Contents
Introduction
Gun upgrades
Gun upgrade tree
Gun descriptions
Grenades and Equipment
Primary grenades
Secondary grenades
Lethal equipment
Non-lethal equipment
Melee weapons
Powerups
Map components
Machines
Traps
Interactive
Perk vendors
Component parts
Objectives
Lobby & scoreboard
Map layout
Credits
Introduction
This document is a variety of ideas inspired by community input have been organized. This includes new guns and upgrades as well as all equipment items, grenades, powerups, perks, machines and traps. Every effort was made to only provide ideas that are fitting to the “COD zombie” theme and workable in an actual game.
This document revolves around four main ideas, they are;
♦ Gun combinations to create a 3rd tier upgrade, giving the possibility to produce over 1000 unique guns..
♦ Diversity in equipment for people to specialise in a role to promote teamwork.
♦ Dark sections of a map to allow larger open areas that must be manually illuminated.
♦ In game optional objectives to vary the gameplay.
A large variety of new kit items are described, as the more variation in a person’s load-out the more teamwork will be required to do really well. As it stands the best load-out is always the same for all players but by classifying them they will work better as a team. For example one can be in charge of barricading areas while another illuminates it while another drops a time bomb to destroy those that will accumulate at the barricade. The first words of the Easter egg hunt is the first 3 words of the first paragraph on this page (starting with T, d & i), keep reading to find the next words of the sentence but note that the actual physical prize was only included in the hardcopy versions sent to Treyarch.
Gun Upgrades
Gun upgrades are carried out by combing two previously “pack a punched” guns in the machine. Taking the first example; if one acquires the china lake and the HS10 from the mystery box and subsequently upgrades both in the PaP machine to “china beach” and “Typhoid & Mary”, these two guns can then be combined at a cost of $10000 into the 3rd tier gun “Red mist”, a triple barreled cannon. This leaves you holding the one gun, whereby you can return to the box and get another.
The theory behind the “combiner” is that if one teleports two objects into the same space they combine at the molecular level with the result having the combined properties of its parent guns. This is seen in the movie “The Fly” whereby a man teleports himself not knowing a fly teleported with him, DNA is merged and a manfly is the result.
The upgrades have been kept simple with one gun combining with one other to form the 3rd tier weapon. The combination guns have taken at least one attribute from each of the parent weapons making a unique gun.
Effort has been given into making 3rd tier guns have “tricks” in their use, whereby they have to be used in a certain way to unleash their upgraded effect, this can be seen in the “Doppler cannon” where the person’s movement speed affects its capability. Other effects like recoil knocking one back, charge times for more powerful shots, synchronized LT/RT shots, accelerating fire rates and focusing ability have also been included. So even though these guns have a significant power increase over the stock weapons it comes at a cost of having to be used in a specific way that have to be found out by the players.
Other modes of upgrading guns suggested by the community such as simply PaP’ing a gun twice or ammo machines have been rejected as that will only increase the play time and wave obtained without providing any variability, puzzle solving or adventure in the gameplay.
To increase the chances of a player possessing 2 combination guns at one time, I propose a "PWNbroker" machine which allows a player to sell guns which can be bought back at an inflated price later. This in effect stores the guns until they are needed, allows players to swap guns at a price or simply get some return for unwanted guns. The PWNbroker will be described later.
With 36 guns available either on the wall or out of the box, this means there is 36 PaP versions and 18 combination guns, or 90 unique guns in all. Since there are 630 possible gun combinations, with no prior knowledge of the unique combinations a player has about a 3% chance of getting a unique gun when a combination is attempted. Clues to the combinations could be left around the map such as a carving on a wall of the silhouettes, a note of paper with the two names on it, graffiti on a bathroom door (calamity & Jane love a 3-50m3), hidden in your characters quotes or an inscription of the guns "mate" on its stock like clan tags in MP.
If one tries to upgrade two gun combinations that do not result in a unique gun, it could be that the gun received back is always inferior to those you put in. For example; combining the Predator with the SPAZ-24 will result in a Predator but only having the ammo capacity of the SPAZ. It gives you the higher capacity weapon that looks and functions exactly the same however with the lower ammo capacity of the other, a damage multiplier could also be used to increase the power of these guns to retain some effectiveness. Another possible and preferable solution is to average the values of the damage/recoil/fire rate/ammo capacity and apply them to the gun you are holding when you use the machine, thus creating a huge array of weapons open for experimentation which are generated purely on a set mathematical code. The main problem with this is that wonder weapons and launchers create overpowering weapons when combined with high capacity guns; in this case a damage cap could be used. Since order of the combination is important and using the examples in this document there would be a total of 1242 guns with differing properties.
The following table shows the values of the parent guns and the combinations. It’s firing mode and “skin” is based on the weapon you are holding when you use the machine. So if you are holding an upgraded AUG with an upgraded ray gun as secondary and attempt the combination you receive back an arbitrarily named AP115 (first letter of each followed by 115) which looks like the AUG, retains its full auto firing mode but has the averaged values of the two. Likewise if the Cobra is held and combined with the secondary AUG the received gun is a semi-auto Cobra named CA115 with averaged attributes, a silver camo could be given to distinguish the 3rd tier guns.
