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Which do you want me to work on first?
Level Editor
37.76% (37 votes)
37.76% (37 votes)
Perk creator
15.31% (15 votes)
15.31% (15 votes)
Weapon Creator
22.45% (22 votes)
22.45% (22 votes)
Multiplayer type thing
17.35% (17 votes)
17.35% (17 votes)
Revamped No Man's Land
7.14% (7 votes)
7.14% (7 votes)
Total Votes: 98
#241. Posted:
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this would be so cool i would love this i think they should leave the mp to iw and ai stuff like this to 3ark
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#242. Posted:
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good luck dude you got my vouch
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#243. Posted:
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Awesome idea. I would 100% Buy this game
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#244. Posted:
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HaZeDSyNdroMe wrote Well, my topic died. Now it has risen from the dead. Get it? Why did I do this?why did you did you get a reply from 3arch
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#245. Posted:
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XxkuloxX wroteHaZeDSyNdroMe wrote Well, my topic died. Now it has risen from the dead. Get it? Why did I do this?why did you did you get a reply from 3arch
No, so it will never happen! What ever though, I will be a game developer soon.
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#246. Posted:
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it is back.... NOW LETS :pharte: this should get a sticky i wish one of the mods would move it to black ops zombie general discussion then it has a chance at least
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#247. Posted:
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HaZeDSyNdroMe wrote SHOW YOUR SUPPORT IN THE COMMENTS FOR A FULL RETAIL COD ZOMBIE GAME BY TREYARCH.I WANT IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
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50% Credit goes to realmodzzzz 50% Goes to me.
Question: What are Top 3 things you would want in a full retail Zombies Game?
These are my thoughts, if you care.
[BACKGROUND]
I have been playing zombies since world at war and have bought every map pack, primarily for zombies (similar to many others). I pre-ordered Black Ops to get the classic map pack and have gotten every subsequent DLC that followed as well. I have logged many hours into this game mode and still find it very entertaining. The only problem is that the game mode does not reward your time spent (unlike multiplayer). The easer-eggs, continuing plot line and new game ideas (weapons, perks, escapes/traps) give the game mode more replay-ability, but after a while one is left wanting something new (the next map pack).
[REASONING]
It is clear that this game mode's popularity brings people back due to various reasons (easter eggs, trying to get to highest level, using only certain weapons, trying out new techniques to survive, etc.). However this is because people cannot do anything else besides this for a survival wave based format. Thus Zombies should expand from an extremely popular game mode to a full retail game, similar to what geometry wars did from project gotham racing (not the best example i know, lol). I realize that it is not that simple to just make a game, there is a lot of legal, financial and technical matters that need to pass before a concept is even accepted. I know because I am trying to get into the game industry myself. I believe that there is enough following now for the game mode that a full retail zombie game would be a very successful title. Just please make sure it uses the COD engine or any upgrade version of it since it works perfect with zombies (the fast aiming and movement primarily). There is probably many more reasons, but that is all I can think of at the moment.
[NEW "HYPOTHETICAL GAME" CONCEPTS]
1. Wave mode is very successful, build on it as usual
2. Introduce new game modes
3. Add a ranking up system and benefits/unlocks for playing more (replay-ability sake)
4. Include stat tracking and an actual working leaderboards
5. A map editor/creator would be, simply put, amazing.
6. Allow for ability to join an leave matches like multiplayer.
7. Theatre mode for zombies
[EXPLAINED HYPOTHETICAL GAME CONCEPTS]
\\\Note: I won't bother going into specific details, names, costs etc. since developers have to balance and test the concepts.///
1. Pause and save level:
If playing with others allow for a vote to pause or save game. Many people can't play for long hours due to work, school and life, lol.
New Easter Eggs:
Very entertaining. Continue it.
New perks:
-Allows holding an additional weapon (3 Total). If downed, weapon gotten after perk is lost or in "limbo" till perk is repurchased
-Allows for player to maintain the perks they had before being downed. Will only allow for 3 perks besides this.
New gambling machine/system:
-Allow for gambling of points in some new manner besides the mystery box.
Everyone loves gambling their points for possibility of something amazing. Maybe gamble points for a random gun attachment or perk? Or maybe new 1 time use kill streak for assistance, eg sentry gun, attack dogs/animals, deployable ammo crate (not max ammo), etc.
Allow for sharing of points and mystery box/Pack-A-Punched weapons:
In may cases one person can have a large some while others have hit bad luck and have very few. In high rounds that person is virtually useless. Maybe introduce an interface where a player can go into scoreboard and put points for another player. Or allow for a another player to take a box weapon by the buyer pressing another button besides "X" or "SQUARE" on controller that is mapped to another player. Eg. Buyer presses "Y" or "TRIANGLE" after weapon is shown to allow player 2 to press "X" or "SQUARE" and take the weapon. "Y" or "TRIANGLE" for player 3 etc. Same with upgraded weapons.
More equipment and tactical options:
Would add a lot of possibilities. Motion sensor, C4 instead of claymores. Basic special grenades like Stun (slow down zombies) and Flash (disorients and walks away from for 3 secs maybe). All to be buyable of walls.
New regular weapons:
Variety is always good. A sword or higher range + damage melee weapon would be very useful.
New wonder weapons (of course):
"Elemental Weapons" (Already have electric, wind, and ice) (Upgraded you decide)
- Gun that emits napalm and can be sprayed to block of a spot for a while (burn damage when on top) or sprayed on a zombie in which it explodes like a napalm zombie. OR as a wonder weapon grenade.
-Gun that uses continues water/steam force to push zombies back and drown them/kill them. Maybe creates shallow water/mud to slow players and zombies down (like shi no numa mud).
-Gun that creates one earth obstacles (eg barbed shrubs) that zombies must pass around OR attack in order to get through (like the plants vs zombies idea). They take damage while attacking. Players can go through this however without destroying. Also can be shot at windows to repair them permanently for the round OR to close a door permanently for a round, but only used maybe twice for this feature a round. E.g start of a round close two doors produce one obstacle, next round. Everything is gone. The gun has a lot of ammo since it is used defensively and limited per turn.
-More wonder weapon variety. For example main grenades, knifes or equipment.
Upgradeable miscellaneous weapons:
-Allow for pack a punching main grenades, knife and equipment (like claymore). Upgrading a bowie knife to a sword would be very nice (due to later rounds being more difficult)
Upgrade Perks:
-Allow to pay additional amount (Say 1000) for an added effect on top of each perk.
For example
Quick Reload= Switch weapons faster
Juggernog= 1-2 Extra Hits
Stamin Up= Can jump over/though zombies when usually stuck
2. Add versus modes:
Implement similarly as in multiplayer, with zombie classes/bosses(customizable abilities/perks) as players and ai as normals.
Campaign/Progression/Story mode:
The player witnesses the amazing story first hand as different characters trying to achieve something to escape levels.
Arcade mode:
Dead-ops was amazing, expand on it.
Large coop survival:
-Allow for 2-8 players on larger maps.
-Include some type of squad system so that players can divide into groups of 2,3 or 4 to simplify spawns and player locations.
3. Same as multiplayer system except for multiplayer zombies:
-Customizability and item unlocks give a sense of reward and benefit.
4. Stat tracking for gameplay:
-Same as multiplayer and the new COD Elite, but for zombies coop and multiplayer.
5. Map editor/maker and customizability for coop and multiplayer
-This would be amazing, especially if you allow different customizable skins for objects and backgrounds in the map editor. This is in order to change look the look of a map so they don't all look the same. E.g vines for jungles, rust for a machine factory etc.
6. Join and leave system:
-Maybe have the option of voting whether people want to continue Zombies with 3 people or pause the game and load another person. (Coop)
-Migrate hosts for zombies if player leaves.
-Migrate hosts for previously mentioned competitive zombie modes
7. Theatre mode for zombies coop and multiplayer:
-Would allow for great machinima
-Free product advertising through site like youtube
-Entertaining montages and so on
Thank you if you have read this far into my novel and please leave a comment. If you don't have an opinion just write "Like" to bump up the post Thanks for your time!
^^^Credit goes to IIXCommanderXII of Callofduty.com
EDIT 1: Guys, make suggestions for perks, wonder weapons, and pack a punch names for weapons that weren't included in zombies for me. Hint for what I am doing. Will +rep for every idea I like.
EDIT 2: Here is a look at my 3rd tier weapon list. Includes images.
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^^Credit goes to Aussienitro2
EDIT 3: Here is an example of what Private match game settings would be. WARNING VERY LONG.
