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Map Pack Two Ideas (Use Template)


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So this thread was posted in the general zombie discussion forum and I think it was misplaced, the last reply on it was 3 weeks ago so I want to try and revive it in this forum where it belongs.

Original Thread: http://callofdutyzombies.com/forum/viewtopic.php?f=53&t=6801

Basically give your ideas for your ideal map pack (let's keep things realistic though).

List all four multiplayer maps that you would like to see. Tell us if it is based off of a campaign mission. Brief description is optional.

For the zombie map use the following template:

Zombie Map:

Based On... :

Atmosphere:

Perks:

Setting:

Weapons:

Characters:

Layout:

Traps:

Special Round:

Backstory:

Special Grenades:

Zombies:

Pack-a-Punch:

Anything may be added to the end of your template. For example I added perk-a-punch, and attachment box.

My post:

Multiplayer Maps

1. Rebellion - Set in Vorkuta mission (outdoors sections). This will be a medium to large sized map with turrets that can be used by players. Various small buildings are spread across the map but the largest area is the field in which Mason is pushing the cargo cart in the campaign.

2. D-Day - Located on the beaches of France where the actual D-Day occurred. This is going to be the most two sided map in the pack with one team spawning on the beach and the other spawning more inland. This map will be especially good for demolition, S&D, etc. type games because the beach team will be invading the inland team like when it actually happened. Medium sized.

3. Nova - Takes place on Rebirth Island. This will be the largest of the four maps and will be slightly more favorable to sniping. It will be in Hudson's part of the mission. The two biggest sections of the map will be inside the enormous room where there is a big shootout and in the enormous area just outside of that room (just before it in the mission). Players will have access to the catwalk above the entrance to the huge room where enemies camped in the campaign. This map will be large enough so as not be offered in a game with a max lobby of less than 12 people. That means TDM, domination, ground war, demolition, other bomb type games. No FFA and no Team Tactical.

4. Pilot - The last and smallest map of the four will be in the crashed plane on a cliff (similar to the one investigated in the campaign). Players will be able to access almost the entire plane including the cargo area. Do not be fooled. This is not the plane that was investigated in the campaign. It is a modern airbus with two floors (3 if you include the cargo hold) that is probably the size of three average jet planes. Players will be able to exit the plane but there is very little outside of it. Basically just a perimeter. The airplane will have it's roof torn off in several places to allow killstreaks to work as normal.

Zombies Map

Zombie Map: Diyu De Wuding (Chinese for "Hell's Rooftop")

Based On: Kowloon

Atmosphere: Dark, Thunderstorms, Flashes of Lighting that blind players for a split second

Perks: Juggernog (red), Speed Cola (green), Quick Revive (light blue), PHD Flopper (purple), *New* Flaming Vodka (dark orange) (makes all gun have incedinary rounds [dealing extra 50% damage over a period of time] except for wonder weapons that already have other types of ammo, costs 3000), *New* Agility Whiskey (dark yellow) (you move 1.5 times normal speed, sprint twice as long, jump three times as high, dive twice as far, costs 2500), *New* Guardian Wine (silver) (when downed you do not lose your other perks but you do lose Guardian Wine and you lose any attachments on your guns, however if you die you will lose all of your perks (and attachments of course), costs 5000)

Setting: Rooftops of a Chinese City (most likely Hong Kong)

Weapons: All previously used weapons plus the M60 (PaP = M115 Harbinger), Kiparis (PaP = Boycott), ak47 (PaP = Anaconda), NO winter's howl, NO wunderwaffe, NO matryoshka dolls, Thundergun remains, *New* Epidemic (similar to wunderwaffe, shoots ball of poison, if it hits a zombie it starts a chain reaction poisoning any zombie within a small radius of any infected zombie, could potentially poison every zombie currently on the map if crowded enough, DOES NOT kill zombies, reduces infected zombies speed and health to 50%, 1 shot per clip, 15 spare ammo) PaP = Pandemic (same effects as epidemic except zombie speed and health is reduced to 25% and radius for infection doubles, 2 shots per clip, 35 spare ammo)

