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.

Also it is to note that the Mystery Box can spawn here in the Office Room.

Doctor's Surgical Procedure Room: (Enter the door from the Office Room or Chamber.)

A small room similar to the Interrogation Room in the Main Menu of Black Ops 1, there is much more blood, and it will be a key part to an Easter Egg that will be revealed when you scroll down further. Aside from which, there is Deadshot Daiquiri for purchase, and Claymores available for purchase. The Doctor's Surgical Procedure Room is absolutely not recommended for stopping to kill zombies in trains. However, it provides a blessing to those being able to kill a certain amount of zombies within the room. If one kills the certain amount, 4 Power Ups: Double Points, Insta-Kill, Fire Sale, and the Nuke will spawn in the corners of the room. This event can only happen once per game. There is a door leading to the Chamber, which leads to the Mining Facility which leads back to the Armory and back at the Flora Experimentation Center.

Chamber: (Enter door from Doctor's Surgical Procedure Room or Mining Facility.)

The Chamber is an enormous metal panel constructed room which is absolutely ideal for surviving in. There are 8 windows for zombie entrances, the Juggernog and Mule Kick machines, the M16, and frag grenades for purchase.

Mining Facility: (Enter door from Armory or the Chamber.)

The Mining Facility consists of conveyor belts that can be accessible by removing several debris, and you can use them as a good way for getting around the Mining Facility. Going on the opposite direction of the 'flow' the conveyor belts go will make you go really slow, and inevitably go the normal direction of the conveyor belt. There is the AK74u, and PhD Flopper for purchase.

The Armory: (Enter from Flora Experimentation Center or the Mining Facility.)

With weapons from past maps that cannot be touched by your FPS hands, the Armory is where the box always spawns first. There are no zombies in here, and the room is of average size. There is a button on the wall that will give you one of the more interesting new wonder weapons or very cheap and ugly weapons like the Mystery Box, except for the cost of 9500 points per roll. The new Wonder Weapons you can receive from this gamble are: ​The Royal Flusher is one of those room-clearing / crowd control weapons like the Thundergun and Ray Gun. However, the Royal Flusher is a Wonder Weapon that cannot be Pack-A-Punched. The Royal Flush appears as a golden Ray Gun. It has 5 in the magazine and 35 in the reserve. It does a OHK per shot in a mushroom cloud like explosion similar to the appearance of after getting the Nuke power up. Unlike the effects of the Nuke that kills all of the zombies currently on the map that have spawned, it kills all of the enemies in radius of the bullet's explosion, and the player's peripheral vision. So in this case, you can back off and 'capture' many zombies while the explosion is in effect before it disappears. However, there is a risk. It's reload time is an estimate of 10 seconds, so it is best not to immediately reload after using one shot. Speed Cola is a must, for Speed Cola literally decreases the reload time to a single second. The Royal Flusher does not do any damage to other players. However, there is an even bigger problem, but this problem doesn't seem to big to some or most players who will encounter the weapon. If the Royal Flusher runs out of ammunition in both the reserve and the magazine, the Demonic Announcer will laugh and the Royal Flusher will flash in your hand and change into a normal Ray Gun with zero ammunition as it had in the Royal Flusher. So for those who feel sentimental about the Royal Flusher, it is best to save a shot or so until a Max Ammo is achieved. The Crucifier is essentially one OP sidearm. The chance of achieving this magnificent weapon is rare, yet tedious to get. Percentages getting this weapon due to the amount of times the player presses the button will change accordingly: So in terms, it will cost 66,500 Points to increase the chance to get this weapon at maximum. The Crucifier has 13 in the magazine, and 77 in the reserve. It remains a OHK until round 25, a THK until round 30, a ThrHK until round 33, and to kill a zombie using the entire magazine, it will be in effect at around round 50. Reload time is quite fast, and getting Speed Cola will not make a difference. It is recommended to aim for the head with this weapon, as it will OHK headshot'd enemies until around round 29 instead of round 25. Also, this weapon can be Pack-A-Punched. However, Pack-A-Punching this weapon will cost 10,000 points because of it's rarity and power. It becomes The Extinction Device. The Extinction Device becomes even more OP, as it's use becomes a OHK until round 35, a THK until round 40, a ThrHK until round 44, and to use the entire magazine which consists of 26 rounds to kill a zombie or so would be somewhere around round 63. It has 260 in the reserve. Reload time is the same. Like it's Non-Pack-A-Punched version, headshots kill the zombies more easier, and it is still recommended to do so. Since it's quite powerful, The Crucifier / The Extinction Device can only be possessed by one player per game. However, it is possible for all players to get it after completing the Easter Egg.
 * Royal Flusher
 * The Crucifier​
 * 0% - 5% First Try
 * 6% - 8% Second Try
 * 9% - 14% Third Try
 * 15% - 20% Fourth Try
 * 21% - 35% Fifth Try
 * 35% - 49% Sixth Try
 * 50% - 100% Seventh Try