Health - 1-99% Default 101-1000% God Mode
Health Regen - 0-99% Default 101-1000% Instant
Vampirism - Default 1-1000% Auto-fill
Self-damage - 0-99% Default 101-500% Custom (Choose what weapons cause self-damage; this will also let you adjust what % damage is caused)
Friendly Fire - Yes Default
Player Walk Speed - 1-99% Default 101-1000%
Player Sprint Speed - 1-99% Default 101-1000%
Sprint Available - Default No Constant (Always sprinting while moving)
Recovery Speed After Sprint - 1-99% Default 101-1000%
ADS Speed - 1-99% Default 101-1000%
Jump Height - 0-99% Default 101-500%
Recovery Speed After Jump - 1-99% Default 101-1000%
Repair Speed - 1-99% Default 101-500%
Downed Time - None 1-99% Default 101-1000% Infinite
Times Downed - 0-25 (0 would be like in singleplayer where you die forever if you get downed) Infinite (Default in multiplayer) After x rounds (x = 1-50, this would also let you adjust the times downed)
Downed Time Fade - Default No Custom (Choose what color and darkness/brightness the screen fades to when downed)
Downed Time Fade Rate - None (Screen will turn a solid color determined by the "Downed Time Fade" setting) 1-99% Default 101-500%
Downed Mobility - Yes (Default) No Custom (Choose speed of mobility - 1-1000%)
Insta-nuke on Down - Yes Default After x rounds (x = 1-50)
Auto-Revive When Downed - Yes Default
God Mode While Reviving - Yes Default
God Mode For X Seconds After Revived/Revive - Default 1-180
God Mode For X Seconds After Respawn - Default 1-180
Gravity - 1-99% Default 101-1000%
2.000.3 - Weapon Settings
Starting Weapon - Pistol (Default) None (Knife only) Custom (Choose what gun you start with) Random/Player (Can also select what weapons can be randomly given) Random/Team (Same as "Random/Player" except the same random weapon is given to the entire team)
Ammo Clip - 1-99% Default 101-500% Infinite
Ammo Reserves - 0-99% Default 101-500% Infinite
Grenade Reserves - 0-99% Default 101-500% Infinite
Bullet Damage - 0-99% Default 101-500% OHK
Explosive Damage - 0-99% Default 101-500% OHK
Knife Available - Default No after x rounds (x = 1-50) before x rounds (x = 2-50)
Knife Damage - Based on Round (Default) Remains constant at x (x = 1-15 knives) 0-500% OHK
Knifing Speed - 1-99% Default 101-500%
Knifing Recovery Time - 1-99% Default 101-500%
Knifing Distance - 1-99% Default 101-500%
Bowie Knife Available - Default No after x rounds (x = 1-50)
Bowie Knife [From Start] - Yes Default after x rounds (x = 1-50)
Bowie Knife Damage - 0-99% Default 101-500% OHK
Bowie Knife Affects Knifing - Yes Default (only damage is effected)
Grenades on Round Start - 1-99% Default 101-500% Auto-fill
Ammo on Round Start - Yes Default After x rounds (x = 1-50) After x kills (x = 1-500)
PaP Guns - Yes (All guns are PaP from the start) Default
Gun Slots - 1 Default 3-10 All (enough for every gun at once)
Gun Camo - Yes (Random per game) Default Custom (Choose what camo goes on all of the guns)
Downed Damage - 1-99% Default 101-500% OHK
Downed Gun - Default No Custom (Choose what gun you receive when downed)
Downed Ammo - 1 clip 1-99% Default 101-500% Infinite
Downed Grenades - Default 1-500% Infinite
Guns on Respawn - No (Default, you start with a pistol) Custom (Choose what guns are given on respawn and if they are PaP)
2.000.4 - Perk Settings
Perk Slots - 0-3 Default 5-14 (basically x2 whatever perk you buy twice and can only buy each one twice)
Starting Perks - Default All Random (any amount up to the max for the map) Custom (Choose what perks are given on match start)
Quick Revive Auto-Revives - Yes (Default in singleplayer) No (Default in multiplayer)
Quick Revive Equips PaP Weapons When Downed - Yes (Default in singleplayer) No (Default in multiplayer) Custom
Quick Revive Saves Equipped Perks - Yes Default Custom (Choose what perks are saved)
Perks Saved When Downed - Yes Default Custom (Choose what perks are saved when downed)
Perks on Respawn - Default Remember perks from previous life Custom (Choose what perks are given on respawn)
2.000.5 - Zombie Settings
Zombie Health - Health remains constant at x (x = 1-1000 ; normally health is based on the round, this would make the health constant throughout all the levels) 1-99% Default 101-500%
Zombie Speed - 1-99% Default 101-500%
Zombie Damage - 0-99% Default 101-500% OHK (downed instantly)
Crawlers Can Be Made - Default No All crawlers
Crawler Health - 1-99% Default 101-500%
Crawler Speed - 1-99% Default 101-500%
Head Shots Only - Yes (This will consequentially disable crawlers) Default After x rounds (x = 1-50)
Head Shots Required (If Head Shots Only = Yes) - 1-15 Based on Round
Zombies Can Hit Through Windows - Default No After x rounds (x = 1-50) Before x rounds (x = 2-50)
2.000.6 - Special Zombie Settings
Hell Hounds Round - Default No
Max Ammo at end of Hell Hounds - Default No Custom
Pentagon Thief Round - Default No
Pentagon Thief Health - 1-99% Default 101-500%
Pentagon Thief Steals Gun - Default No Custom
Max Ammo and Fire Sale at end of Pentagon Thief - Default No Custom (Choose what the Pentagon Thief drops when killed)
Stolen Goods Returned - Default No Custom (Choose what is returned when the Pentagon Thief dies)
Stolen Goods Returned on Pentagon Thief Round End - Yes Default Custom (Choose what is returned at the end of the Pentagon Thief round if the Pentagon Thief is not killed)
Walkers (The new zombie type) - Default No After x rounds (x = 1-50)
Walker Health - 1-99% Default 101-500%
Walker Speed - 1-99% Default 101-500%
NOVA Gas on Death - Default No Random (happens randomly that is - choose % chance as well)
NOVA Gas Affects Player - Default No After x rounds
NOVA Gas Effects - Default None Custom
Explosion Damage - None to player None to zombies 0-99% Default 101-500% OHK
Explosion on Death - Default No
Monkey Round - Default No
Monkeys Attack Perk Machines - Default No Custom (choose what perk machines monkeys attack)
Monkeys Explosive Damage - 0-99% Default 101-500%
Monkeys Explosive Radius - 1-99% Default 101-500%
George Romero - Default No
George Romero Health - 1-99% Default 101-500%
George Romero Can Be Angered - Default No After x minutes (x = 1-240) After x rounds (x = 1-50)
George Romero Cools Down in Water - Default No After x seconds [after being angered] (x = 1-180) After x rounds [after being angered] (x = 1-5)
George Romero Can Be Killed - Default No After x minutes (x = 1-240) After x rounds (x = 1-50) Only in water
George Romero Follows Players (He'll wander aimlessly) - Default No After x minutes (x = 1-240) After x rounds (x = 1-50) Only when angered
2.000.7 - PaP and Mystery Box Settings
PaP Available - Default No
Mystery Box - Default No Custom (Choose what guns appear in the mystery box)
PaP Sight Reticle - Default No Custom (Choose what custom sight reticle gets put on all PaP guns)
PaP Upgrades - Default Custom
PaP can give ammo - Yes Default After x minutes (x = 1-50) After x rounds (x = 1-50) Up to x times (x = 1-50)
PaP Weapons When Downed - Yes Default Custom (Choose what weapons are PaP when down)
Mystery Box Location - Default (Random) Custom (Choose where the mystery box starts)
Mystery Boxes - Default Yes (Choose how many mystery boxes are on the map)
Mystery Box Moves - Default No
Mystery Box Weapon Set - Default WaW Mix
PaP Room Teleporter Time (Kino der Toten only) - None (This will close off the PaP, instead it will teleport you immediately to the main terminal) 1-99% Default 101-500% Until button is pushed (This will only teleport you out of the PaP room on Kino der Toten if you push the button to leave)
Hidden Room Teleporter Time (Kino der Toten only) - None (this will teleport you immediately to the main terminal instead of the hidden rooms) 1-99% Default 101-500%
2.000.8 - Power-Up Settings
Power Ups Available - Default No Custom (Choose what power ups are available - e.g. bond fire sale and fire sale only) After x kills (x = 1-1000) After x head shot kills (x = 1-1000) After x rounds (x = 1-50)
Power Up Drop Rate - 0-99% Default 101-500%
Power Up Duration - 0-99% Default 101-500% Infinite
Wunderwaffe-DG2 Available Before EE Completion: - Yes Default Available as regular drop also
2.000.9 - Round/Level Settings
Start on Round - Default 2-100
Start on Round Delay - Default after x seconds (x = 1-600)
Delay Between Rounds - Default after x seconds (x = 1-300)
Host Can Pause Game - Default Yes
Unlock All Doors On Round Start - Yes Default After x rounds (x = 1-50)
Turn Power On, On Round Start - Yes Default After x rounds (x = 1-50)
Spawn Room - Default Custom (Choose one of the [potentially] predetermined spawn points on the map) Random
Windows Can Be Repaired - Default No after x rounds (x = 1-50)
Wood Plank Health - None (no planks) 1 (Default - this means it only takes one grab to take one plank down) 2-15
Door Price - 0-99% Default 101-500%