Name AUG-50M3 Porters x2 AP115 Cobra AUG-50M3 CA115
Upgrade PaP PaP Combined PaP PaP Combined
Damage 200-140 2000 1100-1070 1000-600 200-140 600-370
Fire rate 937 181 559 625 937 781
Mag. capacity 30 40 35 12 30 21
Ammunition 390 200 295 96 390 243
Firing mode auto auto auto Semi-auto auto Semi-auto
Combining order 1 2 dispensed 1 2 dispensed
Skin AUG Ray gun AUG Python AUG Python
Gun Upgrade Tree
Gun Descriptions
Naming: “Red mist” comes from the splattering of blood from an exploded body, implying the body has been completely turned to red mist from the explosive shells.
Combination: 3 barrels + explosive shells = 3 barreled cannon.
Description: Red mist is carried and fired from the hip with no ability to aim down the sights, rather fires with good accuracy off the hip like the “death machine”. Fire is automatic with a slow fire rate with each shell exploding on impact. Added negative effect is that it knocks you back slightly under recoil with every shot.
Naming: “AK115 Incinerator” named due to its underbarreled flamethrower. “Lead poison” due to the high ammo capacity and subsequent amount of toxic lead it can put into a body. “MI Bushfire” for “my bushfire” since on firing it makes your own personal bushfire due to its incendiary bullets.
Combination: Flamethrower + machine gun = incendiary machine gun.
Description: The MI Bushfire holds 200rd per magazine with a total of 1000rds (5 magazines). Firing normally is no different the standard “Lead poison”. The incendiary effect is a secondary function that can be used for an equivalent of 2 magazines turned on and off with d-pad left. On triggering the secondary function red tubes into the barrel glow as the incendiary mixture is injected into the barrel from the tank beneath, this tank diminishes from 100%-0%, thus both the tank and conventional ammo is used up when firing in this mode. To clarify, you always get 1000 shots from this gun, with 400 capable of having an incendiary effect. The incendiary rounds deal more damage and ignite the zombie on its death dealing damage to any that then walk over it.
Naming: “Deffcannon”, from the word deaf, “3chocannon” since the sound can echo, “Doppler cannon” since it functions utilising the Doppler Effect (waves emitted from an object change in frequency based on its velocity and direction).
Combination: Sound gun + silenced gun = variable frequency gun.
Description: Deffcannon fires a constant projection of sound in a wide beam, the beam looks like a blur to the user and sounds like a beating hum. On striking a zombie they put their hands over their ears while continuing their advance towards you until enough damage has been delivered, whereby their head explodes.
The 3chocannon carries an increased battery life and has the same effect as the deffcannon, though the sound beam is capable of reflecting off a couple walls until it disperses.
The Doppler cannon varies is sound frequency based on your movement, using an exaggerated Doppler effect moving forward increases the frequency to a high pitched whine while walking backwards turns it into a low rumble. Moving at the correct speed hits resonant frequencies that have a devastating effect of zombies; these resonant frequencies are detectable by violent vibration through the controller. Using the cannon outside of these resonant frequencies results in the same damage as the “3chocannon”, though hitting the forward resonant frequency causes the zombies will vibrate violently before exploding. Hitting the lower backward resonant frequency will act on the zombies muscles causing them to seize for a period of time while still suffering damage.
Naming: “DG Cherry popper”, comes from its ability to penetrate barriers or walls before entering the body and the subsequent blood that results.
Combination: Sniper rifle + thermal scope + huge electrical power = rail gun.
Description: The Cherry popper is a large sniper rifle taking the form of a rail gun. The gun is fitted with an x-ray or FLIR scope that is capable of looking through any and multiple walls for a target which it displays on a LCD screen at the back of the scope, not unlike a camcorder viewfinder. The rifles stock loops over the shoulder to help steady its heavy weight. While ADS a charge bar appears so that once the capacitors are fully charged the rail gun is capable of very powerful purely kinetic shots that will pierce multiple walls and kill instantly the target.
Naming: “MLRS Fulminator”, MLRS stands for multiple launch rocket system, and to fulminate is to explode violently.
Combination: Shotgun + rocket launcher = spread of small rockets.
Description: The Fulminator fires 10 small rockets at once in a spread pattern dealing damage over a large area. It is fed by a pump action from a top mounted magazine holding 5 shots, with a total available of 30.
Naming: “Gastrectomy” is named after the surgical procedure to remove part of, or the whole stomach.
Combination: Long pointy assault/battle rifle + knife = rifle mounted bayonet.
Description: The Gastrectomy looks just like its parent rifle the “EPC WN” however it’s fitted with a bayonet. This takes over ones melee weapon whereby on clicking RS the player does a bayonet charge impaling a zombie in the stomach which is then kicked off leaving the zombie on the ground if not killing it. The ballistic knifes reviving function can still be used by using it as an underbarrel attachment (d-pad left), 11 knife blades are given whereby the last one cannot be fired. Gastrectomy retains the 3 shot burst of EPC WN but holds more ammunition capable of higher power. The second clue in the Easter egg hunt is the two consecutive words beginning with the letters “b” within the last paragraph on page 19. Keep reading to find the next word in the sentence.
