With the recent release of Moon, a lot of people have been wondering where Zombies is going from here. Below is an idea I'm proposing to the community and Treyarch to get the creative juices flowing. There is a lot of content here and I will not be providing a TLDR, so try to actually read instead of just skimming through the post.
The Earth lies in ruin. The undead scourge has consumed everything in its path; hope is all but lost. The only way to save Mankind is to return to the past and prevent this disaster from ever happening again.
- Single-Player Description
Story Ark:
Dempsey, Nikolai, Takeo and Richtofen had barely managed to escape from the moon after assisting Maxis in the destruction of Earth. Now a desolate and inhabitable environment, the four heroes are the sole survivors of the human race. Richtofen knows the only way to reverse this unfortunate event is to return to the past to prevent this all from ever happening. The only known way to travel through time is by discharging a Wunderwaffe blast into the power source for the teleporter devices, the Nexus under the Der Riese site. The team must return to the dreaded factory which has changed much since their last encounter and activate the Nexus, or Mankind is doomed.
Timezones:
Players begin at present day, the world is inhabitable and the suits they used on Moon are required to survive. Players will spawn with a small capsule device that acts as a personal teleporter. With them being all linked together, every three rounds all players will be teleported to a different timezone. All timezones are looped, but they loop in a random order. Hidden radios, specific weapons, and other easter eggs are spread through out the timezones, (for example, Wonder Weapons are exclusive to each timezone with the exception of the Ray Gun, which is acquirable by a single player in all timezones) Timezones can be distinguished by the weather conditions. There will be six timezones total, which I will list below:
Spawn Timezone: The timezone at the beginning of the match. The stars are clearly visible, similar to Area 51 after the Earth is nuked. The Crematory is exclusive to this timezone. The Nexus has suffered damage from all the recent chaos, but is intact. Space Helmets must be worn to survive outside of the main compound.
Winter Timezone: The entire map is covered in heavy snowfall. Snow falls plentifully, but does not obscure the players vision as much as it does in Call of the Dead. The Winter’s Howl is exclusive to this timezone.
Sunset Timezone: The Sun hangs over the horizon, the sky is partly cloudy. This is early in the compound’s development, the surrounding area is still somewhat under construction. The Shrink Ray is exclusive to this timezone.
Storm Timezone: The sky is blackened and there is heavy rain and winds. The Scavenger is exclusive to this timezone.
Eclipse Timezone: Directly after the struggle at Der Riese in 1945, it is deep in the night and there is an eclipse in the sky. The Wunderwaffe DG2 is exclusive to this timezone.
Apocalypse Timezone: Sometime is the future, the sky is dark gray and it pours down ash. The compound has suffered extreme damage with the Nexus being the only surviving machinery, no power to perks or traps will be available and Space Helmets are required in every part of the zone. The Thunder Gun is exclusive to this timezone.
Basic Map Layout:
Players begin similar to Moon, on the spawn of Der Riese near the teleporter. Most of the nearby walls of fallen, given the players a little more breathing room. Power is barely registering, players will not be able to Pack-a-Punch yet. No windows are active in this area, zombies will spawn in every direction. Players must hold out with their pistols for four entire rounds, and when round five begins the Mainframe will shoot electricity into the sky and Richtofen says to escape to the teleporter.
Once the team teleports, they will arrive in a different random timezone at the base of the Nexus. From here, I will allow Treyarch to build the compound themselves, for each zombie map has a pretty standard layout. Below you can find some specific ideas that I would like to see incorporated.
Service Machines
The Accessorizer 9001: This device resembles an oversized slot machine, the three slots showing different attachments. Players insert weapon into the machine (similar to Pack-a-Punch) for 3000 points, pull the lever to activate the machine, and the weapon will have a chance to earn three random attachments (a stock attachment, a sight attachment, and a magazine attachment). Depending on the weapon, it can add a Red-Dot sight, Reflex sight, Telescopic Sight, Duel Mags, Extended Mags/Round Drum, a Masterkey, Flamethrower, Grenade Launcher, a Grip, Speed Reloader, etc to the weapon. Not all attachments are available for every weapon. Players can place their weapon into the machine a second time if they wish to change attachments, however they cannot chose the attachments the machine provides. Players also have the chance to earn a Jack Pot, where they get a golden camo added to the weapon as well as an extra 5000 points and the demonic announcer will say: “Hehe, we have a winner!â€. However, players also have a chance to earn a 'Blackout', where the machine will just take the weapon without returning it and the announcer will cry out: “Hahaha, better luck next time!â€.
