Forum:Zombies map ideas

What would your ideas be if you could make a zombies map? Include utilities, features, locations and all that good stuff. No NEW wonder weapons or perks. I don't have a theme for the map, but features are things that I have a lot of. It would feature every wonder weapon for the ultimate zombie killing team(4 people in max lobby, 1 tactical grenade spot for each person, 2 weapon slots for each person(minus Mule Kick). There are a total of 12 wonder weapons, 4 of which are grenades, 8 of which are guns. You do the math.), every zombie type to make the map hard(the normal zombies coming as usual, the gas zombies/phaser zombies, Romero, monkey zombies, napalm zombies, shrieker zombies, and astronaut zombies are all mixed in with normal zombies, while the first spacial round is the Hellhounds, next the Thef, lastly the space monkeys, then it starts with the dogs again.), it would have to be the BIGGEST zombies map to date, every time you start a match, the characters everyone plays as will be random(The whole lobby will eather be the origanal characters, the "Five" characters, the Call of the Dead characters, or the origanal Marines. If the lobby is the original characters, then whoever is Richtofen will be random and will be either Richtofen or Samantha.), will have every power-up(minus Lightning Bolt), every trap and utility will somehow fit into it, will have more weapons in the box(to balance out the chances of getting a wonder weapon), you can buy ammo for EVERY weapon, including wonder weapons(You buy it off the wall like you normaly would, but if you don't have the weapon before hand, then it's basicaly the perfict way to waist your points. Because, don't you hate it when you have the Ray Gun with no ammo, and it's taking FOREVER to get a Max Ammo?), will have every perk, you can buy semtex, and when you start a match, you can eather buy Claymores or Bouncing Betties. The same thing goes for the Bowie Knife and the Sickle. This map would have to have nothing to do with the story and is just for fun. Down below are wonder weapon classes for each player to have to be the ultimate zombie killing team. Everyone should have these same things, but the wonder weapons should be different for each player. The things everyone should have are:

Semtex

Juggernog

Speed Cola

Quick Revive

PhD Flopper

Bowie Knife/Sickle

Bouncing Betties/Claymores

The wonder weapon classes are:

The Room Clearer-Wunderwaffe DG-2, Wave Gun/Zap Gun Dual Wield, Matryoshka Dolls

Up Close and Personal-Winter's Howl, Thundergun, Gersch Divice

Killing from a Distance-Scavenger, Ray Gun, Q.E.D.

The Distraction-V-R11, 31-79 JGb215, Monkey Bomb

Tell me what you guys think and give me your ideas!

Zombiehunter115 01:21, October 12, 2011 (UTC)

This is a good idea. In fact, I have an idea right now! - ItsInstant

Zombies Map: Requiem by ItsInstant
''"No one can survive a zombie apocolypse. Everyone just ends up dead or running until they die. Welcome to Group 935's secret base underground the Earth. Requiem." - Mission Description''

Characters:

Samantha/Richtofen - White,

Nikolai - Blue

Takeo - Yellow

Dempsey - Green

Spawn Room:

There are 2 doors, both 750 points. The door on the left leads to what appears to be a waste processing plant.

The right door leads to a greenhouse like center like that in Moon.

The players spawn right in the center of the spawn room. It is octagonal shaped. In the front is a Quick Revive machine.

Behind the players are two weapons on the wall. The M14 and the Olympia or in a alternative version- The M1A1 Carbine, or the Kar98k. The M1A1 is 600 points, and the Kar98k is 400 points. The Olympia and M14 are 500 points. All players will start with a M1911, and 3 grenades. Zombies will spawn from the corners of the octagonal room through windows. The room is fairly big, but not big enough to run "rape trains" in.

The mystery box does not appear in this room.

Waste Processing Plant: (Take left door of Spawn Room)

There is debris to purchase which leads to an elevator for 1200 points. That elevator will take you to an office room with a bunch of cubicles. There is an easter egg in that room- But I'll get to that at a later date. The waste processing plant is one of the places in Requiem that doesn't spawn any normal zombies. It is just a steel catwalk with rails above the waste processing plant. A mere show-off of the map. If you are playing solo, you can pick up a MPL on the floor in the center of the catwalk. The mystery box does not appear in this room.

