers and the country. 3) Here’s an explainer video of our maps, tech & APIs which focus on how developers, users and customers can leverage our solutions to get their needs solved in the best way. Do watch - you’ll be pleasantly surprised and happy at the offering. 4) To try out as a developer for yourself, visit We’re glad that tens of thousands of developers, and their hundreds of millions of users, benefit from Mappls MapmyIndia Maps & APIs everyday, using both our free plans and our commercial plans. Do try for your own needs as a developer. 5) In one sense, the quality and capability of Mappls MapmyIndia is proven to be better and more useful and valuable through our free consumer Mappls MapmyIndia app (learn more and download from which has gotten love from millions of consumers who are able to navigate safer and better. MapmyIndia Mappls Rakesh Verma @RashmiV1956

Rohan Verma

16,210 views • 2 years ago

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,424 views • 1 year ago

Tarkov TV had so much info again.. Summarized down as much as possible. ---------------------------- Icebreaker Event is very soon in May, with new boss Rebalancing the game more for newbies and veterans who left more approachable - Prestige easier (image 1) - Indication for quest Quest Finder Assistant Item Direction Proxy (video 1) - Hideout starting LVL lower - Insurance faster recover - Traders will be reworked for reputations, more affected by quests branches, Trader inventories will be reworked - Quests which were harder will change more user friendly Completing Quest together, Sharing Kill progression if you and teammate have same quests. More support packages for beginners 'Welcome Back' Bonus Program Death CAM Item. - From Teammate POV Only GPS System which will show direction & approximately where you are at Squad Size to 4 LIMIT - No more 5 Man Factory & LABYRINTH Overall making new player friendly --- Episode-Based Mobile Single Player Game in Tarkov Universe being developed Console for EFT --- Special perks for Unheard Edition only - GIVE EXP BOOST TO TEAMMATES - USEC BEAR COSMETIC CAN BE SWAPPED between factions --- IN-GAME EVENT SHORELINE after Icebreaker INGAME EVENT ICEBREAKER AND TEASER NUCLEAR POWERED ICEBREAKER WITH RADIATION (video 2) --- May TWITCH DROPS (image 2) More APPAREL (image in reply) Upcoming streamer challenge for 'small' streamers up to 250~ viewers --- JUNE Big EVENT LIGHTHOUSE overhaul for BETTER, LITTLE EXPANSION, ENEMY CHANGE, LOOT CHANGE In-game Store coming, with new currency (no p2w stuff, just cosmetics) you use Tarcoin that you loot from game, or buy tarcoin currency with irl money (image in reply) ------- July Event on old factory ---- July or earlier Seasonal character season 1 - Kord Breach Season modifiers global & personal - Perks will be like a RPG Skill system can allow players to get Kappa right at the start, limit flea market, etc. (image in reply) Season Reward is Black Division outfit new gear, weapons, quests, modifiers, perks, etc. -> every season will be different/unique ------- QBZ Gun (image in reply) Famas in production --- after Seasonal character season 1, New Streamer items get added wild wild woods Event Unity 6, FSR 4.0 weekly based event system (every single weekend something special) ----- around end of year Big Halloween event (previous zombie event but bigger and better) ----- HUGGGEEE MAP which they were working for year. Two locations (as far as i understood, there's one map and another which is end of line) & END OF LINE UNDERGROUND NUCLEAR POWER PLANT (images in reply) --- GUN CYCLOPEDIA FREE GAME - For customization and Testing of Guns MAYBE even VR (image in reply) ---- On the Second season Clan system DLC Scav Life DLC alive - unconscious - dead states and healing for being knocked-out AI idle animations Special Containers with Presets to equip yourself faster with loadouts ability to skip prestige requirements for in-game currency transparent magazines free pve weekends skill system overhaul night raid overhaul - with different bonuses, loot, maybe even Black division roaming Mod support --- MAKING TV SERIES LIKE CHRONICLES OF RHYZZY PVE WILL HAVE TO still RESET FOR TERMINAL