Characters: Dempsey, Nikolai, Takeo, Richtofen, Yuri (finally more than four players)

Layout: Players start outside (like in Der Reise), as usual there are four windows to cover, players will have two paths as usual to travel once they decide to leave the main room. One takes you further up onto the higher rooftops and the other takes you into the top floors of the buildings that the map takes place on top of, the power switch is located outside of another building about 3 doors away from the starting area. Like in ascension, the box will always start by the power switch. Once you turn on the power, the thunderstorms clear and disappear and a moon similar to the one in Der Riese will illuminate the map making it slightly lighter. There are about 13 buildings in the map, however, most of them only have access to the top floor inside and the rooftop outside, but some buildings may have a complex roof layout with several floors.

Traps: Indoors there will be fire traps, spiked floors, and electric barriers in staircases, ladders that lead to the roof. Outdoors will be spike traps that will kill zombies that drop down from higher roofs and a new "WunderTrap" where players can summon a lightning storm over a designated area. Will still be activated for either 1000 or 1250 and a switch will still need to be hit so it cannot be summoned anywhere. It really isn't that much different than a normal trap, it's just a unique concept.

Special Round: Samurai Zombies - These guys are hard to spot because they are dressed in a black suit and you are on a fairly dark map. They will blend in with the darkness more than you think. They're job is not necessarily to kill you (however they can and I will get back to that). They are trying to attack five different things (having five players suddenly seems like a good idea), so you will need to chose which ones to protect (if you have not opened a door to one of the five things, they will not attack it making your life easier). The five targets are the mystery box, the Pack-a-Punch machine, the attachment box (i will get back to this), the Perk-a-Punch machine (i'll get back to this too), and the power switch. Obviously some are more important to guard than others. At the end of the round you will receive a max ammo for killing all samurais (which must be done to complete the round), you will also receive a fire sale if the box and attachment box are saved. You will ALSO receive a bonfire sale if all five items are protected (note that the samurais must have access to all five targets in order for the bonfire sale to appear, it is cheating to just defend the power switch and the box.) If they destroy the power switch, it will be deactivated for one round, preventing the purchase of any upgrades, perks, or traps. There are also a couple of power activated doors like in Kino that will be closed for the round. If either box is destroyed it will not appear for two rounds and will reappear in a random location. If either upgrade machine is destroyed, it cannot be used for the next two rounds as well but will respawn in it's normal location. The hard part about killing samurai is that they are very agile and will try to dodge your attacks to some extent, kind of like rolling out of the way like some zombies do in ascension. The problem is that they are very fast, a bit faster than the pentagon thief so you need to be ready for any resistance. The last issue with these guys is that if you have your back turned to one and they are too close, they will assassinate you from behind downing you instantly. Once a samurai starts attacking a machine they will not pay any attention to you and you are safe to attack it. They spawn by jumping up onto the roofs and buildings from the edges of the map. So you will not have one spawn right next to you like dogs might. Samurai rounds occur every 4-5 rounds. They will be signaled by the same music as dogs and monkeys but the sky will turn a very dark green and it will become foggy. Some controversy would be the problem that you are playing solo and there are five things to defend. Samurai will target the five machines by priority (first perk-a-punch, then attachment box, then power switch, then box, then pack-a-punch, this order is designed to make the bonfire sale quite hard to receive). If you are playing solo, they will attack the perk-a-punch machine first, but that does not mean all of them. Samurai will roam the map, kind of like monkeys do sometimes, before attacking a machine. If either the machine your guarding is destroyed or the zombies seem to stop attacking, they have moved on to a different machine (the next one in the order) and will not return to attack a previously defended machine. However, it will be very hard to run to the next machine but it is barely manageable. You will need to act quickly once there.

