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My Map Idea "Core"


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Posted

I had a bit of free time today, and I decided I would spend it on an idea that I had in my mind that I honestly believe would be very cool. I am quite storyline-orientated, so it will come up. I don't intend for Treyarch to make this in the next game, but I thought freelancing might be entertaining, and I believe this is where to place this thread.

1. Game Details

This map would be a default map that comes with Treyarch's next game, Insert Title Here. It would not be the only one, but it'd be the choice of at minimum 2 or 3. The best combination would be to have this map, another map that is small and classic but new, and a third map of whatever kind but a different kind.

2. Map Details

Name: Core

Time: After Moon

Place: Agartha

Environment: Cave

I chose the name Core because I thought that it sound short, simple, and catchy. Agartha was too direct, too to the point. Cave was just plain unoriginal. While the map is not the "core" of the Earth, it is still core-like in the sense that it is within the Earth.

3. Description

The map is an underground cavern in the porous crust of the Earth within an inner region known as Agartha. Everything is very dark, and there are no working lights until the Power is turned on. Even then, there are areas without lighting. Since Core takes place after Moon, much of tunnels are collapsed. Some parts of the map are wilderness caves while some parts become suburban while some parts are quite technological. It has meshes of all these things. Also note that oxygen has been preserved within these caverns, although the oxygen will probably be gone within a few decades.

4. Storyline

This map has a functioning storyline. When the map is loading, Richtofen will say a quote, much like in Kino der Toten's opening dialogue. However, it is not a recording of his voice. It is his new, big, booming voice echoing from the sky. He says "Stupid Maxis and his stupid meddling. I could've had the whole world... Where do you think you're going?" in reference to the main group teleporting away, teleporting from map to map as they've been doing, but this time to where Core takes place. Richtofen is the voice in the sky, like Samantha used to be, and Samantha is a playable character from the start. The reason the group chose to come here was because Samantha mentioned hearing about it, while the other characters figure that going somewhere and trying something is worth a shot. They'll be saving the day eventually in some fashion I suppose, but at the moment they are lost at how they could do that. This place, Agartha, used to be full of Vril-Ya. Vril-Ya were distinct enough from humans to be more than a new race, but not quite a new species; they were like a subspecies of human.

5. Mechanics

This map has a new gameplay mechanic: darkness. At the beginning of the map, it is pitch-black dark. You literally cannot see anything. You will have to fumble in the darkness, with your characters saying things to help guide you until you find a device that has the same functionality as a flashlight. There are four, and they are in fixed positions in the same place every game, one for each player. These are automatically used in the map to brighten dark tunnels, and they automatically turn themselves on when needed and off when they are not. This effect will bring back the creepy feeling that Zombies has lacked recently.

6. Wall Weapons

This map almost no wall weapons. The only wall weapons are the Sowing Blade, Vril Balls, and the Vril Staff. As seen, these are three new weapons. The Sowing Blade is the replacement of the Bowie Knife and Sickle, and it is basically the blade the Vril-Ya would've used for agriculture since they were entirely herbivorous when they were alive. The Vril Balls are the Vril-Ya variant of Frag Grenades, and they work similarly, just with different aesthetics. The Vril Staff is kinda like a Wonder Weapon but not really. Technically, it is not, but it still counts as the new weapon for this map. It is weaker than the Ray Gun, but you can buy ammo for it off the wall, although only in one specific location.

7. Mystery Box

The map makes up for having only three wall weapons in that it has three Mystery Boxes. There's the Yellow Mystery Box, a Blue Mystery Box, and a White Mystery Box. This change is represented by the fact that Richtofen is trying to spice things up. The Blue Mystery Box has only Cold War weapons inside it. The Yellow Mystery Box has only World War II weapons inside it. The White Mystery Box has all of the weapons, besides Wonder Weapons inside it. The Yellow Mystery Box costs 500 points. the Blue Mystery Box costs 1000 points. The White Mystery Box costs 950 points. Here is a full list:

Yellow Mystery Box:

Arisaka

BAR

Deployable BAR

Double-Barreled Shotgun

FG42

Gewehr 43

Kar98k

M1 Carbine

M1 Garand

M1897 Trench Gun

MP40

Sawed-Off Double-Barreled Shotgun w/ Grip

Scoped Kar98k

STG-44

Thompson

Type 100

Blue Mystery Box:

AUG

Ballistic Knife

China Lake

Commando

Crossbow Explosive Tip

CZ75

CZ75 Dual Wield

Dragunov

Famas

FN FAL

G11

Galil

HK21

HS10

L96A1

M72 LAW

Python

RPK

SPAS-12

Spectre

White Mystery Box:

All of the above as well as:

AK74u

M14

M16

MP5K

MPL

Olympia

PM63

Ray Gun

Stakeout

8. Easter Egg

There'd be an Easter Egg in this map. Nothing too excessive, not like the last one, but one to continue the tradition. This, after all, is not a finale map; it's a default map. The Easter Egg would require you to set up the Pack-A-Punch machine first, which will be described later. I'd have to think of a way to make it more complex and challenging, but the gist of the Easter Egg would be that you (a) find out there is hope to stop Richtofen and (B) gain access to a certain machine described later.