VeryBadSCAV

248,311 views • 2 months ago

OFFICIAL: EASTER EGG GUIDE FOR TOTENREICH: Wonder Weapon: 1. Head to The Drydocks and lower The Crane, this will allow you to wall jump and interact with the tip of the ship to pick up the Chain Link 2. Next, Head to Storm Bridge and pick up Chili Chunks behind the truck next to Deadshot 3. Place Chili Chunks on the table in the middle of the Skalen Market 4. Next, Head to Burial Grounds left-side door and interact with the keyhole. 5. Interact with the door again and hold it to open the door and to unlock the underground area. 6. This will spawn a Zursa Bear during a special round (starting the second special round) you need to kill him and he will drop The Lantern 7. Place The Lantern in the center of the Underground Room in Burial Grounds. 8. Constellations will appear around the wall. Interact with them as they’re shown on the table in this order: left, right, back, front. 9. Once completed, Astrid will appear and talk, she will then travel to different areas of the map. She will occasionally stop and you will need to kill frost zombies next to her. 10. Once all the Soulboxes are completed an Obstacle Course will form on the outside of The Lighthouse, climb to the top by Jumping / Wall Jumping up 11. Once you reach the top, Listen to the Astrid talk and pick up The Jotunn Star Wundersignal: 1. After completing Jotun Star Quest Head to The Lighthouse and inside on a shelf there will be a Crowbar 2. There are Multiple Wooden Boxes around the map with red IDs on the bottom right corner of the front of the box in red (for example III-6) use The Crowbar on the Wooden Box that has the Roboterteile ID (the IDs are on the shipping manifest in the War Factory Admin Room), this will give Flak Gun Round War Factory Core Foundry Fjord Road Dry Dock 3. Head to Turret Gun beside The Lighthouse and place Flak Gun Round then melee with Jotunn Star 4. Next, Head to The Robot Head in spawn and interact with it to search broken piece to get The Transmitter 5. Go to Tyr’s Head and place it inside the Wall Machine thingy at the top of the Ladder 6. Next, whilst inside of Tyr’s Head underneath the balcony there are 3 white lights, 2 of these lights will blink, count how many times it blinks -Both lights will remain on, There is the sound of a light turning on to indicate the start of a new light flashing cycle where both lights will flash at the same time to a certain count (for example left 2, right 5). Both lights will be on and then it will flash another set (for example left 6, right 4). (Unsure if these 2 combos have to be put into console in order but correct entry will give two different voicelines.) After entering one correctly you will be kicked out to hear voiceline and can re-enter console to input the 2nd shortly afterwards. 7. Now head to Core Foundry, and use a molotov to burn the ascender to access the consoles. 8. Ascend and interact with the consoles, The next part is timed and has a cooldown if you fail - you need to Calibrate the Amplitude and Frequency using the flashing light code. 9. Once this has been done head to the room Next to the Radio Tower and pick up The Wunderbarrage Controller Atomkraft Core 1. Find three uraniums: Uranium #1 Find the Fishing Rod (Olaf’s Personal Item) locations: - Dry Dock - Storm Bridge - Fishery Island - Beacon island Look for a Glowing Green Fish jumping around the water at each Fishing Location and use the Fishing Rod at that location once you see it Fishing Locations: Eidskallen Landing x2 Beacon Island x2 Eidskallen Square x2 Dry Dock (found one so far) Fishery Island x2 Tyr’s Foot (found one so far) Once the fish is caught it will spawn an Irradiated Ravager (HVT) that will disappear and respawn somewhere else, chase it down and kill it (check your map to see its location, it shows up as an HVT). It will drop a Uranium. Uranium #2 Next, Craft an ARC-XD (there is one for free in Eidskallen Square on top of a box near the flame trap, you can get it by fishing as well) and melee the vent at Core Foundry to the left of the zipline to open the Secret ARC-XD Course. Blow up the boat full of barrels. Once the course is completed the 935 Genetic Lab room will be open and another Uranium x2 will be inside a Prison Cell There are several Jars with Heads inside in this room, all labelled A,B,C,D,E Look down the Hallway inside the Lab and note which numbered rooms have Nuclear Symbols 1 = A, 2 = B, 3 = C, 4 = D and 5 = E Take one Jar at a time that corresponds with the Numbers next to Nuclear Symbols and place them on the machine to the right of the cell door, once the correct jars are placed the Jar on the left side of the machine will glow purple and you can pick up acid There is a Big Chunk of Meat on a desk next to multiple drawings in the same Room, interact with it, then Pick up The Necrospike Once you have The Necrospike, use it on the Prison Cell Door, this will trigger a lockpick mini game. Spin the lockpick until the lock turns white 3x to unlock the cell, then pick up the second Uranium. Uranium #3 Next you need to craft or obtain the Glocke Drop, once you have one call it in, then shoot 20 mid-air zombies it throws up. This will drop the third and final Uranium. 2. At the Dry Dock, you need to call a WunderBarrage (unlocked by completing Wundersignal steps) in on the “02 Building” at Dry Dock (where there’s debris on the stairs), this will open the stairs to the Machine Workshop. 3. Inside The Workshop there is a Claw Machine which you can place all of The Uranium inside of and play a mini-game. -Have a big group of 7 cores and a small group of 2 cores. 4. Once you complete the Mini-game you will be able to pick up The Atomkraft Core (Note: you drop if you zipline, and cant sprint with it) 5. Head to Quick Revive and place The Atomkraft Core on generator next to quick revive. Go into the shed behind quick revive and turn on the generator. You must now defend the The Atomkraft Core until it’s charged. In interrupted you must turn on the generator again to continue. 6. Take the The Atomkraft Core to the barrel on the Storm Bridge and a Mini-Cutscene will play between the Giant and The Robot. Vegvisir 1. After the cutscene finishes, The Dravakar Shard will spawn at Tyr’s Foot, pick it up 2. Pick it up and place the Shard inside the Bloodheim Hall on the bonfire 3. Use WW range attack to light the fire 4. Use Disciple Injection (there should be a free one around the map) and throw zombies into the bonfire (I only had to throw four) 5. A lockdown will start. Kill the boss zombie and pick up the Sunstone from the bonfire 6. Put the Sunstone in the church and do a range WW attack on it. 7. Around the map, there will now be floating rocks and runes. Above the church there will now be a compass with runes and arrows. -Shoot the floating rune rocks with the ranged WW in the order of the arrow lines. If an arrow has 1 line, then that's the first one. If an arrow has 2 lines, that's the second one, etc. 8. Go into Tyr's Head and interact with the console to start the boss fight. Credit to Callum and the ZoneX discord