Wall Gun Price - 0-99% Default 101-500%
Wall Guns Available - Default No Custom (Choose what weapons are available on the walls - e.g. ray gun, thunder gun, winter's howl, etc; these will have set wall prices also)
Winter's Howl and Thunder Gun Available on Map - Default (The Thunder Gun is only available on Kino der Toten normally, etc) Yes No
Multiple Wonder Weapons Available - Yes Default Custom (Choose how many are available per wonder weapon)
Perk Price - 0-99% Default 101-500%
Perks Available - Default No Custom (Choose what ones you can buy of the originals on the map) After x minutes (x = 1-180)
Timer (This would be added to the HUD where the minimap usually is) - Yes Default
Easter Egg Music - Default No After x rounds (x = 1-50) After x seconds (x = 1-1800)
Easter Egg Music is Replayable - Yes Default Automatic (this will automatically replay the music after x seconds, x = 1-1800)
Game Success Upon Time Limit/Wave End Reached - Default x minutes (x = 1-600) x waves (x = 1-150)
Flinger Is Controllable - Default x seconds after touched (x = 1-60)
Flinger Reset Speed - 1-99% Default 101-500%
Trap Cost - 0-99% Default 101-500%
Trap Duration - 1-99% Default 101-500%
Trap Cooldown Speed - 1-99% Default 101-500%
2.001.1 - Point Settings
Starting Points - 0-499 Default 501-20000
Points per Hit - 0-9 Default 11-200 after x rounds (x = 1-50; this will also let you adjust the amount per hit)
Points per Kill - 0-99% Default 101-500% after x rounds (x = 1-50; this will also let you adjust the amount per kill)
Points per Head Shot (This will override Points per Hit if not also put to 0) - 0-99% Default 101-500%
Points per Head Shot Kill (This will override Points per Kill if not also put to 0) - 0-99% Default 101-500%
Points on Round End - Default 1-5000 after x rounds (x = 1-50)
Points After X Kills - Default 1-1000 (this will also let you choose the amount of points received)
Points After X Head Shot Kills - Default 1-1000 (this will also let you choose the amount of points received)
Points For Revive - 0-99% Default 101-500%
Points Deducted For Not Reviving - 0-99% Default 101-500% All
Points Deducted For Being Downed - 0-99% Default 101-500% All
Points on Respawn - Default 1-10000
Points per Repair - 0-99% Default 101-500% After x rounds (x = 1-50)
^^^Credit goes to OMGod of Callofduty.com
EDIT 4- Added storyline below. VERY LONG
In this, you will find an overwhelming amount of info, collected over a period of almost 3 years. Because of this, I can expect you to not read the whole thing, I understand. But, to understand most of this, you would have to read the whole thing, Im sorry.
______________________________________________________________________________________________________________________
TABLE OF CONTENTS
1. The Beginning
2. Element 115
3. Verruckt
4. Shi No Numa
5. The Control Of The Zombies
6. NOVA-6 And The Master Plan
7. Ascension
8. The Downfall Of Der Riese
9. The Illuminati
10. Second Dimensional - Earth
11. The Lady That Says "ASCENSION" At The Beginning Of The Game
12. Time Travel At Der Riese
13. Confirmed Locations Of Element 115
14. Aether
15. The Pentagon Thief Identity
16. What Happened After The Wars
17. What "CCCP" Stands For
18. The "Cosmic Silverback"
19. "Vril"
20. Call Of The Dead
21. Shangri-La
22. Agartha
NAZI ZOMBIES:
1. The Beginning
It all started when Die Glocke, or The Bell, was made by the Nazis, reverse engineered from some sort of alien ship with crazy advanced technology on it. The Nazis took it to a location only known as Der Riese. Out of curiosity, a super top-secret group was formed, Group 935, to experiment and find out what this hunk of metal could actually do. Well, they took it apart, analyzed all of the components and stuff, and realized that the pieces were still functional, but needed a power source.
2. Element 115
An American spy by the name of Peter McCain and his team of scientists found a huge glowing rock in the middle of a forest near an outpost in Japan named Shi No Numa. Peter supposedly worked for a secret American organization named Majestic 12, along with another spy by the name of Henry Yena (more on him much later). They then took pieces off of it to do their own studies in the Pentagon and in Area 51. Peter and his team then fled to a secret abandoned Nazi research center (more on that later.) A Nazi scientist by the name of Edward Richtofen, which worked for 935, also took bits and pieces off of it and found out that this was Element 115, an extremely unstable element, that not only could power The Bell, but could also reanimate dead cells. What this means is that it could pretty much bring a dead person back to life. Richtofen then followed them.
3. Verruckt
Witteneau Sanatorium, or Verruckt. This is where they happened to travel to. Finding Richtofen there, Peter then sent a distress signal to Majestic 12, which sent a group of marines in to extract Peter and his team. One of the soldiers was Tank Dempsey, a war hero and brave soldier. After arriving and finding no one was there, the squad all went crazy and eventually died. In the terminal, it says that one of the soldiers was writing poems about death and zombies, writing Illuminati (more on that later) symbols and dates all over the walls. Dempsey, which was the only survivor of his squad, happened to meet Richtofen there. Richtofen, knowing that the lone soldier now knows all these secrets, captured him, and took him back to Der Riese to experiment on him and try out 115's powers and uses.
4. Shi No Numa
Peter and his team had had actually completely gone back to Shi No Numa to have a more abundant supply of the element. Now, this is where it gets confusing. You can obviously see a hanging man in the starting area, but no one knows who it actually is!. The only clue we have is that it might be Peter, based solely that he was there, and also on one other easter egg not too many people know about. On the iPod version of Zombies, there is an easter egg in Shi No Numa where you acquire a shovel and dig a grave. On the headstone of the grave, it reads "Peter" obviously saying that he died there. How could this be? Is he the hanging man? I honestly don't know. I have a theory though, and it's a wild one, but it might be true....
From this point on in this Chapter, it will be purely theories!
While the scientists at Der Riese were testing out new products like the Ray Gun, Wonderwaffe DG-2, and Perk-a- Cola Machines, Shi No Numa was going to hell. At Shi No Numa, Peter and the rest of the scientists were working hard to discover the uses of this element. Richtofen at Der Riese figured that Peter had traveled back to Shi No Numa for research, so he informed his Japanese allies that there was an American base out in the middle of the forest, and he gave the coordinates. A team of Japanese soldiers were then sent in to parachute over the base and drop in at night. While the team slept, the Japanese parachuted in (parachutes in the rafters, remember?) and shot and killed everyone except Peter. You can tell they shot and killed them because there are beds with huge blood stains on the wall near each pillow, so they just put them out nice and quietly.
They then tried to grab Peter, but he took out his pistol and shot one of them, so they cut off his hand (hence the overturned green bed with huge blood stains and a bloody hand print on it. If you don't know what I'm talking about, it's in the very beginning of the Shi No Numa trailer.) They then dragged him upstairs, stood on a barrel, and hung him. How do I get so detailed? Well, if you follow the giant blood trail leading from the bed, past the mystery box, up the stairs, and to the barrels stacked in the corner, it looks like they used that to hang him. I believe the blood is from his cut off hand. The Japanese then found the 115, and accidentally exposed it to the dead **** he shot. The now-zombified soldier bit one, which got exposed, which bit more, etc. etc. Zombified swamp.
5. The Control Of The Zombies
While all that was happening, 935 was still trying to find out how to control these mindless things so that they could release them into battle and just wipe out a whole army without any German-army casualties. They then found out that brainwashing was an effective way to control them. They then needed a place to brainwash them in. So they used a local movie theater named Kino der Toten. The projector would show images and the zombies would then just stare at those for weeks and weeks, learning to do whatever the projector tells them to do. This then was almost ready to be perfected, so they needed a plan to literally wipe out an entire mass of people in seconds without destroying their cells because if the cells were destroyed, the 115 wouldn't bring those parts of their body back to life.