Backstory: The crew finds Yuri hiding in a panic room on Ascension. He is pretty freaked out and has no idea what is going on except that he "killed" Dr. Gersch. He decides to help take his revenge on Samantha for forcing him to do this and decides to join the team in trying to help survive the zombie outbreak. They still know very little about the zombies and decide to return to east asia to try to uncover more of the truth behind the zombies, element 115, and the Nazi experiments. However, now it's Takeo that's acting highly suspicious (like Richtofen has been in Germany's maps). Only easter eggs and map elements (such as numbers on wall in Veruckkt or hangmen) will help to uncover whether or not Takeo knows more than we think and how he was involved with the zombie outbreak (plus he's my least favorite character, he needs a bit of a backstory and personality). How did they travel there? Same way they got to Ascension, on a lunar lander but as they approach Kowloon, the power turns off, and the lander crashes down into what will be the starting area. Players will not see the crash but the busted lunar lander will be seen in the starting area.

Special Grenades: Gersch Devices return, *New* Jagger Bombs (similar to a molotov cocktail, this grenade will create a fire trap. When thrown, it will explode, dropping flames in a fairly large radius around it. The fire lasts for about 10 seconds and any zombie passing through will be instantly killed like a fire trap that is purchased on a map). Matryoshka dolls will not return. Neither will monkey bombs.

Zombies: Asian zombies (similar to the ones found in Shi No Numa), gassers return, Samurai zombies (special round)

Pack-a-Punch: The pack-a-punch will be located in the highest room of the tallest tower (i know it sounds like a fairytale) of the map, near the center of the map. Three generators in different parts of the map must be activated (after the power is turned on). A very large elevator must be linked to the mainframe (found in the starting area). Players must then take the elevator (no charge) up to the pack-a-punch and the perk-a-punch. Both upgrade machines will be blocking the doorway so players cannot leave the elevator. Luckily this is a zombie free zone and as soon as the elevator leaves, all zombies will retreat to the mainframe (starting area) where you can pick them off from the tower like in Kino. After 60 seconds, the elevator doors will close and players will be transported back down to the rest of the map again. To take the elevator again, players do not need to hook up the three generators again. They only need to link the elevator to the mainframe again to go back to the machines.

Attachment Box: Not all attachments will be included in the box, mostly because many attachments only apply to certain guns. The attachments included will be extended mags, dual mags, rapid fire, red dot sight, reflex sight, improved iron sight, infrared zoom, grip, masterkey, and flamethrower. Even if certain guns do not have some of these attachments in multiplayer, they will be able to be equipped with all of them in zombies. The attachment box locations will reside right next the mystery box (always just to the right). All spots will be marked with a teddy bear just like the mystery box locations. If you cannot tell which box is which, the mystery box will have glowing blue question marks like usual and the attachment box will have glowing green question marks. However, you should be able to tell because if the box is on the right and a teddy bear is on the left, you know it's an attachment box an vice versa. Fire sales also spawn all attachment box locations and they will all cost 10 points. Normally the attachment box costs 500 points. It moves when you get a teddy bear and the same animation will occur as if you got the teddy bear in the normal box. If you are downed, you will lose your attachments (unless you have immortal spell), only one attachment allowed on each gun. If you die, you will lose your attachments.

Perk-a-Punch: Located right next to the pack-a-punch. Costs 7500. When used, a menu will pop up so that you can choose which perk to upgrade (you must currently own the regular version of a perk to upgrade it). You can tell the difference because instead of having a picture of a gun on it, it will have a picture of a soda bottle. The following upgrades will occur for each perk:

Juggernog = Juggernog 2.0 (zombies will take 9 hits instead of 5 to down you)

Speed Cola = Lightning Cola (instant reload, ADS much faster, switch between guns instantly)

PHD Flopper = Sonic Boom (instead of explosion, thundergun like shockwave emits around you killing zombies in the radius and throwing their corpses into other zombies which will knock them over and slow them down) ONLY WHEN YOU DIVE OFF HIGH AREA, you can also create explosion by diving on a flat surface or even uphill but this will only cause the explosion that PHD flopper had)