COD: Zombies News

81,036 views • 2 months ago

🎬Whimsical Reverie | Outfit Preview: Chroma's Mortal Heart >> Main Attribute: Elegant 🦌Outfit Preview [Chroma's Mortal Heart] can be evolved into the following outfits: [Chroma's Mortal Heart: Seared] (Stage 1), [Chroma's Mortal Heart: Parting] (Stage 2), and [Chroma's Mortal Heart: Wanxiang] (Stage 3). Fully glow it up to obtain the [Chroma's Mortal Heart: Echoes] outfit. 🦌Outfit Ability Celestial Deer: After configuring the Celestial Deer ability, you can enable or disable Celestial Deer Vision to quickly locate and mark chests in the open world. While Celestial Deer Vision is active, chests are highlighted with rising light pillars, and their locations are also marked on the map. The Celestial Deer Vision will gradually fade over time, and the chest indicators both on the map and in the world will disappear. After activating the Celestial Deer ability in the Wanxiang Realm, Nikki transforms into an elegant deer and freely soars across the realm. She can perform movement abilities like flight, Cloudward Leap, and special dashes. Note: Flight, Cloudward Leap, and special dash abilities are only available within the Wanxiang Realm. If the ability is used outside of the Wanxiang Realm, Nikki will transform into the Chroma Deer and walk on the ground. 🦌Resonance Rewards Based on your number of Resonance attempts in [Traces of Chroma], you can earn rewards such as [Chroma's Mortal Heart: Makeup], [Momo's Cloak: Jade Deer], and an [Ocean's Radiance Gift Box], which includes the item [Mortal Longing] and the dance move [Dust Dream]. [Mortal Longing] can be used to dance gracefully in the open world. The dance move [Dust Dream] can be used in Momo's Camera. 🦌Evolution Rewards Reaching Evolution Stage 1 unlocks the pose [Chirping Steps]. Reaching Evolution Stage 2 unlocks [Fawn Cuteness] for Momo's Camera: Framed Moment, the item [Mortal Longing: Illusory Dance], and the dance move [Dust Dream: Illusory Dance], which features new music, special effects, and spectacular moments. Reaching Evolution Stage 3 unlocks [Jadeveil Isles: Makeup], a new idle animation, the poses [Rhythm Steps], [Soft Pace], and [Deer's Return], plus enhanced special effects and alternative details for certain pieces. —— ➤ Infinity Nikki Version 2.2 Chromatic Beings Everbright launches globally on January 29 (UTC-7)! ➤ Download Now: ➤ Join us on Facebook Group: #InfinityNikki #ChromaticBeingsEverbright

