Weapon Focus: M1 Garand

Posted by Bl@@dSt@n3 Oct 17, 2011

As the first semi-automatic rifle to be widely issued to any nation's infantry, the M1 Garand was a landmark weapon of the 20th century. John C. Garand, who at the time was working at the US Army's Springfield Armory, designed the prototype of the gun in the summer of 1924. John C. Garand designed the M1 to be the ultimate self-loading rifle for the field. The weapon's prototypes were tested against the Thompson rifle, Berthier, and Hatcher-Band. These early tests lead the M1 Garand to further refinements and trials that helped define its final specifications.

The M1 Garand is a gas-operated, semi-automatic, clip-fed rifle. It originally used .276 Pedersen cartridges for its ammunition, but later changed to the then-standard .30-06 Springfield. With this loadout, the M1 had a maximum range of 500 yards and the potential of wounding an enemy beyond 880 yards when using armor-piercing rounds.

One of the weapon's main features is its ability to quickly fire devastating .30-06 rifle rounds. During World War II, Chinese troops were often overwhelmed by the Japanese banzai attacks due to their slow bolt-action rifles. Armed with the M1 Garand, US troops did not suffer the same fate and were able to quickly fire back at the Japanese, thus stopping their forward momentum. The M1's powerful ammo was also helpful in the claustrophobic jungles as its bullets could tear through multiple enemies at once or rip through the heavy vegetation.


Tips for the M1 Garand

  • The M1 Garand is a great gun as long as you know its weaknesses and strengths. In gametypes such as Domination and Headquarters, let other players with SMGs and MGs man the front lines while you hang back and use your M1 to pick off enemies as they rush toward your comrades. The M1 is extremely deadly from mid-range and is excellent at providing cover for your allies.
  • The M1 Garand gets better with age. Once you've unlocked the Scope for this gun, attach it and watch your kill count soar. A scoped M1 Garand can be become an angel of death when utilized in the right landscapes. Use this weapon on maps such as Roundhouse and Airfield to wreck havoc on the enemy.
  • The M1 Garand is not for beginners who love to solely run and gun. The weapon is best suited for slow, methodically killing which makes it perfect for Hardcore multiplayer games. Stay low and creep through the map taking down the enemy. The M1 Garand's heavy firepower will kill most enemies instantly.


Now that you have become fully acquainted with the M1 Garand's strengths and weaknesses, it's time for you to test it out for yourself. Whether you are just picking it up for the first time or sharpening your already honed skills, head over to the Missions taband enlist for the M1 Garand challenge.

Our recon team out in the field has finally started to get new information about the latest Zombie infestation. We’ve pinpointed the location to be an old factory called Der Riese. Most of the recon team was slaughtered, and we were only able to receive this one image of the carnage going on at Der Riese.

Troops, study this desktop background carefully, as we’ll need as much preparation as possible to fend off the legions of zombies. The good news is that it seems like there are new technologies at the factory that we should be able to take advantage of. Hopefully they will help us with the bad news: that the zombie population seems to be increasing, and the hell hounds are back. It’s been confirmed, the hell hounds are back.

If you can hold the zombies off long enough, you’ll allow our troops to take advantage of new data we’ve collected in our never-ending fight against the undead. We’re announcing the new Zombie Leaderboards on the homepage of codwaw.com. These boards show who’s top gun in Zombie kills, gibs, rounds, points, revives, and perks. Then HQ will know who are the greatest supporters of the cause.

Remember, you have to be registered on codwaw.com and have a linked account to take full advantage of the stats information in your Dossier.

So download the desktop background, kill some zombies, and climb the leaderboards!

From Brian Tuey, Audio Director at Treyarch:


As many of you may or may not know, Treyarch Studios has been producing some awesome soundtrack work for each DLC release. The music is written, performed and produced in house at Treyarch Studios. Each track was written by Kevin Sherwood (sound designer) and performed by Elena Siegman (producer) and recorded/engineered in house.

The music has been following a specific formula: the song that plays when you ‘die’ on each Zombie map has changed into a preview of the next map’s full (and hidden) song. This keeps the music fresh and interesting for each map, in addition to cluing you all in on what the next song is all about.

Lyrically, the songs are most obviously about seeing the world from the Zombie’s point of view…but there may be other layers that come to light as the storyline develops.

So without further ado, we present The One, free to the Call of Duty: World at War community. Right click and “save link as” to download the file.

For more information about Map Pack 2, the DLC that accompanied The One, click here.

To check out Brian Tuey’s in-depth interview, click here.

Inside the War Room: Banzai

Posted by Bl@@dSt@n3 Oct 17, 2011

CoDWaW_MP2_Banzai_Map (1).jpg

Fall in troops!

The battle in the Pacific is really starting to heat up, which means it's time to revaluate our current strategies. The thick vegetation and winding layout of Banzai is leading many of our comrades to rush head first into the enemies' front lines. Our War Room back at HQ has come up with some helpful tips to make sure that you act like a member of the US Army and not the Salvation Army. Remember, you are there to eliminate the enemy, not offer charity to their desires of a high kill count! Below we have outlined some of the maps most treacherous hotspots and detailed how to navigate through or around them.

Hotspot 1 – The Bridge


The bridge may be the quickest way from point A to point B, but it's usually also the quickest way to get yourself killed. Running haphazardly through the crates and obstacles on the bridge is a great way to get picked off by snipers or get torn apart by enemies lying prone with MGs. On the other hand, lying prone with an MG at either end of the bridge or occupying one of the shacks behind the bridge with a sniper rifle, is a great way to take out the hopeless recruits who run across the bridge as if it were an assembly line. It's up to you to decide whether you want to be the hunter or its prey.

Hotspot 2 – The Falls


The falls dominate the northern part of Banzai and might be the maps greatest hotspot in terms of the traffic that passes through. Players smart enough to avoid the guarded bridge often make a b-line for the falls' caverns in hopes of sneaking behind the enemy. The problem with this strategy is that everyone and their mother is thinking the same thing. You are almost guaranteed to run into the enemy while traveling through here, which means that you better damn well be prepared for confrontation. If you can, set up Bouncing Betties in the caverns for some easy kills, but keep an eye out for soldiers waiting at each side entrance trying to pick off those inside the caves. If you spot multiple enemies within the caves, throw down a special grenade to make your get-a-away. Tabun Gas and Signal Flares work particularly well in these tight quarters. Smart soldiers will try to avoid crossing through the entire cavern and instead enter the cavern then make their way outside the Falls and head back in on the opposite side. Taking this path avoids the center of the cavern, where most soldiers fall, and can help you sneak up behind soldiers running through the center.


Hotspot 3 – The Ravine

Not much in terms of Objectives happens in the ravine, which makes its deep and wide paths a good way to cross the map without having to deal with the sniper fire of the opposing bases or the dangers of the cavern. Use the ravine to get to the places you need to go, but never stay in its valley for too long. The ravine has little cover, so if any soldiers sticks around, they will certainly become fodder to enemies passing through the falls.


Hotspot 4 – The Eastern Compound

On the eastern side of the map is a Japanese compound filled with vacant barracks and offices. A wide road goes through the center and becomes a deadly gauntlet when enemy troops occupy the buildings. Therefore, it's best to stick to the walls and try to navigate through the buildings. Enemies often hide out in the buildings, so it is a good idea to toss in a grenade to either kill them or at least throw them off their game. For soldiers who favor sniping, the empty houses near the bridge provide a decent viewpoint and solid cover for the southern portion of the map.


Hotspot 5 – The Ruins

If you travel through the caverns a lot, than you will certainly learn to hate these elevated ruins. Devious foes often camp on the higher levels to ambush players that are exiting the caves. The ruins give players camping behind their cover a distinct advantage over players below. If you are coming out of the caverns and have a grenade to spare, you can toss it up onto the ruins' platform to scatter any of its snipers. Otherwise, it may be best to avoid passing by this death trap.


Hotspot 6 – The Western Base

The western base is far more compact than the eastern compound and is closely connected to two heavily used pathways: the bridge and the falls. The great thing about this base is that it can be defended easily. Set up barricades at the far right and the far left to guard both the bridge and the entrance to the caverns. The building near the bridge is especially excellent for snipers and the elevated ledge near the caverns is great for ambushing the enemy with an SMG. Alternatively, if you are looking to attack the western base, the best bet is to head into the ravine and progress up the incline at the southern most point of map. Soldiers typically ignore this entry point, and it can offer quick access to the center of the base – just be sure to watch out for Bouncing Betties!


For more information about Map Pack 2 click here .


A message to our soldiers on the eastern lines…

Our push into the enemies’ homeland endures! Every field we cross and every town we conquer brings us closer to victory. The Soviets tremble in the shadow of our encroaching army as they flee further into their barren Motherland.

Intel from HQ has informed us of the Soviet’s feeble attempts to move their war machine deeper into their lands. Their soldiers and engineers have picked up their equipment and supplies and rebuilt their factories in western cities such as Magnitogorsk and Chelyabinsk in an attempt to safeguard their war industry. They believe that moving their supplies further east will keep them out of our reach, but they underestimate our will.

Already, our soldiers have infiltrated the outer lying train yards of the Soviet forces. After a successful bombing run, our infantry have entered the train yard to discover what we believe to be a large shipment of Sulfur heading for Soviet factories. Sulfur is used in gunpowder and in the process of vulcanizing rubber, so we believe that this derailed shipment will deal a devastating blow to the Soviet's supply line.

While occupying the destroyed train yard, our soldiers found that they were not alone. Several Soviet troops have remained to defend their burning pile of rubble. The battle is heated in the close quarters of the wreckage and no one is ever sure in which corner lays the enemy. In the rafters and in the blown out pipes, the enemy lurks in the shadows to gain the upper hand.

Our soldiers have been successful thus far in holding back the Soviets, but the battle wears thin and our lesser recruits are beginning to complain about the approaching winter. This is why we need you! Soldiers brave enough to bear the cold and face the enemy on his own lands. Drive them back and make them fear our might!