Quick Revive = Insta-Revive [note - cannot be upgraded in solo] (allows you to instantly revive a teammate by tapping X twice (on xbox 360))

Flaming Vodka = Liquid Nitrogen (all rounds are incedinary but also slightly freeze zombies slowing them down, zombies hit will not only take damage over a period of time after being shot but will move slower as well)

Agility Whiskey = Acrobatics (Triple movement speed, unlimited sprint, 5 times jump height, still 3 times dive distance)

Guardian Wine = Immortal Spell (when downed, you do not lose any perks or attachments including this one, if you die, you do not lose your perks (except for immortal spell) and you do not lose your guns, but you will still lose any attachments that you have on your guns)

Please note that this is not necessarily my ideal zombie map, nor is it designed to be a fan favorite. This is simply what I think is most likely going to happen in the future, probably after firing range zombies map which there is tons of proof for.

Please leave feedback!!!!! I want to know what you think of this idea and what you would change.

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sorry if this is going to be vague, my mind is kinda burned out right now

Afghan(not original, I know) -

Based on the Soviet War in Afghanistan(my dad participated in it btw), mountain path surrounded by mountains. Soviet BMPs standing on the road, in one of the surrounding hills is a cave/fortress stocked with ammo, bunks, prison cells, etc...

Black Ops vs. Spetznaz

NORAD -

Based on the headquarters of NORAD at Cheyenne Mountain, which takes place inside of a mountain(the base itself was built to survive a nuclear detonation). Spetznaz vs. Black Ops again.

Spetznaz start in this room : http://upload.wikimedia.org/wikipedia/c ... Center.jpg

Black Ops in this area : http://upload.wikimedia.org/wikipedia/c ... -Doors.jpg

Pentagon - this map as the name suggests is based on the Pentagon, the game would take place in the inner most pentagon of the building(the part with the courtyard in the middle)

parts of the planned but later scrapped version of the pentagon map could be reused by Treyarch

Zombies :

Echolon Base - A soviet lunar outpost that is based on a mixture of the U.S army Project Horizon concept, and various other Lunar base plans

http://en.wikipedia.org/wiki/Project_Horizon

http://www.astronautix.com/fam/lunbases.htm

this map will feature the return of the Lunar Lander that was seen in Ascension, and also the Space Monkeys will return(this time landing succesfully rather than crashing to the ground ;) ), the perks shall remain the same, the return of electric barriers will be seen in this map

the map layout will be partially underground, with the other component above ground, a lot of elements from the underwater submarine base in the last mission will be reused

the pack a punch will be located in the cargo area of a rocket that would normally be used to evacuate the base, to get to the rocket the player must this time activate a series of switches/buttons scattered around the map(5 to be precise)

Once activated, access to a depressurization chamber will be granted, it shall work on the same principle as the teleporter on Kino. The players will enter the chamber, put on their helmets and then make a brief lunar walk to the rocket, the players shall have about 20 seconds of oxygen to prevent camping.

new weapons will include the AK-47 and M60, as well as a new wonder weapon.

the C226 Laser : it will function similarly to the DG-2 because it instead of firing indefinitly it shall fire in burst that have infinite damage(kills quickly no matter what round), 5 bursts per battery and 15 in reserve. It will be about the size of a death machine and will be held in a similar fashion

Backstory?

I don't really know what to say other than that Ascension was the cosmodrome from which all of the moon ops bound to Echolon Base flew.