Naming: “Antitoxin” due to it firing a zombie cure, “Zombie fodder” since the cured person becomes food for the other zombies, “Hall pass” due to its ability to easily clear tight passages so you can pass through, a play on schools items they give to students allowing them to walk the halls.
Combination: Airgun + large smooth bore gun = air cannon.
Description: The antitoxin gun is a break action air rifle firing a dart which must be individually cocked and loaded each shot. On firing the dart flies rapidly but visibly to the target which causes the zombie to collapse to the ground while the cure takes its effect, the cured zombie then awakens looking more normal and regains conscious thought. The cured zombie then attempts to escape the horde whereby you can escort them giving them passage to a safe door whereby you are awarded bonus $, or instead let the horde attack and eat the victim buying you time as their attention is diverted.
Zombie fodder is the same as antitoxin; however it’s fitted with an ACOC scope and its cure acts faster on the zombies well as giving the cured zombie more health when it awakes. Both guns hold 25 darts.
Hall pass takes the form of a large bored air cannon resembling “potato guns” when fired. The projectile flies slowly like the crossbow bolts though their heavy weight imparts a lot of kinetic energy onto the target blowing them back clear off their feet when struck. It’s very high damage per shot, but due to the nature of it knocking them off their feet when struck means it’s not effective at killing fast at higher levels since one cannot get rapid shots into each zombie, rather its best at clearing a path. Hall pass would work well in combination with a teammate firing a machine gun, Hall pass keeps them at a distance while your teammate mows into them. Hall pass has a side mounted magazine of 15 shots, with 150 in total.
Naming: “TARR115 Adrenalin” stands for temporally advanced rifle type R, adrenalin signifies its effect changes while under times of stress.
Combination: High power & low fire rate + low power & rapid fire = variable fire rate, variable power weapon.
Description: The Adrenalin gives feedback according to the way it’s used by tapping into the adrenalin levels of its user, when firing long bursts the fire rate gradually increases, as does the recoil. If one is capable of maintaining accurate fire with a high percentage of hits during this rapid fire the power subsequently increases as well. This means if its tamed, the gun is capable of very powerful shots with high fire rate. Adrenalin is an assault rifle fitted with a red dot sight and a large capacity drum magazine containing 75rds with a total of 750rds.
Naming: “Flashpoint” is named due to its underbarrel flash light. “Intensity” since it fires an intense and constant laser beam.
Combination: Flash light + Sniper rifle = Rifle with blinding muzzle flash.
Description: E115 Flashpoint has an underbarrel flash light since I’m a big believer in totally dark sections of the map which have to be purposefully and temporarily illuminated by the players. This flashlight, when selected with d-pad left can be used as a tractor beam drawing powerups to the player as well as pulling downed teammates.
Intensity is a very powerful sniper rifle and is designed to make snipers actually useful. Intensity is semi-automatic and fitted with a variable zoom scope that remains 1 hit kill up until round 30. On firing intensity it creates a blinding muzzle blast that effectively acts like a flash bang dazing any nearby zombies in front of the user for a short time (~2 secs).
Naming: “Fallout” is named due to the residual toxic cloud its explosive ammunition leaves behind.
Combination: Grenade launcher + revolver = revolving launcher.
Description: Fallout fires sticky bombs that stick on anything it contacts like the crossbow bolts; these detonate shortly after impact producing powerful, localised and luminous explosions. The residual cloud from this explosion acts as a radioactive dirty bomb dealing further damage to those zombies that pass through it. Fallout holds 6 rounds fired semi-automatically, with a total of 60 shells.
Naming: “Hibernator” is named due to its association with winter, as well as the slow down effect it imparts.
Combination: Freeze gun + SMG = bullets with slowing effect.
Description: Hibernator is a high capacity SMG having a tank of liquid nitrogen showing as a bulge enveloping the forward part of the barrel. On firing the gun gives a blue muzzle blast and blue impact wound on the zombies, after a few shots this gives a temporary slowing effect of the zombies as they begin to freeze. This gun gives you more time to mow into the zombies as they approach, the recovery time for affected zombies is only a second or two after you finish shooting whereby they regain their normal speed.
Naming: “SW Phaser” stands for short wave, as the shorter the electromagnetic wave wave the higher its energy and generally its higher ability to penetrate objects. “Focal point” is the point where a projection is at its highest intensity, called this since the gun has a distance where it’s at its most powerful.
Combination: EM wave gun + Variable scope = focusing ability.
Description: The phaser is a constant beam microwave weapon; it emits a faint red beam the width of the gun when the trigger is held that causes the zombie to sizzle and pop, the zombie gives off steam until enough damage has been done before dropping dead.
The SW phaser fires on the short wave EM spectrum (x-ray/gamma), gamma radiation carries more energy, dealing more damage and penetrates through more than one zombie damaging those behind. This beam is coloured a faint violet since violet is the shortest visible wavelength.
Focal point fires a beam in the same fashion as the SW phaser except it is fitted with a focusing lens in front of the emitter. Focusing the beam relies on the analogue RT button, as its pressed a bright focal point moves out along the beam, holding the trigger at the correct position focuses the beam on an approaching zombie dealing double the damage of the standard beam.
Naming: “Risk & Breaker” is a play on the terms “risk taker” and “wrist breaker”, meaning you’re taking a risk running around with two hand shotguns as they will break your wrist on firing.
