Jump to content

Free Roam CODZ!


WolfHeart_99

Read the idea FIRST  

11 members have voted

You do not have permission to vote in this poll, or see the poll results. Please sign in or register to vote in this poll.

Recommended Posts

Posted

Ok so i know y'all will disapprove, but here i go...

 

 

so, what if they made an interactive, free roam Zombies map? of course it would have boundaries, but the map would be HUGE...

 

If you're for it post ideas. If not, oh well see ya later!

 

 

  • Replies 42
  • Created
  • Last Reply

Top Posters In This Topic

Posted

I've calculated a map like this before that would actually span the entire globe, it would generate random destroyed structures based on the environment of the area IRL: 

-Poland would be a snowy landscape 

- France would have the tower and basically have the rest of the place filled with buildings. 

 

Players would spawn in where their Xbox is, and are allowed to travel anywhere across the globe using multiple forms of teleportation, they can build all kinds of things from common shields, to airplanes, to super complex rockets to reach a space station requiring parts from anywhere on the globe. 

 

Each "chunk" would contain a few extra perks, jug, speed, double tap, a workbench, the box, a few wall weapons, the wonder fizz, and occasionally a PAP. 

 

 

 

This kind of map would be REALLY difficult to build but would be a TOTALLY amazing game.

Posted

The part about this that doesnt work is that zombies is a round based game, and how would you make a round based game work in an open-world enviornment?  It would either be way too easy or way too hard.

Posted

Well not the mechanics just the round base system…. 

 

Perhaps there are zones ranging 1-20 

 

Depending on the level of the zone, the zombies are harder. One can tell when a person enters a new zone based off the number in the bottom left. In addition, there are a few randomly spawning chunks that increase in level the more players are in them. Or the longer players are in them. 

 

On a general basis, once a non-specific zone has been left alone long enough by all players it resets. There would also need to be multiple servers to prevent the entire world flooding a single server. 

Posted

Thank you. 

 

 

For further details: 

There would be a sort of pip-man helping system where a small computer device helps locate nearby teleporters (most of which can be used to access other teleporters in the world, while others are used to warp between point A and B) 

Posted

TRANZIT?

 

Any open world environment would need a mechanic to stop any large, open area becoming an unbeatable training spot.

 

The mechanic they used in TRANZIT was the FOG and HEADLICE, and everyone hated them.  Well, most folks did.

 

While it is a great idea that really appeals, I just can't see how you would do it, and keep it challenging.

  • Administrators
Posted

If anything, you'd have several, several servers that could only hold a limited amount of people. That's an extreme handicap on a pretty good idea such as this. But like stated before, Zombies would need to keep round-based because that is what Zombies is mechanically (gameplay-wise) set up to be. The problems with zones are that a person could easily grab a more powerful weapon, head into a zone that's similar to Round 1 zombies and stay there the entire time...unless you incorporate some kind of EXP system that is generally found in any stat-building game.

Posted (edited)

If anything, you'd have several, several servers that could only hold a limited amount of people. That's an extreme handicap on a pretty good idea such as this. But like stated before, Zombies would need to keep round-based because that is what Zombies is mechanically (gameplay-wise) set up to be. The problems with zones are that a person could easily grab a more powerful weapon, head into a zone that's similar to Round 1 zombies and stay there the entire time...unless you incorporate some kind of EXP system that is generally found in any stat-building game.

 

 

The part about this that doesnt work is that zombies is a round based game, and how would you make a round based game work in an open-world enviornment?  It would either be way too easy or way too hard.

They managed to make it work with the story line, so why not have a round system for each area? you would be random survivors

Edited by WolfHeart_99
Posted

I would like it if you started where your xbox/ps/pc is like someone said above, maybe not your house, but state. I think it would also be cool if each state had a round counter, for example Texas: round 20, Berlin: 14, Washington: 5 as well as safe non-zombie zones in between, also if you say left Texas at 20, went to Washington, got to 5, and then traveled back to Texas, it would still be round 20, this would force players to stay on the run and plan when they will leave a certain location. Idk if it would be a game you could save and come back to, or a one time deal. I think it would be cool if you could build shelters too, like a mansion with a fireplace, machine guns on the roof, and snowmobiles to escape with in finland, or maybe a castle in ireland with a drawbridge and hot tar :).   