Pack-a-Punch (UPDATED): Weapons that become Pack-a-Punch’d no longer have weapon attachments, such as Red-Dot/Reflex sights, Duel Mags, etc. Weapons only become more powerful, have larger magazines, and contain more ammo.
The Vault: Costs 2500 points to place any weapon into this machine. The machine will store the weapon, and can be retrieved for an additional 2500 points. Weapons inside the Vault can be retrieved at any time, and stay inside the Vault even if the player goes down and dies. Only one weapon can be stored at a time in The Vault. Weapon’s ammo does not change while inside the Vault, even during Max Ammo. Only one player can place a weapon inside the Vault at a time. When the weapon is retrieved, the current weapon the player is holding gets replaced, unless the player only holds a single weapon or has Mule Kick. This machine resembles a large metal security vault.
Perk-a-Cola Pro
After purchasing a Perk-a-Cola, players can look for a piece of equipment that ranges in color (red for Juggernaut, blue for Revive, etc) that are randomly scattered across the map, one per timezone. When plugged into the corresponding perk machine, it will shoot out a colored electricity (depending on perk) and players will be able to permanently buy an upgraded version of that Perk-a-Cola for a doubled payment of the original price that will give additional benefits. The upgraded machine will ONLY be upgraded in that specific timezone, players can choose to have all their upgraded perks in a single timezone or spread them out. The liquid in the upgraded Colas will be golden, and a star with a gold outline will be present of the icons of Colas you already purchased. (The QED can automatically upgrade a perk, but does not upgrade the perk machine) Double Tap has been discontinued.
Mule Kick Pro: Allows players to carry an extra Lethal and Tactical grenade and equipment. If a player dies with this perk and loses a weapon, it will be returned when they purchase the perk again.
PhD Flopper Pro: Players will no longer need an elevated surface to dive to an explosive prone and will do more damage when diving from higher surfaces. When diving through zombies, they will be pushed aside, even if they are not killed.
Stamin-Up Pro: Players will be able to dive farther then before and have a shorter delay between sprinting pauses. Players can also reload while sprinting.
Speed Cola Pro: Players will be able to switch weapons much faster, aim down sights faster, and will also be able to repair two barriers at a time when repairing windows.
Revive Soda Pro: If downed with this perk, players wield both of their original weapons (1 full clip each), crawl faster, and stay down longer, as well as use equipment. Players will also keep one random perk other then this one after they go down, with the exception of Revive soda.
(When playing Solo, this perk allows you to keep all your perks instead of just a random one, with the exception of this perk)
Juggernog Pro: Whenever a player takes damage from zombies, the zombies are slightly shocked and take electrical damage. Faster health regeneration and no flinch when attacked.
Deadshot Pro: Player’s bullets will have increased damage and penetration as well as reduced recoil when aiming down the sights.
New Equipment
Miniature Sentry Gun: A miniature turret that can be placed on any level platform around the map. (This turret resembles the automatic turret rather then an actual Sentry Gun, but fuctions more like the Sentry Gun) This device takes up the Left D-Pad. The turret shoots in 3-round bursts and can turn in a 180-degree angle. Every minute of continuous firing requires a 30 second cool-down. Zombies can attack a turret if it is blocking their path to the survivors. Only one player can wield a turret at a time.
Oversized Bear Traps: Takes up the top D-Pad. This device can be placed on the ground in any level location. Zombies caught in the device will be permanently stuck, gradually dealing decent damage over time. After used, the trap will take 10 seconds to automatically reset itself, or can be manually reset by the owner. Hellhounds can jump over the trap, but sometimes still fall victim. If this trap is active for longer then 5 minutes without being triggered, it will automatically disarm itself and would need to be reactivated, and if killed it will disappear. Only one player can acquire a Bear Trap at a time.