​The Teeping Personal Organization Mechanism, is a Wonder Weapon that is somewhat like the electric shock ability from Mob of the Dead. However, in gun form. It can teleport zombies to a different area. However, it also damages them and weakens them by the means of them slowing down after they have teleported. The Teeping POM contains 8 in the magazine and 96 in the reserve. It can be Pack-A-Punched into The Teeping POM Mk. II, which has 16 in the magazine, the reserve remains the same. Damage increases and teleportation and weakening effects are enhanced. Also, the Teeping POM Mk. II allows you to use it onto other players. It will teleport them to a different location. However, these locations are specific at random. The location they will be teleported to varies from the spawn point, to perk machines, and box spawn locations. However, the downside is, that the player using it cannot teleport him/herself to persay, escape the zombies. It is more of a tactical weapon, rather than one of general offensive power. All players are able to possess one.
 * The Teeping POM

Finally, What appears to be a light machine gun of the highest caliber this weapon is regarded to be the "Savior of the Survivors", it's capacity can mean the death of over 1,000 zombies in short amounts of time once you've got all of them in line. The Machine of the Sun will not slow you down in mobility. However, reload time is incredibly ridiculous- with the time of about 11 seconds. Speed Cola is a must, for it will down the reload time to about 3-4 seconds. The Machine of the Sun contains 100 in the magazine, and 900 in the reserve, making it a weapon with the most ammunition capacity, besides the Death Machine of having infinite ammunition (in some cases) for a limited amount of time. Damage is supreme. 1-5 bullets can kill a group of zombies until round 10. It may take 6-20 bullets to kill a group until round 20. 21-41 bullets until about round 31. And a full magazine to kill a group of about 20+ zombies would be set in around round 44. But when is upgraded, it becomes the Machine of Massacre. The MoM becomes even more unbelievable. 200 in the magazine, and 1800 in the reserve. Damage remains the same. Reload time remains the same. However, mobility decreases slightly. The Machine of the Sun / Machine of Massacre is best with Juggernog, Speed Cola, Double Tap, and in most cases, Deadshot Daiquiri and Stamin-Up. The Machine of the Sun / Machine of Massacre is great for the higher rounds when Max Ammos become scarce. Only one player may possess it, no matter what.
 * Machine of the Sun

"Salvation" Easter Egg
This is the major Easter Egg in Requiem. Completing this will result in allowing all of the players to receive The Crucifiers/The Extinction Devices from the Gamble Button in the Armory. Also, upon completion- all players receive all of the perks on the map permanently. It requires all 4 players' participation.

Step 1 - Wither the Walls
With the Decomposer, use it on the red X's that appear in the Office Room. There are 8, and there is no specific order to do this. When you have done this step successfully, Fire Sale will occur for 30 seconds as a reward.

​Step 2 - Mine the Meteor
With explosive weapons, have the explosives blow up near the meteor in the Mining Facility. It will take 50 explosions to do so. When you have done this step successfully, the meteor will break and disintegrate, revealing a Nuke power up.

Step 3 - Teleport the Meteor Fragments
With the Teeping POM or it's Pack-A-Punch variant, use it on the meteor pieces around the map. There is one in the Waste Processing Plant, the Flora Experimentation Center, the Mining Facility, the Chamber, the Office Room, and in the Lobby. When completed, Insta-Kill will be available for 60 seconds.

Step 4 - Find the pieces to the Puzzle
You will notice that the computers in the Office Room are powered up, and the screens are blue. You are required to find blue X's, and you will have to press the 'action' button on those X's. There are 16, and are placed randomly throughout the map. When that is done, return to the computers. Press and hold the action button on every single one of them. Then, the computers will shut off and you will hear this announcement:

"Attention. All systems are down. Initiate Salvation protocol. Power is required to initiate the protocol."