Infinity Nikki

132,871 views • 5 months ago

My Mouse P.I. For Hire Review: “This game is well crafted, highly engaging as a first person shooter, stuffed with content, and is well suited to be Indie game of the year”. 🟢Play as Jack Pepper (voiced by Troy Baker) as a Private investigator in a town called “Mouseburg.” 🔵Tasked with numerous investigations consisting of main quests, side quests, collectibles, and finding cards for a card game. 🟢$29.99 is a great price point for everything you get to do in this over 15 hour main game. Completion is well over 20 hours. 🔵Multiple weapons to unlock, upgrade, and choose from as you move through the game. Explosives are also unlocked. 🟢The black and white setting is a cool visual twist that immerses us in feeling like an old school PI. 🔵There is a top down map that you can navigate to new unlocked points on a map, think Tiny Tina’s Wonderland. 🟢Multiple graphical options for performance at 60fps and quality at 30fps. 60 was consistent on performance mode. 🔵The musical score of jazz aids to the setting of being an old school detective. 🟢3 difficulty settings, I recommend Detective or Supersleuth as rookie is too easy. 🔵Game encourages finding secret paths off the main sections to locate secrets which might be loot, newspapers, etc. 🟢The crime wall is a cool feature we use to post evidence as we collect items within missions. 🔴Had some pop ins 2 or 3 times on performance mode. They are minimal, but worth noting. 🔴Enemy AI is not smart on lower level difficulty, you need to play on Detective, but I recommend supersleuth to have more enjoyable combat sequences. 🔴Minimal accessibility options to engage with. 🔴Would have liked to see more enemy variety. Game is a 9.1/10 for me. Highly recommend buying!

DetectiveSeeds

66,596 views • 3 months ago

NEW APP UPDATE! 👑 Update your apps, Kings. Release 2.5.0 is now available in app stores. This update introduces the fully revamped Destiny Attack mechanic, increases game speed, fixes numerous issues/bugs, and continues to optimize & improve the first-time user experience (FTUE). Upcoming releases will focus on further FTUE enhancement for new players, and continue to introduce new features aimed at early retention and stickiness — en route to scale as we strive to become the #1 Luck Battle game in mobile, supercharged by onchain features. NEW FEATURES — 👑 Revamped Destiny Attack: We've refreshed the Destiny Attack with updated animations, lightning effects, and improved audio for more immersive battles. 👑 Destiny Attack Multipliers: Rewards are now multiplied by your Deal Multiplier. 👑 Feature Map Widget: New animated map lets players track city progress and preview upcoming unlocks directly from the play screen. 👑 Customizable End-Of-Level Reward Chests: Complete cities to unlock bonus rewards, now delivered through a sleek new chest system that evolves with the player journey. 👑 Improved Offer Popups (Phase 1): Redesigned sales & limited-time offer popups to feature smoother transitions, cleaner visuals, and a better browsing experience. IMPROVEMENTS — ⚡️ 3-Sword Attack & Destiny Attack sequences can both now be skipped with a tap. ⚡️ City completion rewards are now configurable per city for better scaling (end-of-level rewards will be updated in the near future to better reward deeper game progression). ⚡️ Badge system & Avatar images now load faster. ⚡️ Sales popups now support multiple animation styles in higher resolution. ⚡️ Improved UI responsiveness across attacks, tutorials, and reward screens. ⚡️ Reduced app size to meet further reduce load time. BUG FIXES — 🐛 Fixed a bug where autodeal wasn't working for returning players. 🐛 Fixed a bug where Destiny Attacks were only granting coin rewards for some players. Rewards are now randomized based on the attack type. 🐛 Fixed a bug where the incorrect city was being shown during Destiny Attacks for certain existing players. 🐛 Fixed numerous minor bugs causing crashes for some players. Additionally, multiple different types of live ops have resumed for players. See you in the game, Kings!