Flash Grenades: Takes up the Tactical Grenade button. These grenades can be thrown to temporarily paralyze a group of zombies, but zombies can still attack players that are in close proximity. Does not affect the Teddy Bear, but does effect Hellhounds. Players receive two at the start of every round.
Spike Grenades: Takes up the Lethal Grenade button. When used, the player will press a small button on top of the grenade and the edges of the device will glow blue and hum slightly. The player then tosses it underhand in the direction it faces, and it will glow and hum loudly for roughly 3 seconds and bounce upwards, spewing 7 spikes from each of the devices side far outwards, killing any zombies in it’s radius. Players receive a single one every round.
Trip Mine: This device takes the top D-Pad. Replacing claymores, this device resembles the trip mines from Modern Warfare 2 (think of the mission Loose Ends, the ambush cutscene at the beginning of the mission). Like the claymores, they replenish every round and are instant kills against all enemies.
Power-Ups
Power-Up for the most part will stay the same, but when players walk over a power-up it will be shown on the bottom corner of their screen next to the capsule device. By pressing the select button (the score will be moved to the pause button) players can activate whatever power-up they are wielding. Only one power-up can be held per player, four power-ups total between all players. If a N6 Crawler bites you, they will destroy your power-up.
Gold Rush: A Power-up that adds a 3x multiplier for 30 seconds. Twice as rare as a Double Points Power-up. The Power-Up resembles a bar of gold and has a blue glow.
Carpenter (UPDATED): Zombies that attempt to bring down any barricade will instantly die, for when the power-up is active all barricades are on fire for 20 seconds. This power-up also adds a glass layer to the barricade once the fire dissipates, increasing the time it takes for zombies to break through. Adds 300 points instead of 200.
Slow-Mo: When activated, all zombies and the environment moves twice as slow for 30 seconds. Players can still be harmed by zombies. The Power-Up resembles a hourglass with a blue glow.
Traps
Traps work similarly to how they always have, but can only be activated once in a specific timezone until they leave that timezone. Once one trap is used, all others have a global cool-down of 2 minutes.
Map-Wide Speaker System: A miniature satellite located near the middle of the map can send out a high-pitch, high frequency noise that will cause zombies to grab their ears and scream while thrashing around violently on the floor. Players will become disorientated and move slowly until they put on their helmets. Some zombies’ head’s will explode while this trap is active. This only effect a particular zombie for about 10 seconds, but the noise will continue for 30 total seconds and can affect zombies that just have begun to spawn.
Mounted Machinegun: Similar to the mounted guns in Kino Der Toten and Ascension, these turrets can be activated for 2,500 points and becomes usable for any member of the team. Players can grasp the turret and fire away the 500 rounds available, and once the ammunition is depleted it will need another 2,500 points to become useable again.
Spinning Blade Trap: A large rotating blade that is hidden in the ground can be activated, slicing and zombie or player that comes near. They are similar to the fire and electrical traps.
New Weapon
The Crematory: The Crematory is a very large ‘cannon’ like weapon. The weapon is a large cole-black color with a hallowed out interior which contains a bright red core. The barrel of the weapon is a wide oval shape with a smaller oval shape inside. On the left side of the stock of the weapon is a large grip that players hold onto, for the weapon is too heavy to support it from its shaft. It fires concentrated amounts of superheated plasma in small, red beams that is not affected by gravity. These beams of energy can rip through enemies and leaves a trail of fire wherever it hits for a short period of time. Ammunition is identical to the Flamethrower attachment with 50 extra canisters of red energy cores. When upgraded, the weapon becomes the Death Ray. The Death Ray has 65 extra canisters of energy (115 total), and takes about twice as long to go through an entire canister. The beam of energy is white, a little wider, and has small amounts of purple energy emitting from the beams of plasma.