Greenhouse Area or Flora Experimentation Center: (Take right door from Spawn Room)

Since Requiem is underground, and no true sunlight can get in, there are bright lights that flicker into the room, and also with Requiem being underground, zombies come and dig their way in. There is a radio in the room that plays various old music from the 40s to the 60s once you knife it. If you use the Bowie Knife or the Ballistic Knife on it, it'll play the following message that is not at all canon, according to the current zombie storyline:

        "Attention scientists currently working within the Flora Experimentation Center. You have been asked to cancel any ''current or ongoing tests as directed by Doctor Maxis and Doctor Richtofen, since our budgets are now focusing on the research of teleportation and weaponry. We apologize for the inconvenience as well as this 'heartbreaking' announcement. Also, the successful extraction of 115 from the rare plant- the Gregorian Violet Rose... has brought some concern. We have developed a weapon that appears to cause immediate decay and death, and to it's user without the immunity injection against 115 radiation, and therefore we have decided to cancel that project as well. And with the cancellation of the current and- or ongoing tests and the cancellation of the special weapon... means that also anything associated with this center... will be terminated. Also to conclude, the center will be therefore quarantined until further notice. Thank you."''

There is a box spawn point here, and as well as Speed Cola. The Speed Cola appears to be wrapped in vines due to the overgrowth occuring in this center. There is a MP40 and alternatively an MP5K on the walls for purchase.

Occasionally, there are plant pods that spew out gas that slow you down every time you run/walk into it. The plant pods precisely- spew out the gas every 30 seconds for 5 seconds. The plant pods do happen to slow down the zombies as well.

Opposite of the door back to the spawn room, there is a door that leads to the Armory which possesses unusable and unobtainable weapons such as the Wave Gun / Zap Guns and the Wunderwaffe DG-2. The door to the Armory costs 1250 points.

Office Room: (Take the elevator up from the Waste Processing Plant.)

The Office Room shall be the Achille's heel of your survival, due to the narrow walking areas and the cubicles that can get you cornered in by the horde. The Office Room has 4 zombie entrances through windows, the Stamin-Up machine, and 2 doors. One leads to the Doctor's Surgical Procedure Room, and the other, being inaccessible unless you survive 25 rounds or pay 25000 points, but the price decreases for each round passing by 1000, for example at round 1, the price remains 25000 points, and at round 20, the price is 5000. But it is somewhat impossible to buy it at round one, let alone at least enter the Office Room. Then by the 25th round, the Lobby will open for free, and there will be a Pack-A-Punch machine, and as well as the new weapon purchaseable for 7000 points on the wall:
 * The Decomposer

The Decomposer, which is exactly the cancelled weapon from the Flora Experimentation Center. It acts similarly to the Wunderwaffe DG-2, but with much different effects. The zombies when shot with it, disintegrate as they take their last steps toward you in a cloud of yellow and green gas. If you shoot a player with it, they will slowly lose little amounts of health as if they were on fire, but the effects immediately dissipate after 3 seconds of the effects on the player that last 6 seconds. But if Juggernog is equipped, the perk temporarily strengthens, having the player shot with it being able to take 8 hits instead of 4 with Juggernog for 60 seconds. The duration does not stack with more shots, nor does the amount of hits the player is able to take increase with more shots. The Decomposer has 10 in the magazine, and 90 for the rest of ammunition. The maximum amount of ammo it can have due to the Max Ammo drop is 150 (including the 10 in the magazine.) It is powered by a purple meteor composed of 115. The Decomposer also has a decoration of flowers and small vines. The refill magazine appears to be a bottle of liquid 115. Like the Thundergun, you can only reload the weapon when you have used up the magazine. Also, the Decomposer can be upgraded into the EZ-Vaporizer, able to have a maximum of 200 of ammunition. The EZ Vaporizer also kills the zombies when they disintegrate at a faster pace. Plus, players shot with it will not receive any of the effects, but instead receive a temporary standard Juggernog effect if they do not have Juggernog. The temporary effects last for 60 seconds. Like the Decomposer when shot at a player with the Juggernog perk already, the effect is the same.

More information is coming soon!

Zombies Map: Das Eishaus By TheNotorious64
''"In the frozen wasteland of the Antarctic, Group 935's secret base has been preserved, even its undead inhabitants." -Mission Description''

Characters:

Dempsey Nikolai Takeo Richtofen

Map: While I have not completely drawn it out, the map shall have eight 2-5 story tall building seperate from one another. It's in antarctica, so its rather snowy.

