You are viewing our Forum Archives. To view or take place in current topics click here.
"Mob of the Dead" leaked info!
Posted:
"Mob of the Dead" leaked info!Posted:
Status: Offline
Joined: Jan 31, 201113Year Member
Posts: 34
Reputation Power: 1
Status: Offline
Joined: Jan 31, 201113Year Member
Posts: 34
Reputation Power: 1
The first thing I want to talk about is this purgatory mode. Basically, once your character is downed and is not revived and bleeds out he access this new area called purgatory. Purgatory is actually like its own separate map (its absolutely massive) with an entirely different objective. There are no zombies in purgatory and its like this weird inter-dimensional trance space, and it may or may not have been influenced by LSD. The idea is that there's no time or space in this place. It's like this weird Pandora's box kind of place with weird ass things everywhere. It's a huge part of the side quest. And the whilst you are walking through here you are meant to get scared. You have weird voices telling you things and out of place objects everywhere. While in purgatory there are no weapons, no zombies, and no points. It's really more of a discovery kind of place. There are also buildable items located in purgatory that you can grab. Once the new round starts, though, you are pulled out of purgatory and put back into the normal map, along with any items you find there. There's a lot in purgatory and even though this is a "leak" some of its is quite awesome and I really don't want to ruin it for you guys (trust me once you play it you'll agree with me).
The next point are the "varied zombie types" within the map. The team wanted to do better than just add a zombie boss. There are actually 4 zombie type bosses throughout the entire map. The map is huge, mind you, and is divided quite liberally into 3 diverse sections and each section has a roaming "boss" (each one has their own abilities that differentiate themselves. But the idea is to **** up trains, basically). There's also a fourth boss that comes every 4-6 rounds. Basically at the start of these rounds the entire team spawns at an inaccessible part of the map and stay there for the duration of the "mob" round. They are then swarmed by huge amounts of zombies going through everywhere (the zombies' health stays the same after round 15 though). There is, I believe, a cap at 50 zombies for that round. But the zombies spawn above you and at your sides. After the round you get a Max Ammo, a perk-bottle, and you're given about 45 seconds to Pack-a-Punch (this is the only way you can do so in the map though).
The next bullet point is the side-quest. When we were approached by the zombie team with the rough concept for the map, they were very specific about the fact that it had to be in Alcatraz and follow a very specific chain of events. We were actually given story-boards with everything that was to happen. From what I can remember from the meeting the narrative within the map starts off with these 4 actors trying to escape Alcatraz and while they're trying to they start getting fractions of their memory back (remember I said they had amnesia). But there's this voice talking to them (pretty sure it wasn't Nolan North's character). And then it's gets really crazy. This voice (which the zombie team really never gave too much detail about during their visit) instructs the 4 mobsters to help these other characters escape from space. I might've missed some stuff since the only time I hadn't explained to me was when the zombie team came over and showed us the storyboards. But that's what I understood of it (was pretty confusing though). I don't know any steps in this side-quest (wasn't my job to do that) but I do know that purgatory and this buildable weapon has a lot to do with this side-quest. Again, I'm probably not 100% on target with this as it wasn't my job to make the narrative and I was only "briefed" on it sometime about 2 weeks ago. But what I can say is that's its EXTREMELY CONFUSING.
Another cool feature we wanted to incorporate into the map was a great dynamic environment. Different parts of the map have different "auras". For example, there is plenty of fog on the outside areas of the map. And the environment changes. About every 10 minutes it starts raining in the map (with thunder). I know the environment triggers certain events but honestly I don't know the specifics.
The main method of transportation within the map are zip-lines. Now we decided to put a very intricate "network" of zip lines. The player really has to know what zip line brings you where (since there's really zip lines in almost every room). But the idea with the zip lines was that you could get from one end of the map to the other in about a minute, without really skipping "significant" areas in the middle where you would want to be able to get stuff.
Another "creative direction" we wanted to pursue was a strong horror/thriller aura to the overall map gameplay. We wanted the map to really scare you. A lot of the zombie spawns are in places you don't expect. We also made it so the behavior of the zombies isn't as scripted as in previous maps. One second the zombie can be walking and the next it can be full out sprinting at you. The map is also very scary in design. There are dead inmates everywhere and random loud scary noises.
The map is also as historically accurate to Alcatraz as we could accomplish without sacrificing gameplay factors. Lots of the places we exact replicas of the island (especially the warden's quarters). Treyarch actually hired a historian to help guide the team.