New/Returning Features
Energy Generators: There are 4 generators in different sections of the map that produces power to each corner of the map. The energy generators that need to be activated at the beginning of a match and work similarly to the power switch in other maps. Once all four generators have been activated, players will have to journey back to the starting room of the map to reach the Lockdown Control Pad, ending the map wide lockdown and completely restoring power to the entire map. Every time players travel to a new timezone, power will be shut off and need to be reactivated.
Samantha’s Teddy Bear: Randomly every few rounds, a Teddy Bear holding a blanket will drain all the player’s points by 10 every second while it is on the map. When the Teddy Bear appears, all energy generators will be shut off. The Teddy Bear will spawn in a sitting position, holding its blanket close to its chest in a random location on the map, singing common Nursery Rhymes such as “Ring Around the Rosyâ€, “The Itsy Bitsy Spiderâ€, etc. When the player first shoots the Teddy Bear, The Teddy will quickly rise to its feet and scream loudly, disappearing to another random location. It spawns only once on rounds 5-9, two times on a single round during rounds 10-19, three times on rounds 20-29, etc. After the Teddy Bear is killed for the last time, it will drop a Fire Sale and if the players lost less then 100 times the amount of points compared to the corresponding round, (on round 10, they will need to have lost less then 1000 points) it will also drop a Perk Sale.
The Hellhounds: The Hellhounds returns, appearing with normal zombie rounds after round 20, somewhat similar to Der Riese. Along with appearing from lightning bolts, Hellhounds can also jump through fully boarded windows in one swift motion. Hellhounds have the new ability to jump onto a player, and an animation will occur similar to how dogs can jump onto you in the World at War campaign, which they can be killed by snapping their necks or having a teammate assist you (Hellhounds can still do their normal bite attack that will only damage you and not incapacitate you). They will also be able to teleport around the map, similar to the Nova 6 Crawlers on “Moonâ€. Hellhounds will spawn in 2-4 groups of 5-7 (depending on current round), and players are notified that the Hellhounds appear when the Demonic Announcer will say “Fetch me their souls!â€. Hellhounds groups will only appear once in a given round and do not have their own individual rounds.
Nova 6 Crawlers: N6 Crawlers return, but instead of focusing on hurting the players they focus on shutting down the power. They do so by jumping onto the generators (similar to the monkeys) and begin to claw and bite the devices. This action notifies the players when the lights on the map will begin to flicker off and on in the designated area and a voice on the intercom will shout, “Power flow is being disrupted in the ____ sectorâ€. The crawlers take exactly one total minute to disable a generator, and it takes 30 seconds for the generator to be able to be turned on again. If a generator goes down, all the power in that section of the map will go down. Crawlers will instantly attack the players if they get too close or are shot, and still explode in a green mist if they are killed. Only one Crawler will be active on the map at a time.
Lockdown Control Pad: When activated, this button will end the Map-Wide lockdown, allowing access to the entire maps contents, such as the Service Machines, traps, etc as well as access to the blast doors. (Players will still have access to the Perk Machines, even during a Lockdown) This only needs to be turned on once, even if the generators are disabled afterwards.
Rotating Structure: Near the spawn of the Nexus is a large structure that dwarfs its surroundings. (Think of the rotating hallway from Inception or the last dungeon in Majora's Mask for all you old timers) This building surrounds the Nexus and at a random time once every round it will spin 180*, revealing new weapons on the wall and rooms to explore. The structure is suspended in the air but is so large it carries underground. Each side of the structure would have a number of exclusive items such as the Bowie Knife and Claymores. Aside from the primary entry (which can be access from any angle) it has two doors, one being blocked depending on the angle. These doors lead to underground laboratories that circle together to the oposite door. The only way to reach these labs is through the rotating structure.
Blast Doors: Blasts Doors are oversized door that requires 3000 points from every player to open. These doors can only be used after the Lockdown has ended.
Zombie Changes
Some significant changes will be made to how the zombies kill you. For example, Zombies will return to their sprinting status from Veruckt in the later rounds. Instead of all zombies spawning with limbs intact, some zombies will spawn without an arm, some without legs, and even sometimes without a head! Zombies also will sometimes trip or fall flat on their faces when sprinting for long periods of time.
