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Fallout: Map Concept


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Fallout

 

Fallout is the final part to the three map story following Magnus, Alexus, Dexter and Sergei. Here they will have to stop a bomb from falling and destroying everything. A time lock has been placed on a nuclear bomb, while fighting off the undead you must also preserve this time lock.

 

Time taken to create: March 10th to May 22nd

 

Note: (The idea behind this is not meant to be for last gen consoles, I am sure a lot of the stuff in it already pushes the limits and I feel that being ported back to an old console would make it seem as if the map is going backwards not forwards. If this were to be in a Call of Duty, it would be the third DLC map which comes with another map known as The Spark.)

 

 

Loading Screens:

 

The solo loading screen for Fallout depicts a large nuclear bomb with a 935 symbol falling from the sky. Magnus, Alexus, Dexter and Sergei are fighting the undead in a farm. The zombies eyes dim and they drop to the floor. Then the group hear the whistle of the bomb falling and look up towards it. Alexus begins to shout and point toward the barn. "Get to the barn!" The group frantically run into the barn, blockading the door and huddling together to brace themselves for the impact of the bomb. "Get down!" Sergei shields most of the group after saying this. For a while all is still, but before the bomb can land in the centre of the town it just freezes. Umbra then begins to laugh and the undead's eyes flick back on and in the distance a figure of a scarecrow sitting in the centre of the crop fields begins to twitch... Round 1.

 

In co-op the loading screen there are five comic book panels. The first shows a bomb being created in a laboratory with many scientists around it and more importantly two male scientists standing in triumph looking up at the bomb. Below depicts something like the X-Dark Vessel but it has painting all over it with different text such as 935 or the ship's title Z-Light Vessel. On the next page the large bomb is dropped from the ship and down towards a small farmers town. The final panel has been torn away and all that is left is the image of a crown.

 

When the game has ended you will be shown the bomb falling once more and decimating the town beneath. Time then rewinds and the bomb returns to its original spot.

 

 

Hazards

 

A new hazard appears in the map in the form of the bomb. It will constantly be on a collision course with the town and you must prevent this from happening. Up on the hill, surrounded by trees is the time lock mechanism.This mechanism has to be activated and takes a few moments before it can be completed. This will then reactivate the time lock keeping the bomb in stasis. A timer will appear after the fifth round which will start at 30:00. It will then keep going down until you activate the time lock again. This will then reinstate the time lock. But as soon as you have reinstated the time lock, it will countdown again. Failure to keep the time lock will result in the destruction of the area and the game will end.

 

 

Map Layout and Mechanics:

 

Story: A year after the events of Dynasty, our group have been sent to a bleak past where the undead already wreak havoc on the world and Samantha has not met them yet. With no help from Samantha and while facing impending doom, the group will have to survive the undead and make many hard choices. As a nuclear bomb sits suspended above them, the group have to decide whether to help free Umbra or find out the truth, once and for all.

 

You spawn in a barn. It is a large barn with two levels to it. There is a large hole in the roof letting a ray of sunshine come in to it (if the box has spawned in a certain location you will see the light and know where to go). The windows are mostly cracks in the wall with sandbags placed around. The first level holds Quick Revive and the chains part. Going up some stairs to the second level will bring you to a smaller section covered in hay. Shooting way the hay with an LMG actually reveals a bunker roof which has a vault on top. When knifing the vault you will be able to hear a radio. To leave the barn you can either open the big doors at the front or leave by using your grenades to make the back wall on the second level give way.

 

The big doors lead out into the main part of the farm. This is a very large open area with only things like tractors, seed containers and random debris blocking the area. Around the farm, which is the biggest area of the map, you can find different buildings that can be accessed. Some of these buildings are: the farmhouse, windmill, crop field and stables.

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Inside the farmhouse, it is in total dismay. Furniture is ripped up and thrown about making it difficult to traverse. The bottom floor has a box location and Speed Cola. In the top area are only weapons and the barbedwire part. There is also a basement to the farmhouse which lets you leave via storm shutters. At the bottom of the basement is a hole that leads into the dirt. Inside, you can find a small fragment of element 115. The farmhouse is very broken down and haes the same kind of look to traditional farmhouses. On the porch of the farmhouse is even a rocking chair which has the fuse part on it.