Weapon Focus: BAR

Posted by Bl@@dSt@n3 Oct 17, 2011

The machine gun warfare that dominated World War I left American forces with the cold realization that their weapons stockpile was quickly reaching obsolescence. The military only carried a handful of antiqued machine guns at their disposal and quickly needed to start mass-producing more modern and efficient machine guns, designed specifically for this new age of war.

In 1917, John Moses Browning completed his preliminary designs for an all-new automatic rifle, which would later become known as the M1918 Browning Automatic Rifle, or simply the BAR. John Browning brought his modern rifle to Washington D.C. where he wowed Congressmen, Senators, and military officials in a live demonstration. The U.S. government quickly adopted the rifle and began its mass production for use in World War I. Though it only saw combat in the final months of the war, the BAR would go on to play a pivotal role in World War II.

In combat, the BAR was designed for advancing infantry on the front lines. The gun was to be slung over the soldier and fired from the hip, which was supposedly ideal for clearing out trenches. In reality however, soldiers often attached a bipod to the end of the BAR and used the rifle as a light machine gun. The original BAR remains to be the lightest machine gun to fire .30-06 Springfield cartridges, but its standard capacity of a 20-round magazine limits the gun's use as a MG on the battlefield.


Tips for the BAR

  • Take a hint from its name and practice using the BAR as a rifle more than a machine gun. The BAR's recoil makes sustained fire unwieldy, but in short controlled bursts, the rifle is like Death's personal courier.
  • Combined with the Bipod attachment, the BAR has the range and accuracy you are looking for. The BAR can be excellent at shooting down mid to long range targets and its larger magazine size gives it an added bonus over most rifles.
  • In Zombie matches, the BAR really comes to life with its heavy stopping abilities. The weapon's long range and power can keep the zombies at bay with only a limited amount of ammunition spent, and its decent magazine size means that it can take the zombies down at close range much more quickly than other rifles.

Now that you’ve been debriefed, check out our latest Bar Badge mission!

It’s time for all troops to rally around and meet the talented men and women that helped bring this game to life. We are going to kick off our ongoing series of developer interviews with Call of Duty: WaW’s audio director, Brian Tuey.

Keep an eye out for more upcoming posts in the Community Blog, including exclusive Map Pack 2 intel, detailed weapon breakdowns, and more developer interviews.



Brian Tuey, Audio Director


Favorite Aspect

Nazi Zombies…mainly because there is so much creative energy around this…everything is stylized, so there is a lot of freedom to create (even if the deadlines are really tight). It’s also pretty challenging since everything has to be built from the ground up, especially on the sound side.


What do you love about working with Treyarch and Call of Duty: WaW specifically?

Treyarch rocks! There are lots of really talented, passionate people in every department. Communication is great, our team has great drive, and we care about our games and our fans. I’m excited not only about this map pack, but what the future holds for us.

COD rocks because it has become such an epic franchise. The intensity level while playing is through the roof --- it’s great to contribute to that.

This is what you get into games to work on. The best of the best.


How did you get into the gaming industry?

I joined the industry in 1999 as a Jr. Game Designer working on kid’s titles. I got the job by replying to a seven month old ad on some random website. Luckily, they were still hiring. Unluckily, it was to work on a Barbie game. Oh well, gotta start somewhere.

Fun/interesting experiences in development of CoD: WaW?

We were recording my dog in our internal VO booth during development for our dog sounds. He’s a giant pit-bull named Brutus (he clocks in at about 90 pounds). He’s really smart and can do all kinds of tricks if I coax him enough. So, we were trying to get little whiny sounds recorded for “pain” sounds. Obviously, I’m not about to hurt my dog, but I discovered not long ago that if I hold up a treat and ask him to “meow”, he’ll whine a lot. Usually.

So, I’m in the voice booth on my hands and knees, begging my 90-pound monster of a Pit Bull to “meow”. I turned around and staring at me through the glass were about 20 cameras and lots of peering faces.

Yeah, it was time to do the audio interviews with the worldwide press.

So much for first impressions.


Are there any Easter eggs in Map Pack 2 you wouldn’t mind sharing with us?

Let’s see…yeah

Music. You had to flush the toilet 3 times in Verruckt to get the full version of the Nacht der Oten death song (Lullaby of a Dead Man). If I had to guess, there’s probably another track in Shi No Numa if you look around hard enough. And if I really had to guess, I might even say that it may be based on the Death song from Verruckt. If I were one for conspiracy theories, I might see a pattern there.

Alright Soldiers,

I'm going to be straight with you. The Axis are hammering us out there; we have widely underestimated their fighting abilities. If we don't start getting into shape, they may very well consume us. However, we are not yet losing ground. Evidence abounds of Allied soldiers on all fronts standing up to the forces against them and leading their men to victory. We must hold tight to these heroes, for they are our saviors.


The Banzai Bachelors

Excerpt from an officer's diary about his soldiers in the field:

Things sure have changed since the Great War. A lot of these kids think their time out here in the jungle is just a big game, another one of their parties from back home that they've brought out here in the battlefield. Maybe it's just a means to escape this grim reality, but there's one thing I can't deny them, and that's their heart and their guts, standing up so bravely against an enemy in foreign terrain. They've learned to steal the home advantage away from the Japanese by cutting them from their senses, blinding them in their caves with flares and then shooting down the dazzled enemies one shot at a time with pinpoint accuracy. Drinking day and night, on and off the battlefield, they utilize the previous night's bottles as weapons, laying fire to the jungle floor after blinding their victims.

Weapons Loadout
Primary Weapon: M1 Garand
Primary Grenade: Molotov Cocktail
Special Grenade: Signal Flares
Perk 1: Special Grenades x3
Perk 2: Shades
Perk 3: Toss Back

  • The caves of Banzai form a crucial junction between the outer sections of the map, meaning that in all game types you can expect a lot of traffic within them. Use Signal Flares to blind and distract enemy soldiers and then pepper them with bullets as the Shades perk keeps the light from your eyes.
  • Enemies tend to panic when a bright flash of light explodes nearby. Toss Back ensures that grenades thrown in your direction don't blow up in your hand.
  • Banzai is designed with both short and long range environments, and it's unrealistic to remain in the caves when the situation calls for you to be out in the field. Equip the M1 Garand for high accuracy in the outdoors; it's rate of fire will still allow sharp players to tag multiple enemies after blinding them with a signal flare.


The Sub Pens SaintRadio transmission from our forces in the Pacific:The tight corners and high action in the Japanese submarine pens have wrecked the nerves of many soldiers. The enemy fiercely defends their territory, blasting back our men's advance with an onslaught of explosives and machine gun fire, but we're determined to beat them at their game of cat and mouse. A sole hero has risen up to the occasion to help us beat back the Imperial Army. Our hero is both silent and quick, cautious to avoid unnecessary fire while equipped to engage in ferocious attacks. Trained to be accurate in a pinch, our angel is rarely caught off guard when turning a corner. In locations with dense enemy movement, the Saint's smoke bombs obscures vision, allowing for an offense under the massive smoke screen, or in the case of an enemy plane, a quick getaway.Weapons Loadout
Primary Weapon: Thompson w/ Silencer
Primary Grenade: Fragmentation Grenade
Special Grenade: Smoke Grenade
Perk 1: Bomb Squad
Perk 2: Sleight of Hand
Perk 3: Steady Aim

  • Experienced players will often wait for you to run low on ammo, launching an attack at the moment you're forced to reload, leaving you defenseless and defeated. Sleight of Hand significantly cuts your downtime and in longer firefights ensures that you can keep up a steady rate of fire.
  • The sharp corners of Sub Pens present the enemy plenty of ripe locations for their Bouncing Betties. With Steady Aim and Sleight of Hand, mobile tactics are preferred to stationary ones, and Bomb Squad helps keep you from losing your legs while running from one location to another.
  • With Sleight of Hand, you'll find that your ammo reserves deplete rather quickly. Keep an eye out for enemy weapons to prevent getting caught in a corner with nothing but your pistol. Just make sure the area is clear before running ahead and picking something up.

The Corrosion CondemnerInterception of a German radio transmission on the eastern lines:The Russians have gone mad with anger as we push further eastward into their homeland. They fight with the ferocity of demons and the liquor in their veins keeps the freezing air from numbing their trigger finger. With an iron will, they fight until their very last breath, resisting our offensive with every ounce of strength. The men are beginning to talk rumors of a juggernaut in their midst, a soldier so bloodthirsty and battle hardened that our ammunition seems to have no effect, only fueling his rage until he either kills every last one of us or dies trying. This is going to be a very long winter.Weapons Loadout
Primary Weapon: PPSh-41 w/ Drum Magazine
Primary Grenade: Molotov Cocktail
Special Grenade: Tabun Gas Grenade Perk 1: Primary Grenades x2
Perk 2: Juggernaut
Perk 3: Second Chance

  • With Juggernaut and Second Chance equipped, your enemies will become furious in their attempts to take you down. This character is perfectly suited toward a defensive role in games like Domination and Capture the Flag.
  • The PPSh-41, with its extreme rate of fire, is great for tagging enemies around corners before they have the chance to return fire.
  • An additional Molotov Cocktail, in addition to your Tabun Gas Grenade, provides wonderful defensive aid in that they can cut off potential entryways for invading soldiers.

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Listen up, Marines!

Our victory in Midway has opened the door to an offensive in the Pacific. However, we cannot simply strike at the heart of the Empire. The Imperial forces have heavily fortified and garrisoned the islands in the Southern Pacific; an attempt to assault Japan directly would result in utter defeat.

Instead, we must first assault the island defenses. Our boys in the Sub Pens are helping to alleviate pressure from the Imperial Navy, while our objective will take us directly onto the beaches and into the jungles of the Pacific. This is our chance to turn the tide of battle against the Japanese, forcing them out of their expansive ambitions and into a defensive position.