I thank you for reading my long wall of a post, and hope you liked what you read. I'll be monitoring the thread now and again in case any of you have and questions or comments. Thanks.
The Earth lies in ruin. The undead scourge has consumed everything in its path; hope is all but lost. The only way to save Mankind is to return to the past and prevent this disaster from ever happening again.
- Single-Player Description
Story Ark:
Dempsey, Nikolai, Takeo and Richtofen had barely managed to escape from the moon after assisting Maxis in the destruction of Earth. Now a desolate and inhabitable environment, the four heroes are the sole survivors of the human race. Richtofen knows the only way to reverse this unfortunate event is to return to the past to prevent this all from ever happening. The only known way to travel through time is by discharging a Wunderwaffe blast into the power source for the teleporter devices, the Nexus under the Der Riese site. The team must return to the dreaded factory which has changed much since their last encounter and activate the Nexus, or Mankind is doomed.
Timezones:
Players begin at present day, the world is inhabitable and the suits they used on Moon are required to survive. Players will spawn with a small capsule device that acts as a personal teleporter. With them being all linked together, every three rounds all players will be teleported to a different timezone. All timezones are looped, but they loop in a random order. Hidden radios, specific weapons, and other easter eggs are spread through out the timezones, (for example, Wonder Weapons are exclusive to each timezone with the exception of the Ray Gun, which is acquirable by a single player in all timezones) Timezones can be distinguished by the weather conditions. There will be six timezones total, which I will list below:
Spawn Timezone: The timezone at the beginning of the match. The stars are clearly visible, similar to Area 51 after the Earth is nuked. The Crematory is exclusive to this timezone. The Nexus has suffered damage from all the recent chaos, but is intact. Space Helmets must be worn to survive outside of the main compound.
Winter Timezone: The entire map is covered in heavy snowfall. Snow falls plentifully, but does not obscure the players vision as much as it does in Call of the Dead. The Winter’s Howl is exclusive to this timezone.
Sunset Timezone: The Sun hangs over the horizon, the sky is partly cloudy. This is early in the compound’s development, the surrounding area is still somewhat under construction. The Shrink Ray is exclusive to this timezone.
Storm Timezone: The sky is blackened and there is heavy rain and winds. The Scavenger is exclusive to this timezone.
Eclipse Timezone: Directly after the struggle at Der Riese in 1945, it is deep in the night and there is an eclipse in the sky. The Wunderwaffe DG2 is exclusive to this timezone.
Apocalypse Timezone: Sometime is the future, the sky is dark gray and it pours down ash. The compound has suffered extreme damage with the Nexus being the only surviving machinery, no power to perks or traps will be available and Space Helmets are required in every part of the zone. The Thunder Gun is exclusive to this timezone.
Basic Map Layout:
Players begin similar to Moon, on the spawn of Der Riese near the teleporter. Most of the nearby walls of fallen, given the players a little more breathing room. Power is barely registering, players will not be able to Pack-a-Punch yet. No windows are active in this area, zombies will spawn in every direction. Players must hold out with their pistols for four entire rounds, and when round five begins the Mainframe will shoot electricity into the sky and Richtofen says to escape to the teleporter.
Once the team teleports, they will arrive in a different random timezone at the base of the Nexus. From here, I will allow Treyarch to build the compound themselves, for each zombie map has a pretty standard layout. Below you can find some specific ideas that I would like to see incorporated.
Service Machines
The Accessorizer 9001: This device resembles an oversized slot machine, the three slots showing different attachments. Players insert weapon into the machine (similar to Pack-a-Punch) for 3000 points, pull the lever to activate the machine, and the weapon will have a chance to earn three random attachments (a stock attachment, a sight attachment, and a magazine attachment). Depending on the weapon, it can add a Red-Dot sight, Reflex sight, Telescopic Sight, Duel Mags, Extended Mags/Round Drum, a Masterkey, Flamethrower, Grenade Launcher, a Grip, Speed Reloader, etc to the weapon. Not all attachments are available for every weapon. Players can place their weapon into the machine a second time if they wish to change attachments, however they cannot chose the attachments the machine provides. Players also have the chance to earn a Jack Pot, where they get a golden camo added to the weapon as well as an extra 5000 points and the demonic announcer will say: “Hehe, we have a winner!â€. However, players also have a chance to earn a 'Blackout', where the machine will just take the weapon without returning it and the announcer will cry out: “Hahaha, better luck next time!â€.