Notes: Hellhound map, All perks, Each seperate building has its own power, The spawn building's power is already on if you stay outside for too long, you freeze like in CotD, only slower and you are downed once completely frozen, new perk to stop aforementioned freezing

New Wonder weapon: Pump-Action flamethrower, Looks like a cross between a Stakeout w/ grip and an underbarrel flamethrower, ammunition is underbarrel flamethrower cartridges, as in 4 are loaded in, and once the cartridge is chambered, it acts as the underbarrel flamethrower, and when the cartridge is empty, the Hot Stick is pumped and a new cartridge is chambered. Ammo: 4, 20 carried. Power: Medium. Mobility: High. Upgraded: H1130 Crisper, Ammmo: 4, 40 carried, increased power

More to come after I have sucked myself off.

Zombies Map: صحراء ملعو (Desert of the Damned) By TheNotorious64
''"An ancient monument, a haven for travelers, and... A casino? all await fearless explorers who dare to disturb the 115 contaminated resting place of the Pharoh. Where superstition meets science, defend you lives against the enemies both undead, and supernatural." -Mission Description''

Overview: A very wide map including the in and outside of a large pyramid, a lush desert Oasis, and an abandoned casino in the sea of sand in Egypt.

Easter Egg: Through a complicated series of events, the characters open a gate to the underworld, unleashing the Demon Zombie (like a normal zombie but faster and stronger), and giving all players all perks and a unique area to run around in.

Wonder Weapon: Hoover 488, imagine a bazooka that fires gersch black holes(that only spawn if the shhot hits a zombie) with a sniper scope. Ammo: 3, 15 carried. RoF: SemiAuto. Mobility: Very Low.

Occasionally a sandstorm blows in. if not inside, visibility is worse than a CotD snowstorm. some zombies look like mummies, some like british explorers, some like american tourists, and a few very decomposed nazis.

Zombies map: Khe Sahn By BelinskiNik
" Khe Sahn is attached. Defend the base as long you can from the Zombies and find the truth of this attack"

Characters:

A Sgt of the Marines (like Full Metal Jacket's sgt Hartmann),a Vietcong, a Russian defector, a Scientist (or a better character, suggest you!!!)

Map: This map is located 5 year after Five. The 115 was used to attack the vietcongs bunker causing the spawn of the zombies. Map is based on the level SOG

Notes:special round monkey (Shangri La). all perks, new utilities like the Napalm, new weapon like the M60, the return of the flamethrower and a new wonder weapon: the Incinerator, Similar to the Dragon Breath but with electric effect (Dragon Breath + Zap gun DW),

Room 1: Head Quartier

a building with 4 zombie spawn, the classic M14 and olimpia, a mistery box spawn, a radio, a 115 rock for the musical easter egg (please suggest me a music) like KinodT, Quick Revive.A door Cost: 750 and a barricade removable foy 750

Warehouse: after removing the barricade there is a small trench with a napalm boost (1000 points, after activing the zombie can't spawn here for a minute) that is collegated at a warehouse with a zombie spawn and the perk Mule Kick, wall weapon here: MP5K

More to come later

Aerodynamical Consequences
"Sunkin' Titanical ship, broken will, and hordes of zombies. Now is the test for true survival..." - Map Description

This map is based off of the Black-Ops 2 Obama Ship but with different ship schematics and is named Nixon Ship. The background story is a soldier named Atlas returned from a Siberian Outpost (Call of The Dead) with evidence of Element 115 energy. This trace of energy was found on the radar of the Nixon Ship. Atlas makes recordings of his time at the JSOC military encampment until a growling of a zombie can be heard on the final tape. They've also imprisoned the four original characters at main level of the ship.