We have been assigned under Task One, an initiative to capture the Southern Solomon Islands of Guadalcanal, Tulagi and Florida, alongside MacArthur's offensive against New Guinea to the west. As our naval forces combat the Japanese at sea, transports will carry the Marines in an amphibious assault on the island. Aerial and naval support will be available to help soften up your landing, but it is ultimately up to you and your fellow Marines to topple and occupy their defenses. Securing Guadalcanal will not only prevent the Japanese from further interrupting our supply lines from Australia and New Zealand, but also help to establish a strong foothold toward our main goal of Japan.

Keep in mind that the Japanese troops you are fighting against will not capitulate under any circumstance. We're not sure just how much resistance we'll encounter after landing on the islands, but upon witnessing our first major offensive into the Pacific, the Japanese will surely respond in force.

Every single Marine matters to the success of this operation, and to ensure your survival in foreign terrain, we have outlined several strategies to apply once the fighting begins. These may not help you avoid Malaria, but when facing enemy soldiers, these tactics prove invaluable.

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Banzai Jungle Tactics

  • The jungle terrain of Banzai provides plenty of cover for enemy soldiers to fire away at troops running recklessly from one point to the next. When relocating to a new area, observe patience and use the obstacles and housing around to cover your movement. Sprint when you need to run through open spaces, and if you hear gunshots, find the nearest available cover; attempting to stop and sight the shooter while in the open will most always result in your demise.
  • When defending an objective in the caverns, enemy soldiers have a slight advantage under the cover of darkness, usually giving them a second's lead to attack incoming soldiers. When assaulting the caves, cook a grenade in your hand for a solid three-count and toss it inside before entering. Present enemy soldiers will either get caught in the explosion or relocate to avoid taking damage, giving up their position and making them an easier target. You can couple this with Signal Flares to further distract the enemy.
  • Due to Banzai's large size, it's difficult to enter battle with an ideal weapon for every location within the map. You can settle this immediately using Overkill, equipping an SMG for close quarters fighting and a rifle or machinegun for long range battles, or choose to cover a specific area, creating a loadout most suited to combat there.
  • As much as we all love scoring hits with Bouncing Betties, consider equipping Bomb Squad to avoid getting killed when assaulting an enemy objective. Due to the suspenseful nature of the map, the distraction of looking for them manually can often give your enemy the lead in a fight.

For more information about Map Pack 2 click here .

As the latest addition to the Zombie fighting arsenal, the Wunderwaffe DG-2 packs the biggest punch seen thus far. The weapon can help your team survive through the later rounds of Shi No Numa, but only when placed in the right hands. This gun is absolutely not for the light of heart or the lone wolf beginners. To make sure that you don't become the whipping boy of your team, here are some tips to make sure that you are prepared for it when the hefty responsibility of the Wunderwaffe lands in your hands.

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Tips for the Wunderwaffe DG-2

  • Let your teammates know that you are packing the Wunderwaffe. Strategies should be reworked around the gun to keep the team safe and to make sure that the one wielding the Wunderwaffe is kept alive.
  • The Wunderwaffe is a great weapon to use while on the move. Play cat and mouse with the zombies and once they are all chasing you, run backwards and shoot the zombies that trail you. Their formation will turn into a conga line of death as the electricity jumps from one zombie to another.
  • The Wunderwaffe's main weakness is its slow rate of fire. In battle, only one player, two max, should be using the weapon while fighting the undead. The gun is powerful, but tough to use when things get hectic, so it is always preferable to have two or more supporting players wielding HMGs or assault rifles.
  • Keep a constant eye on your ammo supplies. The Wunderwaffe doesn't carry that much ammo when compared to other guns. Be prepared to swap to another heavy firearm once the gun's charge runs out.
  • As soon as you get the Wunderwaffe, let your teammates know that you have it. Everyone needs to work together in order to utilize this weapon to the fullest. If your soldiers don't have your back, then you will quickly die while wielding this behemoth. And yes, this tip is important enough to state twice!

Shi No Numa Field Guide

Posted by Bl@@dSt@n3 Oct 17, 2011

The situation is grim, my fellow soldiers.

Every creaking floorboard, every splash of water, every rustled bush tears at our nerves. They never stop coming. These swamplands will be the death of us.


Starting Equipment

  • Colt M1911
  • Frag Grenades x2

Spawn Room

  • Arisaka – 200 / 100
  • Gewehr 43 – 600 / 300

Warning Room

  • Stielhandgranate x4 – 250
  • M1 Carbine – 600 / 300


  • Bouncing Betties x2 – 1000


  • Thompson – 1200 / 600
  • M1897 Trenchgun – 1500 / 750
  • M1 Garand – 600 / 300

Storage Hut

  • Type 100 – 1000 / 500

Comm Room

  • StG-44 – 1200 / 600

Fishing Hut

  • MP40 – 1000 / 500

Doctor's Quarters

  • M1918 Browning Automatic Rifle – 1800 / 900


  • Juggernog – More health – 2500
  • Speed Cola – Quick reloads – 3000
  • Double Tap – Higher rate of fire (MG's only) – 2000
  • Quick Revive – Revive teammates more quickly – 1500


  • Ka-Boom – Instantly kill nearby zombies
  • Max Ammo – Refills ammunition for all weapons
  • Insta-Kill – One hit kills for a brief duration
  • Double Points – Actions reward twice the points for a brief duration


Essential Survival Tactics

Due to its large size and multiple points of interest, Shi No Numa presents players with many options. There is no one single tactic that trumps all others. However, before outlining a few of our favored strategies, there are several key concepts that must be adhered to if you've got any hope for survival.



Communication is absolutely essential. While this is key for all Nazi Zombies maps, Shi No Numa elevates the necessity to new heights. Different players prefer different strategies and if communication is lacking, your team will fall apart in the later rounds when people start running in separate directions.

Plan your route early on so that your team doesn't disconnect when the zombies start pouring in. However, adaptability is key! Keep in mind that at times it may be necessary to adjust your plan on the fly. Vocalize these changes to your teammates! Disorganization and wasted time have been the downfall of many teams.

If you're covering an area and the situation seems to be escalating out of your control, announce your troubles immediately, preferably before it's too late for your teammates to do something. You need to consider that everyone is busy keeping the zombies away at their post and may take a moment or two before help arrives. Holding out like a hero more often than not ends in a failed round. Talk to your teammates!



Shi No Numa requires rapid team mobility. Teams usually wait to move from one location to the next in between rounds, but this is not always ideal. When points allow these excursions, speed is key. Take advantage of the Insta-kill and Ka-Boom drops by utilizing the window of safety they provide to move to your new location during a round. This will allow you to pick up or reclaim a much-needed Perk, and at the end of the round provides another chance to either rush for another Perk or return to your favored camp point.



Without points, your time in Shi No Numa will be very, very brief. Yet at the same time this doesn't mean you should spend your points at every chance. While there are actions you can take to win more points in the crucial first rounds, some players become blind to anything but their own point score. This hinders your team! Your chances of survival are much lower if your teammates cannot afford to upgrade their arsenal appropriately throughout the rounds.

When a door needs to be opened, generally the player with the most points should open it. However, if there's a player that's better equipped with a lower point pool, they should offer to open new pathways so the other players can equip themselves. In short, being courteous to your fellow soldiers will benefit you more in later rounds when survival is so dependent on strong communication and camaraderie.


Weapon Choice

The process of upgrading weapons varies distinctly between two separate schools of thought. In one, the location of the Mystery Box determines the group's path throughout the match. Players will take turns opening the box throughout the rounds as points allow until the Teddy Bear appears and it moves to a new location. The team then follows the light to determine where the box has moved and when appropriate, high tails over to the new location, repeating the same process until the Teddy Bear again appears. With this tactic, the team is hoping to score a heavy hitting weapon in the early game.

On the other side, some teams favor freedom of mobility and high point accumulation to the Mystery Box and its luck of the draw point drain. As Perks become more and more necessary throughout the rounds, some prefer to acquire those Perks more quickly than spending their early points on a game of chance. This can also free up money for the purchase of Bouncing Betties. Betties can prove invaluable if placed in locations outside of the zombies' normal path of attack. If you get caught in a tight spot with a group of zombies, simply run behind the Betties and watch as the zombies get torn to pieces.

These are both strong options. Just know that if you decide to skip the Mystery Box in the beginning, you will still need to start searching it for more powerful guns (HMG, Ray Gun, WunderWaffe) later in the match, as your team will struggle immensely in the late game if nobody is equipped with them. This decision again comes down to preference, and the team together should decide on which tactic to adhere to.



Shi No Numa's loving addition to Nazi Zombies mode, these hellhounds will most often first appear between rounds 5 – 7, with some occasional leeway on either end. After that, there is a three round grace period between dog attacks, with further rounds having the chance of throwing either zombies or dogs your way.

You can tell when a dog round is about to begin when the fog thickens, the music changes, and one of the four soldiers comments about it. When this happens, the first thing you should do is find a tight corner that the entire team can hunch into. Staying out in the open and separated will almost always end in defeat. Find a tight corner, with two soldiers standing in the back and two kneeling up front.

When a ball of lightning and smoke appears, that means a dog is about to materialize and come after you. Tightly packed together, preferably using automatic weapons, there's usually enough combined firepower to defend against the vicious attacks. Don't hesitate to use grenades or lure them into Bouncing Betties if things get hectic. Just remember that grenades can hurt you, but Betties can't.



Traps can be extremely helpful in tight situations. Unfortunately, they are often activated after chaos erupts. This is often due to each teammate's understandable unwillingness to spend their hard earned points on trap activation. Again, strong team communication can prevent this from happening. If the players guarding the front entrance to a hut find themselves overwhelmed, or similarly in the Courtyard, vocalize the situation before things get too hectic and quickly determine who can spare the points.


Round Analysis

Rounds I-IV

While slow-paced, the first four rounds are fundamental for two reasons. First, your accumulation of points in the early game helps determine how quickly you'll be able to upgrade once unlocking the Downstairs area, either by stairs or the Warning Room. While shooting down the approaching zombies from a distance will gain you some points, there are better tactics.