Combination: 2 handguns + masterkey = 2x hand shotguns.
Description: Risk and breaker combine the high mobility of pistols with the firepower of shotguns. The guns fire semi-automatically with each holding 4 rounds in the magazine with a total of 160 shotshells. The 10ga shells it fires provide some extra damage over the standard shotguns.
Naming: “Stagnator” name come from “stagnate” which means to cease to move, giving away the guns secondary function of sticking the zombies preventing movement.
Combination: Sticky foam + double barrel incendiary = Double barrel rifle with pyrophoric sticky bomb attachment.
Description: Stagnator is based on a real world sticky foam gun used experimentally by US forces in Somalia as a non-lethal control gun. The sticky gun takes the form of an underbarrel attachment on Mnesia which projects a stream of resinous foam like a fire hose into the zombies pushing them back and sticking them together or to the wall, where they are immobilised for a time until they can break free.
Stagnator keeps the semi-auto fire mode and adopts the double barrel but instead forms a side by side double barreled rifle, for every pull of the trigger both barrels fire effectively doubling the firepower. It is also fitted with a launcher, which Instead of firing a stream it fires large canisters of sticky foam that cover areas or zombies acting as a sticky trap, not unlike sticky insect/rodent traps. The zombies continue to walk into the trap where they become stuck. The sticky substance is pyrophoric, meaning its rapid oxidation with the atmosphere creates heat until it ignites, so after collecting zombies for a time it ignites setting them on fire, but also setting them free.
Naming: “Odin’s wrath” is named after the Nordic god Odin, who was said to carry a spear that never missed and always killed. “Whaler” comes from its resemblance to the powder propelled and explosive tipped whaling harpoons fitted to ships.
Combination: Spear gun + 2x powder charge + explosive shells = powder propelled spear gun with explosive tip.
Description: The spear gun looks and functions the same as a standard divers spear gun, its elastic band has to be drawn back and new spear fitted with every shot much the same as the crossbow. On firing the spear is capable of penetrating 3 zombies which it picks up and carries as it passes through them sticking them all together like a shishkabab, if it doesn’t hit a third zombie it instead carries on its trajectory sticking them to a wall. If the zombies are a low enough level they die when hit, however at higher levels they are capable of surviving and wriggling free of the spear.
Odin’s wrath has the same effect as the spear gun; however it has more killing power and is fitted with a tripwire attachment. On clicking d-pad left it allows the player to fire at two points whereby a length of razor wire tightens between them. If fired low on a passage it cuts their legs off making them crawlers, at head height it decapitates. After 5 zombies have run into the tripwire it breaks.
Whaler combines the two pistols in series along its shaft, these act as the propellant in place of the standard rubber. The two pistols are fired like they normally would be by hitting LT and RT, if only RT is pushed the gun fires with the same penetrating ability as “Odin’s wrath” however if both guns are fired simultaneously the penetrating power doubles where it can pass through 6 zombies picking them up as it goes, the spears then explode after lodging in the last zombie or the wall. Reload time is increased since no rubber has to be drawn back.
Naming: “BAR Negative” is named after the bar pressure measurement unit, with 1bar being 1 atmosphere, thus negative bar is a vacuum.
Combination: Wind gun + shrink ray = vacuum cleaner.
Description: The G16-GL35 is now fitted with a shrink ray as an underbarrel attachment; this can project onto zombies who after a while shrink down to half size, half the speed, higher pitched voices and moans and have half the health of normal zombies. The shrink ray has very limited ammunition that is used and reloaded like the conventional underbarrel flamethrower.
Bar negative reverses the Zeus cannons effect by sucking them in instead of blowing them away. While very powerful its use is limited by the tanks capacity. During “max ammo” the guns ammunition is not replenished rather its tank is emptied of tiny dead zombies whereby it can be used again. Each tank is capable of holding 50 dead zombies. The BAR negative is always capable of killing 50 zombies, however the time it takes to draw them in increases with the zombie’s level.
Naming: “Ritual host” is linking it with tradition and a previous set of actions repeated, the victim ie. The “host” is taken over and moves back through their previous movements.
Combination: Crossbow + 115 gun + teleportation (combining) = time warping.
Description: The Ritual host takes the form of a crossbow firing luminous flaming bolts resembling the flash of a ray gun, when fired the bolt strikes and lodges into the zombie igniting them in an aura or energy. The zombie then goes into rewind passing back through its previous actions, any other zombie that gets in the way of the warped zombie is thrown and takes damage as their space-time collides. Picture a horde of zombies coming down a hallway, on firing into the first one it will reverse its action walking backwards through the horde throwing them out of the way. After a set time the warped zombie collapses dead.
Naming: “Bronzer” and “Iron & Oil” link the guns evolution through its upgrades with that of mans stone, bronze, iron and oil ages.
Combination: Dual wield SMG’s + machine gun = dual wield machine guns
Description: Bronzer 115 takes on the standard PaP’d gun attributes, higher ammo capacity, more power and is fitted with a red dot sight.
Iron & Oil being dual wield machine guns are not capable of being ADS but hold a high capacity of ammunition and have the steady aim perk. In effect they are capable of dealing twice the firepower of standard guns by holding down both LT and RT at the cost of some accuracy.