 

The next important area is the windmill. It is a very small space and will have players being very cramped. Everything is untouched in the windmill and it even has unlit candles in it to signify that it had life in it. The windmill has three levels, the top holds nothing but the mechanisms of the windmill. On the second floor is Double Tap, this room was used for storage of boxes. The bottom floor holds more mechanisms and has a table in it. Another box location can be found here and a segment of the wall can be taken as a part.

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After this, the closest area is the crop field. This area is very big and has crops growing all around which make it hard to survive in. As you get to the centre of the field, less crops will be found but, a new trap can be seen along with a box location. The trap is named the Harvester and it is a typical harvester tractor with big blades on it. But it is on its side. When activating, an alarm will turn on. This will bring zombies towards the Harvester, where they will walk into the blades. Around the crop fields, various things can be found such as skeletons or even the engine of the Z-Light Vessel. The crop field is easy to traverse and has multiple exits depending on how you want to leave or where you want to go.

 

Now you will be able to go stables. This is a small area which will let you walk in and out of the stables where you will find some useful weaponry and the chains part. The inside of the stables can be accessed and are not easy to be trapped in as there are exits from them at the back just incase you get cornered inside. There are not signs of horses being in the stables or any animals, even though the farm once did have animals.

 

When leaving the farm you have two options. You can either go through the gate and into the town or you can go through a broken fence into the hills. Also you find that there is a pathway built towards the grounds of an unbuilt town. This pathway cannot be accessed due to roadblocks.

 

The hills are very steep. They are an additional part to the farm and would be used for animals to graze in. Around the hill base you can find Stamin Up along with some weapons. When you climb up the hills you will find that it is mostly empty. The only thing up the hills are a circle of trees surrounding a strange machine made up of gears which is planted in the ground. This machine is the time lock. The machine sits on a black marble altar. Near the time lock is Juggernog. You are able to then either return to the farm or go down a road to the town.

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On the way, a few structures will be passed such as a pylon with a number pad on it which will be a part of the Quest Easter Egg and a crashed train which has came off of the rails. This crashed train is completely dark inside but there are yellow eyes that can be seen in the train. Upon arriving at this town, you will find it is a very old and untouched. While most of the outside of the town is open, it is still difficult to get around due to the shape and complexity. In the centre is a well. You can go up to this well and give it 10 points but this does not do anything yet. In this main area of the town there are three buildings which can be accessed and two roads. The buildings are: the bank, post office and grocery store.

 

The first part of the bank is the lobby. Here you can find chairs for people to sit on. On one of these chairs is the casing and next to it is PHD Flopper. In the bank you will find that there is a desk that is broken down which lets you enter the behind area. As a result you can go to the back room and find the vault. By using Dynamite you can access the vault and go down into where the money is. Near a large stack of money is a box location and the Amm-O-Matic machine.

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After this is the post office which is on the opposite side of the street. The post office is covered in envelopes and is almost fully turned over. By getting over the debris you can find the back area which holds a crafting table. Next door to the post office is the grocery store. This building cannot be accessed through the main doors and must be accessed from the post office. Here you can venture around the store and find that all of the food has been thrown about the store as people were leaving in a hurry. The gunpowder part can be found on a counter and next to what would be the entrance is Deadshot Daiquiri. At the back of the grocery store is Miscshake and a box location.

 

When going down the left road you will find that only two buildings are accessible. These are the garage and the church. The garage is a mostly retro garage which only has one room surrounding a large sheet of cloth. A shutter door can also be brought which lets players in and out of the garage. Surrounding the garage are many car parts but no actual cars, only the vehicle under the sheet. In the back corner is a crafting table. Across the street is the church. This is no ordinary church as it was made by many of Umbra’s followers who are known as the Order of the Shadows. All around are shrines made to Umbra and the church is very dark. At the back of the church you can find an area where the skulls of previous members are stored and statues of important members. Here you can find Tombstone Soda and a box location. The back of the area has a large shrine to Umbra which depicts a dark vortex exiting a black pyramid which is destroying a blue, yellow and orange colour. Above the shrine is a window which exits to the outside.