Doors:
First Barricade= 750 Points (Radio piece at far end of the Nixon Ship)

Two-Way Barricade= 1500 Points (paying one side opens the other, a crashed VTOL shows a crate containing a Thundergun)

Third Barricade= 1000 Points (Radio piece left side of the Barricade)

Fourth Barricade= 1500 Points (Takeo and Nikolai trapped under two Silo's, knife either of them to hear dialogue)

Final Barricade= 1000 Points (Final radio piece at the far right side of the Barricade)

Parts:
Wooden Plank= Place this anywhere near a crashed vehicle to climb on top of it

Perk-A-Cola's:
Quick Revive= First Barricade

Juggernog= Two-Way Barricade

Speed Cola= Two-Way Barricade

Who's Who?= Third Barricade

Luck Bull= Third Barricade

Ire Wine= Fourth Barricade

Machines:

4X-An-Update= Fourth Barricade (Upgrades weapons three times; If an upgraded weapon is bought with the 4X-An-Update it will increase firepower, add more ammunition, clip size, and spectatular names)

Off-Wall Weapons:
Olympia= 750 Points

M14= 750 Points

B23R= 1000 Points

MP5= 1000 Points

AK 74-u= 1250 Points

AN-94= 1250 Points

Box Weapons:
SMR

Chicom CQB

FAL

Executioner

Five Sevens

Python

MTAR

Type 25

M8A1

Galil

S12

M1216

DSR-50

Barret M8A2

HAMR

RPD

RPG

Ballistic Knife

Monkey Bombs

Ray Gun

The Degrader

Wunderwaffe DG-2

Power-Ups:
Carpenter

Max Ammo

Nuke

Insta-Kill

Double Points

Fire Sale

Death Machine

Characters:
Atlas - The Marine who returned from the Siberian Outpost who knows more about the Element 115.

Richard - The Engineer who studied the schematics of the Wonder-Weapons.

Andromeda - The Pilot of the Stealth Bomber.

Allen - A new recruit, can hear the voices.

BioOrganization (talk) 07:28, February 28, 2013 (UTC)

Perk-a-Cola factory map
Over View:

Everytime the player buys that Juggernog Drink or Revive Soda, doesn't it come into the mind of where they came from? Thats the map I'm proposing. The whole Black Ops 2 building event also adds some difficulty to the game. As we had to build the Pack-O-Punch Machine in Die Rise, why not build the Perk-a-Cola machines? The Thing I personally like about the Shangri-La map was the various types of Zombies, and their own perks. A juggernaut zombie or (re)-reressuerecting Zombie would be pretty sweet, not to mention, a good twist.

Characters:

The original zombie slaying team of Takeo, the doctor, Tank, and the Soviet Sniper Nikolai would be my choice, However the new team wouldn't be that bad either.

Background Information:

The scientific explanation or furthering of the Z- Story would be pretty fitting. Just like Ascension map explained further the interesting ideas of the Gersch device and other scientific phenomenon. Tranzit was a poor start to the background stuff, it was nothing like Kino Der Untoten's story start. All I'm really saying is explain something like the creation of the perks and their origins.

Thanks for reading! If you want to add something to my idea go ahead! Remember to give yourself credit!

-Nivartuava

Die Glocke...
''Map Description: Sie wussten, dass Sie da waren... Sie wollte, dass du hier. Jetzt bringen sie nach Hause. Beenden Die Glocke."''
 * The supposed Solution to the Element 115, this is the Final Frontier of Zombies. Set inside the famous Osówka Complex, close to the Czech Border, the Map features many hidden Secrets and Puzzles, as well as mysterious consequences for those who solve The Bell, the Level's Main Easter Egg.

Starting Room

 * Die Glocke's Starting Room is at the bottom of 48 Meter long Shaft leading to the Surface. All Players start with a Colt. M1911, with the exception of Edward Richtofen, who starts with a Luger P08. As for Wall Weapons, there is an Un-Scope Kar98k at one end of the Room, and a Winchester 1873 Rifle at the other. Also located in the Starting Room is a Desk with a Small Radio on top of it. When the Action Button is used on the Radio, it plays out the following Message. "Wir haben es gefunden! Wir haben The Henge gefunden! Maxis zufrieden sein werden. Bereiten Die Glocke, und lassen Sie uns dies 'hinter sich bringen." After this, the Radio cuts into Static. This can be translated to; "We have found it! We have found The Henge! Maxis will be pleased. Prepare The Bell, and let's get this over with." Above this Desk is a small Cork Board, with a Calender with the Date September 1st, 1943, circled on it. Also, there are numerous scribbles on the walls, including; "Warum? Warum?" and "Es ist hier." 'In this room, there is one Door, as one side of the Corridor is completely inaccessible due to a large Fault in the Tunnel.