Taking down zombies with your knife and repairing window boards will earn you more points than simply shooting them down as they lumber toward your window. With some practice, you'll soon begin to get a feel for how many bullets each zombie can take from your pistol before hitting the ground (headshots excluded).

Instead, weaken them with a few rounds, let them approach your window and yank off some boards, and then finish them off with your knife before they can enter the Spawn Room. You have now gained 10 points for each shot on their body, 130 for finishing them with a melee attack, and 10 for each board you repair.

It's very important that you announce to your teammates your intent to use this tactic, otherwise they may think you're in trouble and try to help you out, losing you valuable points in the process. Additionally, if you begin to get overwhelmed, let the nearest teammate know so they can help get you back to a safe standing.

Secondly, the early game presents the best opportunity to get to know your teammates. Find out what strategies they like to use and formulate a general plan right from the start to avoid confusion later in the match.


Rounds V-IX

Some players will tell you that opening the stairs is the best route toward the Downstairs area, while others will tell you that opening the Warning Room is right choice. This is really a matter of preference, and the best choice is the one that the team is most comfortable with. Opening the stairs gives you a bit more room to run around and spread out if the zombies become too concentrated, but a lack of awareness and/or communication can lead to attacks from the rear.

On the other hand, opening the Warning Room allows you to back up by the stairs, lending a small corner that protects from attacks to the rear. While this allows the team to bunch up together for more focused firepower, it also means that the amount of zombies rushing in from the Courtyard will dramatically increase.

These rounds will also provide your first real set of upgrades. I suggest when moving Downstairs to avoid throwing your money into the Mystery Box right away and instead picking up the Thompson or Trenchgun. The Thompson costs less and will net you points more quickly than the Trenchgun, but on the other hand the Trenchgun in the hands of a skilled player will outlast the Thompson's usefulness.

Whichever choice you make, know that toward the end of the VII or VIII round you should consider moving toward one of the outer huts. The Teddy Bear should have popped up by now if your team has consciously been gambling in an attempt to move it. Additionally, before moving on, you should ideally have replaced your pistol and rifle (if you purchased one in the early rounds) with better options, either a combination of the Trenchgun and Thompson or one of the two with a Mystery Box upgrade.



Rounds X-XVI

These rounds should focus on collecting Perks from the Perks-a-Cola machines in the outer huts of Shi No Numa. As a team, select one of the four huts to visit and make your way through the swamps as quickly as possible. Have two soldiers looking forward as you progress while two others watch the rear for ambushing zombies. If you look in the sky, you can see a pillar of light that indicates which hut contains the Mystery Box; it's always a good idea to head towards the Mystery Box.

Once inside a hut, have everyone buy a Perk and load up on new weapons if needed. Two soldiers should guard the back windows while the other two guard the front door. Plant some Bouncing Betties around the hut and wait for the next wave. If given a chance, use the Mystery Box to try and grab the Wunderwaffe or a Machine Gun. In the later rounds, these weapon advancements are vital for survival.

If things get dicey in the hut, have one soldier switch on the electricity grid to block off the front doors from zombies. Retreat to the back of the hut and have all soldiers huddle together while the team recovers. If an Insta-Kill power-up appears, try to grab it and use its added effect to fight your way back to the main house. Once at the main house, try to find a secure location in the first floor and defend it with your upgraded weapons and Bouncing Betties.

Keep on racking up the points while killing zombies and then when everyone thinks it's safe, venture to the other huts to collect more Perks. Also use this time to try and get everyone equipped with either Ray Guns or HMGs via the Mystery Box. In the upcoming rounds, everyone will need to be well equipped to survive the encroaching onslaught.

Rounds XVI-Beyond

If you have made it this far, we can assume that you have some pretty decent teamwork and communication between soldiers. That's good, because these later rounds will really test how well you perform as a team.

Keep the communication lines going and remember that you are only as strong as your weakest link. Around this time, it is good to start designating classes to certain players. At least two soldiers should be heavy weapons specialist to mow down the hordes while another should be wielding either the Ray Gun or the Wunderwaffe. The last soldier's weapons can be up to you, but this soldier should definitely have the Quick Revive perk and be designated as team medic. Spend your time in these later rounds securing a corner in the Downstairs area with Bouncing Betties and then venturing out to the Huts only when needed. Lastly, don't forget to have fun. Congratulations, not many soldiers make it this far.

For an in-depth look at Shi No Numa's weapons, suggested squad formations and video strategies, click here!

Axis Classes for Map Pack 2

Posted by Bl@@dSt@n3 Oct 17, 2011

Reconnaissance has picked up intel that enemy soldiers are terrorizing our troops in the latest June battles. These ruthless villains are outfitting themselves to match the new terrains and we highly recommend that all new recruits study their tactics and suit up accordingly.


The Banzai Butcher

A transmission intercepted from a Japanese radio to HQ:

Deep in the jungles of our most contested territory, we have deployed a predator that thrives in the land’s lush killing fields. Specialized for speed and delivering death from a distance, he has been dubbed by the American forces as the Banzai Butcher. He prefers the power of the American BAR to kill with sharp efficiency, racing from one area to the next and never staying in one spot for too long a time, leaving an explosive surprise for anyone foolish enough to try and track him down. Those who claim to have seen him and lived to talk about it have begun spreading rumors of a lingering Oni spirit haunting the jungle battleground.

Weapons Loadout
Primary Weapon: BAR
Primary Grenade: Fragmentation Grenade
Secondary Grenade: Tabun Gas Grenade
Perk 1: Bouncing Betty x2
Perk 2: Stopping Power
Perk 3: Extreme Conditioning


  • The BAR is the perfect weapon for Banzai’s wide canyon, long roads, and deep caverns. Its range can neutralize soldiers at a distance and Stopping Power ensures they don't live long enough to return fire.
  • There is a lot of ground to cover in Banzai, so if you want to get to where the action is, and get there quickly, you have to have Extreme Conditioning.
  • Banzai has many paths to take, but most soldiers aren’t that imaginative. The caves along the side are almost always filled with troops; plant some Bouncing Betties here to obtain a few easy kills.


The Sub Pens SinnerExcerpt from an American soldier's journal:The monsoon rains have trapped us in these Sub Pens, side-by-side with the enemy. In the dizzying chaos of these subterranean bunkers, we have witnessed the unbridled brutality that fuels the enemies’ hearts. Hell itself has risen up and possessed the Japanese soldiers with a rage that has purged their fear of death. Their most lethal gunners are equipped with the Russians’ deadly DP-28 and they have armed themselves to the teeth with grenades. They use their explosives to quickly dismantle our squads and then in the chaos of the blast, their DP-28s tear through our boys as the smoke clears. Even in their deaths, they slaughter our comrades. With their last breath, these devils blow themselves up, killing anyone around them.Weapons Loadout
Primary Weapon: DP-28 w/ Bipod
Primary Grenade: Fragmentation Grenade
Secondary Grenade: Tabun Gas Grenade
Perk 1: Primary Grenades x2
Perk 2: Double Tap
Perk 3: Martyrdom

  • The DP-28 is a diamond in the rough that, for some reason, most players choose to pass over. For Sub-Pens, a lot of soldiers will either choose a Thompson or MP-40 to use. However, the elongated nature of the map and its open areas mean that any weapon with a bit of range can quickly trump a SMG. The DP-28 has light recoil for an MG, incredible power, and a large clip to empty out a room of crouching enemies. One downside is that it only carries two clips; however in the Sub Pens you can always find dropped weapons to pick up.
  • Enemies are quick and ferocious in Sub Pens, which is why you want to take them out as quickly as possible when they are in your sights. Use Double Tap to eliminate your target with speed.
  • Not every kill has to be honorable. Use Martyrdom to willingly share your death with others. Sub-Pens can get quite chaotic, distracting soldiers from paying attention to things like dropped grenades.

The Corrosion MephistoExcerpt from German Propaganda:Hope is not lost! Reports from the Eastern front have relayed intel of a Werhmacht hero deft enough to stop the Soviet forces. Armed with a silenced MP40, this elite soldier is able to weave in and out of the Soviet train yards and neutralize enemy forces without ever giving up his location. In rare circumstances, when the enemy discovers our heroic soldier, he is equipped with all the right tools to secure his getaway. The Soviet’s have learned to fear his presence, but still find themselves easy fodder under the iron sights of his weapon.Weapons Loadout
Primary Weapon: MP40 w/ Silencer
Primary Grenade: Fragmentation Grenade
Secondary Grenade: Signal Flare
Perk 1: Special Grenades x3
Perk 2: Camouflage
Perk 3: Dead Silence

  • With the MP40 and Silencer combination, your enemy will hit the ground before they ever knew you were there. Get in close and take out the enemy quickly and efficiently.
  • Dead Silence and Camouflage will make sure that the enemy never sees or hears you coming. Use both of these perks to remain under the radar.
  • If you ever do get caught and find yourself in a losing situation, use your Signal Flares to blind your enemy and create an escape.

Fellow soldiers,

The tide of battle lies in the balance with the release of Map Pack 2. As our boys in the ocean continue to escort valuable Allied merchant vessels, the threat of the Axis U-boat looms heavily across their path. It’s going to be our job to help alleviate some of that pressure by striking right at the source: the submarine pen itself.


Don’t get too excited about seeing Germany, soldiers, our prize lies in Japanese waters. Intelligence reports suggest the presence of the Imperial Navy’s Sen Toku type I-400 class submarine. The risk to our planes is too great for a bombing run, so we’re being sent in to ensure a complete lockdown of the sub pen, and in particular the I-400.

The I-400 displaces 5,223 tons while surfaced and measures just over 400 feet, enough to make our own USS Argonaut seem miniature in comparison, making it the largest submarine in existence. But that’s not the real kicker about it. While only three Sen Toku type submarines have been confirmed, the I-400, I-401 and I-402, their dual-capability as an aircraft carrier is what makes them truly frightening.