Pack-a-Punch (UPDATED): Weapons that become Pack-a-Punch’d no longer have weapon attachments, such as Red-Dot/Reflex sights, Duel Mags, etc. Weapons only become more powerful, have larger magazines, and contain more ammo.
The Vault: Costs 2500 points to place any weapon into this machine. The machine will store the weapon, and can be retrieved for an additional 2500 points. Weapons inside the Vault can be retrieved at any time, and stay inside the Vault even if the player goes down and dies. Only one weapon can be stored at a time in The Vault. Weapon’s ammo does not change while inside the Vault, even during Max Ammo. Only one player can place a weapon inside the Vault at a time. When the weapon is retrieved, the current weapon the player is holding gets replaced, unless the player only holds a single weapon or has Mule Kick. This machine resembles a large metal security vault.
Perk-a-Cola Pro
After purchasing a Perk-a-Cola, players can look for a piece of equipment that ranges in color (red for Juggernaut, blue for Revive, etc) that are randomly scattered across the map, one per timezone. When plugged into the corresponding perk machine, it will shoot out a colored electricity (depending on perk) and players will be able to permanently buy an upgraded version of that Perk-a-Cola for a doubled payment of the original price that will give additional benefits. The upgraded machine will ONLY be upgraded in that specific timezone, players can choose to have all their upgraded perks in a single timezone or spread them out. The liquid in the upgraded Colas will be golden, and a star with a gold outline will be present of the icons of Colas you already purchased. (The QED can automatically upgrade a perk, but does not upgrade the perk machine) Double Tap has been discontinued.
Mule Kick Pro: Allows players to carry an extra Lethal and Tactical grenade and equipment. If a player dies with this perk and loses a weapon, it will be returned when they purchase the perk again.
PhD Flopper Pro: Players will no longer need an elevated surface to dive to an explosive prone and will do more damage when diving from higher surfaces. When diving through zombies, they will be pushed aside, even if they are not killed.
Stamin-Up Pro: Players will be able to dive farther then before and have a shorter delay between sprinting pauses. Players can also reload while sprinting.
Speed Cola Pro: Players will be able to switch weapons much faster, aim down sights faster, and will also be able to repair two barriers at a time when repairing windows.
Revive Soda Pro: If downed with this perk, players wield both of their original weapons (1 full clip each), crawl faster, and stay down longer, as well as use equipment. Players will also keep one random perk other then this one after they go down, with the exception of Revive soda.
(When playing Solo, this perk allows you to keep all your perks instead of just a random one, with the exception of this perk)
Juggernog Pro: Whenever a player takes damage from zombies, the zombies are slightly shocked and take electrical damage. Faster health regeneration and no flinch when attacked.
Deadshot Pro: Player’s bullets will have increased damage and penetration as well as reduced recoil when aiming down the sights.
New Equipment
Miniature Sentry Gun: A miniature turret that can be placed on any level platform around the map. (This turret resembles the automatic turret rather then an actual Sentry Gun, but fuctions more like the Sentry Gun) This device takes up the Left D-Pad. The turret shoots in 3-round bursts and can turn in a 180-degree angle. Every minute of continuous firing requires a 30 second cool-down. Zombies can attack a turret if it is blocking their path to the survivors. Only one player can wield a turret at a time.
Oversized Bear Traps: Takes up the top D-Pad. This device can be placed on the ground in any level location. Zombies caught in the device will be permanently stuck, gradually dealing decent damage over time. After used, the trap will take 10 seconds to automatically reset itself, or can be manually reset by the owner. Hellhounds can jump over the trap, but sometimes still fall victim. If this trap is active for longer then 5 minutes without being triggered, it will automatically disarm itself and would need to be reactivated, and if killed it will disappear. Only one player can acquire a Bear Trap at a time.