Player Characters

 * Whilst playing Die Glocke, Players are put into the roles of four Characters. Samuel J. Stuhlinger, from Green Run and Die Rise, who was suddenly transported back to 1946, to the Osówka Complex. He seems the most terrified out of the Group, as he seems to be aware as to what has happened at the Facility. Whilst playing as Stuhlinger, strange voices and distorted sounds can be heard, hinting at his degrading Sanity. The Second Character, Tank Dempsey, from Der Riese and Shi No Numa, has no idea why or how he got to the Complex in the first place, though it's possible that he was taken at some time during Moon. The third Character in Die Glocke is an unknown German Scientist that seemingly worked in Der Riese at the time of the Infestation. He is not surprised by anything that happens during the Level, and distances himself from the other Characters quite alot. Finally, the fourth Character is Edward Richtofen, who is supposedly still under the control of Samantha Maxis.

Guard Room

 * This Room is located at one end of the Starting Corridor, and is opened for 250 Points. Inside, two small adjoined Chambers can be found. In the left Room, an MP40 Sub Machine Gun can be bought from the Wall for 1250 Points. There are also a couple of Tables and Chairs scattered about. In the other Room, a large Blackboard is seen at one end, with lots of Chairs at the back of the Chamber. By closely inspecting the Board, Players can find a Diagram of the Fly Trap. Also, a small Transmitting Device can be found under one Chair, which conveys the following in Morse Code. "[.--....-.-- -..--- .--. ....-.-. -.-.-.--]" Outside of the two Rooms is a small Hallway which leads to some Debris and another Corridor.

Corridor 553

 * This small Corridor can be entered by removing the Debris from the end of the Dual Room Passage, for 750 Points. Inside, there is nothing in particular apart from a small Work Bench at the end of the Hall. This Bench, when used, places a Prototype "DrillBot" into the Player's Inventory. This Item is used to break through the large Rock Pile in the Starting Room. Whilst the DrillBot does work on it's own, it usually takes about a Round to demolish the Rocks.

Cross Corridor/Main Room

 * Seperated from the Starting Room by a long Corridor, the Main Room is a Rectangular Chamber located in the very center of the Map. This room is the only Mystery Box Spawn Point on the Map, and so it's a good location to control. There is also a Tommy Gun Spawn Point on a Table, which can be bought for 1250 Points.

Long Room

 * Located just next to the Main Room, the Long Room is a Medium-Sized Passageway that cuts through some of the Outer Corridors. In the Chamber, there is a large Fire Trap in the center, and many boxes and other Items scattered around the room's edges. On top of one of the filing cabinets in the room, Players can find another small Radio, which plays the following Conversation when activated. "Doktor Maxis, nehme ich an? Ja, geht Ihr Ruf Ihnen." After a short pause, another voice enters. "Was zum Teufel willst du? Was? Die Glocke? Mein Gott ..." The Radio is then silent once again.

Complex

 * 'The next room past the Center, this area is a large, rectangular Maze. Inside are a couple of Debris Piles and Weapons, as well as another blocked Tunnel that can be cleared with the DrillBot. Also, in the left wing of the Complex, there is a small hole in the wall, with a Radio inside. When played, the Radio emits the following. "Warum wollen Sie Samantha? Warum ist mein Mädchen wichtig das? Nein .. Nein, bitte. Bitte! Nicht das!" A warbled Voice is then heard, and screams begin to echo through the Tunnel the Player is in, before everything abruptly stops.

Main Guard Station
Richtofen: "Was in Gottes Namen ist das?"
 * This Room is found almost opposite to the Radio, and is farther away from the Starting Room than any other area in the Level. The Door to it can be bought for 1750 Points. Inside, a long Hallway leads down to the main Room, where the Pack-a-Punch Machine is located. This can be opened by activating two Levers, one in this Room, the other in the Long Room. It can then be used for 5000 Points. Also located in this room is a Double Barrelled Shotgun, as well as the final Radio. The Radio gives out the following conversation. 

Maxis: "Die Glocke. The Bell. Unsere Ultimate Weapon."

Richtofen: "Dann ist unsere Arbeit getan?"

Maxis: "Yes. Come now, Edward. We must get this to the Führer."

(Screams and gun-fire is heard.)

Scientist: "Nein! Nein! Lassen Sie uns!"

(Another garbling Sound is heard.)