Up to three Aichi M6A1 Seiran floatplane bombers, with parts for a fourth, can be stored on the I-400, with a total prep time of 45 minutes until ready for launch. Each plane is capable of carrying one aerial torpedo or bomb weighing up to 800kg to a range of 642 nautical miles. The threat this capability poses to both our seafaring and coastal Pacific operations is too great to ignore.

We need you to get in there, neutralize the enemy, and prevent this monster from seeing any action. This operation isn’t going to be an easy one, soldiers. By the looks of our reconnaissance as seen in the base’s map layout, the Japanese are holing up their precious I-400 in tight quarters. Keep light on your toes to avoid the betties and watch each other’s backs when the bullets start flying.

CoDWaW_MP2_SubPens_Map (1).jpg

Good luck, soldiers. May your actions create safer waters.

Call of Duty: WaW Dossier

Posted by Bl@@dSt@n3 Oct 17, 2011

Attention soldiers,

This is a call out bulletin for anyone looking to take their game to the next level.

You may not know this, but every move, every shot, every death, and every kill you make while playing Call of Duty: WaW is being tracked and stored on our site. Now, before you go and cry “Big Brother,” you should know that we’re doing this to help you. All of these stats and records are organized and displayed on our website in the form of Dossier files and we encourage you to take the time to check out this amazing feature.

The first step to compiling a Dossier is to link your Call of Duty: WaW HQ account to your gamer ID; this can all be done in the Linking tab when editing your profile. Once activated, Dossiers may be viewed by clicking on the COD: WaW Dossier tab inside of User Profiles on the Call of Duty: WaW HQ site. Once open, a wealth of information awaits you. There are far too many stats and data provided to cover everything, so instead we’re going to focus on Weapon Usage, the Killshot Heatmap, Killshot Bodymap, and Compare Stats.


Weapon Usage

Stats on Weapon Usage can be vital to improving your game. You might think that you are wildly inaccurate with the Thompson or MP40, but when you see a high kill count next to the gun, you might not care anymore. Studying Weapon Usage can expose both your skills and weaknesses with certain guns. Take the time to identify what guns you are struggling with and work to improve those skills. The most lethal type of soldier is always the one that can utilize a varied arsenal.


Killshot Heatmap

The Killshot Heatmap can be viewed in Match Details and provides intel on the most frequent locations of where you and others have been killed on the map. Why is this important? This map gives you the locations of so called “hot-spots” on the battlefield, letting you know where others will be and most likely where you shouldn’t. When approaching “hot-spots,” it’s a good idea to stay on the outside perimeters; therefore you can be the one picking off enemy soldiers traveling through the more treacherous pathways.


Killshot Bodymap

Like the Killshot Heatmap, the Killshot Bodymap shows “hot-spots,” but these “hot-spots” are of a completely different nature. The Killshot Bodymap shows you where your bullets are landing on the enemy and can help you fine-tune your accuracy. If your Killshot Bodymap’s legs are lit up like the Vegas strip, than it may be time to practice your aiming. A great Killshot Bodymap should have a red emblazoned chest with a slightly rosy head. However, the ideal Bodymap may change depending on the weapon. With a sniper rifle you’ll want to see more concentration on the head where as with an MG, leg and arm shots are not great, but more acceptable.


Compare Stats

Lastly, all soldiers should check out the Compare Stats section and visit the profiles of other players as well. Stats mean nothing if you can’t brag about them and with Compare Stats you can see your statistics side-by-side your friend’s to prove which soldier is the top gunner.

We’ve now come to the end of our tour regarding the Dossier feature, but you should know that we have only skimmed the surface of what it has to offer. We can’t recommend enough that all soldiers link up their profiles and dive head first into this feature. We strongly believe that everyone will discover something to appreciate.

Let us know what you find in the comments below!

Shi No Numa Character Bios

Posted by Bl@@dSt@n3 Oct 17, 2011

You're not going to believe this.

Recon has picked up some very strange information. Until recently, I would have marked this zombie infestation as the most twisted turn of events our boys have yet encountered. However, it turns out that the men themselves are about as unlikely a group as the zombies attacking them.

Intelligence reports reveal that it is not just our boys trapped in the Japanese swamplands. The fact that these four haven't killed each other alone speaks measures of the immense danger they must be facing.

Below you'll find their profiles. Oh, how adversity affects us.


Tank Dempsey (USA)

Tank Dempsey: American hero. Give him a loaded weapon, a good woman, and something to shoot at and he’s happy. Cross him and he’ll rip your guts out and use them as a bandolier. Dempsey was selected for this mission after he showed his true grit at the battle for Peleliu. His unit was captured during the early raids before the main invasion, and he spent 2 weeks in a rat infested bamboo cage submerged in malarial water. Eventually, he gnawed his way through the cage, and then gnawed his way through his captors armed only with a Bobby pin and his Medal of Honor which he keeps secreted in various body cavities. There is no before the war for Dempsey, there is no after. There is only the legend of Tank Dempsey, and how he won the war for the rest of us.

Leaving behind a wake of destruction and meat sacks wherever he goes, Dempsey is the man to have on your side when faced with an undead apocalypse.


Nikolai Belinski (RUS)

Stalin himself cannot stare Nikolai in the eye, no one can. For in his eyes you see the soul of a man burning with a hatred of all things living. His closet is full of skeletons, many of them with the flesh still attached. Before the war, Nikolai quickly made his way up through the party ranks by killing the next man in line, and by marrying politically. His aspirations all came crashing down after his fifth wife mysteriously died while cleaning Nikolai’s axe with her neck. Little did he know that she had been sleeping with a high ranking party official on the side. After her tragic demise, Nikolai’s reputation spread quickly through the party, and it wasn’t long before Stalin himself had heard about the psychopathic politician who killed anything that came within 5 feet of him. As soon as the war started, Nikolai was dropped at the front line and forgotten about, where he wallowed in self pity and Vodka for several years.

With many weapons in his arsenal, not least of which is his breath, Nikolai Belinski can look death in the eye and say “I know you”.


Takeo Masaki (JPN)

Tattooed on the inside of Takeo’s eyelids is the Japanese proverb “Life is light when compared to honor”. For Takeo, life has no meaning if not to perfect one’s discipline and to reveal a warrior’s true character and honor. He ponders this and other philosophical questions as his Katana slices through the flesh and sinew of his enemy.

Takeo was born into wealth. His family dynasty dates back several centuries, and throughout that time they have been highly decorated Samurai and Bushi. Takeo is no exception to this celebrated bloodline. When the family first saw the young, life-filled 5 year old Takeo playing in the street with his Katana and slicing the tails off terrified kittens, they knew he was destined to bring honor to the Masaki name.

The war was a perfect opportunity for Takeo to explore his bloodlust and study the nature of those less honorable than himself. If you fall victim to his swift action and might, know that you have helped a man better than you reach enlightenment.


Doctor Richtofen (GER)

Beware The Doc. This message was scrawled across walls of every town under Axis control. Starvation may cripple you, dysentery may wreck you, and gunfire may rip the flesh from your bones, but Beware The Doc.

Meet Dr. Richtofen, known affectionately as The Butcher to his victims as they scream in agony moments before he snuffs out their light. Throughout his career, Richtofen has always been at the forefront of torture and information extraction research. Before the war he was a back alley plastic surgeon, who created an army of monstrous affluent Weimar socialites that would follow him around and laugh at every joke the genius doctor made. This all fell apart when the republic fell and the Nazi party took control. To Richtofen, their values were too moral, too liberal for his liking. He joined the army so he could satisfy his need to watch people die, slowly.

An incurable sociopath, he sees no moral distinction between natural death and murder. The victim is the victim, regardless of how their demise manifests itself.

He has a collection of stuffed animals, most of them posed in positions of terror at the instant of their death.

Inspired by the unique trench warfare that dominated World War I, General John T. Thompson set out to invent a one-man, hand-held machine gun designed to stand up in a new era of war. His dream was finally realized in 1919 with the release of the Thompson submachine gun.

Arguably the first submachine gun to ever be massed-produced, the Thompson became wildly popular during America’s prohibition age and was a favorite among Depression-era gangsters. Its use became iconic in both Hollywood and the real world, including the bloody Saint Valentine’s Day Massacre in Chicago. However, it would not be until World War II that the Thompson would be used as John T. Thompson originally envisioned.

Designed as a means to quickly eliminate enemy soldiers hiding in the trenches, the gun proved so effective as to be dubbed the “Trench Broom” and “Trench Sweeper.” Its compact size as well as its large .45 ACP cartridges and high automatic rate of fire made it a favorite among soldiers on the frontline. The US adopted the Thompson into its arsenal for WWII and continued its use into the early stages of the Vietnam War.


Tips for the Thompson

  • The Thompson is a great gun for clearing buildings and tight corridors. Utilize its low recoil and shoot from the hip to neutralize enemies within a short range.
  • Combined with the Drum Magazine attachment, soldiers can hold tightly onto the trigger without the worry of running empty. For those unconcerned with lasting power, equip the Double Tap perk for an incredibly rapid and lethal delivery.
  • The Thompson can be a huge upgrade from the pistol or any of the available rifles during Zombie matches due to its rapid fire. Acquire it as quickly as possible to aid in racking up points until you can purchase more powerful weaponry available in the later rounds of the match.

Shi No Numa Map Overhead

Posted by Bl@@dSt@n3 Oct 17, 2011


We’ve got some bad news. The zombie infestation previously plaguing isolated areas within Germany has spread to the Pacific. Communication is shoddy at best, but we’ve pinned what sounds like an SOS signal to a remote jungle location in Japan.

Heavy fog and impassible swamp terrain have left reconnaissance efforts near fruitless. However, we have secured intelligence supporting the survival of an Allied force in the area. The map below was found on the ground near the signal location, but evacuation became necessary as night began to fall.

Our recon squad is made up of some of the toughest and meanest soldiers you’ll ever meet, but they’re smart enough to get out before the dogs start preying at night; those hounds of Hell make their living counterparts seem about as threatening as a bunch of kittens after dinner.