9. Hydration Machines

There are 10 Hydration Machines around the map. These are clearly foreign with the Vril-Ya language on them, and they have scanners that scan what you want. They then ask you what you would like to drink. Each has a series of buttons upon it: red, light green, yellow-orange, blue, bright yellow, purple, black-green, and red-green. If you shoot a button with any non-explosive weapon, the Hydration Machine will then change its appearance to match the Perk of that color. There are 8 working Hydration Machines, so you can choose where to place your Perk machines. It costs 1000 points to change a Hydration Machine, and it can only be done once per machine. There are two non-functioning Hydration Machines; they are broken. For one of them, you have to find the pieces of it in order to fix it. It is missing a key component, the data drive, but Samantha (first-player) will say that she has one on her person. The Hydration Machine will then turn into a Pack-A-Punch. Through the Easter Egg, you can Teleport the other Machine away and replace it with another, the Wonder Weaponizer.

With the choices of weapons, some weapons can be Pack-A-Punched that couldn't before. Here is what the new Pack-A-Punched variants are:

Arisaka > The Eviscerator

BAR > The Widow Maker

Deployable BAR > The Orphan Maker

M1 Garand > M1000

Sawed-Off Double-Barreled Shotgun w/ Grip > The Snuff Box

Scoped Kar98k > Genesis

Vril Staff > Corrupted Staff

The Vril Staff shoots vril energy at opponents. It is weak because humans cannot use it to its full potential. When upgraded, using 115, it becomes "corrupted" and becomes more powerful for humans and less for Vril-Ya, not that any are alive.

The Wonder Weaponizer is a new machine. It is clearly covered in ice, which is supposed to reference that it was long-lost in Call of the Dead. For the price of 5000 points, it will randomly select a Wonder Weapon. It will then say that it is downloaded to nearest assembly unit, which is the Mystery Box. It has three lights on it. If the light is green, that means that it has added one Ray Gun to the Yellow Mystery Box and one Ray Gun to the Blue Mystery Box. When they are taken, they no longer appear in those Boxes (Ray Gun always have a chance to appear in the White Box). If the light is red, either a Monkey Bomb, Gersch Device, Matryoshka Doll, or Quantum Entanglement Device will appear in one of the Mystery Boxes, randomly decided. If the light is yellow, a Wunderwaffe DG-2, Thundergun, Winter's Howl, Scavenger, V-R11, 31-79 JGb215, or Zap Gun Dual Wield will appear in one of the Mystery Boxes, randomly decided. The Mystery Box will never let you get one of these weapons if you already have one of them. Each player can have one. While that may seem overpowering, the map's design will compensate for the ease. If the Wonder Weaponizer is used twice in a row, the first Wonder Weapon it chose will be removed from the Mystery Box if someone did not get it.

10. Zombies

The Zombies are the same as in previous games, just with aesthetic differences. All Zombies in this level were Vril-Ya. They are redder and taller than average Zombies. Also, some where their mechanical wings but are too stupid to know how to use them. Absolutely no Zombies in the came come from the ceiling. There are no Vril-Ya in the ceiling. A couple of places, when opened for the first time, will have bodies lying in them that wake back up when a Zombie "spawns" (when those bodies are gone all Zombies will just be coming out of the ground as usual).

11. H*llrounds

Yup, that's right. The H*llrounds are back (also known as Dog Rounds, Thief Rounds, Monkey Rounds). Every five or so Rounds, after the Power is turned on, one of these rounds begin. They consist of Automata. That is what they are called. They are robots, whose purpose is to defend their masters who you've been re-killing. The hover slightly above the ground and are purely melee combatants. The have arrays of weapons not designed to be weaponized that they will use on you. They are very fast, and they are not numerous. More appear in higher Rounds, but at the first one, there is merely one. You do not get a Max Ammo when you complete the Round, instead you get an alternating Power-Up that could possibly be a Max Ammo among other things.

Okay, that's it for now, guys. I'll add more if people are interested, including pictures maybe. Feel free to critique or comment! Thank you :)

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Posted

great idea and it would be one of the better zombie maps but think of the difficulty by hte time you get to the box with all the doors you open and only 3 wall weapons i think i'll make it to round 15 tops

Posted

[brains] This is very good and i hope that treyarch would do something like this! I like how you have to get the torch type things to see but i think without a torch you should be able to see like 2m infront of you so you can see zombies. I like the Mystery box ideas however if the BO guns ones and the WaW guns were combined to have say the blue mystery box and then BO2 weapons in a normal mystery box, so the game isn't full of different machines/facilities trashing the maps. I like the Hydration machines because if they start adding lots of perks and say they wanted to make a small map they couldnt really fit about 12 perk machines in so having about 5 machines that dispense all perks would be great. I also like the idea of bringing the scare back to zombies, however i don't know how they would do that when people would get used to the scary features. I liked how zombies would come from the ceiling and i like the idea of them raising off the ground. Maybe add a few slightly more powerful zombies per round that would smash through all barriers and be runners from round 01, just something to make the game more thrilling.

I think this would be a good starting map aswell as 1 or 2 extra maps, with the introduction of some new perks. I'd like to see the ability to make perks pro, instead of drinking the pro version you inject it with a needle. I think they should include a Tactical mask, stopping power and bandolier perk into the game.

Thanks for posting this it made an interesting read, good ideas. :D

Some great ideas :)

Posted

Thank you. Your ideas are good too. :)

I do think some new Perks would be cool; I hadn't thought of that. Although I think new Perks would have to be introduced on another map, as the Hydration Machines can only scan drinks the characters know about. : /

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