Another thing we were told to do by the zombies team was to not make the map too hard. So, what we did is make good weapons readily accessible and have a really good Sci-Fi esque weapons in the game. This one gun instantly "vaporizes" the zombies and turns them into this weird purple gas. It's almost instantly kills every single zombie within its range. We also made sure that not be too aggressive in early rounds.
We also wanted to incorporate lots of guns fitting of the prohibition-era timeframe. For example, we included the tommy gun (Thompson), the Uzi; as well as more modern guns (I don't have the names ready off the top of my head). We also have the aforementioned gas gun (I remember the name was like a bunch of numbers). As for perks I'm not so sure about "old perks coming back" (although I do know that Flopper is being revived in a kind of nerfed form) but there are 2 new perks. The first I think is called bandolier. It gives your gun more bullets after killing zombies. You pick up these little packets off of dead zombies and it gives you more bullets (albeit at a slow pace). I know for a fact that we decided to balance the perk so that it only works on bullet-based weapons. The next perk in the map is called Two Times Tequila and what it does is that on certain weapons, If you buy them again or come across them on the mystery box, the gun is essentially doubled in all respects, granting x2 raw power, x2 ammo but the gun would cost x2 the original price and I'm pretty sure the perk is very expensive as well (not sure on the exact figure though). I do know that it stacks with all other existing perks (including the upgrade machine).
And finally I know that avenged sevenfold wrote a song for the map. I'm not really into heavy metal so I can't judge whether its good or not (haven't even heard the song) but I know they were called up to record the song for the map.
credit/source: [ Register or Signin to view external links. ]
The next point are the "varied zombie types" within the map. The team wanted to do better than just add a zombie boss. There are actually 4 zombie type bosses throughout the entire map. The map is huge, mind you, and is divided quite liberally into 3 diverse sections and each section has a roaming "boss" (each one has their own abilities that differentiate themselves. But the idea is to **** up trains, basically). There's also a fourth boss that comes every 4-6 rounds. Basically at the start of these rounds the entire team spawns at an inaccessible part of the map and stay there for the duration of the "mob" round. They are then swarmed by huge amounts of zombies going through everywhere (the zombies' health stays the same after round 15 though). There is, I believe, a cap at 50 zombies for that round. But the zombies spawn above you and at your sides. After the round you get a Max Ammo, a perk-bottle, and you're given about 45 seconds to Pack-a-Punch (this is the only way you can do so in the map though).
The next bullet point is the side-quest. When we were approached by the zombie team with the rough concept for the map, they were very specific about the fact that it had to be in Alcatraz and follow a very specific chain of events. We were actually given story-boards with everything that was to happen. From what I can remember from the meeting the narrative within the map starts off with these 4 actors trying to escape Alcatraz and while they're trying to they start getting fractions of their memory back (remember I said they had amnesia). But there's this voice talking to them (pretty sure it wasn't Nolan North's character). And then it's gets really crazy. This voice (which the zombie team really never gave too much detail about during their visit) instructs the 4 mobsters to help these other characters escape from space. I might've missed some stuff since the only time I hadn't explained to me was when the zombie team came over and showed us the storyboards. But that's what I understood of it (was pretty confusing though). I don't know any steps in this side-quest (wasn't my job to do that) but I do know that purgatory and this buildable weapon has a lot to do with this side-quest. Again, I'm probably not 100% on target with this as it wasn't my job to make the narrative and I was only "briefed" on it sometime about 2 weeks ago. But what I can say is that's its EXTREMELY CONFUSING.
Another cool feature we wanted to incorporate into the map was a great dynamic environment. Different parts of the map have different "auras". For example, there is plenty of fog on the outside areas of the map. And the environment changes. About every 10 minutes it starts raining in the map (with thunder). I know the environment triggers certain events but honestly I don't know the specifics.
The main method of transportation within the map are zip-lines. Now we decided to put a very intricate "network" of zip lines. The player really has to know what zip line brings you where (since there's really zip lines in almost every room). But the idea with the zip lines was that you could get from one end of the map to the other in about a minute, without really skipping "significant" areas in the middle where you would want to be able to get stuff.
Another "creative direction" we wanted to pursue was a strong horror/thriller aura to the overall map gameplay. We wanted the map to really scare you. A lot of the zombie spawns are in places you don't expect. We also made it so the behavior of the zombies isn't as scripted as in previous maps. One second the zombie can be walking and the next it can be full out sprinting at you. The map is also very scary in design. There are dead inmates everywhere and random loud scary noises.