With the war demanding every ounce of strength we can muster, there’s no telling when a full search and rescue operation will be conducted. For now we can only hope that our soldiers in the swamp can hold the zombies off.


Tour of the Site

Posted by Bl@@dSt@n3 Oct 17, 2011

Since the launch of the Call of Duty: WaW HQ, soldiers on leave from the front have worked hard here to establish a strong and lasting community. With the multiple features available on the site, we want to be sure that fresh recruits and veterans alike understand each of these features offered.

If you haven’t already, those not yet enlisted should register here to create a portfolio in the community, or register later by visiting the upper right corner of the site and clicking Sign Up Today! After filling out some basic profile information and creating a unique avatar, you’ll have complete access to the site.

You’ll notice that there are five tabs to look through within the Call of Duty: WaW HQ -



While creating your avatar, you probably noticed that many of the customizable options were locked from use. As you obtain higher ranks, more customization options become available. Ranking up requires points, and points are acquired through the completion of missions.

Missions offer various amounts of points and objectives range from quizzes testing your World War 2 knowledge, answering polls, and completing your Call of Duty: WaW HQ profile on the site. As you earn more points, you rise in rank, from the initiate’s Private ranking up to the 21st rank of General.

Other missions reward you with badges instead of points, like the Joint Service Commendation Medal awarded for linking your game account to your codwaw.com account. Your avatar can proudly display up to six earned badges.



A favorite amongst the community, the Stats tab on first visit provides easy to follow instructions on how to link up your Xbox 360 or Playstation 3 game account to your profile at Headquarters.

Once linked, you’ll not only gain claim to the Joint Service Commendation Medal, but your own personal Call of Duty: WaW HQ Dossier will open up in your profile. The Dossier presents you with an incredibly in-depth look at your game character’s stats, detailing accuracy and kill count for every available weapon, data such as wins/losses/deaths count, and a list of your completed Challenges.

You can also expand your stats window for even more personalized information about your gaming experience.

  • My Battle Career – Compare statistics lets you view and compare 15 of your personal stats to the community as a whole. You can also look at your weapon usage and basic information about recent online matches.
  • Compare Stats – Get your friends involved with the Call of Duty: WaW HQ and order them to link up their accounts. Directly compare your stats with them to see who’s the stronger soldier.
  • Matches – View every statistic imaginable about previous matches, including the Killshot Bodymap that visually highlights your kill shots during the selected match, as well as an overhead view of each map detailing the exact location of your deaths in that match, or the deaths of all players.
  • Leaderboards – Sort listings of the most prominent soldiers categorized by XP, Time Played, Score, Kills, Deaths, Kills/Death Ratio, Kills Per Minute, Wins, and Headshots.
  • Weapons – View your top weapon usage categorized by Kills, Shots, Hits, Headshots, Accuracy, and Shot/Kill Ratio.



Eager soldiers should frequent the Intel tab for the latest official Call of Duty: World at War news, Developer Blogs, and PC Updates. And, of course, your favorite Community Blog.



Where the heart of the community lies. Several forums ranging from Call of Duty: World at War talk to Technical Support, Site Feedback/Suggestions, and Off Topic forums. Your avatar will be displayed with your posts and a wealth of information exists along with helpful community members willing to answer any questions you may have.



For everything Call of Duty: World at War related, visit the Reconnaissance tab to download videos, podcasts, screenshots, 3D screenshots, concept art, and wallpapers. As you rise in the ranks here at the Call of Duty: WaW HQ, more exclusive media content will become available to you.

We welcome and encourage all of you to explore the site and the features included. It’s important to us that you feel comfortable here and begin to familiarize yourself with the wonderful community everyone has helped to create.

We’d also like to point you to the ***Newbies Guide to the Forums*** post in the Barracks for an even deeper look at some of the more specific questions you may have regarding the site.

Thanks for stopping by and happy hunting!


The report of battle nears with the upcoming June release of Map Pack 2. Our more astute soldiers have no doubt already studied the gameplay videos of Sub Pens, Banzai, and Corrosion floating out there on your favorite gaming sites.

Because mastery over the battlefield is essential to survival, we implore you to study the overhead map schematics below in order to reap the most tactical benefit over your opponents when the battle commences.

Sub Pens


At first glance of this battlefield, we can see that there’s going to be a lot of heavy close quarters combat. As cautious soldiers tend to avoid open spaces, you can be sure that the corner interiors will see lots of traffic. Automatic weapons will rule in these locations, but fast and accurate rifleman will undoubtedly cover the entryways in anticipation of enemies running in and out.



From the gameplay video and layout of this map, Banzai doesn’t seem to provide too many safe areas, instead opting for spaces tailored toward larger skirmishes. We expect snipers will attempt to perch on the bridge for shots below, but heavy traffic will surely keep them in check. Fights inside the caverns should prove quite hectic with waterfalls obscuring vision, a situation that crafty soldiers will surely take advantage of against distracted opponents.



Soldiers will have to pay particular attention above their eye level as enemies rain bullets from the multiple high-level platforms in this vertical map. The dotted outlines in the corners of the map represent metal pipelines attached to the ceiling that soldiers can travel through, aiming at their prey below. Fierce bombing of the Russian train yard has left plenty of openings in all surroundings, so battlefield awareness will be critical to your survival.

What are some ideas going through your heads after taking a nice look at these schematics? Let’s get some strategy discussion going and see what works when June rolls in.

Welcome to the new Call of Duty: World at War Community Blog!

The soldiers here at the Call of Duty: WaW HQ have been fundamental in forming such a strong community and we’d like to encourage even more discussion and provide you with further interaction and information.

Within this Community Blog, we will be releasing exclusive looks at major upcoming content for both Call of Duty: WaW and the community here on the site. A valuable soldier is a knowledgeable one, so you can expect there to be more info posted here on a regular basis.

For those of you not yet acquainted with codwaw.com, or still familiarizing yourself, check out the Tour of the Site post to help point you in the right direction toward understanding the many features available in the Call of Duty: WaW HQ.

The more studious amongst you may be interested in checking out the Map Pack 2 Overhead Schematics post; your knowledge of the battles ahead will prove invaluable to yourself and your teammates.

We look forward to talking to you in the coming months.

I'm pleased to announce that Treyarch and the Ultrastats.org team have teamed up to bring you all a Day-1 PC Stats solution which will ship in the box!

Ultrastats is a powerful in-depth stats processing web application which will parse your server log files and generate comprehensive statistical data reports freely visible on your web page. From detailed weapon kill statistics, to map statistics, player statistics, and more – Ultrastats provides all the important info to track your clan’s statistics!

The package will be available out-of-the-box, and will be found in an "Extras" menu when you first pop your disc in prior to installing the game. Instructions for how to install and use Ultrastats will be included. Ultrastats will also be freely available for download online.

There is a preview site online right now, collecting data from the PC BETA – you can check it out here.

We are pleased to announce that in anticipation of the high demand for game servers day-1 of the PC Multiplayer BETA, we’ve joined forces withGameServers to provide a fleet of dedicated servers to be standing and at the ready the day-of the PC BETA release!

GameServers will have servers all around the globe for players to enjoy. Everyone should be able to find servers with great pings with the coverage we’ll have!

For anyone else interested in hosting servers, when the BETA is made available to the world to download, you can upload the files to your datacenters and run as many dedicated servers as you’d like. Hosting a CoD:WW server will not be too dissimilar to running a Call of Duty 4: Modern Warfare server. Note that for the BETA, the servers will be Windows only. Linux servers will be available for the retail game.

We want to have as smooth of a day-1 kickoff as possible, and we hope that our combined forces will provide just that!

PC Multiplayer BETA Update

Posted by Bl@@dSt@n3 Oct 17, 2011

We're rapidly approaching the PC BETA, and as such I wanted to lay out a few key features to the PC version of CoD:WW, and what ramifications it will have on the PC BETA.

First, the entire key authentication / master server paradigm is changing for the first time in a Call of Duty PC title. In CoD:WW, you will be authenticating in-game against a more global master server. This server will keep track of and maintain unique Profile names (like a screenname) which will be tied to your CD Key. So while username / passwords will not be required to play our game, you will have globally unique profile names.

Why are we doing this? Because also for the first time ever in a Call of Duty PC title, we're bringing Friends and Invites (which are typically console staples) to the PC. So we have built-in Friends functionality. You can add friends, filter your servers by Friends (see which servers your friends are playing in), join their servers, etc. You can also invite any online friends to come join you in your current game. We didn't want the new Squad mechanics we've developed to get watered down on the PC, which is ultimately why we decided to bring you Friends & Invites, and thus globally unique profile names.

Now we understand that clan tags can change frequently, and it would be obnoxious and not very user friendly to keep changing your profile name. So we've added in clan tag prefixes, which will show up in-game. This should allow you to take full advantage of our Friends & Invites features, and still be able to make yourself more uniquely identifiable in-game.

So what does this have to do with the BETA?

You will be required to enter a CD Key for the BETA, much like you will when you get the full game this November. These PC keys will be available to [b]all registered users[/b] of CallOfDuty.com, including any new users who sign up after the PC BETA releases. These keys aren't intended to limit the BETA to a certain number of players; they are here to allow you to create these unique profile names for our Friends and Invites features.

How will BETA servers work?

The PC BETA will pretty much be a limited MP distribution of our game. So you will be able to host your own servers, and GSP's will be able to sell BETA servers and put up as many dedicated servers as they'd like. All of this will function as if it were a regular Multiplayer game. It's important to note, that for the BETA, the dedicated server will be [b]Windows only[/b].

Will our XP / accounts / friends transfer over from the BETA?

No, all accounts will be deleted after the BETA, just like on the Xbox 360.

More specifics on when the BETA will be released, how it will be released, and where you'll be receiving your keys will be made available in my next update. Rest assured, we want to get you this BETA just as badly as you want to get it, so your patience is appreciated.