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Going down the right road leads to the edge of town. No houses can be found here and all that can be seen is that the town leads off into a large crevice in the ground. Falling down this crevice will cause you to die. At the edge a box location can be found as well as the Spectral Soldier machine, the weapons locker and the rune part. A water tower sits on the edge of the crevice, almost falling into it. Along the way on the tank journey to the hills from any location, you will be able to get off near a fountain which sits in the centre of a garden. This area can only be accessed from the tank and leads to the Pack-a-Punch machine.

 

 

Nightmare Machine IV “The Werewolf”

 

To build the Werewolf Tank you must acquire these parts. They can only be found in random areas of the farm after the challenges are complete:

 

1.) Wheels

2.) Tires

3.) Engine

4.) Armour

5.) Control Panel

6.) Harvester Blades

 

This tank is the same as what can be found in the Call of Duty Online Deus Ex mode. After you have built the tank in the garage, you will be able to drive it. It will work like Origins in the way that it goes to another area of the map except it is a zombie killing machine. The blades will cut through zombies and the flamethrowers will also kill them. But zombies can damage the tank and it must be repaired if it is damaged too much, this will be shown by a health meter above it when travelling on the tank.

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What location the tank goes to depends on where you activate it. When climbing on the tank, you will find that there is a control panel on top of the tank which has four colourless buttons on it. When pressing the first button the tank will go to the farm. The second button directs the tank to the hills. After this is the third button which brings players to the centre of the town. Finally is the fourth button which will bring the tank back to the garage. If the tank is at a location, the corresponding button will be red and will not let players choose it. Each location costs 750 points and between each location there is a cool down depending on the distance the tank has travelled.

 

 

Features to make the “Mode” work:

 

Due to the size of the maps, it takes longer for them to load. Not by too much but only a minute or two more. While loading in the cutscene that you would see in solo will begin playing. You can either watch it or skip it by pressing a button. Upon skipping the comic book will just be shown with a bar to show the loading progress.

 

Now, Public matches and Custom matches are changed a lot. Custom matches, where you load in with four friends, count towards the leaderboards. This is essentially the best way to play when you are aiming to do all of the new things in it and will come into play later. Public matches, still count towards leaderboards, but now there is a way to “find new lobby” by just selecting that option. Sometimes, the map will be hard to play with public match players if they refuse to help. That is a problem that cannot be rectified as you have to do quests to progress meaning that if they can't cooperate then, you are out of luck. But if they do and can talk to you, it may be much more enjoyable.

 

The key feature that makes playing this possible for regular players is the save function. It works in a number of ways. The host in a public match or custom match can go into the pause menu and press: Save and resume later. Upon pressing this they will be given a prompt to say that they are choosing this. Once they do this, the game will pause for all players and they will be given a screen that says: Do you want to save and resume later? If you say yes then it will say are you sure. If you say yes again all players will be put in the lobby, but there game will be saved. Much like saving a campaign level, it saves your stats, weapons and so on. If you are wondering whether it can be a way to ruin games when people don’t want to play and want to annoy people, it can’t really happen. If the save or resume is rejected, the host will not be able to initiate it for another ten minutes. I know there could be arguments in public match if you don't find people who want to play how you do, but that is why you can find a new lobby. This function needs to be in the game to make the expansion possible to keep playing in different sittings, rather than in one go. Longer games like these may mean higher rounds where things still can get boring, but there are challenges in the map that can only be unlocked after round 25 making players still have a reason to play.

 

Also, players can leave a custom match and then rejoin with all of their weapons and such that they left with. This can be good for one only one person needs to leave and then return shortly due to real life tasks. Another note is that in Solo, pressing pause means the game is paused. The idea to all of these things is to make it so that one match can last over a span of time as you won't be able to complete the map over a small amount of hours.