Grenades & Equipment
Grenade choice in zombies has so far been very limited with the only variability shown in the “secondary grenades”; primary grenades and equipment have not been expanded on from frags and claymores. Shown here is a compilation of ideas which have been split into primary and secondary grenades, and lethal and non-lethal equipment. The weapon attachments have already been described within their specific gun descriptions and components are listed under “Map components”.
Primary grenades
Epostrockenmittel: Translates to "Epic desiccant" from German, it is a powder bomb that is a glass jar full of powder which shatters immediately on hitting the ground covering an area. Once stepped on it draws the moisture from zombies effectively turning them into mummies which slow and crumble. You’ve found the 3rd clue in the Easter egg hunt; decode the Morse code on page 21 and add it to the sentence, two more clues to go! Keep reading.
Bone/Bananamite: This grenade can be acquired through the mystery box. It can be used like a standard frag though instead the fuse is lit and thrown, but its primary function is drawing dogs or monkeys away similar to monkey bombs. A limit to how many dogs, monkeys (or whatever) chase these grenades could be set to balance out their effectiveness. They come up randomly in the mystery box.
Spike grenade: This grenade is in effect the same as the semtex grenades in MP, though instead of sticking onto things, it sticks into them. They could be bought off the wall for a higher price then frag grenades but have increased direct impact damage. Once bought two are given each round same as frags.
Tomahawk: Same as MP tomahawk. It is a mystery box item and you only hold one, but it is capable of killing any zombie with one hit and can be retrieved after it is thrown. The tomahawk could also retrieve powerups if one can hit them with it.
Secondary Grenades
Nova-6 gas: A gas grenade identical in looks and use as the gas grenades in MP, the difference is that when zombies are struck by the gas they frenzy and start attacking each other.
RC-monkey bomb: The RCXD with a monkey bomb attached, on use you can drive the car and lead the zombies where you want. Similar in effect to the monkey bomb however the disadvantage is you are static while it’s in use and cannot revive others, advantage is that it lasts a bit longer and one can lead them through traps or to the other side of the map.
Sonic boom: Is a powerful secondary grenade used in same fashion as the dolls, though this time it’s a powerful explosion that shakes the room, destroys zombies and blows boards off windows as a negative effect. To distinguish this explosive from the dolls it is thrown with a flat trajectory and explodes on impact.
RC-medidisc: This is a flying dish that can be thrown whereby it fly’s under its own power; this is a take on the MP Valkyrie missiles. When in flight the disk can be guided with RS as it fly’s cutting through zombies and is immediately lethal, when the time limit is reached it explodes. While always lethal the user requires protection when in use as they are very vulnerable. It could be given a reviving function whereby the player holding it makes themselves vulnerable as they seek out their downed teammate.
Lethal equipment
Fuel can: A new piece of equipment which pours out a trail of gasoline when the button is held, when button is released it is ignited. The trail remains ignited for a period of time dealing damage to any zombie walking over it, though it also deals damage to the player that poured it.
EFP charge: Stands for “explosively formed projectile” charge, which resembles a claymore but has a tight spread pattern, far longer range and is command detonated like C4. On detonation the charge explodes dealing a damage radius like C4 but also extends directional damage as the EFP clears a path according to the way it’s pointed.
Time bomb: A classic timed explosive, very large in effect and resembles the "flopper" once it detonates, has a slow timer of 20sec so one must think in advance how to align the horde over it without killing oneself in the process.
Non-lethal equipment
Uhrwerk device: Meaning clockwork or movement in German looks like a clock and is bought for 3000 off the wall. Once placed it emits an orb of green light in a 360° radius that slows down everything that enters it, including the players until its battery dies.
Personal teleporters: You place a teleporter down similar to "tac insertion" whereby using it again (similar to using C4) lets you teleport to that location, it is then lost until the next round. The teleporters are color coded; each player gets their own color.
Barricade: Place it like you would a claymore, but it is a large wall (Tall as a zombie, wide as a normal door in zombies). Zombies will not be able to climb through or over it. Instead, like the boarded windows the zombie must rip the planks off before getting through. Players may not walk through it nor repair it, but holding X near it will destroy it (No teammates boxing you in). Note that this may cause glitches as people work out ways to use it as a springboard onto inaccessible ledges. In that case an alternative is that “barricade” may only be used against opened doors that were previously locked.
Time reverser: Once triggered it reverses time making everything rewind 10-15sec, allowing you to try again if you find yourself in a bad situation. This is a rare mystery box item that is single use and is not replenished by max ammo.
Flare gun: This can be bought off the wall and is able to light up dark areas of a map, signal where you are, as well as sticking into zombies dealing fire damage, though that function is more a novelty then effective providing a moving torch that lights up the horde. Comes with 5 shots.
Screwdriver: Electric screwdriver which can be used on a boarded up window to increase its resistance to zombies by 3x, once one of the screwed boards is dislodged its replaced by a normal nailed one on "fixing" until the driver is used again. Like the claymores you can secure 2 windows per round.
Melee Weapons
Cattle prod: When perfoming a melee the player sticks out a cattle prod shocking and stunning the zombie. Damage inflicted is very small however the zombie remains stunned and unable to move for 5 seconds. This would be of more use then the knife in later rounds where it’s practically ineffective.