Welcome back everyone! As promised, our latest blog is dedicated to Co-Op, which is arguably one of the largest undertakings this team has ever tackled in a game. I sat down with our Producer, Dan Bunting, who sheds light on the size and scope of engineering co-op, along with the risks and benefits associated with introducing the feature into the Call of Duty franchise for the first time. First, a little background on co-op and what it means to Call of Duty gameplay...

Finding a Co-Op game will work as you'd expect. On the 360 and PS3, you'll be able to create private Co-Op games, or find public Co-Op games with anyone else around the world. For PC players, we created Co-Op game lobbies, so when you join a Co-Op server in-game – instead of immediately connecting to a server – you join that server's lobby. The host will then choose the settings, and start the game.

Now, what exactly will Call of Duty: World at War bring the players in the way of Co-Op? Let's see... Unfortunately I can't talk about everything just yet; however, I can tell you that we do have a third Co-Op experience in store, which I promise is like nothing you've ever seen before in a Call of Duty game, but for now...

Campaign Co-Op
Play Co-Op through campaign levels you can experience in Single Player, but with up to three others (four-player online, or two-player local split-screen). As soon as we got Campaign mode up-and-running, we starting building it out further and one way to do that was with Competitive Co-Op...

Competitive Co-Op
It's Campaign Co-Op, but with a very important twist: you play cooperatively through single-player campaign levels, while competing with your partners for points. Each kill will award you with points; headshots and other more difficult feats are worth more than a basic kill, you go on streaks to create point multipliers, and squad mechanics also award points (such as reviving a downed teammate). There is a score board now, and at the end of the match there are Match Bonuses as you'd expect. What's more, is that you are earning XP (experience points) – any XP earned in Co-Op will add to your global rank, which translates to XP and unlocks in Competitive Multiplayer. So before playing Competitive Multiplayer, if you gained 10 levels in Co-Op, you would have all your level 10 unlocks when you logged into Multiplayer (level 10 weapons, perks, attachments, etc).


Dan Bunting: Engaging the Opportunity
When we began the project, we immediately identified co-op as a huge opportunity to deliver something the community has wanted for years. The challenge was incredibly exciting and intimidating at the same time. After all, there is a certain trend-setting standard that you have to live up to with each new Call of Duty title – this would be the first time in the title’s history that players would be able to play online together through the kinds of levels that were previously only playable in Single Player. Because of this opportunity and the challenge that came with it, we were motivated to pour all of our energy into it and make it the best co-op experience possible. We dug deep into the challenge and ate it up from Day One.

On the engineering side during the planning stages of the project, we contemplated various methods of implementing co-op, including merging the single-player and multiplayer executables, making co-op a part of the multiplayer game, or building networking into the single-player game. The first option of merging the executables would have been far too risky for this project; however, one that we plan to keep on the table for possible future use.

The second option of making co-op a part of the multiplayer game and essentially just delivering co-op game modes was interesting from a design perspective, but ultimately we felt that would not have lived up to the Call of Duty community’s expectations. People want to play the campaign with their friends – “No one fights alone” has been the COD tagline since the game was first released in 2003.

We chose the third option, which meant building online functionality in every facet of the game. This still gave us the flexibility to create co-op game modes, but didn’t eliminate our ability to build online co-op gameplay into the story campaign. Our lead online engineer, Alex Conserva, spent about three months on the initial work. This got us to a place where we could play the game cooperatively, but there were plenty of bugs to shake out with this complete system overhaul.

Once we conquered the early technical hurdles, we had a fully-playable co-op game within the first year of development, which was an incredible feat – my hat goes off to our engineering team for achieving the seemingly insurmountable. I’ve got big time respect for them.

With the co-op game in place, we were able to begin design iteration. Some of the early prototypes included wide open “free-roaming” level designs where co-op players could fight through a variety of engagements in different areas of the level, but they would all move towards the same end objective.

For a first pass, these prototype levels taught us a lot of early lessons about what the co-op experience should be, and the free-roaming open world wasn’t the right direction. We found that players in this setting would end up playing by themselves through the levels with only a minor awareness that they were actually playing the game with another player. This didn’t feel like a Call of Duty co-op experience, so we quickly moved away from this design.

The next iterations had players fighting within close proximity to one another but offering many different choices and angles of attack on the same combat event and a variety of weapons by which they could accomplish their goal. This felt good – it was very much a Call of Duty experience and the right way to go.

The final touches came with iteration on the variety of ways in which you can play co-op. Call of Duty gameplay is rooted in arcade games – the arcade style of play is just embedded within a lot of intense cinematic moments and story. Additionally, competitive multiplayer is a staple of the franchise, so we thought it would be cool to bring a bit of the MP vibe into co-op.

As such, we wanted to provide players with an alternative to the straightforward cooperative campaign experience – thus, competitive co-op was born. When players start competing with one another for anything, the gameplay becomes exponentially more addictive. And this addictive nature of gameplay is what resulted in this new mode – I knew it was a hit when everyone in the office started playing it in their down time.

Dan wrapped up our meeting with some additional co-op features that we haven't been talking about publicly just yet, but included features like gameplay modifiers, Co-Op specific challenges, an additional co-op game mode, and more. Treyarch is really excited about the breadth of our Co-Op experience. Come this November, I think you'll get an idea for what I'm talking about.

Remember, October offers up two BETA's (an Xbox 360 BETA and a PC BETA), so if you want to secure your BETA key, be sure to pre-order the game at GameStop if you're in the U.S. For everyone else, sign up at CallOfDuty.com to save your place in line!

Hope to see you on the battlefield,


Beta FAQ

Posted by Bl@@dSt@n3 Oct 17, 2011

We know you have a ton of questions about the upcoming CoD: WW Beta, so we put together a quick FAQ on the Xbox 360 Beta. Stay tuned, we’re in the process of developing a much more in-depth FAQ on the PC and Xbox 360 Betas.

QUESTION: What is the CoD: WW Xbox 360 Beta?
ANSWER: Treyarch is recruiting dedicated Call of Duty fans of to help test Call of Duty: World at War’s performance from a gameplay and backend standpoint. Feedback and performance data from this Beta will be instrumental in ensuring CoD: WW’s success from Day One! This Beta will have a limited space so make sure you get your name in the hat to get a token!

QUESTION: Who gets to be in the CoD: WW Xbox 360 Beta?
ANSWER: For U.S. consumers, read on to find out more. For our international comrades, many more countries will have access to the Beta program, so stay tuned! People interested in joining the beta in the U.S. can join one of two ways:

  1. Guarantee a spot by pre-ordering the game through GameStop or
  2. Getting first-crack at a token by heading to CallOfDuty.com and signing on as a new community member. Remember, space is limited so the earlier you register, the more likely you’ll get a token.

QUESTION: If I already have an account on Callofduty.com, should I create a new one?
ANSWER: No! See below for how the handout of tokens will work, but if you already have an account with us there is no need to sign up anywhere, you’re already in line!
QUESTION: How does token distribution work for members of CallofDuty.com?
ANSWER: To reward the most dedicated CoD fans, the order of distribution on CallofDuty.com is as follows:

  1. Charlie Oscar Delta members who migrated their accounts over to CallOfDuty.com
  2. CallofDuty.com members
    (CallofDuty.com members will be prioritized by they date in which they joined CallofDuty.com. The longer they’ve been a member, the better chance they have of getting a Beta Token.)

QUESTION: How will we get the keys?
ANSWER: Beta keys will be emailed to the address you have associated with your membership on CallofDuty.com. We will be announcing the start of the Beta on CallofDuty.com as well as emailing everyone selected to participate.

QUESTION: When will the beta start and how long will it last?
ANSWER: The beta is tentatively slated for October and will conclude prior to the game’s November 11th launch. As soon as we approach the launch of the Beta, we will notify everyone who is eligible to participate.

QUESTION: Will I have the opportunity to provide feedback?
ANSWER: Absolutely. When the beta launches, we’ll provide information about how you can communicate back to Treyarch.

QUESTION: Will there be a PS3 beta? If not, why?
ANSWER: No, there won’t be a PS3 beta. The Xbox 360 and PC environments will provide the feedback that we need to make any back-end technical modifications to the co-op and multiplayer features, which means an optimized experience for everyone, independent of the console they own.

QUESTION: When will more information be released on the PC beta?
ANSWER: More information on the PC beta will be posted soon, please stay tuned. The PC beta is also planned for October.

Hey everyone,
I’ve seen a lot of discussions on the web today and wanted to send out a quick note to help clear up some questions.

To begin, please note that Treyarch is putting every ounce of our effort into making the best game we have ever made with Call of Duty World at War, and we are putting absolutely all of the content we can onto the disc, while maintaining the highest quality possible. I can confirm there will not be any game DLC available on day 1, contrary to popular rumor.

We do of course intend to support the community with robust and high-quality DLC after release, which we will start working on as soon as we wrap up the game (and some of the guys take a hard-earned break!), and I am looking forward to giving you details on that as soon as I can.

Mentions about Day 1 content are actually a reference to what the marketing guys have been calling a "Day One Advantage" or a "Tactical Edge," a program we have going with Gamestop. Users who pre-order Call of Duty World at War with Gamestop, or who buy the collector's edition from them, will get immediate access to a high-level rifle (for pre-orders) or LMG (for collector's edition) that other players will have to unlock via ranking up in multiplayer.

These early unlocks will be in addition to some other very cool added content available in the collector's edition, and are our way of saying "thanks" to the fans who pre-order or buy the collector's edition. Hey, everybody wants something extra if they pre-order or spend more on a collector’s edition, right? That’s all we’re talking about here.

I'm sure you'll see more about this from Activision's marketing team in the coming weeks.

Any references to Day 1 DLC are simple misunderstandings and hopefully this sets the record straight =). There will be absolutely no in-game content or weapons that you have to buy separately in order to unlock, so let’s get that out of everybody’s head right now =P.

Treyarch | Community Manager

Boot camp will soon take on a new meaning, with multiplayer BETA’s coming in October for both the Xbox 360 and PC! These MP BETA’s will serve as an early chance for players to practice the tactics needed for survival in the intense chaos of Call of Duty: World at War.


