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Grayewsable Expert 942 posts since
Apr 29, 2012

Idea: '40-watts' Z-Mode

Posted by Grayewsable on Jun 16, 2012 4:55 PM

Here's another idea I'd like to throw to the forum.

This is a Side-mode (I can't believe that I still have to specify that for some of you braindead idiots)

 

40-watts


1 player. 1 revolver. 1 solitary lightbulb. What the f*ck happened? Also, zombies.

 

You wake up all alone in a damp and confined room, armed with a single, loaded revolver and a flashlight.

The only light source in the room hangs bare from the ceiling - a single, 40-watt, flickering lightbulb.

A single groan is heard from behind the only door of the room followed by a faint shuffling of feet.

The door, already noticeably decayed, starts to shudder and break, until it is finally knocked off it's hinges.

A zombie shuffles past the remnants of the broken door, moving slowly but surely towards the player.

 

That's the introduction to the overall premise of this mode.

 

The player has found themself in a series of underground, dilapidated series of corridors and rooms - a mixture of claustrophobic, pitch-black storage rooms, corridors, bathrooms - all without alive occupants. The only company that seems to be around are a series of undead that seemingly appear from nowhere, continually moving towards the player - the sole survivor of whatever tragedy occured perhaps hours or even years before. The player's goal is to survive for as long as possible, and cull as many undead as possible while investigating the circumstances as to whatever or whoever placed them in this unfortunate situation.

 

The player has little energy and seems to have suffered a non-lethal wound to his stomach, causing sluggish movement speed and noticable weapon sway (the player's movement speed is slightly above that of a zombie, with sprint disabled)

 

 

Rules and mechanics of the mode:

 

  • There are no rounds - zombies spawn continuously with static health and speed.
  • Power-ups and perks are non-existent.
  • The zombies have 100 health and move at a rate equivalent to classic round 1 zombies.
  • The second zombie spawns on the map 11.5 seconds after the first, in a room always non-adjacent to the player.
  • Zombies do not spawn in rooms that the player has not opened access to yet (rooms blocked by a sliding door).
  • Zombies that spawn groan loudly once when and where they spawn.
  • Zombies aimlessly wander the map until they are in a fair proximity of the player - causing them to converge upon them.
  • If a player escapes a zombies proximity, the zombie will move continuously towards the player regardless.
  • The zombie shuffling is extremely faint, but can still be heard by someone with attentive ears in the correct proximity.
  • A single swipe from a zombie knocks the player down, but they may recover after 5 seconds. A hit when downed is game over.
  • Zombie respawn time reduces by 0.1 seconds for every zombie that has already spawned. Limited at 3 seconds.
  • The knocked-down mechanic works similarly to Final Stand. Minimal movement when downed, but the player is able to shoot.
  • The player's flashlight effectively works as a secondary - to be activated it has to be equipped instead of the revolver.
  • The beam of light from the flashlight is fairly small, weak and dim.
  • The revolver reload action is similar to the Python without a speed reloader.
  • Revolver damage is: Headshot - 100    Body - 50    Limbs - 25
  • Pistol damage is: Headshot - 100    Body - 35    Limbs - 20
  • Both sidearms have a minimal, but noticeable amount of sway.
  • Gunshots draw all zombies present on the map to the location of the shot.
  • If the player is not in proximity when the zombies reach the gunshot location, aimless wandering continues.
  • The flashlight only has a limited amount of power. As the flashlight is used more and more, the light becomes more dim, lasting only 15 minutes of use before completely dying.

 

  • The map is sectioned into 14 parts - each part being a seperate room or corridor.
  • 7 sections of the map have heavy sliding doors interconnected between the corridors and rooms.
  • Opening a door is an action that takes 10 seconds. When the action is restarted, the door is reset.
  • The rooms and corridors are linearly connected for the most part, but not in a parallel fashion.