Baseball bat: The baseball bat has a longer reach then the knife and can strike from slightly further away though it takes longer to recover, damage is no greater than the common knife however on striking a zombie he is knocked back a pace giving you a bit more room.
Powerups
Infinite Ammo - Players are awarded a bottomless magazine for a short period of time, hold your finger down and fire away.
Element 115 - Resembles a rock of element 115 which once a person picks it up radiates a purple/black aura and has their eyes turn yellow. The player then is ignored by the zombies and has greatly increased melee damage. It’s in effect a zombie disguise and Weapons cannot be used at this time (the point is to look/act like a zombie).
Slow down – All zombies slow down to the slowest walking speed equivalent to round 1. Their health is maintained the same for their respective level.
Power sale – Occurs the same as the fire sale but rarer, a single box appears on the map somewhere that can only be used once, granting the person a random PaP’d weapon.
Map Components
Machines
Pack a Punch combiner: This has already been described under the “Gun Upgrades” section. By placing two PaP’d guns into the machine it combines them giving an upgraded gun, possessing at least one attribute inherited from each of its parent guns. Since there are 630 possible gun combinations (1260 if order of insertion is important) this gives players a vast array of possible weaponry, the trick is to create these with a bit of code rather than individually like the 18 unique guns in the gun upgrade tree.
Wonder wheel: This is similar to the random box in that it moves around the map and costs $950. The wheel is spun for a random effect: Max ammo, Nuke, Insta-kill, Carpenter, Death Machine, Double Points, Random Perk, Slowdown (zombies and players movement speed is cut by ½) Ammo drain (Takes all ammo of current gun), Explosion (Downs player who spun), Black Hole (sucks in players and zombies, kills zombies, teleports each player to a different part of the map and moves the wheel to another location). Of course, the negative effects are in there to balance it out, also a limit to its use could be made such as 3x per round.
PWNbroker: Is a machine that lets you recoup some of the worth of a gun that you do not want. For example pistol's can have a designated worth of $100, SMG's $300, AR's $500, MG's/special weapons $800 and Wonderguns $1500. On placing the gun into the machine it disappears and you receive the money. The guns then enter an inventory in the machine that can be accessed by any player and bought for twice the selling price. The guns are bought with the same quantity of ammunition as what they were sold, thus it cannot be used as an ammo machine. In effect this machine allows one to store guns that are currently not needed, swap them with other players and may be useful in the future as a combination for a 3rd tier weapon. The PWNbroker would always have a 1911 available for purchase from the start.
Radar: Has same effect as the spy plane on MP, it could be a machine in a “security” section of the map which on triggering for $1000 powers up the security/surveillance system. It shows as a minimap with red dots where the zombies are on the players HUD for 1 minute. The radar also has a counter that informs the players how many zombies are left in that wave. For the second last clue in the Easter egg hunt go to the previous page to this one, it’s the first word starting with “E” in the 2nd paragraph. You should now have a 7 word sentence, nearly there!
Traps
Shock water: A lead runs from a power point into a puddle of water, on triggering the switch at the wall outlet the puddle is electrified, zapping any zombie or person that enters into it.
Pitfall: Activating a lever opens a trapdoor in the floor to a bottomless pit/molten metal (foundry), or other nasty thing. This can be jumped over by player doing a sprint jump but the zombies fall straight down. If a player falls down they are dead until next round unless the pit leads to a lower floor.
Meat grinder: Two spiked wheels that rotate inside a door. Completely destroys zombies while shooting the remains out the other side. The grinder cannot be walked through by a player without getting downed unlike previous traps.
Wind tunnel: A large propeller in the end of a room such as a large dust extraction fan, when turned on, sucks in all zombies in the stream of wind and slows the ones that are just outside of it down. They are drawn up into the fan where they are cut to pieces.
Air chute: A long, vertical tube with an opening in it and a switch at the back. When used (cost is 1500), wind blows from the bottom, rocketing all players and zombies up into the tube. The tube leads to a room one to three stories up that can also be accessed normally (buying doors). At the end of the room is a magnet that attracts the guns the players are holding, thus pulling them to safety, while the zombies, with nothing metal on them, continue to fly upwards into a rapidly spinning fan. The wind blast lasts for 30 seconds. The air duct is still accessible even without buying the trap, meaning that a player can jump down from a higher level, but withstand falling damage. Zombies can do this too
Mortar: A machine is placed on the map that acts in the same way as the mortar strike in MP, on activating the machine with X a minimap shows up on the machine where you designate the 3 mortar rounds to fall. If used in conjunction with the radar the zombies show up as red on the minimap.
Freezer room: A large freezer room filled with hung carcasses that freeze zombies with a burst of gas when a lever is pulled at a cost of $750, this freezes them solid where they can be insta-killed. If they are not hit they thaw and carry on as usual after 15 seconds.
Non-lethal interactive
Tramway: Resembles a mine cart fitted with a mounted M-60, this works the same way as the teleporter on kino and the landers on ascension, transporting the crew to another part of the map. However this time the person who buys the transporter can mount the gun and fire while under way.