 

 

Characters:

 

Alexus Valentine: Due to trusting the rest of her group, Alexus has revealed more of her past and now will talk to the whole group. Alexus does not talk of her family but does mention that she used to work at a bank in a farm town, like the one in the map. Alexus’ hair is brown, it is not too long and only reaches her shoulders, on her fringe she has a red streak of hair. Alexus was born in Britain, her eyes are brown and she is in her early 20s. She wears a black leather jacket that seems slightly too small for her. Under she has a white shirt with a pink stripe going across it diagonally. Her trousers are black, she also has clean white trainers. Her favourite weapons are Shotguns and the Draco Gauntlet.

 

‘Magnus’: Unlike the others, Magnus is still almost at his breaking point. He only shows this when in solo as he does not want to seem like an unconfident leader. Still he puts on a brave face and has become the most prominent in the group by now due to his loyalty and leadership. His real name is finally revealed by Umbra when the group are being taunted but the audio has too much static to hear his name. He comes from Boston and is in his late 20s. Magnus’ hair is black and pushed to the side. His eyes are green. He wears an armoured uniform that covers his chest. It is mostly green and grey. Underneath he wears a green turtle neck jumper. His favourite weapons are SMG's and Pistols.

 

Dexter ‘Dex’ Plugg: After what the group have gone through, Dexter has much more courage than before. He is confident in his survival skills. Also, he has gained the respect and trust of the rest of the group, making survival easier. Now, Dexter is a lot more open to the group and has become a force to be reckoned with. Dexter wears a set of large, golden goggles over his eyes that have even more lenses surrounding them, much like the Pentagon Thief’s. He wears large welding gloves. On his body he wears a brown waistcoat over a white shirt with his sleeves rolled up. On his back he has a large backpack filled with cogs, gears and machinery. Being the smallest of the group, this weighs him down to be equally fast as the rest of them. His hair is brown and is very messy, sticking up in a lot of places due to him not caring about it. Dexter is around late 20s to early 30s. His favourite weapons are Sniper Rifles and any Wunder Weapon.

 

Sergei Petrov: From the beginning Sergei was always tough. But after dying so much and coming close to death he has no remorse for the undead at all but at the same time he does find killing them fun. He still looks after the group being the brawn and would rather be surviving with them than be alone as he will begin to remember all who he has killed. Sergei is Russian. Growing up in Moscow, Sergei trained in the military and eventually fought a war. Upon leaving the war, he began working as a weapons expert, meaning he has a grasp on many of the weapons you will see in map. He is around 50-60 years old. He has a grey beard that covers his whole mouth. He is never seen without a cigar in his mouth. On his head he wears a black wool hat on his head that covers any hair he has. His favourite weapons are heavy weapons like LMGs and Rocket launchers.

 

 

Zombies:

 

Zombies: In this map, the zombies eyes are yellow. They are wearing the same kind of clothing that would be seen from old farming town civilians. Some zombies will have barbedwire on them which will damage a player when bumping into them.

 

Juggernaut: The Juggernaut is a type of zombie which wears lots of heavy armour. This is a Juggernaut suit like what is seen in Black Ops. These zombies work like a weaker version of Brutus, they cannot lock utilities and are solely used to attack. Up to three can spawn at a time and will try to swipe at players like normal zombies. They also have yellow eyes, like all other zombies in the map. When killed they will leave a random drop.

 

The Scarecrow: Unlike many previous enemies, the Scarecrow has an unpredictable movement pattern. It can disappear into a green burst of smoke and begin chasing players around without them even knowing it was there. The Scarecrow can be tracked by the trail of green smoke it leaves. If shot once it will reappear and have a cool down where it can either run away or attack players. When attacking it works like a puppeteer. At one moment it can give the undead green eyes and make them supercharged but at the next he could be attacking you by swiping at you. When doing this the players vision will be blurred as of a Denizen is attacking due to the Scarecrows claws. The Scarecrow is very old and tattered, it has a fragment of element 115 inside of its chest which can be seen along with what looks like ribs. But yet are not skeleton ribs and are in fact the ribs of an endoskeleton. As a result the eyes of the Scarecrow and the mouth glow a bright green.