6. NOVA-6 And The Master Plan
They then created a biochemical weapon called NOVA-6. This would kill people quickly, with an only downside of their eyes getting destroyed. This is why the NOVA-crawlers have no eyes. This does not mean that they created the NOVA-crawlers on purpose though, they were failed experiments of who knows what. Everything has led up to this moment. Hundreds of years of planning, breakthroughs, setbacks, wins and losses, but now is the time, now they could unleash finally unleash hell on not only the Allies, but the entire world. They would first carpet an entire area in NOVA-6, (possibly using the rocket in Ascension???) Then they would expose a huge number of 115 to that area, turning all of the dead people into zombies. Then they would brainwash them into killing the Allies, and eventually release them into battle just obliterating the opposing force with Ray Guns, Thunderguns, Wonderwaffes, (any other wonder-weapons they put in the game,) and a huge, unstoppable horde of zombies. The plan would have been in full effect, only if something didn't screw up their plans. What was that something? I guess we're just going to have to wait and find out...
7. Ascension
Ascension goes SUPER deep into the storyline. First off, lets get this straight. This IS a fact, not speculation. 115 IS on the moon. It is confirmed in the terminal (look at Chapter 13 for more info.) Ok, now that that is sorted out, we can continue. Even though the Ascension Group and Group 935 worked together on NOVA-6, they each had their own separate plans for world domination. Group 935's plans were explained up top, but now they are explaining the Russian side of the deniable operations. The CCCP were truly behind everything. They went to the moon using the rockets, and mined 115 from it. On there, I even believe they built colonies, and have a whole base up there, making things like black hole bombs and even, I believe, a gateway to Aether.
Aether is a whole dimension in between life and death. Samantha, Dr. Maxis, and the new Doctor from Ascension, Gersh, are all stuck in here. Maxis's location is currently unknown, but Gersh is known to be in Ascension, and to have contacted the team trying to get them to help him, thus making the Mystery Man easter egg. This easter egg has more importance that you think. When you free him, he rises up into space, or maybe to the possible gateway on the moon... Also, they made a play on words for the title when you finally free him... he is "Ascending" to the moon. Samantha got mad that he has escaped, and that is why the whole screen turns black and white.
Back to the actual story though, Dr. Gersh, the lead scientist at the Ascension compound, was the head of a top secret project called Project Thunder. The project's purpose was to make the Thundergun. Gersh's assistant was Yuri Kravcheski, and was working with Gersh to try to make the Thundergun and on another super top secret project called Project Mercury. This project's purpose was to design a device that could create a stable singularity (black hole) that he named the Gersh Device. But Gersh saw that Yuri was slowly going mad (possible exposure to 115?) and reassigned him to rocket research.
Yuri was furious at Gersh, and one night snuck into his lab and started working on the Gersh Device. Gersh saw him, and told him that he could have him removed from the compound. But Yuri had plans of his own. He activated the Gersh Device and sucked Gersh in, along with himself. Yuri's location is unknown, but, like I said up top, Gersh was freed by the team and is now possibly on the moon or somewhere else.
In the Nacht Der Untoten loading screen, you see a man from the 40's walk through a spiraling object (blackhole) and go back in time, giving the old Nazi-future-allies information and technology from the future, in the past, causing an alternate reality where the CCCP and the Nazis in the 40's and 50's are super advanced allowing them to create all these weapons with the technology they found from the Bell. Now, since they are so advanced, it was obvious that they needed a source of 115 to power all this stuff, and that is where the moon comes in. Now, if they were so advanced, why did their plan of total world domination fail? That is where our heroes come in.
If you listen to Richtofen in a Shi No Numa radio, he says that the wonderwaffe caused an over-dose of power BACKTRACKING them to the FUTURE. What? This is how they managed to get to the alternate-reality future and where they can now travel backwards in time in the alternate-reality past where the Russian scientist guy gave them advanced stuff, not the real reality where everything went normal, do you see where I'm getting at? This whole story centers along that one guy going back in time creating a whole new reality of advanced super powers. I bet the zombie story ends when the team goes to the place where the guy went back in time, stopped him from time traveling, and created a paradox where that reality no longer existed, so they traveled back to the REAL reality where everything is real-life today. WOW THAT WAS A MOUTHFUL. I know this is EXTREMELY confusing, but if you guys do somehow understand this, please explain it better than I did.
8. The Downfall Of Der Riese
Dr. Ludwig Maxis, the leader of Group 935 and the head scientist at Der Riese, had a very jealous assistant. Can you guess who it was? It was none other than Mr. Edward Richtofen himself. Before ALL of this ever happened... Before Verruckt, and Shi No Numa, and Kino and Ascension, the origin of the whole entire zombie storyline is based around this one moment, a moment that not only changed their lives but changed the lives of every human on this planet. Lets start at the beginning, shall we?
Dr. Maxis had a daughter, a beautiful, German, blond hair-blue eyed child. Her name was Samantha, and she lived in a residential area near Der Riese. Everyday, she would go there with her father, and would wait all day until he was done working. He could sense she was getting lonely, so he bought her a female dog. She named it Fluffy, and she loved the dog like it was her own child. One day, her selfish, greedy father hatched an idea. Using the dog, he would try to teleport it, seeing what the effects were to an animal. Once they tied Fluffy down, they activated the teleporter. After seeing that she wasn't at the mainframe, they expected her to be dead, but she was much worse that dead.
She was stuck in the Aether, helplessly alone in nothingness. Forgetting that she was actually pregnant, the now 115-enhanced dog spawned some sort of huge hell-hound creature out of thin air using Electromagnetic powers. Well, curiously looking for the dog she cherished so much, Samantha thought she would look in her dad's office, even though she wasn't supposed to. After seeing the beastly creature, she ran into the teleporter to hug it and such. Maxis, realizing that his daughter is in HUGE danger, ran in to save his child. Richtofen, being extremely jealous, crazy, and sick of being bossed around by Maxis, did the unthinkable. He locked the teleporter doors so they couldn't get out. He then teleported them. Samantha is now stuck in the Aether, being demonic because of the overexposure to 115. Now Maxis is a different story. Some say he got out, some say he's in the Aether, and some say he's dead. We're just gong to have to wait for right now. The real question though is why Richtofen actually did that. There are three possible answers. One: He's just that crazy. Two: He was jealous of how high in command he was and was just sick of him. Three: Someone told him to do it...
9. The Illuminati
The Illuminati. They are the definition of evil. They are one of the world's most secret organizations, yet they hide in plain sight. They are literally EVERYWHERE. They are Nazis, dictators, and world leaders. They have connections all around the world. They also have big plans. Their plans are simple: TOTAL WORLD DOMINATION. Slowly but surely, they would start conflicts and secretly make wars between countries, interfering and causing countries to attack themselves. The cold war is where they really started showing their power. The pyramid with the Masonic Eye at the top is their symbol. Where have you seen that? On the back of the one dollar bill. They are truly masters of disguise. Anyways, in the Zombie world, they had connections to Group 935, and one of them was Richtofen. Did they make Richtofen kill Maxis? Possibly. Maybe they thought that at the rate he was going, he would be more powerful than him. Maybe they needed him out of the way. Who knows? The role that the Illuminati play in Nazi Zombies is very discrete, so not much information is given at this time. All we can say is that they definitely play a huge role in the storyline.
10. Second Dimensional - Earth
As I said in the Ascension post, there are two dimensions. There is the regular dimension that has people and wars and stuff like that. That dimension is where the singleplayer storyline takes place, and where everyday life happens. Then there is the dimension of extremely advanced superpowers. In that dimension is where the Nazi Zombie storyline takes place. In that dimension, you HAVE to understand that only the Illuminati, Group 935, Nazis, and the Ascension Group exist, along with "perfect" people from Germany, Russia, and possibly other countries helping with their efforts. In this dimension, it was a successful global holocaust. Only the Axis-powered countries would still have people on them.
Welcome to Earth, Population: 20,917
11. The Lady That Says "ASCENSION" At The Beginning Of The Game
She might be Sophia from the radio transmissions in Der Riese. Since the Nazis and the Russians work together, and 935 is Nazi and Ascension Group is Russian, she could be sending that to the Ascension Group, since she works for 935.
12. Time Travel At Der Riese
If any of you guys have seen that big clock right by the FG-42 and Speed Cola Machine, you would notice that the second hand on the clock moves about 3 times upwards and then falls back down. Now, if this was any ordinary clock, IT WOULDN'T BE DOING THAT! Since time travel is obvious because they ended up like 20 years in the future from Der Riese to Kino, then is it possible that the gang is stuck in some sort of time frozen vortex type of thingy majig where the outside world is frozen and only their little space-time-continuum bubble has real time? I know it's kinda hard to imagine, but is that why there are infinite zombies, or is that just a gameplay necessity?
This would explain the clock because their little bubble of time goes forward 3 seconds, then instantly goes back in time causing a never-ending loop. It feels like real time to them and they age the same way, but the outside world is frozen or progresses 3 seconds then restarts. In Shi No Numa, there is a radio transmission that has Richtofen saying, "Ze Vundervaffe must have overloaded ze teleporters, RIPPING ze space time continuum APART! HOW VUNDERVUL!" Translated, lol: "The Wunderwaffe must have overloaded the teleporters, RIPPING the space time continuum APART! HOW WONDERFUL!"