The map is also as historically accurate to Alcatraz as we could accomplish without sacrificing gameplay factors. Lots of the places we exact replicas of the island (especially the warden's quarters). Treyarch actually hired a historian to help guide the team.
Another thing we were told to do by the zombies team was to not make the map too hard. So, what we did is make good weapons readily accessible and have a really good Sci-Fi esque weapons in the game. This one gun instantly "vaporizes" the zombies and turns them into this weird purple gas. It's almost instantly kills every single zombie within its range. We also made sure that not be too aggressive in early rounds.
We also wanted to incorporate lots of guns fitting of the prohibition-era timeframe. For example, we included the tommy gun (Thompson), the Uzi; as well as more modern guns (I don't have the names ready off the top of my head). We also have the aforementioned gas gun (I remember the name was like a bunch of numbers). As for perks I'm not so sure about "old perks coming back" (although I do know that Flopper is being revived in a kind of nerfed form) but there are 2 new perks. The first I think is called bandolier. It gives your gun more bullets after killing zombies. You pick up these little packets off of dead zombies and it gives you more bullets (albeit at a slow pace). I know for a fact that we decided to balance the perk so that it only works on bullet-based weapons. The next perk in the map is called Two Times Tequila and what it does is that on certain weapons, If you buy them again or come across them on the mystery box, the gun is essentially doubled in all respects, granting x2 raw power, x2 ammo but the gun would cost x2 the original price and I'm pretty sure the perk is very expensive as well (not sure on the exact figure though). I do know that it stacks with all other existing perks (including the upgrade machine).
And finally I know that avenged sevenfold wrote a song for the map. I'm not really into heavy metal so I can't judge whether its good or not (haven't even heard the song) but I know they were called up to record the song for the map.
credit/source: [ Register or Signin to view external links. ]
#2. Posted:
Status: Offline
Joined: Jan 13, 201311Year Member
Posts: 1,465
Reputation Power: 61
Status: Offline
Joined: Jan 13, 201311Year Member
Posts: 1,465
Reputation Power: 61
FECxAIMBOT wrote The first thing I want to talk about is this purgatory mode. Basically, once your character is downed and is not revived and bleeds out he access this new area called purgatory. Purgatory is actually like its own separate map (its absolutely massive) with an entirely different objective. There are no zombies in purgatory and its like this weird inter-dimensional trance space, and it may or may not have been influenced by LSD. The idea is that there's no time or space in this place. It's like this weird Pandora's box kind of place with weird ass things everywhere. It's a huge part of the side quest. And the whilst you are walking through here you are meant to get scared. You have weird voices telling you things and out of place objects everywhere. While in purgatory there are no weapons, no zombies, and no points. It's really more of a discovery kind of place. There are also buildable items located in purgatory that you can grab. Once the new round starts, though, you are pulled out of purgatory and put back into the normal map, along with any items you find there. There's a lot in purgatory and even though this is a "leak" some of its is quite awesome and I really don't want to ruin it for you guys (trust me once you play it you'll agree with me).
The next point are the "varied zombie types" within the map. The team wanted to do better than just add a zombie boss. There are actually 4 zombie type bosses throughout the entire map. The map is huge, mind you, and is divided quite liberally into 3 diverse sections and each section has a roaming "boss" (each one has their own abilities that differentiate themselves. But the idea is to **** up trains, basically). There's also a fourth boss that comes every 4-6 rounds. Basically at the start of these rounds the entire team spawns at an inaccessible part of the map and stay there for the duration of the "mob" round. They are then swarmed by huge amounts of zombies going through everywhere (the zombies' health stays the same after round 15 though). There is, I believe, a cap at 50 zombies for that round. But the zombies spawn above you and at your sides. After the round you get a Max Ammo, a perk-bottle, and you're given about 45 seconds to Pack-a-Punch (this is the only way you can do so in the map though).