Step 5 - Sacrifices
In the Chamber, you must kill 100 zombies with non-wonder weapons or explosive weapons or the explosive use of PhD Flopper. Once that is done, you will hear an alarm go off for a few seconds. Then, go to the Doctor's Surgical Procedure Room and kill 50 zombies with only melee weapons. Then you will hear the alarm again. Finally, go to the Waste Processing Plant and kill 25 zombies with the Decomposer. And you will hear the alarm once more, and you will hear this announcement:

"Attention. Power restored. Salvation protocol initialized. Quadrant required."

Step 6 - Seperation of Powers
Whoever is playing as Richtofen must stay inside the Doctor's Surgical Procedure Room until the protocol is complete. Nikolai must remain in the Office Room and/or the Lobby. Takeo must stay in the Flora Experimentation Center. And Dempsey must stay in the confines of the Armory and/or the Mining Facility. Once everyone is in place, the announcer will say the following at the following times:

''     "Attention. Salvation protocol beginning. Quadrant is in effect. Sequence will be engaged." - [Once everyone is in position.]''

''     "Attention. Salvation protocol disrupted. Quadrant is no longer in effect. Sequence reset engaged." - [If someone gets downed or leaves their designated area.]''

     "Attention. 60 seconds until Salvation is achieved."

     "Attention. 30 seconds until Salvation is achieved."

     "Attention. 10 seconds until Salvation is achieved."

If successful, you will hear this:

"Attention. Salvation achieved. Atmosphere is now customized to the Quadrant. Attention. Teleporter is now standing by. Sufficient credits are required to use it."

Once hearing that, the players receive all of the perks and are eligible to receive The Crucifiers/The Extinction Devices.

Final Step - Escape
Like Mob of the Dead, one can end the game with the completion of the Easter Egg. However, to end the game, you must purchase the teleporter while everyone is in it for 115,935 Points. And then, you will all be teleported and the screen shall fade into the Game Over screen.

That's actually everything that there is to cover for Requiem. Give me your thoughts on this and let me know! I will be glad to make another map if one requests it. Until then, farewell. - ItsInstant [ Gamertag: CritiCalvin ]

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. Max Ammo works to this Thundergun. 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 600 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). Golden Spork and Hell's Retriever can be obtained too by making tough easter eggs. 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. Power-Ups also last twice longer time in ground before taking them. 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 Kino Der Toten. 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,Phoenixes in the map,Scyllas in the map & are Legion Zombies In the Map. Also you can decide is the game headshots only,are there magic,difficulty easy or normal & the starting round. Random Perk Bottle can be obtained by killing 30 Denizen with M1911.

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 (Colosseum)

-Bowie Knife 3000 points (Roman Forum Plaza)

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

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

Mystery Box Weapons
-Executioner

-Python

-AK-47

-M1216

-Tac-45 (single or dual wield)

-Five Seven (single or dual wiel)

-S12

-Chicom CQB

-SMR

-FAL

-Ballistic Knife

-MP7

-M8A1

-Type 25

-M27

-MTAR

-Galil

-XPR-50

-DSR-50

-Barrett M82A1

-RPD

-LSAT

-Death Machine

-RPG

-War Machine

-Titus-6 (can be getted from mystery box after one of the players have Ray Gun)

-MM1 Grenade Launcher (can be getted from mystery box after one of the players have Titus-6)

-Storm PSR (can be getted from mystery box after one of the players have MM1 Grenade Launcher)

-Neptunus Trident (only avaible after being constructed manually)

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

-Monkey Bombs

-Ray Gun Mark 2

-Ray Gun

Perk Machines
-Deadshot Daiquiri 1500 points (Ruins)

-Quick Revive 1500 points (Roman Forum Plaza)

-Double Tap Root Beer 2000 points (Colosseum)

-Stamin-Up 2000 points (Legion Headquarters)

-Electric Cherry 2000 points (Roman Forum Plaza)

-Tombstone Soda 2000 points (Ruins)

-Jugger Nog 2500 points (Colosseum)

-Cliffhangers Hip Flask 2500 points (Legion Headquarters)

-Frog Energy 2500 points (Legion Headquarters)

-Security Soft Drink 2500 points (Colosseum)

-Speed Cola 3000 points (Roman Forum Plaza)

-Vulture Aid 3000 points (Perpetual Motion Device 1)

-Mule Kick 4000 points (Ruins)

Buildables
-Neptunus Trident

-Juppiter Quake Releaser

-Perpetual Motion Device

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

-Flaming Oil Spreader (Defends Perpetual Motion Device)  (can be upgrated)

-Counter Spikes (Defends Perpetual Motion Device) (can be upgrated)

-Barbed Wire Wall (Defends Perpetual Motion Device) (can be upgrated to Flaming Barbed Wire Wall)