Queue line: A queue line leading into the tramway or other map component. The queue line is triggered like a trap which brings down a gate restricting access to the area solely through the line. This acts to slow down the advance of the zombies as well as line then up as they are bound by the queue fence, so they are easier to shoot. Like traps this costs money to use and has a defined time limit and cool down time.
Conveyer belt: This works in a similar way to the queue line, as they walk on the belt it works like a treadmill, halting the zombies and allowing them to pile up for easy shooting. Again the conveyer belt cost money to use with a cool down time.
Floodlights: If there was a map with completely dark areas instead of walls, zombies could run out of the dark, if you enter it you cannot see and will die. Floodlights can be triggered to light the path or area; this will add suspense as you will not like to be caught in the dark when the lights start flickering and about to turn off. This allows map design to have large open outdoor areas without making the game too easy.
Stasis room: A room on the map that acts like a safe room, by entering and closing the door time slows within the room so that 1 second inside the room equals infinite time outside it. It effectively warps time where everything outside carries on at normal time but inside time is accelerated to the point everything outside looks to be at a standstill. Yes this is a fancy way of explaining a “pause” room letting people have a rest, go to toilet etc. The door will only close if everyone on the team is inside and can be opened by anyone once shut. The stasis room can only be used once per round.
Perk vendors
Barge: Allows the player to push over a zombie without getting hurt by running into it, on impact the player becomes exhausted having to recharge their sprint. This makes it so one with the perk cannot charge through great swarms of zombies but just that one annoying one that often corners you.
Perception: When a zombie gets near a person but is out of their field of view the screen gives a flashing indicator alerting them to turn around.
Hardass: Survive while downed for 50% longer, have considerably larger ammo magazines for pistol while downed, able to use primary grenades and receive points for shooting while downed.
Mountain Jew: Earn 20% interest when killing a zombie and payout 10% less for expenses such as doors, perks and PaP.
Pro perks: Ability to upgrade your perks by using the vending machine again, or preferably surviving long enough holding that perk, for example holding quick revive for 5 rounds without going down automatically upgrades it to quick revive pro, granting a subtle advantage. Here are some examples of added benefits that could be adopted: Juggernog pro: regain health faster, Quick revive pro: Grants 10sec. juggernaught on revival, revive from farther away, healer gets 50% greater health whils reviving. Speed cola pro: Aim down sights faster, switch guns faster, rebuild faster. PhD flopper pro: Explode when downed, Stamin up: Crouch and go to prone faster run longer, set up grenades faster etc.
Component parts
Sentry gun parts: 4 parts are scattered around the map which have to be retrieved. These components have to be set down in order first the tripod then gun, targeting camera and ammunition box. To set these components you must use down on the d-pad to select it then hit the trigger button, and you can only carry one component at a time so it’s best to work as a team. The sentry gun can be placed anywhere and in effect acts as another player although rather weak so requires protection. It fires on zombies automatically and attracts zombies the same as any person whereby they destroy it. When destroyed the parts respawn after a delay period, or end of round.
Generator parts: To use certain interactive things on the map like the floodlights a part might have to be retrieved first, this can be inserted allowing use of the device in the same fashion as the trap components on “FIVE”.
Survival sack: By selecting the survival sack with d-pad down, you hold it whereby it can be filled with a single perk and gun acquirable by normal means (holding X while sack is equipped). The perk and gun are held within the sack until the event of one’s death whereby they automatically use the sack on respawning, granting whatever gun and perk was chosen. The survival sack takes up the component slot, thus you cannot help build the sentry gun or any other component mechanism if you are holding this. It could also take up the “non-lethal equipment” slot to limit, and provide disincentive for its use. The survival sack is acquired from the mystery box and is single use, returning to the box after respawning.
Objectives
A number of objectives or challenges could be implemented; these are optional and show themselves throughout the course of the game. Effort has been given to creating objectives that are triggered differently, the zombies act differently during it and the reward received is different. The reward provides incentive to complete them; however there is no penalty if they are not attempted. It’s my belief that the most enjoyable games are ones which are predominantly holding down an area then sporadically moving out as a team to achieve a task then retiring back to a safe area to hold it down, these ideas run along that theme.
Data point protection: At set rounds an announcement is heard saying “transmission incoming” at which point an objective marker shows up on your HUD pointing to one of various receivers around the map. If someone on the team runs to the machine they then have to hold X turning it on, it starts beeping loudly in Morse code ( .--. ..- .-. . ) with a light showing up for each beep, this sound and noise attracts the zombies in the same fashion as the monkey bomb. The Morse code signal gives further information on the story line that has to be decoded. All the zombies attention is directed onto the machine during this period and the team must work to protect it. If zombies were not able to destroy the machine before the full message is received the whole team is awarded bonus money relative to the round they are on, for example 1000 each on round 10 and 2500 on rd 15.
Save the survivor: Occasionally when the security radar is triggered (described under the “Non-lethal interactive” heading above) a blue dot shows up on the radar showing the position of a survivor in the map. This survivor will start crying after a short period alerting the zombies which will attack and kill them the same as any individual character. To save the person the team must go and collect them and carry them back to a designated safe door. The person who first gets to the child/woman/whatever and holds X picks them up under his arm or onto his back and can only run at a slower pace while firing off the hip. Is the survivor is successfully rescued a random powerup is awarded. This only happens if the zombies are still spawning, so you can’t keep hitting the radar with only a crawler remaining, hoping for a powerup.