Maxis: (Grunts.) "Edward... Edward? Richtofen, Was machst du?"

Richtofen: "You. You messed this up, you little swine!"

Maxis: "What are you talking about?!"

Richtofen: "I'm sorry, Ludvig. Es tut mir leid."

Maxis: "Edward, No!"

(An Axe is heard slicing through Flesh.)

Richtofen: "It's all your fault."
 * After this, a large rumbling is heard throughout the Facility, and a small Cave opens up next to the Starting Room. (This only happens if all Radios are listened to in order.)

Cave

 * Inside of this new Area is nothing but a Desk and a Noose hanging from the ceiling. However, upon further inspection, Players can find a Binary Code reading "01001001 01110100 00100000 01110111 01100001 01110011 00100000 01101000 01100101 01110010 01100101 00101110 00100000 01001001 01110100 00100000 01101001 01110011 00100000 01101000 01100101 01110010 01100101 00101110 00100000 01001001 01110100 00100000 01110111 01101001 01101100 01101100 00100000 01000001 01001100 01010111 01000001 01011001 01010011 00100000 01100010 01100101 00100000 01101000 01100101 01110010 01100101 00101110." The Player is then expected to translate the Code, (With no help from the Game,) and type it on the Typewriter that appears on the Desk. Whilst this is being done, Zombies do not enter the Cave. Once the correct phrase is entered, a very loud rumbling is heard, as well as some Mechanical Noises. Outside, an Elevator is waiting for the Players.

The Final Steps (Easter Egg.)

 * Once the Lift is in position, Players can simply activate it by pressing the Action Button. When this is done, the Characters begin to move up the large shaft to the surface, and many pieces of text can be seen written on the walls. At the surface, the Characters see that the Earth is in ruins, and the sky now has a red tint. A Horde of Zombies begin to run up the slope towards the Players, but they are quickly teleported to an Underground Room with the Henge, or rather, the Fly Trap, located in the center. After an Explosion erupts in the center of the Structure, the Players are once again teleported, this time into the Corridor with Richtofen and Maxis. Richtofen is seen picking up an Axe and moving towards Maxis, but just as he is about to strike, the Characters are given a choice; Shoot Edward, and save Maxis for the greater good, but have Richtofen replaced by Maxis during the rest of the match, or allow him to kill Ludvig, causing an apocalypse. Either way, the Game then continues, with added features such as Weapons from the 1960's and 80's, Future Weapons and an Extra Location, in the form of the destroyed Fly Trap Chamber.

/* Roman Forum 100 AD*/
No one is so brave that he is not disturbed by something unexpected (Julius Caesar)  -Map Description