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Umbra: Found at the edge of time, Umbra has been controlling the group's actions throughout all three maps. Umbra wants power over the undead again and to do that it needs to have a body and reenter the MPD. A makeshift mechanical prison was created to trap the evil being so that it could never come back into power. Now that Umbra knows the groups intentions it will use its body to its advantage and try and destroy the group using laser beams, disabling perks and locking guns when near Umbra. Though Umbra is stationary, there is a ball of energy protecting it.

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Perks and Utilities:

 

Quick Revive (1500 Points)

 

Juggernog (2500 Points)

 

Double Tap (2000 Points)

 

Speed Cola (3000 Points)

 

PHD Flopper (2000 Points)

 

Stamin Up (2000 Points)

 

Deadshot Daiquiri (1500 Points)

 

Tombstone Soda (2000 Points)

 

Miscshake (2000 Points): Miscshake is a perk drink that essentially combines many of the perks that cannot have their own perk due to it being useless, it is akin to an improved Exo Soldier. This perk allows players to switch weapons faster, keep weapons held up while sprinting, keep guns out and shoot them while prone diving, improves hip fire accuracy and reduce weapon recoil or sway. The symbol is white and has grey outline of a hand holding a revolver upwards.

 

Spectral Soda: This new perk will let players become a zombie for a ghost for a short period of time. When obtaining any drop, the player will be cloaked so that zombies cannot see them and so that players can only see them due to a blue aura surrounding them. Weapons cannot be used in this mode but a burst of energy can be shot at zombies which will kill up to three at a time. The symbol is of a blue ghost with a sad face on a white background.

 

Amm-O-Matic Machine: It is a dark blue machine with golden When buying this for 2000 points you will gain the ability of replenishing ammo, it will replenish over a certain amount of time, depending on how much ammo has been lost. It is reminiscent of the Stamin Up machine with a larger base.= 2000 Points

 

Pack-a-Punch: Weapons can now be double Pack-a-Punched to make them significantly stronger. But they cannot be upgraded to change attachments.= 5000 Points/ 10000 Points

 

Weapons Locker

 

 

Equipment:

 

Power: In Fallout, the power depends on how much you activate the time lock. If the time lock has just been activated. The power will come on and will last for 25 minutes. This gives a warning to players that they may need to activate the time lock. The power can then only be renewed when the time lock is reactivated.

 

Zombie Shield: Crafted from the rune, wall and barbedwire.

 

Dynamite: Crafted from the fuse, casing and gunpowder.

 

 

Inventory System:

 

Much like the Dystopia inventory system, this system has different sections of the inventory that are different colours. There are a total of three sections which are three different colours. These are green, grey and red. Green will hold the Dynamite parts, grey will hold the shield parts and red will hold the tank parts.

 

 

Challenges:

 

In Fallout there are different forms of challenges, similar to what was seen in MotD and Origins. Since challenges are optional in Fallout and are by no means forced on the player, they aren't automatically activated. There will be a stone tablet that spawns when doing the first challenge which has a set of five symbols on. They will light up when the challenge is done and can be hovered over to choose the reward. There are two columns of these two symbols, each for the other tiers. All rewards can be obtained on any chapter.

 

Tier I.) 1.) The first challenge in Fallout Challenge Tier 1 is to simply get 935 kills. This will make a tablet spawn in front of the windmill. You can hover over this tablet and obtain a free upgrade for the weapon you are holding.

 

2.) The next challenge that can be done is gaining 115 head shots. This will award players with a free Pack-a-Punched weapon, this can be the Reaper, Relic Corrupter, Reznov's Revenge or the Predator. This can be found on the tablet, the symbol must be hovered over to access.

 

3.) Spending 30000 Points. This will award players with a free Quick Revive bottle. Use this when most needed. This can be found on the tablet, the symbol must be hovered over to access.

 

4.) By getting 935 melee kills, players will be rewarded with being able to obtain the Brass Knuckles.

 

5.) By obtaining 115 grenade kills (monkey bombs do count) you will be able to go to the tablet and access an upgraded grenade which will act like a drone, following zombies and latching on to at least one to blow them up. This will create crawlers easily in later rounds.