13. Confirmed Locations Of Element 115
This is taken DIRECTLY from the black ops terminal:
***TOP SECRET***
***LEVEL 1 CLEARANCE ONLY***
***DER RIESE *SERVANT* SAMPLE A00115***
What follows is the chronological primary sample from the Der Riese project Datenbedjensteter (translated: DATA SERVANT). Sample was acquired from CIA asset based out of Vozrozhdeniya in the Soviet Union and is translated from its original German Below:
***SERVANT ENTRY A00115***
Element 115 overview:
Sources include meteors found in
Shi No Numa
Tunguska
Groom Lake
Der Riese
Moon (Confirmed via Astronomical team)
Applications include:
Transporter technology
Power source for DG-2
General weapon upgrades via CWZIMOJZDUNINXPJZEKWZOLIEXZ
Side effects include:
Reanimation of dead cells
Via inherent electrical properties.
***END FILE***
14. Aether
Aether is a whole dimension in between life and death. Samantha, Dr. Maxis, and the new Doctor from Ascension, Gersh, are all stuck in here. Maxis's location is currently unknown, but Gersh is known to be in Ascension, and to have contacted the team trying to get them to help him, thus making the Mystery Man easter egg. This easter egg has more importance that you think. When you free him, he rises up into space, or maybe to the possible Aether gateway on the moon.
15. The Pentagon Thief Identity
The Pentagon Thief is very mysterious. There are 3 possible answers to who he is. The first possible answer, but least probable, is that he is stuck in the Aether, and is getting out threw the teleporters somehow. This is probably not the case. The second possible answer is that he is actually some sort of 115-super-powered human guy that is being brainwashed and controlled by someone else. You can tell because the glasses he is wearing are lit up and have a little radio antenna on the top of them. The third, and most probable, possible answer is that he is a clone of Dr. Clarke from the campaign. You can tell because in the terminal, it says that Clarke was not only obsessed with numbers, but also with the idea of cloning. In the campaign, you can also see numbers written all along his body. In "FIVE" you can see that the scientist also has numbers written all over his body. This pretty much confirms that the Pentagon Thief is a clone of Clarke, how? I have no clue, but I have a feeling we will find out soon enough...
P.S. There are confirmations that the Pentagon Thief is just another zombie, so I will still keep this up here, but I'm just letting you guys know.
16. What Happened After The Wars
After the failed experiments and after the downfall of the Nazi regime, Americans supposedly went into a real Nazi base and removed the Belle bringing it to the Groom Lake area. This "did" happen and is recorded in history books and on the internet. I saw this on a History Channel show named UFO Hunters. Since the Belle was supposedly from "Alien" spacecrafts, it was on the show, and talked about all sorts of stuff like the Flytrap and Der Riese. Is this how the outbreaks started at the Pentagon? Who knows. Maybe they shipped a bunch of 115-mutated animals there and they happened to kill, or injure someone, exposing their dead cells to 115, which would turn that one, and eventually turn someone else... domino effect.
17. What "CCCP" Stands For
Many people are asking what, and who, the CCCP are, so I'll tell you:
In Russian: (CCCP)
Translated From Russian To English: Soyuz Sovietskikh Sotsialisticheskikh Respublik
In English: Union of Soviet Socialist Republics (USSR)
18. The "Cosmic Silverback"
The Cosmic Silverback. A large, Russian gorilla with a spacesuit on. Not much is known of this strange creature, but it can be found in multiple magazines around the game. It is also the main antagonist for Dead Ops Arcade. The story of how this ferocious creature came to be is rumored to go sorta like this:
In a Soviet cosmodrome, Russian scientists were racing against America to launch the first human into space, and then the moon. To test what sort of effects space travel had on primates like us, they sent a gorilla into space. Strangely, it returned a 115-enhanced animal that completely destroyed the compound it was being held in and escaped. Now, this is what I think happened. And remember, anything I say after this is pure speculation. They actually not only sent the Cosmic Silverback to space, but actually to the moon! Since there is 115 on the moon, I think they sent it there to see if it could bring back some, or maybe to see how much there actually was on the moon (the quantity.) After prolonged exposure, it started to mutate, and become what it is right now. Not much is actually given at this moment, but I can say that it has a BIG role in the story line.
19. "Vril"
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Yes, I know it's a long link, but copy and paste all of it. After you are done looking at it, look at this one. When you go to the link, put your pointer on the tab that shows what you are looking at. It's in the top left corner of your screen, underneath the back and forwards arrows, and should say, "Levitation in the subterranean temple."
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For some reason, Richtofen needed this to build something, but what? The picture in that link shows the golden rod from the Call of the Dead easter egg that he needs. But why? Well, in 1917, a group of 4 Nazis part of the Vril Society met in a cafe. One of them was a psychic medium, who was receiving info from extra terrestrials on how to build a space craft. This spacecraft ran on Vril energy (and in the zombie world, was powered by 115.) This energy would allow it to cross grand lengths in space.
I think I know what Richtofen's grand plan is. He's building a spacecraft, but needed that tube to power it with Vril energy. That tube was the whole power source of this craft, and why would it descend like that into the lighthouse? Aliens. Maybe, he was one of those 4 scientists, and the psychic medium told aliens where to drop it off. The yellow light in the sky blinking is like a signal by the aliens telling them that "We're here!" Also, what does, "Paradise lies Below" Mean? It has the word paradise, AND temple can be found if you "X" out of that picture! Temple was found as a part of coding in Call of the Dead, and the coding matched up to be the next map!
Here is the link to the article:
naziufos.thetechgame.com/2010/04/...lsing.html
Is THIS why Richtofen is in a space suit? It all makes sense now! I believe that in each map pack after this one, we will be collecting pieces for this space craft. What is the purpose for it though? I don't know, but whatever it is, he's pretty much saying it to our faces.
This is a quote he says in Call of the Dead:
Dempsey: "Why did you take us here Richtofen?"
Richtofen: "All in due time my Dempsey."
Is Richtofen planning to steal the body of a space craft from, oh, I don't know, Area 51? And then, using the pieces you are collecting in each map, powering it up for some reason?
Guys, I know this all sounds highly illogical, but in Der Riese, you can clearly see a space craft fly away when you activate the Fly Trap. The thing that people don't understand is that Treyarch is portraying 1940's Nazis to have met aliens, and have used their technology. This is how they are building all of this stuff, like Wonderwaffes and Ray Guns and Teleporters!
And let me get this straight, in the next map, if we DO have to collect something for Richtofen, then I will consider this to be accurate. Right now, it is just an educated guess based on info I found, so please don't flame me about it.
Also, for a lot more research on Vril and the Golden Rod, Read
Count-_OnMe's EXCELLENT post here:
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Sorry if I didn't explain it clear enough. To be honest, I don't actually know what it is in detail.
20. Call Of The Dead
The year is 2013. Profound director George A. Romero is making a new World War 2 zombie movie with actors Sarah Michelle Gellar, Robert Englund, Danny Trejo, and Michael Rooker. After looking at secret Nazi documents, he chooses an abandoned ship in Siberia used by Nazis to transport 115 and other materials as the location. After he gets taken into the depths of the water by a real zombie, he gets enhanced by 115 and Vril energy. He then becomes a 7-foot electric monster that kills the crew and destroys the set. It's now up to the 4 actors to defend themselves from the zombie outbreak using old World War 2/Cold War weapons and old Nazi devices.
The actors then heard some noises coming from a room under the lighthouse. They decide to check it out, and realize there are 4 strange men stuck in a room. These 4 men are Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Edward Richtofen. They have time traveled from a Russian cosmodrome using a Gersche Device to a teleporter inside a locked room. The reason they went there was because Richtofen needed a Vril Generator, a device that could generate and channel pure Vril energy. The reason he needs this is unknown, but it IS known that he is collecting different items for his master plan. This is probably one of those items.
Now, lets get to the weapons. The V-R11 is simply a conduit for Vril energy that changes the zombies back to their normal selves. Why they turn into men with suits ( ) is unknown to me, but I'm sure there is SOME explanation... The Scavenger is a much different story. It's not known whether it's alien or human, but I think I can say that this was taken from the far future using teleportation. The upgraded version is called the "Hyena Infra-dead." The "Infra-dead" part is just because it has a thermal scope on it, but the Hyena part is important. Henry Yena was an American spy that worked with Peter McCain for Majestic 12. Both of them infiltrated Group 935, and both were hated by Maxis and Richtofen. Not much is known about them, but we can say that Henry took this weapon from the future and made some modifications.