Through the MP BETA players will experience the game’s new squad system, as well as fan favorite PERKS and kill streaks – all preparation for the full battle, which will commence on November 11, 2008 when Call of Duty: World at War is released to retailers nationwide.


The PC BETA will be available for download in October, but what about the Xbox 360 BETA tokens? Start by registering a user account here at CallOfDuty.com, or pre-order the game at any GameStop retail location or online in North America at:http://www.gamestop.com/Catalog/ProductDetails.aspx?product_id=71812.


Detailed information on precisely how the Xbox 360 tokens will be distributed, as well as information on getting the PC version of this multiplayer BETA will be available right here at the official CallOfDuty.com blog. Check back frequently for new info!


Registered members will be the first to hear about next steps, and the Xbox 360 BETA tokens are limited in supply, so register or pre-order today!

We're finally back from Leipzig, Germany, and all caught up on sleep. It was a long and busy week, but boy was it a blast! I wanted to take the time to wrap up the events that went down, and fill you in on what's to come.


This year, the Games Convention broke records. With over 203,000 attendees in total, and upwards of 85,000 in a single day at its peak, we were proud to have been a part of it. Also something to be proud of was our line; we had one of the longest lines in the entire convention, except maybe for our sister company, Blizzard. At one point, our line stretched all the way around our booth and back to the exit door!


At the Call of Duty: World at War booth we were showing off 4-player hands-on co-op from one of our single player campaign levels, "Hard Landing." It takes place on the island of Peleliu; a Japanese island the Marines thought would take a few days to conquer, that wound up taking over two months. While the US Marines sustained 2,000 casualties, the Imperial Japanese lost almost all of their 10,000 solider garrison.


Our mission is led by Sgt. Roebuck, voiced by Kiefer Sutherland (best known for his role as "Jack Bauer" in the TV series, "24"). Additionally at GC '08 we revealed Gary Oldman would be voicing one of our main Russian characters, Sgt. Reznov. You may recognize Oldman from his roles in blockbuster hits such as "The Dark Knight", "Air Force One", "The Professional", and "The Fifth Element." Both actors have been awesome to work with, and really bring that extra level of depth to their respective characters, which is crucial to driving our story arch.


What was the overall fan reaction? They loved it! Not many of the attendees knew what they'd be seeing when they got to the front of the line, and when they realized they'd be playing 4-player co-op on either the PC or the Xbox 360, the anticipation grew. The testimonials that followed after they played reflected that excitement =).


I was on the show floor with a camera crew interviewing some of the fans before and after they played the game, and hope to have the video up on CallOfDuty.com shortly. It was really great to hear the reactions from the gamers. It was also a great sign to hear some skeptics who were waiting in line change their tune after playing; some fans were wondering why we were returning to WWII, whether the co-op gameplay would be strong, etc. Afterwards, however, just smiling faces and fun experiences!


I think it goes without saying it was an awesome Games Convention this year. Be sure to search the other popular gaming sites for their interpretations of CoD:WW as well as all the other fantastic games at the convention. Rest assured, we'll have more details hitting in the coming weeks and months leading up to the release of CoD:WW, so check back here frequently for more updates!


Regards, -JD







We’re pleased to announce that Call of Duty: World at War will be sportingPunkBuster out-of-the-box for PC fans!

Anti-cheat is an important addition to competitive multiplayer games on the PC platform, and we’re partnering with Even Balance to get it right. We’ve had Even Balance technicians out at Treyarch on multiple occasions aiding in the implementation of PB into CoD:WW.

Through this collaboration, we’ll be providing the best anti-cheat solution on the market to keep those hackers at bay.

Also, we think we have our minimum PC system requirements nailed down. Please reference below =).

- AMD 64 3200+/Intel Pentium 4 3.0GHz or better
- 8 GB free hard drive space
- Shader 3.0 or better
- 256MB Nvidia Geforce 6600GT/ATI Radeon 1600XT or better

I am pleased to present the Call of Duty community the brand new face ofTreyarch!

The new site will be your looking-glass into the world of game development here at Treyarch.

Currently, there is an awesome gallery that shows the character creation pipeline. Additional content will be added throughout the remainder of the game’s development, so be sure to check back frequently!

Aside from the behind-the-scenes content, you can also learn a great deal about Treyarch, our history, and our community. Be sure to check out the About page for a studio gallery, as well as the Lifestyle page (from the About page) which has a couple more cool galleries from various studio-ran events.

Please drop by our forums; we value your feedback and participation, and would love to have you as a part of our new and growing community =).


Multiplayer Matters

Posted by Bl@@dSt@n3 Oct 17, 2011

First and foremost, if you haven't already, please invite a friend!

We've rolled out this new feature that allows you to invite friends. It records all of the e-mails you've invited and when your friends sign-up, you'll get credit as the referrer. Now I don't want to start a rumor, but one could imagine the possible ways for us to reward active referrers in the future... =)

Speaking of developments, we’ve got CoD:WW swag coming down the pipeline very soon. To all the community VIPs out there, we'll have specific swag that'll only be available to you!

Last but certainly not least, we're looking to you to help make CoD:WW the best experience possible. Judging by an earlier poll, 86% of you all play CoD multiplayer (73% play more multiplayer than single player!), so we're putting out the below poll to help us understand what features from previous CoD games matter to you most. Visit the homepage to cast your vote now! The list doesn't include all of the elements in previous CoD MP releases; this is just a starting point. We’ll be looking to you, our community, for more in-depth feedback soon.

Be sure to hit up the forums with anything else you love (or hate) about Call of Duty!

Which previous CoD multiplayer feature would you like to see improved for CoD: WW?

  • Option 1: Kill Streak Bonuses
  • Option 2: PERKS
  • Option 3: Attachments
  • Option 4: Challenges
  • Option 5: Ranking System

Developer Blog: The Third

Posted by Bl@@dSt@n3 Oct 17, 2011

Hello folks, hope your week went well! This week I wanted to touch base on just a couple of quick topics.

First, I want to thank the 66,000+ members for their patience and support as we’ve ironed out the wrinkles on the site. This site has some significant and complex features, so naturally it’s significantly more complex to develop and maintain. Now that the dust has settled, I am happy to say the majority of the problems are resolved, and throughout this process we haven’t had any downtime, which is great!

Over the next couple of weeks, you’ll see more improvements being made daily. More specifically, you can expect to see some changes to the forum structure / categorization, as well as improvements to the private messaging / friends feature.

Second, as most of you probably know, it’s E3 in Los Angeles this week. This means while publishers, developers, and other industry insiders gather to play and showcase the latest-and-greatest games, you all get to reap the benefits through video broadcasts, blogs, and news articles from the comfort of your own homes!

Now I’d hate to be caught in some crazy “insider info” scandal, but if I were you, I’d be keeping a close eye on the Activision press conference Tuesday night ;-) … There just may be a few good nuggets of CoD:WW info, among other things!

That is all…Happy E3 week!

Let me start by extending a [belated] happy 4th to those residing in the United States! I hope everyone had an enjoyable holiday weekend, and would love to hear how your celebrations went!

Well let's dive right into the good stuff then… The past couple of weeks have been pretty busy to say the least. I'm sure you've all noticed some considerable improvements and enhancements to the Call of Duty Headquarters hub, and will continue to over the course of the next few weeks.

In this week's blog, I wanted to take the time to introduce you all to some of the team behind Call of Duty: World at War. We have over a hundred developers in-house working on CoD:WW and to introduce them all would require a short novel. So instead, I've approached various team leads to represent their respective disciplines of development.

Brian Anderson (a.k.a "BA") is our Lead Artist on CoD:WW. His job is to ensure that everything you see on-screen lives up to our high standards. BA and his team use cutting-edge tools and technologies to bring you the most immersive, realistic, eye-popping experience possible; and it really shows in our trailer (which, by the way, is comprised entirely of in-game footage)!

Brian Tuey is our Audio Director. It's Brian's job to see that his team is engineering the best-sounding game of 2008. The technologies being deployed into CoD:WW by his team are unmatched in the industry; from real-time sound occlusion to traveling sounds to our channel management system – Brian's team is constantly pushing the limits of our engine and these next-gen platforms to make your 5.1 surround sound system worth the investment!

Dan Bunting is a Producer who you may remember back from his work on Call of Duty 3, operating under the "Axis0f3vil" handle. Aside from his tenure within the Call of Duty franchise, Dan has an impressive portfolio including production work on major network television series such as "Nip/Tuck" and "The Shield." The experience he brings to the team results in exceptionally organized work flow, prioritization, and ultimately leads to the well-polished product befitting a Call of Duty logo.

Dave King, Technical Director here at Treyarch, is the man behind all of the features present in our game. From fire propagation to physics; if you see it in the game, it passed through Dave's "Living Battlefield" virtual playground first. Before any bit of engine tech makes it into the game, Dave and his team work out all the technical requirements and ramifications first. Once a feature is working properly, he then hands it off to the design teams for implementation into the game where it works.

When it comes to competitive multiplayer, the name you need to know is David Vonderhaar. Vahn is our Multiplayer Design Director who, aside from having one too many A's in his last name, oversees a dedicated MP design team focused purely on getting the online experience right in CoD:WW. Those of us who work with the guy know that no rock is left un-turned when it comes to the iterative design cycle to which he executes. Every aspect of multiplayer - from weapon balancing to gametype design - is iterated on endlessly throughout the entire course of the project.

All of these guys pour their blood sweat and tears into this game, and the passion they, and all of the developers here at Treyarch bring to their jobs each and every day really speaks volumes to the quality work that is produced.

Later this week you should be seeing all of these developers posting on the forums and helping to answer your questions to the best of their ability. Bear in mind that we may not be ready to reveal every aspect of our game just yet, so there may be questions they cannot answer. Nevertheless, they want your feedback and are here to help where they can. Feel free to approach them as well as myself with anything you need as it pertains to CoD:WW.

With that, I bid you adieu, and thanks for reading!

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