 

Tier II.) 1.) The first challenge on Fallout Challenge Tier 2 is to get 1115 kills. This will let you hover over the tablet symbol and get a free upgrade to the weapon you are holding.

 

2.) The next challenge that can be done is gaining 935 head shots. This will award players with a free Pack-a-Punched weapon, this can be the Agarthan Reaper, Magna Collider, D00M or Powerhouse. This can be found on the tablet, the symbol must be hovered over to access.

 

3.) Spending 60000 Points. This will award players with a free Juggernog bottle. Use this when most needed. This can be found on the tablet, the symbol must be hovered over to access.

 

4.) By getting 935 melee kills, players will be rewarded with being able to obtain the Galvaknuckles.

 

5.) Obtaining 935 grenade kills you will be able to go to the tablets and access extra slots for tacticals and lethals, while also giving them higher damage.

 

 

Weapons:

 

The weapons in this map are taken from many different Call of Duty’s with the edition of a couple of weapons that are new and are either based off of a game or not based off of a game. If they are based off of a game there will be two stars to signify it, if not there will be one star. Also weapons based off of a game will have the games name next to them.

 

Spawn Weapons:

 

M9- M9 Accelerator

 

 

Wall Weapons:

 

MK14- Mnesia Kinetic= 500 Points

 

Ballista- Infused Arbalest= 500 Points

 

Bulldog- Hellhound= 500 Points

 

Remington 870 MCS- Refitted-870 Mechanical Cranium Sequencer= 900 Points

 

Five Seven- Ultra= 900 Points

 

MP5K- MP115 Kollider= 1000 Points

 

M16- Skullcrusher= 1500 Points

 

R11 Carbine- Relic Corrupter= 1500 Points** Based on the Titanfall R101C-Carbine

 

Model 1887- Nightmare Voyager= 1500 Points

 

Saiga 12- Synthetic Dozen= 1200 Points

 

Stakeout- Raid= 1200 Points

 

AK12- Angelic Killer 1200= 2000 Points

 

PDW-57- Predictive Death Wish 57000= 1000 Points

 

M1927- Speakeasy= 1500 Points

 

 

Box Weapons:

 

PPSh- The Reaper

 

Bizon- The Byzantium

 

Tac 12- Tactical Advancement Cell 1200

 

Tac 19- Soundwave Pulse Cell 1900

 

KSG- Mist Maker

 

RPG- Rocket Propelled Grievance

 

Ballistic Knife- Krauss Defibrillator

 

Spas 12- Saga Jett

 

Model 1887- Nightmare Voyager

 

Flintlock Pistol- The Steampunk

 

AE4- The Widow Maker

 

Maverick- Loose Cannon

 

The Ranger- The Punisher

 

EV8 Shotgun- Escalator 8000** Based on the Titanfall Eva-8 Shotgun

 

Show Stopper- Full House** Based on the Titanfall Smart Pistol

 

Remington New Model Army- Sassafras

 

Desert Eagle- Battle Falcon

 

MTS-255- The Midas Touch

 

AK47- Reznov's Revenge

 

Commando- Predator

 

Galil- Lamentation

 

Famas- G16 GL35

 

The Ripper- The Shredder

 

MTAR X- Martyr Z

 

M60- D00M

 

RPD- Relativistic Punishment Device

 

HAMR- SLDG HAMR

 

FAL- WN

 

SCAR-H- Agarthan Reaper

 

XMG- XL Dual Shredders

 

Overcharge LMG- Powerhouse** Based on the Titanfall Spitfire LMG

 

M27 IAR- Majestic 2700 KSY

 

CHB 180- The Black Death

 

EM1- Electro Magnified 115

 

Ohm- The Werewolf

 

Manual Crossbow- Broken Arrow

 

 

Wunder Weapons:

 

Ray Gun- Porter’s X2 Ray Gun

 

Ray Gun Mark II- Porter’s Mark II Ray Gun

 

B.A.L. (Blitz Artillery Launcher): In Fallout the main Wunder weapon utilises a rocket launcher model which is double the size of the Thundergun or Thrustodyne Aeronautics 23. At the end of it there is a miniature nuclear bomb which, when fired, will cause a large explosion and destroy a large portion of the undead around the area. But, if the weapon is used to much in one area under a time limit of 115 seconds, it will fill the area with radiation and make it impossible to survive for long. Hiding in buildings prevents this hazard but if used in a building players will most likely die. The weapon only launches one rocket at a time. Upgraded the weapon is named the C.O.D. (Chaos Order Decimator) which does more damage and has a higher tolerance to overuse meaning it is less likely to cause a radiation explosion.