King Of Destiny 👑

17,252 views • 1 year ago

Hey folks, I've been recently talking a lot about why we're adding different styles of play into No Rest for the Wicked and I wanted to prove my theory that that would result in players having more fun, so, long story short... I turned Quake 1 into a Roguelite! 😂 Here's what that means: 1) Roguelite-inspired Run Structure: You start with limited stats in a hub map and are greeted by actual NPCs, then fight through sequential arena rooms across 4 biomes, each ending with a boss fight. 2) 40+ boons across 5 categories: Damage, Movement, Defense, Utility and Risk. And these also come with Rarities: Common, Rare, Epic, and Legendary. After clearing a room, you pick from 3 random boon offerings. 3) Permanent Meta: Death sends you back to the hub with you retaining the 'essence' currency you collected by killing mobs. Then you spend it at NPCs: The Gatekeeper starts runs, the Wraith upgrades your arsenal (ammo capacity, starting weapons, weapon damage), and The Shaper sells permanent stat upgrades (max HP, armor, boon capacity, rerolls) 4) Difficulty Scaling: Enemy health and damage ramp up as you push deeper. 5) Damage Numbers: Floating combat text and floating healthbars for good measure, so you can understand how much stronger you become over time. All just built on top of unmodified Quake 1 maps and enemies - no new assets needed, it reuses the entire original campaign as roguelike content. To me, this is point proven: I think even hardcore Quake lovers back in the day would've spent a whole bunch of time playing a mode like this given that it'd allow you to experience the thing you love in a whole new light by crossing genres. If you're interested in seeing how this exercise turned out, here's a video for your viewing pleasure! :) I have to wonder what John Romero 🤘🏽 thinks about this given that he originally wanted to add more RPG elements into Quake!

thomasmahler

15,823 views • 3 months ago

I have to stop boring all of you with my game ports but I ported another game to web with multiplayer, after Quake 1 yesterday and Quake 2 today, I thought, what if I ask Fable to port Return to Castle Wolfenstein from 2001? And of course it just did it with ease and put it at with multiplayer working! I'd play this game a lot and always this map mp_beach, it's like the WW2 Omaha Beach landing, you have to breach the wall with dynamite and get "ze sekret dokuments" I asked it at 15:50 "do you think we can do RTCW?" and 18:18 I joined the game and could play it, so about 3 hours but I also went to gym in that time for an hour, so I'd say an hour total What it did (in Fable's own words) is some crazy hackery that I could never, or it would have taken me probably a year, not an hour! 🤯🤯🤯 - Started from iortcw, the GPL source port of RTCW (ioquake3-based) - Borrowed the emscripten patches from Wwasm (a single-player-only WASM port) — but it patches the SP tree, and RTCW's MP codebase diverges heavily (1,400+ lines different in some files), so I diffed Wwasm vs clean SP to extract the patch set, then re-grafted each #ifdef __EMSCRIPTEN__ block into the MP code by hand - Compiled the MP engine to WebAssembly with emscripten + GL4ES (translates the game's OpenGL 1.x calls → WebGL2) - Fixed what the graft missed: GL4ES init lived in SP's renderer file, MP uses a different one → "OpenGL 1.1 required" crash until I added initialize_gl4es() to MP's R_Init - Re-enabled networking (Wwasm disables it for SP) and patched out the fatal 1.41 point-release check - Built the native iowolfded dedicated server from the same source (so client/server protocols + paks match exactly), systemd service on mp_beach - The 2001 CD ISO's data is buried in a Wise installer Setup.exe — Wine wouldn't install (i386 dep hell), so I used offzip to scan the binary for deflate streams and carved out the intact pak0.pk3 (316MB) + mp_pak0.pk3 (all 8 MP maps incl. mp_beach) + UI menu pak - Client fetches the paks over HTTPS into the emscripten filesystem before engine boot (held with a "run dependency"), mounted as IndexedDB (IDBFS) so the 380MB downloads once ever