21. Shangri-La
It all started when a British explorer, Brock, and his companion, Gary, found Shangri-La, a temple in the middle of the Himalayas shrouded in mystery. They walked into a building (the one where you first talk to him) and got caved in. In the radio you find in the starting area, you hear Brock say that Gary died and that he was going to die himself. But, when you talk to him and free him from the cave, you hear Gary too. How could this be if he is already dead?
Well, the eclipse is the answer. When you push the 4 buttons, you activate the eclipse, causing you to go back in time to the moment where they caved in! You are actually altering reality when you do the eclipse. When it is sunny, you have actually just teleported away from Call of the Dead. How do I know this? When Richtofen starts the game, you have the Golden Rod from Call of the Dead already equipped. This means Shangri-La takes place AFTER Call of the Dead. Call of the Dead took place in 2013, but Richtofen accidentally teleported too far into the future. So in Shangri-La, you are in the same time as Ascension, possibly later.
Back to the story though, the radios you find after you free him seem to appear out of nowhere. That's because you altered reality!! After you do the pressure plates, and let them go deeper into the tunnels, a meteor falls out of the sky and crashes into the cliff. If you go past the cliff, you see another radio that wasn't there before. Here's what it says:
Brock: "We are moving through a small network of tunnels, there appears to be a *static and huge crash* HOLY CRAP, WHAT WAS THAT?!?!"
Gary : "I don't know!!!"
The crash was the meteor crashing into the rock! For those of you who are confused, let me explain. If Richtofen, Nikolai, Dempsey, and Takeo never traveled back in time, the explorers would be dead, and they are when it is sunny. But when you travel back in time (eclipse) they are still alive. You are altering reality by helping them live, so it's a completely different series of events when it is sunny. Thats why the radio appears, because you are now in a completely different timeline.
Unfortunately though, saving them isn't permanent. MurderMachineX found this radio, and now I finally understand why you can do the easter egg more than once in a single game:
Brock: We are now entering the antechamber. I see some sort of altar, and there is a rock suspended above it. This is just wonderful! An inscription: "Rich-tof-en". Richtofen. Gary, take an entry. The rock above the altar seems to be suspended in thin air! I'm going to remove it now.
[Eclipse sound]
Gary: We've been in this jungle for days and haven't seen any sign of this hidden temple.
Brock: We cannot give up, it has to be here!
Gary: I can't shake this feeling like we're going in circles (play on words, going in circles through time, explained later)
Brock: We should get to higher ground and take a look.
[Shuffling]
Brock: The heat and humidity is just excruciating. According to the locals, the temple should be in this mountain range just up this river. Gary, do you hear that? A waterfall. We must be close. Hand me the binoculars. There is a structure up ahead. If this is truly a gateway to Agartha, my work will finally be validated.
This means that the focusing stone took Brock and Gary BACK to the first moment they stepped foot on Shangri-La! They are stuck in a forever ending loop that they can only get out of through death. This is why the easter egg can be redone, because its like they just got trapped again
Now that the whole explorer/easter egg story is understood, we can focus on why there are so many references to Nazis in an old-world temple. First off, lets talk about the "Black Sun" references. The Black Sun is the mark of the Illuminati, which have many ties into Nazis. This symbol looks like this:
google.com/imgres?q=black+sun&...29,r:7,s:0
In the Shangri-La loading screen, you can see this symbol at the base of the giant tornado. The grass is cut exactly like that. Why? I'll explain in a little bit. There are also symbols on the doors that look like Swastikas. These Swastikas are shaped by carving of snakes. Again, why?
Well you see, the Nazis had actually already been there. They traveled back in time in search of a gateway to Agartha (more on this later) and found a whole civilization living there. This is why the ancient zombies are wearing modern gas masks and have modern guns. This is also why "Richtofen" is carved into the bench with the Focusing Stone. They took over and influenced the ancient people to carve things in their honor (the doors) and cut the grass a certain way in their honor (the base of the tornado.) The overexposure to 115 caused them to turn into zombies, and that is how the outbreak started. The gas masks were precautionary, because maybe the Nazis didn't know about the effects 115 had on cells back then, and thought it was some air-borne virus.
Back to Agartha, the whole reason they were there in the first place. Agartha is a mythical city in the center of the Earth that is inhabited by "perfect people" that have much farther advanced technology than humans. These people are aslo much more sophisticated, and smarter. There are gateways to this land, and the Nazis wanted to take control of it. So they found Shangri-La, since it was a supposed gateway, and took it over. Hence the guns, markings, and symbols/references that caused me to believe this.
22. Agartha
Agartha. A mythical city at the center of the Earth inhabited by "super-beings" who use extremely advanced technology and are much more sophisticated/developed than humans. Brock from the Shangri-La easter egg dedicated his life to trying to find Agartha. No one believed him, and everyone thought he was crazy, but he still had hope, and finally found Shangri-La. Take a look at this quote said by Brock:
Brock: The heat and humidity is just excruciating. According to the locals, the temple should be in this mountain range just up this river. Gary, do you hear that? A waterfall. We must be close. Hand me the binoculars. There is a structure up ahead. If this is truly a gateway to Agartha, my work will finally be validated.
Why is Shangri-La so important in his quest to find Agartha? Well, there are many "gateways" to Agartha. Shangri-La is one of them. This is why he didn't want to leave the temple when Gary was telling him that they should get out of there. He was obsessed, and, explained up top, his obsession was also his downfall.
Brock and Gary were on to something big. Is the "Shrink Ray" from Agartha? And more importantly, if it is, why is it in the possession of the gang? So many questions, so many unfulfilled answers.... The zombie storyline is NOT ending with Black Ops, I can tell you that much....
^^^Credit goes to MrEvakin1 of Callofduty.com
EDIT 5: Added the people who deserve credit for most of this. The things I am working on are all my ideas though. Sorry for my short term memory loss.
EDIT 6: Thank Redstone for beginning to work on this. I have sent him what I have been working on for the past few days. It is not complete but I told him to review it and mark things that should be changed or removed.
EDIT 7: RealModzzzz made this, give him all credit for it!
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Edit 8: RealModzzzz made this also, give him all credit
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EDIT 9: Go to Zombies General Discussion if you want this to get a sticky and post on it.
Forums/t=2135741/full-zombie-game...w-pic.html
EDIT 10:Idea from KRaYZieFooL- able to join a friend's game half way through if someone accidently gets disconnected or leaves and it pauses the game and spawns you with a teammate and you get points and stuff you need to get through the round
EDIT 11: The moment you have been waiting for. It is the rough draft version of a zombie story mode.