The next bullet point is the side-quest. When we were approached by the zombie team with the rough concept for the map, they were very specific about the fact that it had to be in Alcatraz and follow a very specific chain of events. We were actually given story-boards with everything that was to happen. From what I can remember from the meeting the narrative within the map starts off with these 4 actors trying to escape Alcatraz and while they're trying to they start getting fractions of their memory back (remember I said they had amnesia). But there's this voice talking to them (pretty sure it wasn't Nolan North's character). And then it's gets really crazy. This voice (which the zombie team really never gave too much detail about during their visit) instructs the 4 mobsters to help these other characters escape from space. I might've missed some stuff since the only time I hadn't explained to me was when the zombie team came over and showed us the storyboards. But that's what I understood of it (was pretty confusing though). I don't know any steps in this side-quest (wasn't my job to do that) but I do know that purgatory and this buildable weapon has a lot to do with this side-quest. Again, I'm probably not 100% on target with this as it wasn't my job to make the narrative and I was only "briefed" on it sometime about 2 weeks ago. But what I can say is that's its EXTREMELY CONFUSING.
Another cool feature we wanted to incorporate into the map was a great dynamic environment. Different parts of the map have different "auras". For example, there is plenty of fog on the outside areas of the map. And the environment changes. About every 10 minutes it starts raining in the map (with thunder). I know the environment triggers certain events but honestly I don't know the specifics.
The main method of transportation within the map are zip-lines. Now we decided to put a very intricate "network" of zip lines. The player really has to know what zip line brings you where (since there's really zip lines in almost every room). But the idea with the zip lines was that you could get from one end of the map to the other in about a minute, without really skipping "significant" areas in the middle where you would want to be able to get stuff.
Another "creative direction" we wanted to pursue was a strong horror/thriller aura to the overall map gameplay. We wanted the map to really scare you. A lot of the zombie spawns are in places you don't expect. We also made it so the behavior of the zombies isn't as scripted as in previous maps. One second the zombie can be walking and the next it can be full out sprinting at you. The map is also very scary in design. There are dead inmates everywhere and random loud scary noises.
The map is also as historically accurate to Alcatraz as we could accomplish without sacrificing gameplay factors. Lots of the places we exact replicas of the island (especially the warden's quarters). Treyarch actually hired a historian to help guide the team.
Another thing we were told to do by the zombies team was to not make the map too hard. So, what we did is make good weapons readily accessible and have a really good Sci-Fi esque weapons in the game. This one gun instantly "vaporizes" the zombies and turns them into this weird purple gas. It's almost instantly kills every single zombie within its range. We also made sure that not be too aggressive in early rounds.
We also wanted to incorporate lots of guns fitting of the prohibition-era timeframe. For example, we included the tommy gun (Thompson), the Uzi; as well as more modern guns (I don't have the names ready off the top of my head). We also have the aforementioned gas gun (I remember the name was like a bunch of numbers). As for perks I'm not so sure about "old perks coming back" (although I do know that Flopper is being revived in a kind of nerfed form) but there are 2 new perks. The first I think is called bandolier. It gives your gun more bullets after killing zombies. You pick up these little packets off of dead zombies and it gives you more bullets (albeit at a slow pace). I know for a fact that we decided to balance the perk so that it only works on bullet-based weapons. The next perk in the map is called Two Times Tequila and what it does is that on certain weapons, If you buy them again or come across them on the mystery box, the gun is essentially doubled in all respects, granting x2 raw power, x2 ammo but the gun would cost x2 the original price and I'm pretty sure the perk is very expensive as well (not sure on the exact figure though). I do know that it stacks with all other existing perks (including the upgrade machine).
And finally I know that avenged sevenfold wrote a song for the map. I'm not really into heavy metal so I can't judge whether its good or not (haven't even heard the song) but I know they were called up to record the song for the map.
credit/source: [ Register or Signin to view external links. ]
Why not just put this in pages?
- 0useful
- 0not useful
#3. Posted:
Status: Offline
Joined: Apr 05, 201212Year Member
Posts: 601
Reputation Power: 23
Who would actually take there time to read all off this
You need to space it out more
You need to space it out more
- 0useful
- 0not useful
#4. Posted:
Status: Offline
Joined: Jan 13, 201311Year Member
Posts: 1,465
Reputation Power: 61
Status: Offline
Joined: Jan 13, 201311Year Member
Posts: 1,465
Reputation Power: 61
Aaden31 wrote Who would actually take there time to read all off this
You need to space it out more
Exactly when you write you indent your paragraphs I might as well just go read a book
- 0useful
- 0not useful
#5. Posted:
Status: Offline
Joined: Apr 05, 201212Year Member
Posts: 601
Reputation Power: 23
Go on the link it's much easier to read and spaced out so you can read the bits you are interested in and I don't think this is legit it doesnt sound it
- 0useful
- 0not useful
You are viewing our Forum Archives. To view or take place in current topics click here.