-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)

-Gun Trade Machine (You can change weapons with other players)

Power-Ups
-Insta-Kill

-Double Points

-Max Ammo

-Nuke

-Carpenter

-Fire Sale

-Punisher (It lasts for 30 seconds and enables every player to shoot infinity without reloading) (rare)

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

-Random Perk Bottle (if the players kills 30 Denizen with M1911)

-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

Zombies Map: Die Mauer (by Darth Ultimatum)
Map Description: ''Fight your way through the twisty passages of this complex map as the zombies try to cut you off at every corner...
 * This map takes place in late '80s England, after the events of Moon*''

Playable Characters
The original characters return in this map (Takeo, Tank, Ricktofen, Nicolai).

Starting Room: The House
The group starts in what appears to be a bathroom of a typical suburban English home. There's blood everywhere, of course. The entire house (three rooms per floor, two floors) is unlocked to start with, with the Olympia on the bottom floor and the M14 on the top. There are two zombies spawns on each floor, although both top floor windows come from the same spawn (similar to Der Riese, but not exactly). There are two doors, one leading to the backward (which contains a box spawn and the MPL [750 points]), and one leading out the front door.

The Thin Ice
The second room (unlocked after opening the front door to the house) is not at all what you'd expect the front lawn to look like. The area is actually rather large, but there are six zombie spawns which makes staying here hard past round 6-7. The floor is completely ice, and, if shot or blown up, will break (if a player falls into the frozen water, they just die, similar to falling off the rocks on Moon [this also applies to zombies]). Mule Kick and Quick Revive are here, as well as the Lee-Enfield for 200 points. The far side (opposite from the house) is entirely a large, white brick wall, which has no visible end. Walking up to the Wall will yeild the message: "Hold {action} to Enter the Wall for 1000 points". Doing so will force some bricks aside, and allow the player to enter. The bricks will rebuild themselves after ten seconds, so it is wise to alert everyone to the passage beforehand.

The Wall: Stage One
The first section of the Wall has no visible zombie spawns or windows, however the zombies will brake down some wall sections (similar to the Help Room in NdU, and various places in Verruckt, etc.) for a total of three zombie entry points. The room is roughly the size of the MPL room in Moon. Speed Cola is here. On the side of the room that you did not enter, you can purchase (for 1000 points) another "brick reveal", although the room is completely symmetric so it's easy to spend the 1000 points on the wrong side. The Sten is here for 1000 points. Leaving the area through the second entry has the same effect as the first (bricks close after ten seconds).

The Cradle
This room appears to be a giant cradle, or crib. The Mystery Box's initial spawn point is in this room. Zombies will fall from the sky, so it is imperative to watch your back. This room is roughly the size of the Dressing Room in Kino, and contains nothing other than the Box Spawn, so staying in the room after the box leaves is not advised. There is a door, unlockable for 750 points.

The Battlefield
The Battlefield is one of the single largest rooms in CoD history. The one room is roughly the size of the WaW level Their Land, Their Blood and borrows many design elements from that level. It is the aftermath of a WWII battle. The M16 is here, as well as Claymores, and Juggernog, and the Bowie Knife, and the first Teleporter. The easter egg is activated by jumping on top of (and pressing "use" on) all seventeen tanks in this room (the easter egg is actually "Damned", just for the lulz). Also, Double Tap Root Beer is in this room. There are nine Box Spawns and a section of barbed wires that can be cut away, which leads to the

War Room
The War Room is very small, about the size of the starting room on Ascension. It contains PhD Flopper, as well as the M1 Garand, BAR + Bipod, Springfield, Thompson, and Stakeout. There is a conspicuous door that is buyable for 1000 points.

The Classroom
This is a small classroom that contains nothing of importance, other than another Claymore spawn and another box spawn. Yet another door leads to

The School
That one door unlocks the entire school, which consists of eighteen classrooms and the cafeteria. Each room contains a box spawn and zombie spawn, and the cafeteria has purchasable Molotov Cocktails and the Power Switch, as well as the second Teleporter (they go in order, but this one [and this one only] costs 1000 points to use). There are two doors in the cafeteria: one, for 750, goes back to the Battlefield (the path was not there before turning on the power), the other goes to the next section:

The Wall: Stage Two
Stage Two is functionally the same as Stage One, but it is slightly bigger and has four zombie spawns instead of three. Stamin-Up is here, as well as Frag Grenades and Semtex. There is a secret box spawn here that only exists when a Fire Sale is active, although the "box light" (which is only visible on the Battlefield or by noclipping) is always over this room. Once again, the entry and exist only open for ten seconds. Exiting the room brings you to

