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Clockwork Map


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Allow me to introduce my idea of a LITTERALLY timed map. The map literally changes it's self to alter from the time of day. 

 

The map takes place in a Russian naval base. It's winter. 

 

Should a player log in between 1AM and 5AM they will be met with snowy weather and a dark environment. 

Should a player get in between 5AM and 9AM They will be met with sunrise and thick snow mounds. 

9AM-1PM is a time of wet melted snow. 

1pm-5PM is a time of sun set and low snow, this is also the starting time the lake isn't frozen. 

5pm-9pm is a time of complete sun set and temperature gradually drops. 

9pm-1am is the frigid time with no snow but tons of ice. The lake is no longer liquid now.

 

 

 

In each different time-frame almost every aspect of the game can be completed. Everyone can access every part of the map (in different ways), get all perks (some through wonder fizz), and complete the easter egg. However there are some bits like the island in the lake containing a secret achievement and whatnot that must be taken into consideration. 

 

Perks: 

Jug (OTM)

Quick revive (OTM)

Double tap (OTM in solar-powered area) 

Speed cola (OTM)-Not in wonder fizz 

Vulture's aid (WF)

Mule kick (OTM when lake is frozen) 

Stamin up (OTM)

Deadshot (WF)

Red Rum: A new perk, obviously, when the player is constantly battered and hit, or left in unwanted conditions his melee damage is increased to that of the golden spork. His bullets will also do double damage. Once the player is left alone for a bit these effects ware off. As well enough head shots in a simple period of time can temporarily juice the player to run faster and attack swifter.. Briefly.  (OTM) 

 

 

 

The map has 7 main parts: 

 

The docks- Has quick revive, shield build able, and access to the lake, the test chambers, and the labs. 

 

The labs- Located near the docks, holds speed cola and the day box spawn. accessed the labs and an elevator to the control rooms above. 

 

The control room- Holds juggernog, only accessible via labs, it also holds the temperature switch and the solar generators. 

 

Test chambers- Holds the stamin up, and the night box spawn. Allows one to enter the battleship. 

 

Battleship- This area is powered by the solar panels- only works during the day, at night the wonder fizz won't move to it, and Double tap won't work.  Go through the test chambers to get here. 

 

The island- Only accessible during the frozen lake. Holds mule kick and the sonic sword build-able. 

 

The bunker- Under the labs this place is where you'll find power for most of the base. Red Rum, and PAP are in here as well, with PAP being behind a wall of ice. 

 

 

 

 

 

Issues of this map: 

 

-This map challenges the player in a different way every time one plays between 2 different hours. To start off there's the lake. It's frozen at some points but at others players will be forced to ascend the base and freeze the lake via the control room. If they do this however, Mule kick is frozen and unobtainable via conventional means. BUT can still be gotten from the wonder fizz. 

 

The buildables are weird too, there are 3: 

 

The shield- can be built on the docs with pieces from the labs, testing chamber, and docks. This is obtainable in any time-frame, however some ways to the parts may be blocked off by ice or electrified water depending on the time of day. 

 

The sonic sword- A melee weapon, by slashing it through the air it not only is a permeant 1-hit-kill, but the waves it produces can stun zombies in front of you as well, It's sonic effects DO need a cool-down however one can ALWAYS use it as a super-sword. 

 

The submarine- The easteregg build in this map. Your final goal is to build it and use it. Unlike MOTD, this is not a simple task frequently completed in nearly every game. 

You will need a part from each of the 7 areas and build it on the frozen lake, which will then need to be unfrozen after building it. No matter what time you take EVERY point of day will offer different obstacles and issues you will need to deal with.

 

 

 

 

 

Some other things about the map too: 

 

The testla freeze-ray:  Modeled after test la's death ray, this device has 1 purpose: To magnify and transfer heat. It can do this in 3 places. The machine starts simply, it takes the heat of the coal engines on the docks and transfers that to the PAP chamber. Now the heat is stored inside, breaking the ice. This also works in reverse where one can take the lack of heat from the PAP chamber and use it to freeze the lake (and mule kick). The final place it can be interacted with is the docks to freeze the coal engines AND the electrified water around it. Players caught in the area during freezing will be frozen but can break free, same for zombies. Player caught on the ice when heat is moved will fall through and die, same for zombies. 

 

Electric water: Simple: When it's frozen it's harmless, when it's liquid it's a deadly trap. 

 

Snow mounds: When snow is high, it can cut off direct paths to areas, this can not be fixed, however some tunnels and snow mounds can be entered using explosives. It's real problem comes when it melts. While some areas can be fine, others can join with electric water pits for a shocking surprise. 

 

 

Solar panels: These only work during day hours (5AM-5PM) any other time and the sun will not be in big enough effect to power these devices, thus everything in the battleship will be turned off. There is no way to correct this. 

 

 

Time cross overs- If your game starts at say 4:30, and you play for 2 hours, do not worry, the map will not change under your feet.  The time you go in as is the time one must continue to play as for the whole game. 

 

 

The submarine- Once one has successfully built the sub and unfroze the lake, all players can enter the sub, inside they'll find the unlock able weapon: The seaker- A special type of micro-rpg. It fires 10 mini-missiles into the air which will then home in and attack zombies. When upgraded it doubles it's fire power. Still delivers splash damage. 

 

 

 

There's no easy way to describe this gameplay for you guys, as I would have to describe each point as different depending on the time of day, so I hope what I have provided for you is enough to fuel your imaginations. 

 

 

 

 

 

Also: Grief mode

 

 

 

Unlike the main mode, the grief mode shifts from day to night continuously as two teams fight off the dead and each other. Special sun-dial drops will instantly shift the time, stranding players, killing them, or saving their buts. 

 

 

Also at anytime players can purchase (for 2000) a random heat transference, either unfreezing the lake or PAP or the icey docks. 

Perks: 

Jug

Quick revive

Stamin-up

PHD Flopper 

Mule kick

Speed cola

Red Rum 

All perks can only be accessed with wonder fizz machines, except for jug, stamin up, and Mule kick. 

 

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