 

  • Revolver bullets are found in clusters of 6 on 4 tables placed throughout the map - but only on one table at any one time.
  • Once you pick up a set of bullets, a new set of 6 spawns on a random table.
  • The maximum amount of bullets the player can hold is 30 + 6 or (n x 5) + n for pistols. n = bullets in full clip.
  • No information is supplied on the HUD at any time.
  • All information is held on the start/pause menu, including ammo' in clip, in reserve, items in inventory, perks collected, zombies killed and time since waking up.
  • The only permanent light source originates from the flickering lightbulb in the starting room. Every other room besides the one adjacent to the starting room is pitch-black.
  • Some light emitters are present in the map, but they do not shine light upon their surroundings, but are clearly visible in the darkness.

 

Ambient lighting throughout the map includes:

Sparks continually flying from industrial power cables running across the storage area ceiling.

Red LED emitted from the digital floor number sign above both broken elevators.

Red light emitted from a 'Fire Escape' sign above a locked fire escape door.

 

 

Throughout the map, in obscure placements, are items that the player can use to elongate and aid their survival.

4 items spawn at the beginning of the game. Once an item has been picked up, another item spawns in the map.

All items spawn in randomized placements, of which there are atleast 50.

Once a player has replaced their revolver for a pistol, a revolver will spawn in the start room with no ammunition (replaces pistol).

Items that the player already has a maximum count for do not respawn until the player no longer has a max' amount.

 

Items spawn in obscure, not-easily-noticed locations. Examples could be:

Strapped to the underside of a tabled,

Hidden between storage items in the aisles,

Placed in locked lockers (player has to shoot the lock mechanism to gain access),

In a toilet urinal,

Hidden inside cupboards,

Tucked between piles of debris.

 

All items that can be picked up are slightly more colourful than those of the surrounding areas, to distinguish them to the player.

 

 

Useful items:

 

  • Box of matches     Common
    •    Counts as useable equipment (equipped via directional buttons).
    •    Each box contains 5 matches. When a match is lit, it lasts for 10 seconds.
    •    Once the box match box is equipped, pressing the "Fire weapon" button strikes a

   match.

    •    The lit match may be thrown away by pressing the "Switch weapon" button.
    •    Maximum count is 1 box at a time.
  • Red flare     Common
    •    Can be lit and lasts for 5 minutes, casting a faint glow across the surrounding area.
    •    Stacks as a special grenade. Maximum count is 3.
    •    Once placed down, it cannot be moved.
    •    Used with the "Throw tactical" control button.
  • Revolver speedloader     Rare
    •    Attatchment instantly attatched to the player's revolver once picked up.
    •    Only respawns when the player has a revolver lacking a speedloader.
  • Pistol     Rare
    •    Replaces your revolver/current pistol, comes with one clip of ammo'.
    •    New clips now spawn on the tables instead of bullets.
    •    A pistol will spawn only if the player has already picked up a speed reloader.
    •    There is only one type of pistol available.
  • Silencer     Rare
    •    Gunshots no longer draw zombies in the map to the fired-from location.
    •    May only spawn if the player is in possession of a pistol, and is instantly attatched if found.
    •    Damage is unaffected.
  • Extra battery     Rare
    •    Stacks as useable equipment (Direction buttons to equip) Maximum count is 2.
    •    Is used to replace the current battery in the player's flashlight, which is then thrown

   away.

    •    Once equipped, the player must press the "Throw lethal" to replace the current battery.
  • Perk-cola can    Insanely rare
    •    Once picked up, is instantly drunk and thrown away.
    •    Once a player has collected a perk in this game-mode, they will forever retain that

   perk.

    •    The amount of perks available in this game-mode is only 3.
    •    All perks only subtly affect the player's actions. Health affecting perks are not present.
    •    Perks stack. Once you collect a perk, it disappears from the spawning cycle.
    •    Once all perks have been found, perk-cola cans cease to spawn.

 

Perks will include only very subtle effects, such as:

No sway of weapon. Slightly increased visual accuity across temporarily lit areas. Slightly increased hearing sensitivity. Slightly increased movement speed.

