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New map idea: Deep


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Preview: 

"...Players will be even more stoked by the return of the favorite mode: Zombies in a whole new map we call Deep"

"This map takes place on the "S.S. Atlantis", an american research base submarine, a few hundred fathoms under the ocean" 

"While the map it's self may be tight a close quarters in most areas we give ample opportunity to move the player in ways they've never moved before" 

"One of the things one may do here is actually flood different parts of the ship, without a mask this can instantly kill the player, however with one the player is free to swim to areas they couldn't normally reach."

"Traps, and airlocks around the ship will make running trains more and more difficult or easy depending on how the player uses them."

" Of course with the new map we are introducing new weapons and even some earn-able ones as well" 

"With enough skill players can gain access to my personal favorite weapon: The mallet, a massive hammer capable of crushing zombies with ease. It can take the spot of the crossbow in one's set up if they wish, and while much more heavy and slower then the crossbow, it's damage is much higher. And I'll leave it's upgraded form for the players to enjoy"

"Deep will challenge players to a whole new plane of challenge and fun, but be warned, there's a whole lot more then zombies down there…" (Insert clip of sharks, electricity, and even a massive tentacle coming through a hole in the ship)

 

 

 

Earn-able weapons: 

-The mallet: Earned by defeating the monstrosity. It's a holdable melee weapon, when used it takes 1.5 seconds to pound into the ground, or a zombie, any zombie around it will fall down, any zombie under it will be crushed with a 1-hit kill till round 15. Upgraded it becomes the Thor and does generally the same thing but the hammer is smaller (lighter), does more damage, and now also has an electric cherry effect, when paired  with electric cherry it's lightning effects double duration. 

 

-The SEE-4: A tactical: Earned by building the bathysphere: Throwing and detonating it ruins the zombie's visuals, they will no longer be able to see any players caught in the blast. Does 0 damage however. 

 

 

 

Perks: 

Juggernog (Wonderfizz(WF) and On the map (OTM))

Double tap (WF, OTM) 

Electric cherry (WF) 

Vulture's aid (WF) 

Speed cola (WF, OTM) 

Quick revive (WF, OTM) 

Deadshot Daiquiri (WF, OTM) 

PHD Flopper (OTM) 

Ocean's tide: (OTM) A new perk that will only have use in water maps. It has the ability to increase the amount of air one consumes, effectively doubling one's air-time. Likewise swimming becomes much faster, and one gains the ability to use weapons under water they couldn't before. 

 

 

The actual map: 

Buildables will be included when proper, as will traps, and other points of interest. 

 

 

 

There are 5 main areas of this pentagon shaped bace: Gold (Top), Silver(Top Right), Ruby (Bottom Right), Cobalt (Bottom Left), and Emerald (Top Left). 

 

RUBY: 

You spawn (As the N4) in the Ruby region. There isn't much other then the Quick revive and a trapped room… Find some parts and one can build the air mask and tank. These are vital to survival.

 

-The air mask and tank work much like the PES on moon. The difference being one must remember to fill their tanks with air before dying. Air lasts about                           10-real-time-minutes at max, however if you are constantly being bombarded by zombies or other harms, that time can lower. There are air stations all over the map and air can be refilled if the area is flooded or not, but it takes about 10 seconds to refill air, which time you are VERY defenseless to zombie attacks. 

 

Once that is built feel free to turn on the power system, it works like an origins power system, only instead of templars, the monstrosity attacks. Fend off it's tentacles with average attacks (They're fairly weak now), and eventually the ruby sector will be powered. This will open the door…. That's 20 feet above your head. Once players have their masks on, feel free to activate the water, it will slowly fill the room. 

 

-Water works uniquely here it has it's advantages and disadvantages. It does allow extra mobility, meaning one can soar above zombies with ease under water, zombies and players are slowed when in water (Unless one has Ocean's tide). However certain weapons (The ray gun, shotguns, ballistics knives, grenades, launchers, and the crossbow) will have little or no effect under water (Unless one has Ocean's tide). Furthermore, certain bodes of water can become electrified when the power is on, and others can contain sharks. 