Roman Forum 100 AD ouccurs in historic Rome. The fight against zombies takes place at Roman Forum and its surroundings. The map features new buildable Wonder Weapons. The Neptunus Trident & Juppiter Quake Releaser. A new buildable devices. The Perpetual Motion Device whis acts like the bus in Tranzit. Only diffrence is that it moves without stopping after building it. There are two Perpetual Motion Devices. The first one can be builded in the streets of Roman Forum Plaza. Other one can be builded in the clear area from fog near Element 115 meteor crash side. The Zombies of the Roman Forum 100 AD are the citizens of Rome 100 AD. They have been affected by Element 115 meteor crashed to that time. Roman Forum also features new enemies. The Phoenix, which acts similarly to Zombie Monkeys. These birds fly to catch power-ups. After they are killed and new power-up appears, They will reborn from the ashes and they will come after the power-up again. They stay on the inaccessible rooftops and trees waiting for power-ups. They have very low health just like zombie monkeys in Shangri-La. Hellhounds will return. They come every five or seven waves, After round 15 along with theyre own hellhound wave, they start to appear in normal rounds just like in Der Riese. There are also legion zombie with health of 2 zombie, indentifiable by their legion armor. Legion zombies begin to appear after round 7. Denizens will also return. They will spawn only on the fog. Also Cyclops will appear. They will be ing the fog area just like the Denizens, But instead of coming underground they sleep tightly on the ground or some of them wander across the fog places. If player walks too close or shoot at them they will wake up and chase you. Once woken up they will chase you even to places where fog doesnt exist. So those who are woken up must be killed. Those who walk in the fog do the same thing once they have spotten you. There are total 27 cyclops in the fog. After all of them are killed they will respawn 3 rounds later. If you kill all cyclops you will get a Thundergun power-up. It grants the player Thundergun with full ammunition, but goes away when all ammunition has been depleted. Also this Thundergun can be upgrated. One hit from Cyclop will kill you, but if you have Jugger Nog you will survive two hits. Cyclops have health of 10 zombies. Just like Denizen killing cyclops wont make any points. Another new zombie is Scylla. They start coming in normal rounds after Pack-A-Punching the first weapon in slo & multiplayer. They have health of 3 zombie. Theyre pretty slow but theyre neck can grow twice long to bite you. 2 Bites will kill you and if you have Jugger Nog 4 bites will kill you. The furiest zombie is Julius Caesar, which act as a boss zombie. He will appear after first Hellhound Wave. He chases the players as long as 10 % of hes health has been taken by shooting him. Then he will retreat and will reappear every 3-6 rounds. Caesar has health of 300 zombies. After Caesar has been killed he will drop a Boots power-up which lasts as long as you are alive. You will lose this power-up after being taken down by zombies and revived by player or quick revive (solo). A new weapons will appear too. Carcano,Scoped Carcano,Beretta Modello 38 & Breda 30. A new perk machines will appear too. Cliffhangers Hip Flask which allows the player to climb accesible edges,ropes,trees,rooftops and other. Some places arent accesible without this perk, so this perk must be needed then. It will cost 2500 points. Another  one is Frog Energy which allows the player to jump higher and longer distances. Usually it is needed to catch a rope. It will cost 2500 points. The last Perk-A-Cola is Security Soft Drink 2500 points which make those power-ups you get droppen by killing zombies safe. The Phoenixes will not come for those power-ups you have gained. The Map is splitted into four major locations. Roman Forum Plaza,Colosseum,Legion Headquarters & Ruins. Each one of them is compared to be as large as one Call Of The Dead. They can be played seperated. In Survival,Grief Or Turned. Turned appears only in Ruins. Other three can be played by Survival or Grief. With Survival & Grief you can decide all same things as before expect this time you can decide are Hellhounds in the map & are Legion Zombies In the Map.

Roman Forum Plaza (Survival or Grief) (Only Mystery Box)

-M1911

-Two Frag Grenades

Off-Wall Weapons

-Carcano 200 points

-Olympia 500 points

-Vector K10 1000 points

-AN-94 1200 points

-Remington 870 MCS 1500 points

(+ All the same Mystery Box weapons without Neptunus Trident & Juppiter Quake Releaser.)

Colosseum (Survival or Grief) (Perk-A-Colas & Mystery Box)

-Carcano 200 points

-M14 500 points

-MP5 1000 points

-Peacekeeper 1200 points

-M1927 1500 points

(+ All the same Mystery Box weapons without Juppiter Quake Releaser)

Legion Headquarters (Survival or Grief) (Pack-A-Punch Machine,Perk-Colas & Mystery Box)

-Carcano 200 points

-Olympia 500 points

-M14 500 points

-Vector K10 1000 points

-MP5 1000 points

-AN-94 1200 points

-Peacekeeper 1200 points

-Remington 870 MCS 1500 points

-M1927 1500 points

(+ All Mystery Box Weapons)

Roman Forum 100 AD

Starting Weapons
-M1911

-Two Frag Grenades

Off-Wall Weapons
-Carcano 200 points (Roman Forum Plaza)

-Olympia 500 points (Roman Forum Plaza)

-M14 500 points  (Roman Forum Plaza)

-MP5 1000 points (Ruins)

-PDW-57 1000 points (Ruins)

-Vector K10 1000 points (Roman Forum Plaza)

-B23R 1000 points (Legion Headquarters)

-Scoped Carcano 1000 points (Colosseum)

-SVU-AS 1000 points  (Survivalist Tower)

-AK-74u 1200 points (Legion Headquarters)

-Peacekeeper 1200 points (Perpetual Motion Device 1) (Appears After Bulding It)

-M16A1 1200 points (Roman Forum Plaza)

-SWAT-556 1200 points (Undergound Chamber)

-AN-94 1200 points (Perpetual Motion Device 2) (Appears After Building It)

-Beretta Modello 38 1500 points (Roman Forum Plaza)

-M1927 1500 points (Colosseum)

-Uzi 1500 points (Element 115 Crash Side)