The Soviet Union's research division were experimenting to weaponize element 115(almost wrote Nova there), since supplies of element 115 on Earth came only in the form of intact meteors, only the next logical step would be to start an expedition to the moon to collect its supplies of element 115(since the moon takes the hits of 90% of object headed for Earth, true fact). They first sent a teleportation device to set up a portal on the moon through which building materials should be ferried through. The team(Dempsey, Takeo, Nikolai, Richtofen) entered the teleporter located in the underground tunnel system of Ascension and arrived at Echolon base. Because of the constant exposure to Element 115, the staff became zombified

Atmosphere :

sparse light through the corridors, lots of lab testing equipment, halls and such modeled very similarly to the interior of the ISS(international space station). But otherwise dark, and most importantly red(from backup generators) before main power switch is turned on.

the lab that would be used to study element 115 features gloveboxes(http://en.wikipedia.org/wiki/Glovebox), stereotypically large computers with that large amounts of blinking lights, microscopes, etc...

whole thing will be about 3 of these http://msnbcmedia1.msn.com/j/msnbc/Comp ... id-6x2.jpg

except without the obnoxious foam exterior and plant lab. Will have more external structures, an evacuation vehicle, and and underground complex too

remember, this is NOT a civilian complex, it is a MILITARY controlled outpost, meaning that there would obviously be weapons, defenses, and not

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@dumbdumb888 I dont think that treyarch would add all these new things in zombies all at once. All though it would be cool, i don't see it as being the next map =\

yea, it was kind of more of a hope for the first cod 9 zombie map. If they pull the same B.S. where they scrap the last map pack and use it's zombie map as the first one in cod 9, then I hope it's close to as good as this

I think Treyarch will eventually work their way up their in two or four years (if zombies is still popular by then)

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Multiplayer Map Name: "Quarantine"

Located in Russia where the SP Mission "Project Nova" occurs. The ship with the Nova gas onboard has crashed into an ice-berg which is touching solid land. The crash has caused the ship to randomly fling leaking Nova ta created the boundaries of the map (similar to wasteland). On the top of the ice is a snipers heaven. Long ranges with few places for cover. There are scattered bunkers which can be used for cover. In the ground there is a maze of tunnels, (similar to the Tunnel Rats mission), however the radar does not work underground for that added suprise. It really is maze like down there and if any air strikes occur and you are underground, the screen will shake and add to the absolute mayhem that will occur underground. Claymores cannot be planted under ground.

Yup, lame, i know... :facepalm:

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Zombie Map: Der Reichstag

Based On... : Heart of the Reich/Downfall WaW Campaign Missions

Atmosphere: Nighttime, lunar eclipse shining in the sky, many visible flames

Perks: Juggernog, Speed Cola, Quick Revive, PhD Flopper, Blitzkreig Vodka (Cost: 3500 - Adds a third weapon to your arsenal, which is a simple radio. This radio shows a bright light, similar to calling a attack chopper in the Black Ops campaign, which lets you call in a Napalm Strike. You get one strike per round. Max ammos will give you another strike if you have none, but you never get 2 at a time.)

Setting: Combination of Downfall MP map and Dome MP map, both in WaW.

Weapons: All weapons in Ascension minus dolls, Thundergun, and all wall weapons. Thundergun is replaced my Wunderwaffe. All wall weapons are the typical WWII weapons in WaW Zombies. There is also a new wunder weapon which replaces nothing: Teufel Handschuhe - Only obtainable from the box, it's a melee weapon that takes a whole slot, but is fast and a one-hit kill until Round 15. Once upgraded, it is a one-hit kill until Round 25. Certain weapons are also replaced by WaW box weapons as well such as the PPsh-41. AK47 also replaces HS10 (upgraded has Flamethrower), and M60 replaces HK-21.

Characters: Tank, Nikolai, Takeo, and Richtofen

Layout: Start out in the outdoor area of Dome. You buy doors all the way to the open area of Heart of the Reich, where you can buy doors to buildings.

Traps: Three fire traps, one flogger-style trap.

Special Round: Flaming Zombies: This round has about a quarter of the zombies of a normal round, but they all enter with a blood-curdling scream, sprinting at you while on fire. The fire hurts you almost twice as much as a normal zombie hit, just under enough to kill you if you don't have Juggernog. You get Max Ammo at the end. If no one get's hit, then you also get a 50% perk discount for the next 3 rounds.

Backstory: This takes directly after Kino, with a map still between this and Ascension. The team manages to alter the teleporter to bring them here to Der Reichstag.