Are you sure you want to view this?If you view this, you will read all of itFinal warning, if you do not read all of it, you have wasted your timeCall of Duty: Nightmare Returns(Incomplete, progression continues everyday)
Difficulties- Increasing difficulty will increase in the amount of zombies that spawn
Just getting started
Zombie Survivalist
Zombie Slayer
Nightmare
Zombageddon
Playable Characters-
Tank Dempsey
Nikolai
Richtofen
Takeo
Mcnamara
JFK
Nixon
Castro
Robert Englund
Danny Trejo
Sarah Michelle Kellar
Michael Rooker
Story Mode Details-
Total Missions: 10
Mission 1: Night of the Undead
Mission 2: Insane Veruckt
Mission 3: Marsh of Death
Secret Mission: Mansion
Mission 4: The Giant
Mission 5: Theater of the Dead
Secret Mission: Berlin Undead
Mission 6: Ascension
Mission 7: Shangri-La
Mission 8: Moon
Zombie Multipliers-
Kill= 100 Points= 5 XP
Headshot= 150 Points= 10 XP
Double Kill(2)= 200 Points= 20 XP
Triple Kill(3)= 250 Points= 25 XP
Multi Kill(4^)= 300 Points= 30 XP
Zombie KillStreak(50)= 500 Points= 50 XP
Zombie Killstreak(100)= 750 Points= 75 XP
Zombie Killstreak(150)= 1000 Points= 75 XP
Zombie Killstreak(200^)= 1500 Points= 100 XP
Undead Challenges-
Slaughter Challenges-
Kill 10 Zombies- 25 XP 1000 Points
Kill 50 zombies- 50 xp 2500 points
kill 100 zombies- 100 xp 3000 points
kill 200 zombies- 200 xp 4000 Points
kill 300 zombies- 300 xp 5000 Points
kill 400 zombies- 400 xp 6000 Points
kill 500 zombies- 500 XP 7000 Points
kill 1000 zombies- 1000 xp 8000 Points
kill 2000 zombies- 2000 xp 9000 Points
kill 3000 zombies- 3000 xp 10000 Points
kill 4000 zombies- 4000 xp 15000 Points
kill 5000 zombies- 5000 xp 20000 Points
kill 10000 zombies- 10000 xp 50000 Points
Kill 100000 zombies- 50000 xp 500000 points
Weapon Armory
Handguns-
ASP- Beginning weapon, unlimited ammo
7/oo
PaP-
M1911- Cost: 1000 Ammo: 250
8/80
paP- Mustang & Sally 6/6 50
Makarov- Cost: 3500 Ammo: 500
7/70
Python- Cost: 15000 Ammo: 2500
6/84
PaP- Cobra 12/96
CZ75- Cost: 7500 Ammo: 1500
15/135
PaP- Calamity & Jane 20/20 320
Sub Machine Guns-
MAC11- Cost: 10000 Ammo: 5000
20/100
PM63- Cost: 10000 Ammo: 4000
20/100
PaP- Tokyo & Rose 25/25 225
Spectre- Cost: 12000 Ammo: 3000
30/120
PaP- Phantom 45/225
MP5K- Cost: 10000 Ammo: 5000
30/120
PaP- MP115 Kollider 40/200
Ak74u- Cost: 12000 Ammo: 5000
20/160
PaP- AK74fu2 40/280
MPL- Cost: 10000 Ammo: 2500
24/120
PaP- MPL-LF 40/200
Kiparis- Cost: 15000 Ammo: 5000
30/120
PaP-
Skorpion- Cost: 17500 Ammo: 4000
20/180
PaP- Stinger & Poison 20/20 360
uzi- Cost: 17500 Ammo: 7500
32/130
PaP-
Assault Rifles-
M14- Cost: 20000 Ammo: 5000
8/96
PaP- Mnesia 16/192
M16A1- Cost: 20000 Ammo: 5000
30/120
PaP- Skullcrusher 30/270
FAMAS- Cost: 22500 Ammo: 3000
30/120
PaP- G16-GL35 45/225
G11- Cost: 22500 Ammo: 3000
48/144
PaP- G115 Generator 48/288
FN FAL- Cost: 25000 Ammo: 4500
20/180
PaP- EPC WN 30/360
AUG- Cost: 27500 Ammo: 5000
30/270
AUG-50M3 30/390
Commando- Cost: 30000 Ammo: 5000
30/270
PaP- Predator 40/360
Enfield- Cost: 30000 Ammo: 7500
30/270
PaP- E115 Flashpoint 40/360
Galil- Cost: 32500 Ammo: 6000
35/315
PaP- Lamentation 35/490
AK47- Cost: 35000 Ammo: 5000
30/270
PaP- 115 Incinerator 35/315
Shot Guns-
Olympia- Cost: 12500 Ammo: 5000
2/38
PaP- Hades 2/60
Stakeout- Cost: 17500 Ammo: 7500
6/54
PaP- Raid 10/60
HS10- Cost: 20000 Ammo: 5000
6/36
PaP- Typhoid & Mary 8/8 80
Spas 12- Cost: 25000 Ammo: 7000
8/32
PaP- SPAZ 24 24/72
Light Machine Guns-
RPK- Cost: 45000 Ammo: 10000
100/400
PaP- R115 Resonator 125/500
Stoner 63- Cost: 50000 Ammo: 7500
125/500
Bronzer 115 150/750
HK21- Cost: 57500 Ammo: 15000
125/500
PaP- H115 Oscillator 150/750
M60- Cost: 75000 Ammo: 40000
200/800
PaP- Lead Poison 250/1000
Sniper Rifles-
Dragunov- Cost: 5000 Ammo: 2500
10/40
PaP- D115 Disassembler 10/80
WA2000- Cost: 15000 Ammo: 2500
6/36
PaP- WA115 Elimanator 10/60
L96A1- Cost: 20000 AMmo: 5000
5/45
PaP- L115 Isolator 8/72
PSG1- Cost: 50000 Ammo: 15000
5/45
PaP- PSG115 Terminator 8/80
Launchers-
China Lake- Cost: 15000 Ammo: 5000
2/20
PaP- China Beach- 5/40
M72 LAW- Cost: 25000 Ammo: 5000
1/20
PaP- M72 Anarchy 10/40
RPG- Cost 40000 Ammo: 10000
1/20
PaP- RPG115 Hellfire 3/18
Special-
Ballistic Knife- Cost: 15000 Ammo: 1000
1/4
PaP- The Krauss Refibrillator 1/9
Crossbow- Cost: 25000 Ammo: 5000
1/12
PaP- Awful Lawton 1/12
Wonder Weapons-
Winter's Howl- Cost: 50000 Ammo: 25000
6/24
Winter's Fury 9/36
Ray Gun- Cost: 100000 Ammo: 50000
20/160
PaP- Porters x2 Ray gun 40/200
Thunder Gun- Cost: 150000 Ammo: 50000
2/12
PaP- Zeus Cannon 4/24
Wunderwaffe- Cost: 200000 Ammo: 100000
3/15
Wunderwaffe DG-3JZ 6/30
VR-11- Cost: 100000 Ammo: 50000
3/9
PaP- VR-11 Lazarus 6/18
Scavenger- Cost: 200000 Ammo: 150000
3/15
PaP- Hyena Infra-Dead 6/30
31-79 JGb215- Cost: 250000 Ammo: 200000
5/20
PaP- The Fractalizer 8/40
Zap Gun/Wave Gun- Cost: 300000 Ammo: 250000
8/8/56
2/12
PaP- Porter's x2 Zap Guns 10/10 80
Max Wave Gun 4/24
Equipment-
Monkey Bomb- Cost: 25000
Gersch Device- Cost: 50000
nova Gas- Cost: 50000
Quantum Entangled Device- Cost: 75000
Explosive Tomahawk- Cost: 75000
Work Bench
Magazines-
Extended Magazine Cost: 50000
Dual Magazine Cost: 50000
Drum Magazine Cost: 75000
Sights-
Upgraded Sights Cost: 10000
Red Dot Sight Cost: 25000
Reflex Sight Cost: 45000
ACOG Cost: 50000
IR Scope Cost: 75000
Variable Zoom Cost: 50000
Under Barrels-
Grip- 50000
Grenade Launcher- 100000
Masterkey- 50000
Flamethrower- 75000
Barrel Attachments-
Snub Nose Cost: 25000
Ammunition-
Electric Rounds- Rounds that Electrify zombie, not killing them in one shot, but stunning them and they take damage. Cost: 50000
Incendiary Rounds- Rounds that Ignites zombies, causing damage overtime Cost: 50000
Explosive Rounds- Rounds that cause a massive explosion Cost: 150000
Acid Rounds- Rounds capable of burning through several zombies causing overall disintegration of the skin/organs Cost: 100000
Knockback Rounds- Rounds capable of shooting zombies and causes them to fly backwards Cost: 75000
Dispersal Rounds- Rounds capable of dispersing upon hitting a target. When it disperses, bullets spray every where dealing damage to zombies around them. Cost: 150000
Support Armory
Death Machine
Cost: 20000
Grim Reaper
Cost: 25000
Valkyrie Rockets
Cost: 25000
Mortar Team-Call in
a mortar strike that automatically hits and kills zombies 3 mortars are shot
Cost: 30000
Sentry Gun- Assigned to find 3 parts to use it
Parts Required:
Bipod
Minigun
Camera Sensor
Attack Hounds- Dogs that hunt zombies, once they kill a zombie they die.
Cost: 30000
Resistance Group- 5 Civilians equipped with Assault Rifles aid your survival, they can die.
Cost: 35000
Advanced Mortar Team- Advanced Mortar strike capable of cluster bombs and 5 mortars are shot
Cost: 40000
Advanced Sentry Gun- Find 3 more miniguns to create a Sentry Gun with 3x the firepower! One on the back, another on the front, and two on the sides.
Cost: 40000
SWAT Team- Team of 4 equipped with Shotguns, LMG's, Assault Rifles, SMG's. Double the health
Cost: 45000
Advanced Support Armory
Pack a Punch- Upgrades your gun into a stronger version of it
Cost: 50000
Fuse a Gun- Combines two upgraded guns into a powerful 3rd tier weapon
Cost: 100000
Perk Shop
Juggernog- Increased Health
Cost: 25000
Pro- Reheal health faster
Speed Cola- Faster Reloading
Cost: 30000
Pro- Aim faster, Switch weapons faster, Knife faster
Quick Revive- Revive people faster
Cost: 15000
Pro- Bleed out time is 60 seconds, use primary while in bleed out
Double Tap- Increased weapon Fire Rate
Cost: 20000
Pro- Most Semi-auto weapons become fully automatic with a slow fire rate
PhD Flopper- Take no explosive/falling damage, Dive to prone causes a mini Nuke
Cost: 20000
Pro- no longer effected by nova 6, Going down causes a mini-nuke killing any zombies around you
Stamin Up- Faster Sprinting and longer duration
Cost: 20000
Pro- Faster ADS after sprinting, unlimited sprinting
DeadShot Daquiri- Increased Head shot damage, Aim Assist to the head.