@levelsio

105,593 views • 1 month ago

THE TRUTH ABOUT THE MLK JR. GUNSHOT You've all seen the fed-sloppers, like the losers Mike Cernovich & Blake Neff and many others, running their stupid mouths about "muh .30-06 bullet that killed MLK didn't exit his body!" But they're ignorant propagandists who don't know sh*t about the MLK Jr. ass*ssination. This post will take you 5 mins to read, and 10 minutes to watch the videos, but then you'll know the information necessary to defeat the lying, ignorant fed-sloppers in this propaganda war. 1. The bullet did initially exit MLK's body, but then it re-entered: It entered the right cheek, fractured the jaw, EXITED near the chin (thus leaving the body), re-entered the base of his neck, severed arteries/veins, transected the spinal cord, and lodged near his left shoulder blade. (Judge Brown below) 2. The FBI officially determined that the "drop gun" (the gun that was planted and purported to be the murder weapon) wasn't sighted properly and was actually off by over 5 inches! Virtually any shot aimed at King's head would have missed! 3. The drop gun (the alleged murder weapon) the government has isn't the actual murder weapon. It was planted. Fake. MLK wasn't even shot with a .30-06 round. He was shot with a NATO 7.62 round. (Judge Joe Brown explains below) 4. Originally, ballistics were never performed on the drop gun and death slug, even though sufficient slug remained to perform the testing. The gun was simply assumed to be the murder weapon—reversing normal precedent where you have to prove a gun IS the murder weapon. Later, ballistics were performed and the rifle and slug COULD NOT BE MATCHED. (Judge Brown below) 5. Metallurgical testing also determined the death slug DID NOT MATCH the rest of the bullets in the "drop bundle." But all the bullets in the drop bundle matched each other. Remember, these planted bullets were the .30-06 rounds. And they DID NOT MATCH the death slug (NATO 7.62, Judge Brown below). 6. MLK survived the gunshot. Two different witnesses attest) claimed that he was suffocated in the hospital. (Dr. William Pepper below). (What really happened to Charlie in that SUV & at the hospital, anyway?) 7. Witnesses attested that the "drop gun," alleged to be the murder weapon, was planted 5-10 minutes BEFORE the gunshot. 8. The actual death round was a special subsonic round fired through a suppressor. (Judge Brown below) 9. Other witnesses alleged the real murder weapon was thrown off the Memphis-Arkansas Bridge into the Mississippi River by a taxi driver named McCraw, after Loyd Jowers gave it to him to dispose of (more on Jowers below). ("The Plot To Kill King", by: Dr. William Pepper) 10. The same day of the fatal shot, a problematic tree limb that had been blocking the alleged shot trajectory from the flop house was cut down, meaning James Earl Ray couldn't have made the alleged kill shot from the flop house, which is the "official" government narrative. (Judge Brown below) 11. Multiple witnesses placed a shooter in the hedges & shrubbery behind Jim's Grill (owned by Loyd Jowers). By early the next morning, it was all completely removed, the ground razed, and the crime scene destroyed. Sound familiar? 12. King's original room at the Lorraine Motel faced INWARD towards the interior of the motel, but his reservation was mysteriously changed before check-in to a room with a balcony facing OUTWARD. To this day, no one knows who requested the change. But I think we can figure out why. 13. Multiple witnesses place James Earl Ray DRIVING AWAY from the crime scene just minutes before the shot. So he couldn't have taken the shot (in addition to the fact that there had been a tree limb blocking the alleged shot trajectory). 14. You've never heard most of this evidence, because the case was never brought to trial for James Earl Ray. He was manipulated into pleading guilty by his lawyer who told him he should initially plead guilty and then get a new lawyer to change his plea! As a result, Ray never got a full trial. Ray did end up getting a new lawyer and appealing his original plea. But the judge considering his appeal for a new trial died of a sudden heart attack, and was found with his face literally lying on top of Ray's appeal paperwork! You can't make it up. Sadly, Ray died in prison before finally getting his day in court. (Dr. William Pepper below) 15. Finally, in 1998, the King family themselves brought a wrongful death lawsuit. Much of this evidence was then heard. The court determined that LOYD JOWERS, owner of Jim's Grill, ALONG WITH A GOVERNMENT CONSPIRACY, were the principal guilty parties in the ass*ssination of MLK Jr. Read that again. 16. We also now know that the FBI used the Dixie Mafia to pay off the prison warden to let James Earl Ray escape in the first place (in April 1967). IOW, he was a patsy set up from the beginning. Sound familiar? BONUS: The alternate identity assumed by James Earl Ray while he was escaped and on the lamb was "Eric S. Galt"—the manager of a Union Carbide factory who had National Security Clearance. The factory Galt managed manufactured bomb fuses being illegally smuggled to israel. (Dr. William Pepper below)

Sam Parker 🇺🇸🧯

80,658 views • 8 days ago