Posted (edited)

Oh yes, cars are fixable, as well as motor-bikes, planes, trains, boats, and even a rocket in certain areas of the world. Likewise, any type A teleporter can be linked to any other Type A teleporter in the world. However Type B teleporters are linked only to it's paired Type B…. 

 

Cars: Can be fast, controllable, and rage havoc, there's the most easy of the vehicles to repair. They have long enough durability and great protection against hordes. 

 

Bikes: Motor bikes have less defense of the car, but allow one to hold a weapon in their free hand. Likewise, it's possible to pick up a single other survivor from a horde without stopping. This is only slightly more difficult to build then the car, as it requires a wheel part commonly…. It also lasts longer then the car in terms of gas, and is typically faster. 

 

Boats: Do what they say on the tin, they maneuver over water. They're helpful for gaining access to islands. German U-boats can be found and used as a hybrid car-boat system. Typically boats do not NEED to be repaired. However they are SUPER vernable to zombies that swim. You do have access to a weapon though if you have a partner. Also, there are bigger yachts and cruises that can be found. These typically sail in a set path and can not be changed, furthermore, they are also typically CRAWLING with zombies too. 

 

Trains: Once a train starts it's on a set path at the highest linear speed in the game. No zombies can board the train once it's left, but any that are on before hand are still an issue. Trains are the best way to carry lots of people. There are also subways and monorails in certain parts. They are somewhat complicated to fix however. 

 

Planes: There are 2 types of planes: Jets, and makeshifts. Makeshifts can be found on long rooftops like in Alcatraz and are made of common materials. They are however limited to 5 people and can not travel freely, they will always land/crash where they are meant to. Jets on the other hands are difficult to build, carry lots of people, are found in airports, and can be controlled to land in any designated airspace. There are no zombies on planes. 

 

Rockets: There are two rockets in the game: The russian missile, and the NASA lander. Russia's missile is found in the outskirts of moscow. It's the strongest weapon in the game, allowing anyone who can find the parts scattered around the world (yes the world) access to the missile, it will clear a whole chunk of zombies for 10 minutes once designated. On the other hand there's the nasa rocket, which is ridable. It will take players to the NASA space station, where there is a bit of a zombie outbreak in space. In space there is no gravity and NO air, instant death if your helmet is chewed through. There is also a way to glide down to griffin station too. Where one can explore MOON and teleport back to A51. There is low gravity on the moon but there is air in some places. The rocket however is the second to hardest build in the game (The hardest requiring a piece from the space station) and requires parts from some of the hardest places in the world.  

 

 

 

 

 

 

 

 

 

 

 

 

At this time I think it's appropriate to address buildables: There are TONS of buildables in the game, some requiring common parts, some requiring rare parts, some requiring parts from other builds. But each player is instructed to gather his own parts to build his device. Rare parts are found in one area of the game and can be picked up from the same location over and over by everyone. Common parts can be found in multiple areas, but can only be picked up by one player before disappearing. By pushing select, or Tab or whatever, one is given a menu of all the parts one has collected, and what machines can be built with them. Machines that have color can be built in the chunk, machines that don't will require you to travel outside of the chunk. 

 

While accessing your menu you are vernable, which is why you need to find a safe area: Close the door to the closet or something, climb atop a radio tower, ect.

 

 

Deaths: When you die in this game a few things can happen: 

-Instant death: Drowning in the ocean, suffocating in space, crushed by an elevator, falling into an out-of-bounds crater. This means you're dead unless you have Who's who or quick revive. 

-Downing: Like in zombies downing results in the loss of perks, but not weapons. However tombstone 2.0 will allow one to maintain one's perks after they have gone down and are either revived or self-revived with quick revive. 

-Helper drone: Once deployed can revive you after you are downed, it will not save your perks however. 