The Strip Club
There's literally nothing here exepct a 750 point door and electro-static shock trap. Going through the door brings you to:

The Hotel Room
The Hotel Room is the "main" room of the map (just like the Stage is the "main" room of Kino). It contains Frag Grenades, Who's Who, three box spawns, one zombie window, Deadshot Daquiri, and the White Brick (which is found by shooting the piano in the room). There's also a purchasable FG42 here. All the walls here are the bricks that make up "The Wall" stages, although a door is purchasable for 1000 points...it leads to

The Wall: Stage Three
This stage is unlike the others. The M14 EBR is purchasable for 1200 points. There are eight zombie spawns, and there is blood all over the place. There is a broken TV where the perk is in the other rooms. In this room (and this room only), the Death Machine and Lightning Bolt power-ups can spawn, and the Carpenter power-up cannot spawn. Also, Nukes will give the player 600 points instead of the normal 400. On the opposite side of this room there is a missing brick in the Wall. The White Brick from the Hotel Room must be placed in this spot in order to open the door. This door leads to

The Blood Room
This room is an abandoned and blood-covered doctors office. The ASP is purchasable here for 100 points (ammo 25; upgraded 1000), and there is a box spawn. The room itself is very similar to the "torture chair room" in Verruckt, and the "Torture Chair" in Kino der Toten (featuring a bloody chair in the middle of the room). There are four zombie windows, and a door purchasable for 750 points.

The Stage
This room is a typical rock band stadium. The room is rather large, roughly twice the size of the Theatre in KdT, and consists of two major parts: The Stage, and The Audience. There are a total of nineteen zombie spawns and windows in this room. The Stage is similar to the stage on KdT, but is there is no debris/walls, so circling around it is pretty much useless. There is a box spawn on the stage. The Audience consists of about fifty rows of chairs, which can be circled around. On the stage is an elevator that leads back to the Hotel Room, and in the back of the Audience (opposite of the Stage) is a door for 1000 points.

The Grass
This is a simple grass path. There is a box spawn here, and the AK74u. There is a door for 1000 points.

The Foyer
There is another box spawn and another door for 1000 points here.

The Courtroom
This is another massive room, although not as big as the Stage. There aren't any zombie spawns here, and there aren't any other doors, meaning that it is a good place to camp because all of the zombies will come from very far away (the nearest spawn is back in the Stage, and there is a very long straight line from there to the Courtroom). However, the room is indeed a dead end so if players don't want to get completely overwhelmed they will have to leave eventually. The layout is a typical (but greatly scaled up) courtroom, with rows of seats and a MASSIVE judge's pedestal (about two hundred feet tall). There are very small ledges on the walls that lead up to the top of the pedestal. On top of it, there is a button that turns the TV in The Wall: Stage Three into the PaP machine, and also spawns teleporters that link between the three Wall stages. HOWEVER, if a player was to fall from the pedestal or the vast majority of the small ledges leading up to it, they would instantly be downed if they don't have PhD Flopper (due to the extreme height of it all). Zombies cannot climb the pedestal, so Dive to Prone-ing with PhD Flopper from the top of the pedestal is very effective, because in the time it takes you to get to the bottom the zombies will have crowded to where you will land.

Miscellaneous Information
Die Mauer is German for "The Wall".

The Pack-A-Punch machine can only be used once, because it is sucked back into the wall and replaced by the Television again. The button, however, does not need to be pressed a second time; completing the Easter egg will permanently unlock the Machine.

There is a new WonderWeapon in this map, known as the Scepter-42. Is is similar to a steampunk FG42, but with no magazine (instead, the stock is removed and replaced every time you go dry). It has a one round magazine with a 10 second long reload. It is very similar to the Thundergun, but has a smaller radius, triple the range, and the mobility of a machine gun. When pack a punched, it becomes the Stinger-89 Buzzkill, which has an eight round capacity, double the radius, twice the reserve ammunition, the mobility of an assault rifle, the ability to ADS, and a reload time of 2s (8s empty magazine). Also, the PaP version can be reloaded when ADS, but this increases reload speed to 3.25s.