 

Head through that door and one will exit to the center room, a circular station in the center of the pentagon. From here one can buy their way into any sector they choose… For 2000 points…

 

 

 

 

-GOLD:

Assuming one heads for the gold sector, one will find the largest portion of the ship. Again it has disadvantages and advantages. The gold sector it's self is the hub station, a massive 3 story complex, the top floor you enter onto is the one where one can find deadshot daiquiri, a possible box spawn, as well as the generator for the section. This generator is different from the Ruby one as it actually allows one to turn it off and on with ease after it is powered. One will understand why later. 

 

The second floor is filled with water and can be lit up with power on, but otherwise it will remain dark. Here one can build the lamp-mask. 

 

-The lamp mask works much like the regular mask with a few changes: It holds less air (approximately 8 minutes at max) and produces light for dark areas, however it ALSO can attract the attention of sharks if used in the wrong areas. Right now it is most helpful in entering the 3rd floor. 

 

The 3rd floor is electrified, meaning it's can't be entered while the power is on, but without power it is VERY dark! Zombies become a HUGE threat in the dark (As seen in transit's fog…Kinda) Using the lamp-mask is the best way to explore this area. Once illuminated, players can find an entrance to an under-sea cavern down here, in it's pit one can find a bathysphere part. (oh and a wall MG) 

 

 

-Silver: 

Surprisingly enough this sector comes with it's power on, this unfortunately however, forces the player over a catwalk of pain to avoid the electrolyzed water just bellow. Once one manages to turn the power off, their next goal would be to remove water from the room. Simply dive to the bottom and activate the pump as if it was a generator, fending off the tentacles becomes super hard underwater. Once the water is cleared players can feel free to explore the bottom of the room, opening up new things such as double tap (can not be activated while the water is up), the box (Can be activated while the water is up), and a new build able: (Can't be built while water is up but CAN be grabbed) Likewise, another bathysphere piece can be found here. 

 

-The Electric eel >:) :   Replaces one's claymores (which aren't available in this map), this little jerk face can be placed in water to swim around, anything that comes near it will be electrocuted and killed, this goes for players too (unless they have acquired electric cherry which absorbs electric damage). If the water is drained or electrified the eel will self-destruct. Aside from that it can remain in water indefinitely until a zombie or the beast attacks it enough (super effective against sharks!) 

 

 

-Cobalt:

 

This area is very VERY dangerous. The room it's self is SUPER pressurized, pipes blast water into the room all over the place. If one is standing in front of that pipe, one will be blasted into the water bellow. At first it's just a tad annoying, but later when that water's electrolyzed, it's deadly. If one manages to ascend the room to the watch tower in the middle's top, they can turn on the power to access juggernog (near the entrance) or speed cola (on the top of the base). Once the power is on, turn it off again and look around. One should be able to build another thing: 

 

-The high-pressure mask: This mask is designed to deal with high pressure water, in other waters it can make the player stumble from intense pressure diffraction from the mask. It holds the same amount of air as a normal mask. 

 

Using the HPM one can now exit the ship and swim around in the outskirts, here, there are MANY sharks all over the place, it's best to avoid them. If one is charging at you, your mask will start beeping. It's important you use something to scare away the sharks, even if it means sacrificing zombies. If one ventures too far the pressure will become too immense and the mask will break, instantly killing you.  Locate either the box, or the bathysphere part if you need it, QUICKLY. The light from the box will keep most sharks away, but not all. 

 

 

 

-Emerald: 

This last area is also shark infested, but the good news is: There's no electricity. Or light…. Return to the Gold area to obtain the lamp-mask, you may also want an electric eel to help you as well. Down here, one can find a secret cave with PHD flopper in it. As well at the very bottom one can find ocean's tide, the only perk in the game that can be consumed underwater. The last piece of the bathysphere will be guarded by the face of the monstrosity, a shark's mouth of teeth with an octopus's lack-of-jaw. 

Not much else is important about this area… There's a box location on the side as well… 

 

 

 

 

-The bathysphere: 

 This device can be crafted with it's 4 parts inside the center tower in the center of the map. Inside of the sphere it's self lays Pack a Punch, hurry up and use it after launching because eventually the monstrosity will return and destroy the device. Players inside will be sucked into a pipe nearby. After some searching one can find an entrance back into the ruby sector. 