-SCAR-H 1500 points (Survivalists Tower)

-Remington 870 MCS 1500 points (Ruins)

-Breda 30 2000 points (Ruins)

-Claymore 1000 points (Legion Headquarters)

-Bowie Knife 3000 points (Roman Forum Plaza)

-Galvaknuckles 6000 points (Pack-A-Punch Labyrinth)

-Semtex 250 points (Pack-A-Punch Labyrinth)

Mystery Box Weapons
-KAP-40

-Executioner

-Python

-AK-47

-M1216

-Five Seven (single or dual wiel)

-S12

-Chicom CQB

-SMR

-FAL

-Ballistic Knife

-MP7

-M8A1

-Type 25

-M27

-MTAR

-Galil

-DSR-50

-Barrett M82A1

-RPD

-HAMR

-LSAT

-Death Machine

-RPG

-War Machine

-Neptunus Trident (only avaible after being constructed manually)

-Juppiter Quake Releaser (only avaible after being constructed manually)

-Monkey Bombs

-Ray Gun

Perk Machines
-Quick Revive 1500 points

-Double Tap Root Beer 2000 points

-Stamin-Up 2000 points

-Electric Cherry 2000 points

-Tombstone Soda 2000 points

-Jugger Nog 2500 points

-Cliffhangers Hip Flask 2500 points

-Frog Energy 2500 points

-Security Soft Drink 2500 points

-Speed Cola 3000 points

-Mule Kick 4000 points

Buildables
-Neptunus Trident

-Juppiter Quake Releaser

-Perpetual Motion Device

-Mounted Scorpio (Defends Perpetual Motion Device) (can be upgradet to Cheiroballistra)

-Flaming Oil Spreader (Defends Perpetual Motion Device)

-Counter Spikes (Defends Perpetual Motion Device)

-Barbed Wire Wall (Defends Perpetual Motion Device)

-Air Booster (Boosts Perpetual Motion Device when activated. Reloading tim 1 minute, drops

the zombies off from the Perpetuaö Motion Device.)

-Alpha Labyrinth Key (Buildable key to Pack-A-Punch Room)

-Ladder (multiple places)

-Rope (multiple places)

-Rope Of Clothes (To top of the colosseum)

-Trample Steam (Ancient Style)

-Navcard Table (Ancient Style)

-Turbine (Ancient Style)

-Zombie Shield (Ancient Style)

Power-Ups
-Insta-Kill

-Double Points

-Max Ammo

-Nuke

-Carpenter

-Fire Sale

-Bonfire Sale (After Pack-A-Punch Room is open)

-Random Perk Bottle (if the player kills all zombies in one round with Bowie Knife)

-Bonus Points

-Thundergun

-Boots

Characters
-Samuel Stuhlinger

-Marlton Johnson

-Abigail Misty Briarton

-Russman

Uncle John's Fantastic Mega-omtipotent Finale Map by Yazbeckistanman
Characters

Ivan Matroshka- Russian man from Pripyat, Ukraine. Last survivor of Chernobyl.

Ralphy Walsh- Dorky teenager from Ohio. A mixture of Beavis and Marlton Johnson

John E. Blue- typical squeaker.

Tyrese Wallace- kool guy

Guns

Start: Fragsx2, Ivan gets a Tokarev-TT3, Ralph gets a M1911, John gets a P99, Tyrese gets a TAC45

Wall: M14, Olympia, KAR98K, Bowie Knife, Ghwer43, MPL, MP5, M16A1, Thompson, Mosin Nagant Scoped, Remington870MCS, STG44, AK74U, PDW57, Semtex, claymore, SVUAS, AN94, B23R, GalvaKnuckles

Box:

DSR50

PTRS41

Barret50cal

Python

Executioner

Fiveseven (duel or 1)

Ray Gun

Scavenger

Spas12

HS10

M1216

S12

Galil

AUG

MTAR

FAL

M8A1

Type 25

PPsh41

Mp40

MSMC

Spectre

ChicomQCB

RPD

HAMR

LSAT

BAR

ChinaLake

RPG

M2Flamethrower

Crossbow(BO2 version)

Ballistic Knife

Emp's

Monkey bombs

Perkz

quick revive

juggernog

doubletap

speedcola

staminup

phdflopper

mulekick

deadshot

Pack a Punch

Rooms coming soon