TO BE EXPANDED

Die Nation
Zombies map:DIE NATION Date:December 24, 2017 Location:Paris,France Game:Black Ops 2 Characters:Sarah Michelle Gellar,Robert Englund,Danny Trejo,and Michael Rooker Team:Call of the Dead Group Weapons:M1911,Grenades,any weapon bought Enemy Weapons:BRAAAINS...,Producer's stage light Objective:Survive for as long as possible against limitless waves of the undead Enemies:Zombies,Minions, and Producers Console codename:zm_damnation

Die Nation takes place in Paris,France and is featured in the 3rd Black Ops 2 dlc map pack, Salvation.This map is so far Treyarch's darkest zombies map.With religious topics such as damnation and hell, this map is slightly more inapproiate than previous zombie maps.This map also features narrower spots in the map similar to Die Rise.The Eiffel Tower and Notre Dame also play roles in this map.Notre Dame serves as the place where the Pack-A-Punch is located and the Eiffel Tower is featured in this map's major easter egg.This map features a new perk called Last Man Standing.The perk decreases the possibility of falling to your death as it creates a barrier below your body that allows you to walk above air for about 5 seconds.PHD Flopper also makes a return in this map.Last appearing in Moon.The map also features a new buildable wonder weapon called Dragon's Breath.The weapon is basically a modified SPAS-12 that shoots molten copper.It also features a radius similar to the Sliquifier.The weapon un Pack-A-Punched can kill every zombie in the map up until round 100.When Pack-A-Punched the weapon becomes the Devil's Spit.The weapon also has a blue camo and the molten copper that it fires also becomes purple instead of red.The Devil's Spit also has infinite damage.The Trample Steam also makes a return in this map, having only appeared in Die Rise.Also returning from Die Rise are the Minion zombies.Aside from the Minions, this map features a new zombie called the Producer, which is a zombified church priest that acts similar to Brutus from Mob of the Dead.The zombies weapon is a stage light which is the same as George Romero's weapon.The playable characters are Sarah Michelle Gellar,Robert Englund,Danny Trejo,and Michael Rooker from Call of the Dead.The musical easter egg for this map is called "Lord, Preserve Me" by Avenged Sevenfold.

Weapons: Every weapon in every Black Ops 2 zombie map excluding the Sliquifier,the Hell's Retriever, and the Blundergat.The Dragon's Breath is also in the Mystery Box but only after someone builds it and then loses it by either swapping it out or getting down and dying.

Perks: Juggernog Quick Revive Who's Who Last Man Standing PHD Flopper Mule Kick Speed Cola and Double Tap

Buildables: Trample Steam Shield Dragon's Breath Wooden Branch to break into Notre Dame the Navcard Table

Achievements/Trophies: Indulgence Collector(75 G/Silver Trophy)- In Die Nation, free yourself from damnation.NOTE:This is received after completing the map's major easter egg. Where are your Producers now?(10 G/Bronze Trophy)- In Die Nation, kill the Producer before he can deactivate anything. Straight Edge Survivor(30 G/Bronze Trophy)- In Die Nation, survive until Round 20 without getting down Electronic Specialist(35 G/Bronze Trophy)- In Die Nation, use every electronic and buy from every single perk machine in one game. And He Shall Smite the Wicked(15 G/Bronze Trophy)- In Die Nation, kill at least 24 zombies with a single shot with the Dragon's Breath/Devil's Spit. Saying Your Prayers(10 G/Bronze Trophy)- In Die Nation, enter Notre Dame and Pack-A-Punch a weapon before Round 15 An Act of Great Levitation(10 G/Bronze Trophy)- In Die Nation, walk above air and prevent yourself from falling to your death.

Trivia: -"Die Nation" is a pun on "damnation". -The main heading of Die Nation, The City of Bells, is a reference to the bells that the bell ringer rings in Notre Dame. -Some rooms in this map are upside down, such as the Mystery Box spawn location -This is the third map to feature elevators.The first being "Five" and the second being "Die Rise". -This map features the highest amount of weapons available in the map. -This map is so far the largest zombies map. -This map was hinted from the bells that were ringing during the game over screen of Mob of the Dead

Titanic Zombie Map                                 (By BAM)
My idea that came up is a Titanic zombie map either when it sinks or while it is still afloat. The start might be like two pairs of couples that were retired army vetrians that are celibrating there return home with a cruise on the biggest ship in the world. While they are on the ship they is a zombie abocolips and they are forced in to combate by the captians orders, that might be the theme. And that would be the map but like there is a boss the boss in this map could be the captian getting infected. Same characters or guns unless the public would like to decide.75.128.20.58 19:54, May 11, 2013 (UTC)BAM

Firing range(not anything like black ops), Greek Coloseeum
 FIRING RANGE (can do survival only with up to 6 players)

Charecters:  Marines

You are at a firing range at a marine base when zombies start running at you. all you need to do is to survive till you DIE.

