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About ZeVikingSif

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  1. ZeVikingSif

    Emerge - Map Idea

    Hello everyone! I come from the reddit, and a certain user from here actually introduced me to this site. And i was like "Hey, i had an idea that didn't get much attention on reddit, why not post it here?". I'd love to get into the site more, so i'll be copypasting what i initially posted on reddit. It's a certain map idea/remake that i think you guys will like. Hopefully i don't end up being too noobish since i am more used to reddit than any other site. So yeah. I initially had the idea for a TranZit remake. Now don't click off, because i dislike the map just as much as anyone, although i find some enjoyment more than most. Anywhom, i initially created a TranZit + Buried merge since i liked Buried, it seemed easier and overall i think Die Rise is my least favorite map. But i was like "No, i'm going all the way". I think i managed to pull it off without it being so cluttered. I think that the idea of an open world-ish map is not bad. If we get 6-7 maps per game, i think one should at least attempt the open world-ish. I think i successfully managed to merge 3 maps, and called it Emerge. Emerge because the word "merge" and it has a lot of elements of Buried so "emerge". I will also use an image to describe how it's like and such. But, here you go: Emerge. Features: -Radio featuring 5 songs to choose from, each are original songs for Zombies (e.g. 115, Lullaby for a Dead Man) -Der Wunderfizz Machine -Gobblegum Machine -Perks: Juggernog, Quick Revive, Double Tap II/Electric Cherry, Speed Cola, Stamin-Up, Deadshot Daiquiri, PhD Flopper, Mule Kick, Vulture Aid Elixir -Wonder Weapons: Ray Gun, Cymbal Monkey, Paralyzer, Gersch Device. -Guns: Each Gun in TranZit/Die Rise/Buried will be replaced with the standard Black Ops 3 Guns. M16 is replaced with M8A7, Remington is replaced with KRM-262, M14 is replaced with Sheiva, AN-94 is replaced with KN-44, etc. Remington New Model Army, Galvaknuckles. -Specialist Weapon: Purifier. -Enemies: Zombies, Hellhounds, Napalm Zombie, Avogadro -Buildables: Thundergun, Rocket Shield, Transportation Upgrades, Fire Trap, Second Transportation, Power, Pack-a-Punch. There are overall three main locations on Emerge, or four technically. I will also be covering the areas in between afterwards. I'll start with spawn. Your spawn location is in a small area. Your spawn is similar to that of Buried, with you being on a tower, except this tower is underground. Not like Buried however, since the tower has clearly fallen into a pit, and there is a giant hole in the ceiling making everything glow orange-ish. The differences in this area is that the platform for the LSAT will always stay still, there is no hole in the bottom you can fall into. When you get on the platform for the LSAT, instead of the gun there will be a button similar to that of The Giant to activate your secret perk. The other noteworthy part about this area is that there is stairways to go downstairs into the lower part of the Buried spawn, and it is much more clear as you can train. But surprise, this part is taking inspiration from No Man's Land as Hellhounds will start spawning as well as endless fast Zombies. And guess what? Is that Double Tap II and Electric Cherry alternating? You are free to leave this room whenever you'd like, as you hit the button on the platform, but it will be a while until you get to this room. There are also no guns, just frag grenades. As you hit the button on the platform, the platform itself will start falling down as you slide into a portal (think Denizen created, although why would you ever think Denizen?), leading you into your first part of the area: The first official area is a combination of the Bus Depot and the Diner area. The room you start off in looks similarly to the Der Eisendrache spawn. You have your normal two guns and the Gobblegum machine. The door to buy out of this area is in a similar location to the Der Eisendrache one, aka to the right of spawn. There should me stairways leading down, and to your left, you can see more stairways leading upstairs to a train. And directly next to those stairways you can see a Der Wunderfizz machine. There is also a more expensive way from spawn, to go upstairs and open gates to those stairways to the train. To the right of you, you can see a workshop with a workbench, and on the farthest side is the Diner, except its faced in the opposite way. This area is large, as you're able to train. Although on the farthest edge next to the second (actual) spawn, there is debris covering that area, on the other side next to the Diner is open if you