Flash Grenades: Takes up the Tactical Grenade button. These grenades can be thrown to temporarily paralyze a group of zombies, but zombies can still attack players that are in close proximity. Does not affect the Teddy Bear, but does effect Hellhounds. Players receive two at the start of every round.
Spike Grenades: Takes up the Lethal Grenade button. When used, the player will press a small button on top of the grenade and the edges of the device will glow blue and hum slightly. The player then tosses it underhand in the direction it faces, and it will glow and hum loudly for roughly 3 seconds and bounce upwards, spewing 7 spikes from each of the devices side far outwards, killing any zombies in it’s radius. Players receive a single one every round.
Trip Mine: This device takes the top D-Pad. Replacing claymores, this device resembles the trip mines from Modern Warfare 2 (think of the mission Loose Ends, the ambush cutscene at the beginning of the mission). Like the claymores, they replenish every round and are instant kills against all enemies.
Power-Ups
Power-Up for the most part will stay the same, but when players walk over a power-up it will be shown on the bottom corner of their screen next to the capsule device. By pressing the select button (the score will be moved to the pause button) players can activate whatever power-up they are wielding. Only one power-up can be held per player, four power-ups total between all players. If a N6 Crawler bites you, they will destroy your power-up.
Gold Rush: A Power-up that adds a 3x multiplier for 30 seconds. Twice as rare as a Double Points Power-up. The Power-Up resembles a bar of gold and has a blue glow.
Carpenter (UPDATED): Zombies that attempt to bring down any barricade will instantly die, for when the power-up is active all barricades are on fire for 20 seconds. This power-up also adds a glass layer to the barricade once the fire dissipates, increasing the time it takes for zombies to break through. Adds 300 points instead of 200.
Slow-Mo: When activated, all zombies and the environment moves twice as slow for 30 seconds. Players can still be harmed by zombies. The Power-Up resembles a hourglass with a blue glow.
Traps
Traps work similarly to how they always have, but can only be activated once in a specific timezone until they leave that timezone. Once one trap is used, all others have a global cool-down of 2 minutes.
Map-Wide Speaker System: A miniature satellite located near the middle of the map can send out a high-pitch, high frequency noise that will cause zombies to grab their ears and scream while thrashing around violently on the floor. Players will become disorientated and move slowly until they put on their helmets. Some zombies’ head’s will explode while this trap is active. This only effect a particular zombie for about 10 seconds, but the noise will continue for 30 total seconds and can affect zombies that just have begun to spawn.
Mounted Machinegun: Similar to the mounted guns in Kino Der Toten and Ascension, these turrets can be activated for 2,500 points and becomes usable for any member of the team. Players can grasp the turret and fire away the 500 rounds available, and once the ammunition is depleted it will need another 2,500 points to become useable again.
Spinning Blade Trap: A large rotating blade that is hidden in the ground can be activated, slicing and zombie or player that comes near. They are similar to the fire and electrical traps.
New Weapon
The Crematory: The Crematory is a very large ‘cannon’ like weapon. The weapon is a large cole-black color with a hallowed out interior which contains a bright red core. The barrel of the weapon is a wide oval shape with a smaller oval shape inside. On the left side of the stock of the weapon is a large grip that players hold onto, for the weapon is too heavy to support it from its shaft. It fires concentrated amounts of superheated plasma in small, red beams that is not affected by gravity. These beams of energy can rip through enemies and leaves a trail of fire wherever it hits for a short period of time. Ammunition is identical to the Flamethrower attachment with 50 extra canisters of red energy cores. When upgraded, the weapon becomes the Death Ray. The Death Ray has 65 extra canisters of energy (115 total), and takes about twice as long to go through an entire canister. The beam of energy is white, a little wider, and has small amounts of purple energy emitting from the beams of plasma.
New/Returning Features
Energy Generators: There are 4 generators in different sections of the map that produces power to each corner of the map. The energy generators that need to be activated at the beginning of a match and work similarly to the power switch in other maps. Once all four generators have been activated, players will have to journey back to the starting room of the map to reach the Lockdown Control Pad, ending the map wide lockdown and completely restoring power to the entire map. Every time players travel to a new timezone, power will be shut off and need to be reactivated.