Starting weapons:

M16

ASP

4 Semtex

Knife that kills till 2 minutes

Wall weapons:

L96A1

MP5K

M4A1

Remington 700

LSAT

Box Weapons:

All guns from every game from mw2 to bo2(excluding assault sheild and lock on launchers)

Perks:  (all perks are against the back wall of the fring range along with pack a punch)

Steady Lemonaid, 1200(  Iron sights are 50% narrower and no hip sway)

Deadshot dauquiri, 1500

Flaka Jacka, 1500(no explosive damage and their is a 2% chance that one of your bullets will be explosive)

Speed Cola, 3000

Double Tap(B02 version), 2000

Mule Kick, 3000

Quick Revive, 1500

the point of this map is to survive in the fring range for as long as possible.

 GREEK COLOSEEUM(survival and grief) 

Charecters:  Adventurers

Starting weaons:

M1911

Knife

2 Frag Grenades

Wall weapons:

Olympus(stronger version of olympia), 600

M14, 400

MP5K, 900

MPL, 900

PM63, 800

MP40, 1000

M16

AK74U

Box weapons: (Mag,max ammo)

Zues's Tornado( shoots a big wind that kills zombies from mid range)2,20

Posieden's Riptide( Shoots a blast of water that destroys a zombie)5,50

Hades Reviver( Turns the zombies back to humans)3,30

Helios's Flame( shoots fire that burns zombies on any round after being touched by the fire for 4 seconds)*1,10

Athena's Brain Breaker( shoots a mind wave that blows up the zombies brains)1,15

Artemis Bow( a bow and arrow that makes a zombie go flying back when shot and kills any zombies it hits)1,80

Dionysus's Vines( shoots vines out that can tangle up groups of zombies and pulls them underground)3,15

Aphrodites Love( shoots out a heart that the zombies follow for 10 seconds)1,5

Ares Boar( shoots out a little pellet that make a boar come and kill zombies)1,5

Hepheustes Hammer( a hammer that you can carry and will kill zombies on one hit)infinte,infinte

Hermes Serpents( shoots a serpent out that tangles all zombies alive and kills when bites)2,0

Cratos Fury( two swords that look like dragon claws and is always 2 hit kills)infinite,infinite

Janus "doorway"(shoots out a black hole that zombies are attracted to and are killed)1,5

Kronos's Time Stopper(freezes zombies for 5 seconds)1,3


 * shoots continulously for up to 20 seconds

these are all greek gods for everyones information(upsept for Kronos who is a titan.  Janus, Cratos, and Helio's are minor gods.  Hades is not an olmpian because he lives in the underworld)

Perks:

Achilles Beverage(juggernog)

Hermes energy drink( Speed cola)

Quick revive

Double tap

Stamin up

Artemises soda( deadshot dauqiri)

Mule Kick

Downers delight(can use primary weapons when down,switch weapons when down,get points when down,throw grenades when down)

Pack a punched weapons

Olympus:  12 Olympians(12 bullets in each mag,120 ammo,shoots an element of each olympian(Zues,Posiden,Hermes,Hera,Hephaestus,Dionysus,Demeter,Athena,Artemis,Ares,Apollo,Aphrodite)

M14: Mniesa

MP5K: MP5K Kollider

MPL: Pack a punched MPL

PM63: Tokyo & Rose

MP40: Afterburner

M16: Skull Crusher

AK74U: AK74fu2

M1911: Mustang & Sally

Well this is it. the box weapons can be pack a punched but they only get more ammo and more damage. hope you like my ideas

Make your own title
" This disease is quite remarkable.  Its turned some of my students into monster that will rip you apart with their bare hands.  They can also take many bullets to places that should kill with one.  Ive seen them jump to the top of the building to get to their "prey".  I need a sample so i could test on this more..."

-- Professer Andrew Johnsons last recording

This map introduces choosing which charecter you want to play as and watching the into when you play online. each charecter has their own intro. Each intro is listed with each charecter below

Mason "Hollywood" Miracle:  " this all started at football practice when we started a play.  The center snapped the ball and I dropped back.  I saw Billy-Bob running at me, but their was something wrong with him.  his skin was green and their was wound marks all over his body. He tackled me but it seemed like he hit harder.  He started trying to bite me.  I remember something the nerds always talk about called zombies.  Everyone was trying to pry him off me but the more they pulled the more it ripped my skin.  I head butt him and he backed off.  I started beating him on the face till the coach broke us up.  Billy-Bob jumped on the coach and started ripping him up.  everyones instinct was to run.  I ran into the cafeteria with 3 other people and started bording up windows."