Special Grenades: Yuri Device - Same as the Gersch device (red instead of purple black-hole-stuff). Foo Fighters - Serve like the chickens in dead Ops Arcade; press the bumper and one will apear by your side and shoot as you do for 20 seconds.

Zombies: Mixture of German and Russian zombies.

Pack-a-Punch: You must get to the other side of the map from the spawn and activate the link. After this, then you must press three buttons along the way back to spawn with unlimited time. Once you are at spawn, you press one last button to activate the teleporter. The teleporter is in the middle of the map and may be used once a round.

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Map: Hell's Schiff

(Hell's ship)

In the mission where you play as Reznov that ship could be a pretty good place for a zombies map. As you start at the bottom you work your way up to the top. On your way to the top you must power up a 3 genarator to turn on the power(maybe shoot the genarators to heat them up or just click a button).

Players: The same

Perks: Bull's Horns it gives you the power to dash at enemies(2500Pts).

Super Revive you can revive your self(3000Pts this is for if you sucky teamates).

Weapons: SMG: skorpion PaP Devil's tail

LMG: M60 PaP M OVR 9000

Assult rifle: Ak-47 PaP aka-47 AWSOME

Power Ups: Grim reaper

inferno sale(all perks 100Pts for 45 sec)

Unlimeted Ammo( Unlimeted ammo for 30 sec)

Pap room: At the top a door opens every 2 rounds to go into the Pap room.

challenge rounds Hell hounds

wounder weapons: Raygun, winters howl, Dynamo's force( stalagtites come out the the ground and kill zombies, PaP Haven's snow tons of shards of crystals fly at the zombies.

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Zombie Map: Nicht mehr Helden (No More Heroes)

Based On... : Nothing :D

Atmosphere: Action packed, nothing really dark and scary about it.

Perks: *NEW* Draggin' Along: This perk allows you to pick up dead bodies or bodies that need to be revived to get them to a safe spot. If you pick them up you take out your pistol, meaning people with the raygun should pick up bodies. If the dead body is still being carried when the person who was dead respawns, they keep all of their weapons from when they died. You know the drill for the rest: Juggernog, Quick Revive, Double Tap, and Speed Cola.

Setting: The setting of the map takes place in a UFO created by the Nazis, it is billions of lightyears away from earth. Then wait, how'd the zombies get there? You'll have to find out by a collection of easter eggs.

Weapons: Regular Ray Gun: You know the drill. Dual Ray Guns: It's Time To Die Maggotsacks. Also, the Sabertooth. Looks like a pistol, but has a laser blast to "die for" :)

Characters: Four marines sent to investigate: Pvt. Mute (nickname, because he doesn't talk), Dr. Roebuck (the medic sent on the trip incase of injuries), Lt. Kerling (Leader of the squad), and Sgt. Carbone (Car-bone-ee) He is the person that has ALL of the smart remarks, like a Dempsey.

Layout: ???

Traps: Anti-Gravity Trap: Flip this switch, zombies get trapped in a cage with spikes at the top, fly up, and watch them get stuck, ooh rah. And the regular electricity and flaming traps.

Special Round: Alien Zombies: These little buggers try and steal your mystery box for 2 rounds. So don't let them get away with it.

Backstory: Sgt. Carbone: "You called us Mr. "Commander?"" Commander: "Indeed I did, take a seat." *Four marines take a seat* Commander: "I have a "special mission" for you......"

Special Grenades: Chemical Grenades: Weakens the zombies to a point where it take 4 pistol shots to kill them.

Zombies: Nazi Zombies. (some have space suits)

Pack-a-Punch: Pack-a-punch is at the command deck, find it out yourself, I'm not telling you.

Special Melee: Flaming Sword: Stab! Now you're on fire!, Ice Sword: Stab! Now you're frozen! (both swords are throwable)

Crate-of-Fate: Every three rounds you're able to go to the command deck and press a button, giving you a crate that has a suprise inside (Wunderweapons, Perks, Teleporters to "secret rooms," power-ups, or nothing at all.)