Cost: 15000
Pro- When in bleed out, pistols are 1 shot kill to the head, Further increased Head shot damage
Mule Kick- Hold 3 weapons
Cost: 40000
Pro- Have 2 special equipment at the same time(Second one replaces grenades)
Amped Overdrive- Right before you go down, your screen turns red and you gain your health back and it kills any zombies around you.
Cost: 40000
Pro- Invincibility for 10 seconds
Advanced section-
Perk a Punch- Upgrades your perk into a even more effective Upgrade
Cost: x2 of the perk cost
Power Ups
Max Ammo-
Insta-kill-
Double Points-
Nuke-
Random Attachment-
Weapon Drop-
Unlimited ammo-
Factions- Factions are groups started by other players. This means there will be online Coop in Story Mode
Areas-
Airfield
Asylum
Marsh
Mansion
Factory
Theater
Berlin
Cosmodrome Facility
Shangri-La
Moon
Progressive Rank Cap- 100 MAX
Rank 1- Asp- XP Needed: 100
Rank 2- M1911- XP Needed: 250
Rank 3- Makarov- XP Needed: 500
Rank 4- MAC11- XP Needed: 750
Rank 5- PM63- XP Needed: 1000
Rank 6- CZ75- XP Needed: 1500
Rank 7- Spectre- XP Needed: 2000
Rank 8- MP5K- XP Needed: 2500
Rank 9- AK74u- XP Needed: 3000
Rank 10- Dragunov| Double Tap Perk XP Needed: 3500
Rank 11- MPL- XP Needed: 4000
Rank 12- Olympia- XP Needed: 4500
Rank 13- Python- XP Needed: 5000
Rank 14- WA2000- XP Needed: 5500
Rank 15- Kiparis| Quick Revive- XP Needed: 6000
Rank 16- M14| Ballistic Knife- XP Needed: 6500
Rank 17- Skorpion- XP Needed: 7000
Rank 18- M16A1- XP Needed: 7500
Rank 19- Stakeout- XP Needed: 8000
Rank 20- Uzi| PhD Flopper- XP Needed: 8500
Rank 21- China Lake- XP Needed: 9000
Rank 22- HS10- XP Needed: 9500
Rank 22- FAMAS- XP Needed: 10000
Rank 23- L96A1- XP Needed: 11000
Rank 24- Support Armory- XP Needed: 12000
Rank 25- Deadshot Daquiri| Work Bench- XP Needed: 13000
Rank 26- G11| Crossbow- XP Needed: 14000
Rank 27- RPK- XP Needed: 15000
Rank 28- Dual Magazine|Red Dot Sight- XP Needed: 16000
Rank 29- Grim Reaper XP Needed: 17000
Rank 30- FN FAL| Stamin Up XP Needed: 18000
Rank 31- Electric Rounds| XP Needed: 19000
Rank 32- Upgraded Sights| Masterkey- XP Needed: 20000
Rank 33- AUG- XP Needed: 21000
Rank 34- SPAS 12| Grip| Valkyrie Rockets- XP Needed: 22000
Rank 35- Juggernog| Reflex Sight| Drum Mag- XP Needed: 23000
Rank 36- M72 LAW- XP Needed: 24000
Rank 37- Commando|ACOG Sight- XP Needed: 24000
Rank 38- Mortar Team| Monkey Bomb
Rank 39- XP Needed: 25000
Rank 40- Speed Cola| Incendiary Rounds| Sentry Gun| Enfield| Pack a Punch XP Needed: 30000
Rank 41- RPG| Flamethrower| Stoner 63 XP Needed: 31000
Rank 42- Attack Hounds XP Needed: 32000
Rank 43- Points reward- 35000 XP Needed: 33000
Rank 44- PSG1 XP Needed: 34000
Rank 45- Mule Kick| Gersch Device XP Needed: 35000
Rank 46- Points reward- 35000 XP Needed: 36000
Rank 47- Nova Gas Grenade XP Needed: 37000
Rank 48- Antitoxin Gun| AK47 XP Needed: 38000
Rank 49- Points Reward- 40000 XP Needed: 39000
Rank 50- Ray Gun| Perk a Punch XP Needed: 40000
Rank 51- Resistance Group XP Needed: 42500
Rank 52- IR Scope| Variable Zoom Scope- XP Needed: 45000
Rank 53- Spear Gun- XP Needed: 46000
Rank 54- Points reward- 45000 XP Needed: 47000
Rank 55- Amped Overdrive XP Needed: 48000
Rank 56- Quantum Entangled Device XP Needed: 49000
Rank 57- Points Reward- 40000 XP Needed: 50000
Rank 58- HK21- XP Needed: 51000
Rank 59- Points Reward- 40000 XP Needed: 52000
Rank 60- Winter's Howl- XP Needed: 53000
Rank 61- Points Reward- 45000 XP Needed: 54000
Rank 62- Advanced Mortar Team- XP Needed: 55000
Rank 63- Points reward- 45000- XP Needed: 56000
Rank 64- Acid Rounds- XP Needed: 57000
Rank 65- Points Reward- 45000 XP Needed: 58000
Rank 66- Points Reward- 45000 XP Needed: 59000
Rank 67- G-Shifter- XP Needed: 60000
Rank 68- Points Reward- 45000 XP Needed: 61000
Rank 69- VR-11 XP Needed: 62000
Rank 70- Point Reward- 50000 XP Needed: 62000
Rank 71- Knockback Rounds- XP Needed: 63000
Rank 72- Points Reward- 50000 XP Needed: 64000
Rank 73- Explosive Tomahawk XP Needed: 65000
Rank 74- Points Reward-50000 XP Needed: 66000
Rank 75- Advanced Sentry Gun XP Needed: 67000
Rank 76- Points Reward-50000 XP Needed: 68000
Rank 77- Explosive Rounds- XP Needed: 69000
Rank 78- Points Reward-50000- XP Needed: 70000
Rank 79- Points Reward-50000- XP Needed: 71000
Rank 80- SWAT Team- XP Needed: 72000
Rank 81- Points Reward-60000- XP Needed: 73000
Rank 82- Points Reward-60000- XP Needed: 74000
Rank 83- 31-79 JGb215- XP Needed: 75000
Rank 84- Points Reward-60000 XP Needed: 75000
Rank 85- Points Reward-60000 XP Needed: 76000
Rank 86- M60 XP Needed: 77000
Rank 87- Points Reward-60000 XP Needed: 78000
Rank 88- Scavenger XP Needed: 79000
Rank 89- Dispersal Rounds- XP Needed: 79000
Rank 90- Points Reward-70000 XP Needed: 80000
Rank 91- Thunder Gun XP Needed: 81000
Rank 92- Points Reward-70000 XP Needed: 81000
Rank 93- Deff Cannon- XP Needed: 82000
Rank 94- Zap Gun/Wave Gun- XP Needed: 83000
Rank 95- Points Reward-70000 XP Needed: 84000
Rank 96- Phaser XP Needed: 85000
Rank 97- Points Reward-70000 XP Needed: 85000
Rank 98- WunderWaffe DG-2- XP Needed: 86000
Rank 99- Points Reward-100000 XP Needed: 87000
Rank 100- Fuse a Gun- XP Needed: 88000
Death Toll- How many times the player died in this mode
Slaughter- how many zombies the player killed in this mode
The Pictures are photoshop, they aren't real. They were fanmade.
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#248. Posted:
Status: Offline
Joined: Aug 05, 201113Year Member
Posts: 328
Reputation Power: 12
Status: Offline
Joined: Aug 05, 201113Year Member
Posts: 328
Reputation Power: 12
WOW that sound really fun hit me up with a pm or so when u finish it and ill buy it of you.
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#249. Posted:
Status: Offline
Joined: Feb 07, 201014Year Member
Posts: 668
Reputation Power: 30
Status: Offline
Joined: Feb 07, 201014Year Member
Posts: 668
Reputation Power: 30
xTSx100 wrote WOW that sound really fun hit me up with a pm or so when u finish it and ill buy it of you.
I think you don't fully understand - he's not making this game, he just saying HYPOTHETICALLY what Treyarch should put in the game if they ever make it.
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#250. Posted:
Status: Offline
Joined: Apr 04, 201113Year Member
Posts: 2,067
Reputation Power: 90
Status: Offline
Joined: Apr 04, 201113Year Member
Posts: 2,067
Reputation Power: 90
StopThePro wrotexTSx100 wrote WOW that sound really fun hit me up with a pm or so when u finish it and ill buy it of you.
I think you don't fully understand - he's not making this game, he just saying HYPOTHETICALLY what Treyarch should put in the game if they ever make it.
Yeah, what this guy said. Wish I could make it though.
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