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Easter Eggs:

 

Blitz Storm Quest:

 

Step 1.) Complete both tiers of challenges.

 

Step 2.) The windmill will begin to twitch and try to turn. It must be shot multiple times with the B.A.L. This will then stop the windmill.

 

Step 3.) To make the windmill turn again, players must go into the windmill and kill a large number of zombies until a meter fills. This will cause it to begin rapidly turning and to glow gold. The first node is complete.

 

Step 4.) The next structure which needs to be activated is the Pylon. A code is able to be input into the Pylons number pad which is three numbers long. When doing this you will be brought to a screen where you must actually type the code in. Then you must press enter. There are small Easter Eggs like in Mob of the Dead where inputting the numbers 115, 935, 666 and 777 will initiate quotes. To find the correct number for the map, you must use the new perks ability to look at the writing inside the farmhouse. This is random each time and can be ten different numbers. If the wrong code is input you must wait until the next round to input another code.

 

Step 5.) The Pylon will then begin to spark with electricity, letting you do the next step to activate it. When the Juggernaut spawns, you will need to bring him underneath the Pylon and kill him. This can be difficult as it is a small space and the undead will be spawning at the same time. Once he is killed, the Pylon will begin to spark even more and glow gold. The second node is complete.

 

Step 6.) Now you must activate the next structure which is the water tower. Do do this at first you must throw dynamite at a sheet of metal which is place on the back of the water tower. This will cause water to flow out of the tower and downwards. Eventually it will get to the crop fields of the farm.

 

Step 7.) It will then make the Harvester begin to short circuit and be on a continuous loop. The Scarecrow must be tricked into the Harvester by making all players become ghosts. Once he runs into the Harvester, the water will begin to glow blue from the 115 inside of him. A fragment of 115 from the water will travel back up to the water tower and smash into it, blocking the hole that had been created. The water tower will then begin to shake and glow gold. The third node is complete.

 

Step 8.) Once all three nodes are activated, a golden light will rise from the well and up to the sky. You must then let the time lock run out.

 

Step 9.) After this the bomb will collide with the golden energy and transport players to the edge of time. This is a place filled with distorted fragments of stone, around the area is space with vortexes like what can be found in teleporters and symbols like what can be seen when travelling to the Crazy Place. No zombies can get to this area and you are safe from them for now.

 

Step 10.) What can be seen at the back of this area is Umbra, in a body and planted into the ground with wires. There is a shield made of energy surrounding Umbra. You will need to destroy two towers at either side of Umbra to disrupt the shield. This will take a lot of firepower to happen. But once it is done, both towers will fall into the nothingness beneath.

 

Step 11.) Now, the shield protecting Umbra will disappear and the entity will be too weakened to attack. Four wires span from the bottom of Umbra into the ground. All of these must be shot along with the core in the centre of Umbra. After heavy gunfire from Wunder Weapons and special weapons, Umbra will begin to break down and will be forced to leave the body. This body will then explode into golden flames. You will then be returned back to the map. A shadow will be cast over the map and the timer of the bomb will stop. It will be permanently time locked. A time capsule will appear on the table of the farm house. This can be planted in the ground where you had spawned. Now you are free to play with all perks, upgraded weapons, a match, no Juggernauts and you do not have to worry about the bomb falling.