 

 

 

-Easter egg: 

-After taking the bathysphere at least once, morse-code lights will appear around the map at select locations, each message will say: 

Red is first

Blue Is last

Green is not second 

Return to the abyss where the monstrosity's face was in the emerald sector and one can find a group of switches. Push them in the order: Red, Yellow, Green, Blue. 

 

Now you will need ocean's tide for this next step, as one needs to quickly transport a tube of liquid under water, to the receiving tube. (Done in the Gold region 3rd floor) 

It's impossible without ocean's tide. Do this and one can continue to the next step. 

 

Return to the silver section to find the monster outside poking buttons with it's tentacles. You will need to throw a see-4 out to it to scramble it's eye-sight. Forcing it to push the wrong buttons, this will shock him painfully and he will retreat. 

 

Now for the super fun step: In the cobalt chamber one must head out and bring loads of sharks inside, then using electric attacks and explosives, destroy the sharks (Bullets only scare sharks off) This will turn the top layer of water into chum. Once enough chum has been sourced a switch on the wall will glow, pull it and it will short-circuit the whole ship. One will then need to turn the ENTIRE ship's power back on. 

 

Once most of the power is restored, the ruby sector will need to be filled with water, this MUST be done with electric cherry, otherwise the chamber will kill the player in it as it is electrified this time. Once done, return to the cobalt sector and hit the switch again. 

 

Now re-enter the bathysphere. This time you will not be stopped by tentacles, instead you will ascend all the way up to the top of the ocean to a special platform. It's open and flat with nothing to buy save grenades an a RPG wall buy. Here you must kill the beast.

 

The only way to kill it is to blow it up from the inside, use RPGs for that. The beast will attack in 4 ways:

-Summoning zombies

-Grabbing players with it's tentacles (multiplayer only) one will need to have their team mate kill the tentacle to release the player. 

-Flailing the tentacles 

-Eating the player ( Use this opportunity to blow it's jaw out)  (insta-down if successful) 

 

After 3 hits the beast will reside beneath the ship before dragging the players down with it. Under here perk-drops will appear with it's priority being ocean's tide. 

Beneath the beast will attack with it's jaw primarily, but sharks and zombies will also become a pain. It's weak point is now his underside, use the mallet (given to the player for the time being) to hit it hardest. 

 

Killing the beast with a few hits rewards the player with all 9 perks permanently and the achievement: Call me Ishmael: In Deep, kill the beast. AND the player get's the mallet. 

Players are then returned to the inside of the ship. 

 

 

-Other achievements:

Sushi: Kill a shark with a melee weapon (Galvaknuckles or bowie is needed) 

Gem collection: Power up all 5 of the map's jewels (Sectors) 

Dead…Shot?: Obtain a load out that is useless underwater. (Deadshot+any 2 weapons that can't kill in water) 

Eelectrifing: Obtain a shocking friend 

Gemology: Activate the generators in order of value (ignoring ruby) (Awards golden-crown hat for custom player) 

 

 

 

Gamemodes: 

 

 

Intel: 

Thieves: Scavenge the ship for intel. These guys must run through the ship and collect the intel from each sector, then bring it back to the bathysphere. This is easy enough except they have to fight off zombies AND the other team. Get the intel to the bathysphere and DO NOT die in the process. There is one intel in each sector. This team wins if they manage to get all the intel to the base. 

 

Scientist: Must secure the ship's intel. These guys have the ability to shut doors opened by thieves, for the same price it took to open it. Likewise they can steal the intel from an enemy with a melee attack. Scientist can not be killed permanently, they respawn after 30 seconds. These guys win if they manage to let the zombies kill the other team completely like grief. 

 

 

Winning as a scientist earns the lab coat for the custom player

Winning as a Thief earns the spy-suit for the custom player. 

 

 

 

 

 

Also some points: 

 

-Downing under water: Instantly sinks the player to the bottom of where they were, this is to avoid glitching and issues with downing.

 

 

 

 

 

 

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