Feel Free To Comment On This! I really want some opinions on this so:

Don't Be Hatin' - Whenwherewhy?

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^^

not really much of a backstory, just a cheesy opening cutscene :D

also, the billions of light years away would be kinda extreme, it would be kinda boring to look out a window and see just blackness and stars

it would be kinda cool to have it in a Nazi UFO, but I think a cooler setting would be to be orbiting around Mars or Saturn, so you when you look out the window you see the planet itself in all of its glory!

elements from the underwater base in the last mission could be reused

and as for an explanation for how the zombies got there, since element 115 exposure creates zombies, and in all of the Nazi UFO conspiracies element 115 is the fuel for the UFO's propulsion system. Maybe a leak in the fuel supply zombified the crew?

but otherwise, cool idea man! :)

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YOU ARE INSANE

the bad kind of insane

what is wrong with you?!

rescue a jewish family from under the floor boards?! are u high?

and and element with 3628 electrons floating around the nucleus of the atom?

learn to applied physics, that element could not exist, its too unstable

jewish god grants you a wish?!

no, just no, are you even jewish?!

how can you even make that sort of statement?

a thing that brings you too der riese?!

My opinion : what the f*ck is wrong with you, either you're on drugs or you're 7 years old

at first I was like "Hell yeah! nazi UFO!". But then I was like "I'm not even going to touch that map with a 21-foot cattle prod"

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YOU ARE INSANE

the bad kind of insane

what is wrong with you?!

rescue a jewish family from under the floor boards?! are u high?

and and element with 3628 electrons floating around the nucleus of the atom?

learn to applied physics, that element could not exist, its too unstable

jewish god grants you a wish?!

no, just no, are you even jewish?!

how can you even make that sort of statement?

a thing that brings you too der riese?!

My opinion : what the f*ck is wrong with you, either you're on drugs or you're 7 years old

at first I was like "Hell yeah! nazi UFO!". But then I was like "I'm not even going to touch that map with a 21-foot cattle prod"

Uhm, yeah, shock me, I re-read it. I'm definably going to delete it. I don't know what's gotten into me. I didn't think it through enough. Really, I'm sorry bro.

Edit: What the f*ck was my lil' brother doing on my account, the only reason he's spelled everything right is because of spell check on Google Chrome, if I tell my parents. He's most likely getting grounded, FOR MONTHS! :mrgreen:

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Zombie Map: Allāh Barik Fik (“God’s Blessing Upon You” srry Idk alot of words)

Based On...: Project Nova

Atmosphere: Dark, Sandy, Windy

Perks: Quick Revive, Speed Cola (also less time to switch between guns), Juggernog, PhD Flopper, Stamin-Up, Steate Aim (Pronounced like Steady Aim, S___TE= SpriTE lol, increased hip fire accuracy and faster movement when aiming down sights, colored black)

Setting: Cairo, Pyramids of Giza, Great Sphinx, and Nile River.

Weapons: All Cold War weapons from Zombies, Skorpion (PaP = Androctonus, Higher Damage, More Ammo, More Reserve Ammo, Red Dot Sight), Uzi (PaP = Woozy & Doozy, Higher Damage, More Ammo, More Reserve Ammo, Dual Wield), M60 (PaP = M115 Maximizer, Higher Damage, More Ammo, More Reserve Ammo)

Characters: Dempsey, Nikolai, Takeo, Richtofen, Abboud (Named after Major-General Abboud, whom the first Sudanese military regime took power under a few years after 1955, name color: red)