 

Step 12.) This isn't the end though. There is a much darker ending to this map. Umbra is still alive. In fact the entity has used what you have done throughout the past two maps to create a new form for itself. This form is named Umbra Prime. This is essentially a monster made of pure shadows. You can’t harm Umbra and in turn you can’t be harmed by Umbra. But, if you want to initiate the final battle you must use the match that you had obtained and throw it on the Scarecrow's post, burning it down. Everything will then turn black and white. All enemies in the map will have spawned but there eye colour will be unknown due to the map being black and white. Fighting them will be difficult as this is an infinite round. The one advantage you will have is what is in the barn. It will be found that the vault is not a safety zone and in fact, it holds a key. You must take this key back to the time lock and essentially unlock it. Doing this will cause the bomb to fall on the map. The light produced by it will be enough to completely eradicate Umbra. But also it will kill the characters. After unlocking the time lock you will be shown this in a cutscene. Deep in space a broken down mechanical body will be shown. It has a golden trail of dust following it. For a moment, its eyes will flicker on but then they will flicker back off.

 

Everything will go black. The words ‘115 years later’ will appear and the scene will shift.

 

Long in the future, the world is still not fixed and is beyond destroyed. The sky shows space itself yet it is still day time. A group of four people walk along the desolate wasteland. They walk past the explosion site of Fallout, they walk past the crater which holds the remains of the X-Dark Vessel, they even walk past the once floating safe haven of Dystopia. Finally, the group arrive at a new place. The floor around here is covered in ash and sand. Everything is in ruin and dismay. On the ground, there is something covered in sand. A group member kneels and brushes away the sand. From it he finds a comic book. The group keep on walking and the person puts the comic book in his belt. They then continue towards a large pulse of energy in the distance. They continue towards the Spark.

 

 

Time Capsule:

 

In the barn in which you spawn in, there is a time capsule which can be obtained. By using a shovel found at the stables, this time capsule can be buried under the floor of the barn. New content will be added to Dystopia. You will be able to find a shovel next to the small house in the spawn on Dystopia. This spawn area is a lot like the farm in Fallout except a lot older. The spawn in Fallout will end up becoming the spawn to Dystopia. When the bomb hit the town, everything was decimated and caused them to build a dirt path over to the next closest town which was Gloomfield. In the spawn of Dystopia, you will find a shape engraved in the ground. Directly in the centre of the shape is where you can dig using the shovel. Upon doing this you will find the time capsule from Fallout, except it is a lot older. Once you have obtained the time capsule, you will have extra content unlocked in the menu. There will be character descriptions, location summaries and more information about each of the maps. This content will be detailed in a later post.

 

 

Radios:

 

Accessed by knifing the bunker vault in the barn:The bomb is falling, we can’t do anything to stop it! We didn’t want this to happen, not here. Millions of innocents will be lost if we do not find a way to fix this Doctor Maxis.”- Edward Richtofen. “Do not worry Edward, I have a plan. Quickly, bring the *Static* to the town.”- Ludvig Maxis.

 

Accessed by activating the well: “A seemingly impossible thing has happened. When the *Static* was brought to the town. The bomb was frozen in place. In actual fact it will keep falling and then returning to the same point which it had first began its descent due to a time lock. I only hope the time lock will hold so that those below will survive.”- Edward Richtofen.

 

 

Achievements (250G in total):

 

Blast from the Past 5G: In Fallout, leave a message for yourself.

 

Short Fuse 5G: In Fallout, use the Dynamite to open the bank vault.

 

Spooky Happenings 5G: In Fallout, become a ghost.

 

Explosive Weaponry 10G: In Fallout, kill 20 zombies in one area with the B.A.L. whilst being on the tank.

 

Sasquatch Slayer 10G: In Fallout, defeat 3 juggernauts in one game.

 

Closer to Home 10G: In Fallout, ride a new vehicle to four locations without it being damaged.

 

Minion of the Night 15G: In Fallout, kill the Scarecrow without being attacked by him.

 

Time Lock 15G: In Fallout, preserve the time lock three times in one game.

 

Veil of Darkness 75G: In Fallout, travel to the edge of time.


Blitz Storm 100G: In Fallout, break the time lock.

Edited by Nightmare Voyager
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The Spark which is the next map in the series will be coming out later and it leads on with this. If it were to be an actual DLC they would come out at the same time hence them coming out on the same day.

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