 

 

Items of little to no use:

 

All items of no use, once picked up, are simply observed for in the player's hands for a few seconds with the aid of their flashlight, before being thrown away.

These items may give some insight into what happened before the player fell unconscious.

 

  • Broken mirror    Common
  • Decayed journal    Common
  • Teddy bear    Common
  • Broken compass    Common
  • Radio    Common
    •    Once found, the player switches on the radio in it's spawn location, plays a mixture of

   static, news notices on the apparent outbreak, broadcasts for help and this song:

   http://www.youtube.com/watch?v=pwnW_kVMWjo

    •     Always spawns in a random location at the beginning of the game.
    •     Once played, is continually audible in the position at which is was found. Only audible

    from that room and adjacent ones.

    •     Acts as a 'fifth item' to spawn - does not affect the other items spawning at all.
  • Empty food tin-can    Common
  • Broken analogue watch, permanently affixed to 1:15    Common


 

Leaderboard rankings:

 

Highest amount of kills in a single game.

Highest amount of time survived in a single game.

 


Any input would be greatly appreciated, especially on the item list.

 

Cheers for reading!

 

http://tinypic.com/r/4rcbvk/6http://oi48.tinypic.com/4rcbvk.jpg

12536 Views     
  • dannyfrog Novice 109 posts since
    May 2, 2012
    Currently Being Moderated

    this is a joke one zombie slap equals a death only other weapon or source of seeing is a stupid flashlight also 26 +6 ammo equals wtf man really? also the ammo all the way across the map on set tables and thats it? no other light sources and the flash light runs out and thats it. theres not a chance treyarch would implement this and alot of ppl will probs dislike this because its completley rdiculous dont need mean to burst your bubble but it is!

  • dannyfrog Novice 109 posts since
    May 2, 2012
    Currently Being Moderated

    well why did no one comment then or have any input but me? lol ..... either way i think its a ridiculous game mode dead in 5 minutes you want a scary eerie feeling go back to nacht der untoten of course minus the flashlight and crap. either way they wouldnt implement this i highly doubt for it the most part because they dont listen to anyone or fans so it would seem! if they did black ops zombies wouldnt be so bugridden as it was and is!

  • ALFREDOMAX100 Calculating status... 5 posts since
    May 20, 2012
    Currently Being Moderated

    This would really give you the suspense if you really like zombies.

  • Calculating status... 1 posts since
    May 20, 2012
    Currently Being Moderated

    One of the problems I have with that is if it's static, then it stays the same, right? That'd mean that each zombie is slow, and only takes a headshot to kill. Suppose that's the point of them being dark and small, but still. Otherwise, it seems like something I'd play.

  • MR_OnyYX_ Apprentice 485 posts since
    Jan 12, 2012
    Currently Being Moderated

    That's pretty rad, bro. Just not CoD-Zombies style.

     

    That, in itself, would make for an amazing seperate game. If there were no other details or areas of gameplay, I'd say awesome Downloadable game.

     

    I'm really big into the Survival Horror/Suspense genre of gaming, so I'd almost certainly buy this game without even looking at a trailer.

  • MR_OnyYX_ Apprentice 485 posts since
    Jan 12, 2012
    Currently Being Moderated

    With enough rooms/space and it being so dark it's nearly impossible to see without the use of your flashlight, I'm sure it would take more than 7 seconds to find the spawned zombie.

     

    Interestingly enough, it would be a colossal amount of suspense if you had to unlock each door, manually might I add, to access a new room while zombies were spawning in any of these given rooms. That being said, if zombies keep spawning in a room you haven't unlocked yet, once you do to gather ammunition, there may be 10+ in that room alone, gathering at the doorway for some brains. lol

  • ghamorra Master 8,741 posts since
    Sep 17, 2011
    Currently Being Moderated

    Not so sure about this. With some practice anyone can headshot a zombie moving at the speed of molasses. Headshot being an instant death and the next zombie not spawning for 7 secs in an area that's small enough to patrol quickly I can see this being relatively easy after some getting use to

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