 

Perks: Quick revive: Works like in solo and co op, find a player, revive him faster, go down, revive back up with no perks by yourself. 

Who's who: Spawns you back with a fresh body, but with no guns, eventually you will find your old body (Unless it was insta-deathed) and revive it to get all perks but who's who back. 

Tombstone 2.0 will let you keep your perks if your who's who body respawns you. Or if your old body dies and is revived. 

 

 

Death without help: The game is over your character is dead and you have to start back at your spawn with no perks, weapons, or parts other then a weapon you can put in your locker. HOWEVER any cosmetics you've unlocked during your travels are still up for use, as well as secret bonuses. 

Edited by Stop mocking me0
Posted

Would this even be zombies? Some parts wouldnt make sense in multiplayer. Good on paper bad in game . Like tranzit but bigger and more nightmarish and mixed with resident evil and left 4 dead....not a good combo. Good idea but i just dont see it as being as easy to pick up as say Kino der Toten is

Sent from my SGH-T599N using Tapatalk

Posted

Also with buildables is it first come first serve so if all parts are taken on day one there are no more parts to pick up or is it a client side thing with parts? And would the spaxe station basically be Moon but indoors? And how would they get the environment and choose where spawns are? Google earth? And if something happens irl say a bridge blows up would it translate to the game? And how would they do the inside the buildings and houses? Or how to stop people from taking a boat to the middlr of nowhere where zombies cant spawn?

Sent from my SGH-T599N using Tapatalk

Posted

When the map spawns in, common parts can be found everywhere, once they are grabbed they respawn somewhere within the surrounding 8 chunks. 

 

The space station would be more like the one from ghosts, but parts of it are broken. ZERO gravity, not low gravity. Force-feild windows that can be broken but will repair overtime. 

 

The game would randomly create an environment based off the IRL environment: 

 

Like, say you're in a city in China, you would load in with one of, oh, 15 different environment palates based on a High-rise. 

If you spawn in a swamp you will given one of 5 swamps spawns palates.

 

There would be registered environments: 

Mountain

Snowy mountains

Plains

Peidmont

Island

Frigid

City 

Town

Swamp

Desert

Canyon

Caves

Forest

Fields

Beach

Highway

 

Each area would have two variants: Cold/Warm based on their geographical location. 

Furthermore there would be building pilates: 

 

Cabin

Motel

Hotel

Restaurant

Bridge

Ect. 

 

That would fit into each respected area that can be used. Not all buildings can be entered and not all rooms can be entered either, but some can be, like many of our zombie maps today.

 

 

There would also be pre-made environments around landmarks: Russian base, big ben, area 51, alcatraz, Santa's workshop (Lol), the US Obama, the statue of liberty, among other things. 

 

No the game would not respond to, oh say, the GG bridge being destroyed. Unless the creators go the extra mile and update it. 

 

 

Boats can't be used like that, once a boat leaves the area where zombies can spawn they enter a warp mode which allows the player to instantly warp to any dock located on the map (Docks are found all over the place.  But to further your question, a player's skill and many achievements are based on kills, so finding an area where not can spawn is actually quite useless. 

 

 

 

 

 

And to answer the question prior, the game would work great IRL. It would be like worldwide zombies with INFINITE things to explore! SO EPIC!

Posted

Also how would weapons and box work? Fly to china for box then japan for mp5?and would there be 3 dogs around for hells retrieveer? I love that thing...also.a random fact on.Moon...if you no clip to area 51 while in a round it spawnd zombies by round and not time.

Sent from my SGH-T599N using Tapatalk

Posted

A51 would be round based… But I guess it would be cool to have one or two areas set on timed survival rather then normal mode…. IDK someone else could make that choice. 

 

 

As for the box, every special location has one, likewise there is also a wonder fizz for each special area. As for the lands between, there is 1 box and 1 WF in every cluster (a 3x3 square of chunks) likewise, every cluster will have: 

1-3 buildable locations

1-2 vehicles for repair

1 Juggernog machine

1 of either QR, Tombstone 2.0, or Who's who

1 of either Double tap 2.0, or deadshot

1 of either PHD, Mule kick, or vulture's aid

1 of either Speedcola or stamin-up

1 PAP

And one of these 3 new perks: 

-Group Gulp: Increases damage while there are more people. It also awards bonus cash for revives and sniping zombies behind other players. 