Layout: Similar to the Project Nova SP Map, 2nd level where zombies can spawn near you w/o glitching or hacking. No plane wreckages, change snow storm to sand storm. Zombies may also break into barricades in pyramids, similar to Shi No Numa, you spawn in Great Sphinx, behind is the Nile River with a sniper tower, and there are 6 separate pyramids in front of the Great Sphinx. Main Floor Great Sphinx: Speed Cola, M14, Olympia, exit to main land: $1250. Basement: $1000, Pack-a-Punch, MPL, Stakeout. Sniper Tower: Grenades. Pyramid 1: $750, Quick Revive, Skorpion. Pyramid 2: $750, PM63, Juggernog. Pyramid 3: $750, PhD Flopper, M16 & Claymores. Pyramid 4: $750, AK74u, Stamin-Up. Pyramid 5: $750, Power, MP40, Scimitar, Mystery box. Pyramid 6: $750, Steate Aim, Claymore, MP5K. Out of boundaries is all a watery mirage.

Traps: 2 Fire traps, in front of Great Sphinx and inside Basement.

Special Round: Mummies(health = zombie health + 1050, speed = crawler speed , damage = 2 hits to down, gives max ammo & Campfire Sale)

Back-story: After going to the moon to obtain better samples and info on 115, they go to Cairo to obtain more 115. 115 already reanimated the zombies and the Sudan army is falling, only 2 people are left, Abboud and Muhammad. Muhammad has secretly found a meteor containing 115 and has created the Sandstorm Generator. Abboud is later downed and while Muhammad has his back turned to help Abboud, Muhammad is killed. Just as Abboud is about to give up, the team comes and clears the zombies. Abboud joins the team to help find the remaining 115 and avenge his fallen comrades.

Special Grenades: Sandstorm Generator (1 second prime, 1 second to complete generating. Generates swirling sandstorm, throws all zombies up in air killing them upon impact to ground, throws players up in air and lands in random spot sort of like a teleporter, little damage is dealt.), Jungler (2 seconds to prime, reaches out vine like substances created by 115 during their trip back from the moon, rips off legs and creates/kills crawlers.), Monkey Bomb

Zombies: Egyptian(In buildings) & British(in mainland)

Pack-a-Punch: In the basement opposite side of the entrance

Wonder Weapons: Ray Gun, Zeus Cannon, Sandstorm Generator, Jungler, Monkey Bomb

Power Ups: All previous power ups, Grim Reaper (30 seconds), Time Freeze (stops all zombies in their tracks for 45 seconds)

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Zombie map = Mansion Der Toten

Based on Villa

Atmosphere = Raining and night

Perks = Juggernogg, Speed cola, Power Aid (Boosts weapon power) and Quick Revive

Setting = An abandonned german mansion

Weapons = All previous Black ops Zombie weapons plus the PPSH-41, AK-47, MP-40, Wunderwaffe DG-2 and the Z7 Rifle with Napalm rounds ( A napalm firing rifle)

Characters = All Named Characters and a character selector

Layout = Starting room Lobby, four windows, a mainframe and two floors. Doors to Front yard, Dining room and **** please report this topic, post ****. Most areas just have weapons and box spawn points. Not much individuality i can think of for the rooms. Power is in basement

Traps = Fire, sentry, electro and Mower, a ride on mower that drives around the yards and cuts up zombies and downs you

Special Round = Hellhounds that spawn from a certain point. New quote for dogs "Release the hounds!!"

Backstory = Finding a teleporter in ascension they use it and teleport there. And in the pentagon activating a deactivated teleportet they travel to the new map

Special Grenades = Monkeys and bowling (outdoor one) balls a new one that gets thrown and rolls and bounces off walls till it stops. Cooking it charges up roll

Zombies = Servants and Crawlers

Pack A Punch = Atic zombies can go up there

Hope you like my idea :D

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  • 5 weeks later...

WOW.. Samurai Zombies sound really awesome xP I Hope Treyarch turns this into a zombie map.. But if it's on rooftops won't it be hard to stay on the platform?.. Because on Kowloon when there is a small 'metal plank?' leading to the stairs .. OMG it's hard to explain but basically i dont think it will be easy to fight zombies on that small metal planks (The one that also has wires on around it) ..

But apart from that.. Hell's Rooftop.. (I Forgot the translation) sounds very good to me :)

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