go the long way. As well as this, above the Diner there is an electrical tower. You are able to find a hatch and open that area, in which you will find the Galvaknuckles. It is almost exactly like how it originally was, except with an electrical tower in the middle. The guns in this area is a Shieva, RK5, VMP, and L-CAR 9. The perks are located in spawn and the Diner, which are Quick Revive and Speed Cola respectively. If you choose to leave, you can go up the stairs to the right of spawn, to go to an area similar to the Shadows of Evil trains. This train, however, is much bigger and instead of it connecting to the top and moving, it's instead under it so you can use the hatch and open the roof of the train instead. Inside the train will reveal the Remington New Model Army in the place of the Bootlegger, but overall, this train works mostly like the Shadows of Evil train. There is also another version of the robotic driver in the front of the train. The second area will actually be the skyscrapers of Die Rise. This area features the buildable power. Although this is a much smaller and condensed version of Die Rise, it still features two skyscrapers, one of which is upside down. The three pieces of the power can be found within those skyscrapers. The rooftop of the second skyscraper is where a workbench is to build the power, and right next to it is another electrical tower. The upside down skyscraper features another workbench for buildables. The official areas include the Dragon rooftop, the upside down AN-94 training area, the spawn of Die Rise area, The sowing area, and the areas next to the spawn of Die Rise, which are downstairs with the SVU sniper and PDW. The two perks in this area are stuck in elevators which move, although you can call the elevators to your area instead of waiting on them. Those perks would be Mule Kick, and PhD Flopper. There are two Gobblegum machines in this area, one in each tower. The Der Wunderfizz machine can also be found in an elevator, as well as one of the Gobblegum machines. The elevators don't move as long as you use them. The area in which the train takes you, which is similar to the spawn of Die Rise, is seemingly broken. Once you enter the train, it goes backwards for a few moments to then zoom past the skyscrapers and over a ramp, in which the train goes out of control and zooms all the way down, crashing down into... BURIED! Your vision is blurry for a few seconds, as you see the train crashed down. The Galvaknuckles are on the ground now on a piece of train debris. The Buried area combines the first part and the second part of the area without the debris in the middle. The witch mansion is blocked off as you cannot enter it, but the church is still available. To start off, the courthouse and the candyshop are not available as you cannot go in. The jail with Leroy is replaced with a steampunk version of the Pack-a-Punch room features in TranZit. The area is much bigger and scattered with hidden Pack-a-Punch pieces. There is a workbench in the place of where the jail was. You can build a steampunk version of the Pack-a-Punch. The debris to leave, however, can only be bought from the inside and it costs 1500 points. Unlike the first two areas, there are three perks. Stamin-Up is featured in the barn, as well as the Mystery Box. Juggernog is featured in the saloon, where the upstairs camping area used to be, and Vulture Aid remains in the same location. The workbench in this area is in the hardware shop, as well as numerous parts, as well as a Gobblegum machine. The Der Wunderfizz machine is located in the room with the chalk. The second Gobblegum machine is featured on the opposite side of Vulture Aid. The third and last electrical tower is featured in the center of which the church, the mansion, and the candyshop is. The only areas not accessable are the mansion, the courthouse, the area above the town with the Buried Quick Revive, the bank, the candyshop, and the Gazebo/Maze. There are about 3-4 guns per area. The only way to return back to train depot is to gather at least 20 Zombie souls around the area in which you crashed the train, which is directly behind the barn. There is a secret chest within the debris in which you can open, similar to Origins, and one you complete the souls, a portal will open up similar to the one in the first spawn, which will take you to the second spawn. A new train will have arrived, and this will always happen. You can choose which destination you would like to go to directly. If you would like to go to the first spawn, get a Paralyzer and go to the roof of the train. As it goes over the ramp, you can use the paralyzer to float up in the air and past the hole in which it falls in. Wait a few moments, and you should spot the second hole. You will take no fall damage once you fall into this area, and instead, the Mob of the Dead falling animation will begin. You can also get there via a Gersch Device. There are two areas in between in which you can use without the train. The first is in between the Train Depot and the Skyscrapers. It will look much like this link (http://imgur.com/9m21sQx). The sky throughout the map will actually look like this, but the area in between leads into a tunnel from a highway. This tunnel features a workbench, and the M8A7. There is debris covering the end of the tunnel, however, and a single Wundersphere. You can use it, which will fling you through a hole above the tunnel and into the second skyscraper. The second area is in between the skyscrapers and the buried town. It follows a broken bridge going down into a cave system which acts as a small maze, but once you get through it, you will find a hole where the bank used to be, and you can enter the Der Wunderfizz area of this town. Two more things to note as well, the areas in between are covered in lava cracks. It may not be as bad as fog or denizens, but zombies can get trapped on fire. The in-between areas are the only areas of the map to have flaming zombies and lava, as they do not carry over into the actual areas. The last thing to note about the areas in between is that there is a buildable tank that can be used as transportation. This tank acts much like the one in Origins, and it has 4 parts to build it, which can be found in the areas in between and the workshop in the buried town. Once built, you will have a tank which can have more upgrades, though you'd have to choose between the train and the tank. This upgrade can be found in the bridge maze, and it is a turret. You can place it on the train or on the tank to help fight against the endless hordes. You can build this in the tunnel workbench. As well as this, there is a Rocket Shield. Each piece can be found in each of the 3 areas, and you can choose which workbench to build it on (excluding the power, PaP, and Tank workbench). The second buildable is a Thundergun, which again, can be found in each of the 3 areas. The last buildable is a fire trap, which acts like Blast Furnace, albeit much longer and takes much longer to recharge. You have to use your left arrow-y button to use it. As for the specialist weapon, the Purifier, is quite simple. Purchase the Galvaknuckles, and knife the electrical towers. From there, they will become electrical. Once you activate all 3, go to the tunnel in between the Train Depot and the Skyscrapers, and a door will open up, to reveal a bright area similar to that of the TranZit Pack-a-Punch area. There will be a main circular area, half of which is covered in lava, and on the opposite side, a generator. Use your fire trap on this generator, as it will become destroyed. You will hear a demonic voice, and out of the burned generator, he will reward you with a Purifier. The Avogadro will also become much weaker. And speaking of which, Avogadro rounds. The skip rounds within Emerge is an Avogadro boss, who can actually send smaller versions of himself that look like Jumping Jacks. They are weak, as they're a 2 knife kill (unless you have Galvaknuckles), but they're also quite agile and can dodge. The Avogadro himself remains the same health. He will reward you with a Max Ammo, as it is a skip round. His minions can be killed with a Gersch device, but he is immune to it. The Paralyzer can also weaken him. If you are with 4 players, 4 Avogadros will spawn. If you are with 2, 2 of them will spawn, etc. And there you have it, my idea for Emerge. I know it's a lot to take in, but i have spent about 4 hours of my life writing this. Yeah. Take with that what you will. I may also add some edits later on, and it may have some typos, but this is my idea. I hope you like it :D EDIT 1: PhD Flopper makes you immune to the fire and fall damage. And the Napalm Zombie is also in the map, not to be confused with zombies caught on fire within the in-betweens. I also added in the Thundergun because of the Subsurface Resonator and the Jet Gun being so similar.
  2. Yo, thanks for the reply. This is certainly a cool site and i'd love to migrate over, or post some ideas. Anywhom, am i free to message you with anything i post or nah? As for the question where you got lost in, we never got much with the whole humanity undertones and the corruption of a little girl and such. They didn't go too much into detail and thus we looked at it with more detail ourselves. I highly doubt someone like Zelinski could think of such a great story and i do feel some of it is very unintentional. But yeah, thanks for the reply, man!
  3. Alrighty, mate, i've made my account as you requested from reddit. I'll copypaste everything i said, and we'll move on from there. This is um... i know a guy who wrote deep and thought provoking rants just like you, but this... i would love to hang out with you because you shed a whole new light. I'm gonna try to counter some of these arguments as best as i can because there are times where i disagree, but this is well thought out. Amazing work, man. To avoid confusion, each paragraph matches yours in order, keep that in mind. I wouldve liked to do a reply like the ">" but there is a limit, soooo The whole reason why we're forced into this Apothicon plot is because of Black Ops II. Whether you admit it or not, Black Ops II royally RAPED the story. Not just fucked with, not just tinkered, RAPED. While it is fun to see Buried's easter egg and all that unfold, do you really care? Like, do you really? The conclusion was so anticlimactic that while seeing the fight between them was cool, i wasn't that invested overall. They did a clean slate, however. Only time will tell how this is going to unfold. A great example of your analogy comes in another franchise entirely, X-Men. The third movie which is hated by pretty much all used the same exact trope. They invented classes out of nowhere just to say that the villain is "Class Omega 10 Mutant" just because of big numbers and it sounds intimidating. It's a cheap way of saying that the villains are evil and powerful and all that. Them being evil does not excuse anything. Why are they evil? What have they done? What is their motives? These questions should be answered and i think Blundell could probably do so. This could go either two ways. If we had a human villain, he could be easily written to be anticlimactic, to be one note, to be nothing but just evil. Tell me, does Groph have anything going for him other than being smart? He's associated with Group 935, yes, but what else could he have? What his his own personal goal? We're never really told and he's just written out without going too much in-depth. The second way we could go about this is a non-human. The Overlords, like a human villain, could go either way. They could just be 'evil' or they could be so much scarier. Think of the Xenomorphs if they were much smarter than humans. Creatures who understand the world better than the humans, which make them feel smaller. A creature more powerful and has more understanding of us than we do of them. Now that could be terrifying depending on how they develop them. Obviously we might not go that route, but still, don't tell me it doesn't have potential. I'm more of a gameplay person than a story person (I aspire to be a writer, i'm just saying for Zombies in general) but the story is a plus for me, and it could make or break a game (e.g. Origins got the worst end of it). Personally, the story i want to see is something we got hints at in Die Rise and Mob of the Dead. Do these people re-live the same day over and over Groundhog Day-style? Are they doomed to do the same thing over and over, to a never ending nightmare of infinite hordes of zombies? How do they escape this nightmare? This is what i never got in a story and it seems so much more interesting than an Apothicon storyline or Group 935. Its what gives me the creeps when i play Kino der Toten solo, are these characters stuck in Groundhog Day? Do they realize it? But anyway, could you go in depth with the The One thing? I'd love to see you spell it out but what's the dark tragic thing? Well, again, they never went too much in-depth with this and all of this is basically your mind going off of what we got, which wasn't much. But leading to my thing from earlier, i want to see my questions answered in a better fashion and with a game devoted to it: Are they doomed to repeat Groundhog Day? The idea of just never being able to win and to do the same thing over and over. How would a human cope with such a scenario? This lends itself to dark storylines and to be honest, it never truly went there as much as i'd like it to. I mean, what if Samantha is just taunting the characters? Giving them false hope like the power ups. What if the Zombies are the characters? Anyway, your arguments are pretty darn amazing. What added to those were the simplicity. You didn't have much complex features like the GobbleGums, it had a formula and it stuck to it. You had limitations. What if you did have Perkaholic and all the wonder weapons in a map like Verruckt. You'd feel pretty invincible, which is not the point. As a gameplay mechanic, it's good, but i'm just saying. It's all down to gameplay. What if you never had the swords or the wonder weapons or the Gobbles? What if you could go down in Beast Mode? See, if you remove these things, it could get pretty difficult and therefore scary. But the thing that ruins it for me is the enemies. This is Zombies Mode, not Cthulhu Monsters Mode. The Margwas belong in Extinction, not Zombies. And because they're so bright and colorful, it ruins it even more. Shadows of Evil could've gone in a different direction with a seemingly bright and colorful surface, but when you look into it, you're alone in a CITY full of Zombies. You have yourself only. Could've been interesting. Maps like TranZit have that isolation element (though that map was shite), but yeah, i get your point. You completely sum it up great, there should be a sense of isolation. Dropping meatballs from the sky? Cloudy with a chance of Meatballs map confirim?!?! No, but seriously, i agree. This was a well written thread and i would love to hang out with you, like seriously. You should make more threads cause you just write things beautifully.

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