-Athena's flask: Allows one to take more advantage to the environment: Weak spots on buildings are exposed to be shot to fall down on zombies heads. Loose rocks fallow the same principal. As well as hanging life boats, airlocks, weak walls, and other things that can be destroyed to help one. There is also one area in Europe that's a bit of a gauntlet, requiring one to have this perk to access the inner areas. 

-Flux Fizz: What this does is give you a fluctuating perk slot: You can now carry 5 perks (given this perk it's self takes up a slot it's not that big a deal), the issue being your 5th perk slot now cycles every 5 minutes. So if you buy jug. Flux fix, stamina-up, PHD, and then Electric cherry (available only from the Wonderfizz) Electric cherry would be lost after 5 minutes, which you could buy a perk you don't have: Like speed cola. Then when it's finished you get Electric cherry back. This way a player can hold all perks but only be allowed access to one of them at a time.

 

 

As for weapons, there would be random wall weapons about the area, there would also be occasional chalks to draw where you want. 

 

 

 

 

 

 

 

Summon circles: After exploring enough sometimes players can find summon circles. To activate spend 2000 points and it will create a rift in time and space. Then a number of things can happen: Either a random zombie boss will appear, or a random item will appear, this can be a build able like a shield, or it can be a special rare chalk, or sometimes it can be a shifted perk machine (like in MOTD) that will vanish after a short time.

 

 

 

Power is needed to access things in some areas. 

 

Now as for the Hells retriever, don't worry. If you head to alcatraz, there will be demon dogs that can be fed. There will not be any other aspects of MOTD however. The same goes for other maps: 

 

Nact (Europe version): Nothing

Verruct: Nothing

Shi-no-numa: Occasional dog summons

Der-reise: PAP is still opened by teleporters. The fly trap can also be activated. Wonderwaffe can be gotten out of this box.

Kino: Thundergun can be gotten out of this box. 

Five: Nova crawlers

Ascension: Gershes can be retrieved, this is also where one builds the russian missile. 

Call of the Dead: George is roaming around here, but can't leave the area. 

Shangri-la: Only access by searching the himilas mountain range and finding a LARGE stone circle with an alter in the middle, activating brings one to the eclipse version of shangri-la (permanently until one pushes X on the button above where quick revive would be. 

Moon: Causmo-naut and bounce pads. (And gravity/air stuff) 

Area 51: This was discussed, I should mention, one can get from A51 to the moon, and vice versa, but one can NOT get from the moon to the space station. 

Nuketown: Generally the same, but all perks have spawned already. 

Tranzit: Generally re-constructed, but no denizens. Jet gun is available. 

Die rise: Again reconstructed but the elevator in spawn goes ALL the way to ground level. 

MOTD: Discussed

Buried: No big guy, but ghosts will chase you if you enter their house. 

Origins: Most of this map is in ruin, but if one discovers the gramophone and record, they can descend the main chamber and awaken a robot: Loki. This robot will climb from the earth and march all the way from it's location in france to the Bay of Biscay where it then sinks into the water and reappears in the dig site. No staffs can be built however. 

 

 

 

 

Weapons: Can be carried from area to area and there are a WIDE range of weapons AND wonder weapons COLLECT THEM ALL! :D

Posted

Would this even be zombies? Some parts wouldnt make sense in multiplayer. Good on paper bad in game . Like tranzit but bigger and more nightmarish and mixed with resident evil and left 4 dead....not a good combo. Good idea but i just dont see it as being as easy to pick up as say Kino der Toten is

Sent from my SGH-T599N using Tapatalk

 

Dont be a Negative Nancy...

Posted

What about doors? The point system? More ideas!

 

And, NNs, by the way, i said, and i quote,

If you're for it post ideas. If not, oh well see ya later!

*(NNs are Negative Nancys)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .