Zombie Defense (CoD: Black Ops 3 Zombies Custom Level)
Our group will be using the Call of Duty: Black Ops III Mod Tools to create a new multiplayer map for the Zombies game mode, however unlike current zombies maps we will be implementing some new features and elements. First, the level will follow a linear story for to which the main objective will be collect helicopter parts in order build the helicopter and escape the level. This differs from the standard Zombies mode in that the main objective in the standard mode is to simply see how long/how many waves of zombies the player can defeat before being overrun and killed. This wave mechanic will still be in effect with the new mechanics being implemented alongside it. As a result, the senses of fear ,anxiety, urgency, and panic remain with the player while they continue moving through the story. We will also be including Boss encounters who upon being defeated will drop a key needed to unlock the next area of the map. Additionally, we plan to incorporate RPG elements in the form of weapon experience. This creates a more dynamics experience from player to player based on the type of weapon they have chosen. When the player kills an enemy, their weapon will gain experience and it’s power, accuracy, and magazine size can increase. Players will also have the ability to discover weapon mods throughout the map, which add things like laser sights and stocks to the weapon and grant a large amount of weapon XP.
Key Features
- Winnable Ending
- Buildables
- Traps
- Explosives
- Easter Eggs
- Weapon Classes
- Upgradable through XP (per game)
- Players rewarded for sticking with a weapon
- Primaries
- SMG, LMG, Assault, Shotgun
- Secondaries
- Melee weapons, pistols, explosives, buildables
Loot To Survive
- Players obtain bullets, armor, etc from looting the map
- Loot spots will be placed in specific areas (example: police station)
- Loot spots will often have larger amounts of undead AI
- Loot is single use (does not respawn)
- Airdrops will also drop loot
- Airdrops will be marked with smoke in specific unlocked sections of the map
- Undead will target and destroy airdrops
- Airdrops can be good or bad rewards
AI/Enemies
- AI will be time based
- The longer a player is in the game, the harder the game becomes
- AI will gradually become more difficult/unique
- AI will have unique abilities that are easily identifiable
- Gas zombies, suicide zombies, inferno zombies, juggernaut zombies, etc
Map Progression
- Loot only sections
- Unlocked by airdrops
- Example: storage containers
- Additional map sections
- At key moments in game “boss” zombies will spawn
- Bosses may be a solo fight, or work with weaker AI to kill the player
- Bosses drop keys. Specific keys unlock specific types of doors allowing for player strategy
End Game
- Game is complete when players escape
- Buildable helicopter/escape vehicle
- Players stay put for a period to guard the escape vehicle and escape
Taking a Look at the Tools
- Map editor – Radiant
- Notepad++ ( or any text editor ) to write the scripts
- Autodesk Maya for models and animations
Target Audience
- Rated M for Mature
This project seems well thought out and well planned in terms of mechanics, player satisfaction, and project development. I do not have any feedback outside of I hope this can be completed within the time frame of the course.