Samantha’s Teddy Bear: Randomly every few rounds, a Teddy Bear holding a blanket will drain all the player’s points by 10 every second while it is on the map. When the Teddy Bear appears, all energy generators will be shut off. The Teddy Bear will spawn in a sitting position, holding its blanket close to its chest in a random location on the map, singing common Nursery Rhymes such as “Ring Around the Rosyâ€, “The Itsy Bitsy Spiderâ€, etc. When the player first shoots the Teddy Bear, The Teddy will quickly rise to its feet and scream loudly, disappearing to another random location. It spawns only once on rounds 5-9, two times on a single round during rounds 10-19, three times on rounds 20-29, etc. After the Teddy Bear is killed for the last time, it will drop a Fire Sale and if the players lost less then 100 times the amount of points compared to the corresponding round, (on round 10, they will need to have lost less then 1000 points) it will also drop a Perk Sale.
The Hellhounds: The Hellhounds returns, appearing with normal zombie rounds after round 20, somewhat similar to Der Riese. Along with appearing from lightning bolts, Hellhounds can also jump through fully boarded windows in one swift motion. Hellhounds have the new ability to jump onto a player, and an animation will occur similar to how dogs can jump onto you in the World at War campaign, which they can be killed by snapping their necks or having a teammate assist you (Hellhounds can still do their normal bite attack that will only damage you and not incapacitate you). They will also be able to teleport around the map, similar to the Nova 6 Crawlers on “Moonâ€. Hellhounds will spawn in 2-4 groups of 5-7 (depending on current round), and players are notified that the Hellhounds appear when the Demonic Announcer will say “Fetch me their souls!â€. Hellhounds groups will only appear once in a given round and do not have their own individual rounds.
Nova 6 Crawlers: N6 Crawlers return, but instead of focusing on hurting the players they focus on shutting down the power. They do so by jumping onto the generators (similar to the monkeys) and begin to claw and bite the devices. This action notifies the players when the lights on the map will begin to flicker off and on in the designated area and a voice on the intercom will shout, “Power flow is being disrupted in the ____ sectorâ€. The crawlers take exactly one total minute to disable a generator, and it takes 30 seconds for the generator to be able to be turned on again. If a generator goes down, all the power in that section of the map will go down. Crawlers will instantly attack the players if they get too close or are shot, and still explode in a green mist if they are killed. Only one Crawler will be active on the map at a time.
Lockdown Control Pad: When activated, this button will end the Map-Wide lockdown, allowing access to the entire maps contents, such as the Service Machines, traps, etc as well as access to the blast doors. (Players will still have access to the Perk Machines, even during a Lockdown) This only needs to be turned on once, even if the generators are disabled afterwards.
Rotating Structure: Near the spawn of the Nexus is a large structure that dwarfs its surroundings. (Think of the rotating hallway from Inception or the last dungeon in Majora's Mask for all you old timers) This building surrounds the Nexus and at a random time once every round it will spin 180*, revealing new weapons on the wall and rooms to explore. The structure is suspended in the air but is so large it carries underground. Each side of the structure would have a number of exclusive items such as the Bowie Knife and Claymores. Aside from the primary entry (which can be access from any angle) it has two doors, one being blocked depending on the angle. These doors lead to underground laboratories that circle together to the oposite door. The only way to reach these labs is through the rotating structure.
Blast Doors: Blasts Doors are oversized door that requires 3000 points from every player to open. These doors can only be used after the Lockdown has ended.
Zombie Changes
Some significant changes will be made to how the zombies kill you. For example, Zombies will return to their sprinting status from Veruckt in the later rounds. Instead of all zombies spawning with limbs intact, some zombies will spawn without an arm, some without legs, and even sometimes without a head! Zombies also will sometimes trip or fall flat on their faces when sprinting for long periods of time.
I thank you for reading my long wall of a post, and hope you liked what you read. I'll be monitoring the thread now and again in case any of you have and questions or comments. Thanks.
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