Turret activation: A very powerful turret is on the map however its power source requires a particular nuclear isotope that takes a while to enrich in a centrifuge. First the players must take some crude ununpentium from a storage container and place it into a centrifuge where it takes considerable time to enrich (~20min of “zombie spawn” time), it could just be that whenever a zombie spawns a counter counts down one increment though this is not seen by the players, this assures that the team cannot start the centrifuge then wait it out in between rounds. When the radioactive isotope of element 115 is separated an alarm will sound signifying that it’s ready. The zombies have a particular affinity to this isotope and will rush after anyone carrying it, so the person sent to retrieve it must be protected. If the person makes it to the turret still holding the isotope it is used on the turret by holding X. The turret is the reward which turns on and decimates the zombies for a set time.
Destroy the hive: Randomly during a match earth movement is detected like an earth quake and the radar can be used to locate what is a zombie “hive” where the ground has opened up letting loose very fast but low health zombies. Also a number of very high health zombies stand near the “hive” protecting it, say 8 protector zombies and 16 fast ones to keep within the zombie limit, these fast zombies could be a return of the hellhounds. The protector zombies only target the person that is closest to the hive. To complete this objective the players must direct enough explosives down the opened hole to destroy it, when this is done the reward is that the round immediately ends. If the hole is not taken out within a defined time it caves in on itself, the protector zombies die and the round carries on as usual as the normal zombies start respawning.
Lobby and Scoreboard
Checkpoints: Within single player or offline split screen games checkpoints are reached every 5 rounds, so one doesn’t have to restart from the beginning each time. Particularly when alone it is quite boring to get through the first set of rounds so checkpoints will allow one to keep jumping in and surging forward. Like always the offline game does not show on the leaderboards.
Mic only search: It’s very important to match up players with mics, no one likes talking to themselves and as is, it’s very hard to find a full game of players having mics. An option that allows matching of players with mics would be much appreciated. Here’s the final clue in the Easter egg hunt! Find two pages, the first containing the description of the “Doppler Cannon” gun and the second having the description of the “Iron & Oil” guns, multiply the two page numbers together to complete the easter egg hunt!! You should now have a sentence containing 7 words and a number, use it to collect your reward. Feel free to check density as proof, thanks for reading and happy Easter .
Detailed scoreboard: Adds doors opened and survival statistics onto the scoreboard. Survival statistics is based on kills per round, accuracy, damage taken and ammo left etc. So you can see who on the team had the best survival chance. Calculates your chance to survive and degrees it as "low", "medium"or "high" and shows it on scoreboard during a game.
Leveling: A leveling system would provide incentive for repeated play. A similar system as MP with 1-50 ranks with associated emblems and XP awarded with zombies killed and wave obtained. Since the fortunes of the team are bound to that of the individual there is no real problem with offering small rewards with leveling such as small percentage discounts on items. XP also provides incentive to perform team tasks such as opening doors and turning on traps, which as of now have gone unrewarded.
Host migration: Explanation not needed!
Map layout
The following map design is purely illustrative of how the various map components might come together; it is not a map suggestion. The setting is an outdoor amusement park or circus at night. The map is ringed by a tramway with three terminals that have to be activated by the players to use and has the mounted M60. The tram is open topped in circus theme which is how one gets to the PaP room which overlooks the stage.
A stage is in the centre ringed by seats with large floodlights looking down upon it, the stage is completely dark with rubble that prevents easy movement though is still the largest open area of the map. The floodlights can be activated looking down on this area illuminating it so the players can navigate through safely. Even though the stage is an open area good for rounding up zombies, you are on a time limit as you do not want to be caught there when the lights start flickering and about to turn off. In that case only the glow of the zombie’s eyes alerts you to their presence.
Sentry gun components as well as the new machines are found in the map, PaP is in the elevated viewing area giving good view of the stage where the zombies go until the door reopens similar to FIVE and Kino, A radar is placed in the security area to inform players where the zombies are and how many left in the wave.
A hill is situated to the south with a creepy old tree and a cliché gravestone on the horizon; this is a zombie spawn point providing sniping opportunities out the back of the map due to the long sight plane and zombies’ walking straight towards you as zombie hit detection has historically been atrocious.
Credits
Written by:
Forum User: Aussienitro2
Xbox Gamertag: x ONE WING x
The following posters at callofduty.com forum have provided inspiration for some of these ideas, even if some didn’t make the cut or have been significantly changed:
Zqban
Xmenace42
Biohunterxx
Napwilson
Dark Nation
BeinLOUD
Stottinmad
S3RCH&D3STR0Y3R89
TheTomb
Jaythewolf
Jericho 120
Firehawkshooter
Somme guy
Sorathesavior
Kylesuperfly
Axalphan
matt3r3
cyanide256
Slawtah
xRIOTxEARPx
BlackOpsTiger
Darkrchaos
BananaDood
The Red russian
Mikanator
iCato
ColdAces
frag4ever
dropkneeboggie
EL1TE_M1KE_EV0
Suicidal Cheez
whodey_85
N1n9_7
soul-face