Chloe "Hottie" Buhcannon:  " this all started at cheerleading practice when we were doing a cheer.  we were doing a pyramid.  When i was going to jump at the top the whole pyramid fell.  I saw Madison biting Destiny.  I had no idea what was hapening.  i just decided to run to the football field.  When i got there everyone looked just like Madison.  They had wound marks all over their body and their eyes were glowing orange/blue(depennds on what easter egg you did on buried).  They were all running at me.  I ran away back into the cheer room and locked the door.  Everyone there was infected also.  I ran to the cafeteria and joined up with three other people and started bording everything up.

James "Geek" Miller:  "This all started when i was playing video games with my friend.  When i was in the middle of the match he said he was sick.  He puked all over the floor and just passed out.  I dont know whats wrong with him.  I went to the nurses office and she was weird looking.  Like a zombie.  She was green and had cuts and she had glowing eyes.  I ran back to my room.  When i got back my friend was just standing there.  He started running at me and i jumped out of the way

Alright guys this is it for right now i will continue later

my zombie ideas by ownerofthiswiki
my ideas for zombie maps by ownerofthiswiki

der toten wacht - takes place in an abondoned house see my upcoming page for details

schule des todes - takes place in a school that was turned into a Nazi boot camp

mansion - takes place in a base ( the base is a base for group 163, you would find out about that in my zombies story)

nuketown 2025 zombies - takes place at nuketown 2025 after the explosion

nazi base 1,2,3 - they obviously takes place a Nazi bases

remains - takes place on a destroyed mountain after a nuke

hideout - takes place at a base

nazi base 4 -  nazi base

hospital - takes place at a hospital

der reise - takes place in virginia, it is like tranzit, but my own little version of it

deadly reaction - takes place at a 163 base

the maxis house - takes place at samanthas house

after the strike - takes place on the other side of the crater in nevada near nuketown

dark side of the moon - takes place on the porter station

the return - takes place at hitlers house

apocalypse - takes place on a plateau in asia

d-day - takes place the day after d-day and all the  men that died come back from the dead to get revenge

return to the moon - takes place on the Nazi moon base

the apocalypse 2 - takes place in brazil and is the true apocalypse

burned - takes place in the buried city of pompeii

technological difficulties - takes place at an oil refinary

final hour - takes place in the crumbling continent of austrailia

on the run - takes place in texas,great britain,china,mali,mexico

downfall - takes place in mongolia

rebellion - takes place at a survival camp

paradise - takes place in north carolina at a beach house

zombies of the carribean - takes place on a cruise ship

flight 115 - takes place at an airport

healing the wounds - takes place at a 163 base

back to the past - takes place in the trenches of france

rezurrection - takes place at a 163 base

agartha - takes place in agartha

those are my ideas for call of duty zombies :) i have a story to go along with it

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Barspin takes place in an indoor skate park, which has lots of obstacles to maneuver around. When you spawn, you won't spawn inside the main skate park. This map takes place in the future, around the same time as Black Ops II is set. Barspin is a hard map, but once you get a grip on the spawns and obstacles, it becomes a little easier.=====

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When you spawn, you are equipped with the M1911, and you will not spawn in the skate park, but in the first aid room. There will be no wall weapons, and there will be one door to open, and one cabinet to open. Upon approaching the cabinet, you will be asked for a crowbar. I will discuss the location of the crowbar later in this post. There are no barriers in this room, yet the door costs 500 points. There is a jacket lying next to a pile of blood on the floor. You will be prompted to press X, and when you do so, you will recieve 500 points. It is good to do this first thing, because the zombies will pile up outside of the door. When you open the door...=====

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You are met with half of an indoor skate park. The other half of the skate room is blocked off by a huge wall that has fallen through the ceiling. The ceiling will be accesible later on in the game. As you walk through the door, you are approached by a zombie running frantically towards you. This zombie only takes one bullet / knife to kill, but when he dies, you have to inspect the zombie. You will be prompted to press X, much like the jacket which you obtain points out of. Once you have pressed X, you recieve a crowbar. Once you have recieved the crowbar, the zombie will grab onto you and you are prompted to press X. You have to press X within 5 seconds or the zombie will gauge your eyeballs out! If you press X in time, you will elbow his head and then brutally stick your crowbar through the zombies skull. This crowbar can be used to open the...=====