Here is something I'd like to contribute. I think you all have wonderful ideas, but I think that if this map is going to work, it needs that cutting edge experience of a zombie map that makes it truly fun.
No matter what the case is, this can be applied to both the 3v3 4v4 HvZ ZvH whatever ideas.
Idea:Use an idea that hasn't been tapped into (from what i recall) for a while now. The best idea I can think of to make a zombie map truly inspiring to play, would be to use ideas taken from
The Thing Ice. For those of you who do not know what this map, here is a quick rundown.
The objective of the map is to firstly survive, but while doing so, grab specific items to make things around the map (environment) work towards your advantage. Things like power generators, disruptor fields and plasma cannons are all activated in a sequence of events if the proper items are placed in the correct spots. Using this same idea, the limits of this new zombie map could become potentially endless if we get creative enough.
Okay, so now that I've given you a run-down of the idea, here is a quick display of how it can be applied.
Methods of Application: - Have items created around the map that can be used by both sides (if 3v3 or 4v4 styles are created). An example of this would be an "unknown substance" (mineral chuck or data disk). Lets say that the Humans team gets a mineral chunck... They somehow use it on one of their team members... it mutates them (possible idea) to have longer range as well as the ability to cloak himself/herself (the unit becomes a ghost with special abilities). Now, as for the other side, this would create the same effect but on a much different scale. If the Zombies side retrieves the the mineral chunck or whatever the item is, they can use it to power an abandoned building to recieve upgrades and items from within (of course, it's only an idea... there are better ones below).
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Oil (Dual purpose, can be used by both sides Humans or Zombies): Oil can be an effective item in the game with regards to purpose. Oil could be used by one of the Human heroes (OR ZOMBIE HEROES) as a weapon against their opponents. Using the container full of oil and laying down on the ground, a hoard of zombies (or humans) could potentially slip and fall (units move around in all directions, slipping, unable to attack their opponents on the other side of the oil spill). The oil could also be used to repair a weapon found on the ground (as a form of greasing the weapon) or it would be used to reduce the wear and tear on using an abandoned (and very rusty) machine gun outpost tower in an unused outpost.
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Gears (Dual purpose, can be used by both sides Humans or Zombies): Gears can be used to open doors, to change the position of lets say an old gun turret that has been disabled to block the path of supplies, an outpost, a tunneling system, etc.
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Data (Dual purpose, can be used by both sides Humans or Zombies): Data, gathered by either side of the battle, can become useful in finding weak points in their armor and or techniques of defence/assault. To give an good example, lets say the Zombies find the data first. The data, once found, could make any reinforcements that the Humans side recieves, weaker. To do this, all that would be needed, is a copy of a single unit such as Terran Marine and Jimmy Raynor. So, getting back to the Zombies finding the data... the reinforcement spawns for the Huamns would now be (same hp, different base defence and less range) Terran Marines instead of Jimmy Raynors (has upgraded range already and a higher base defence).
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Stripped and Open-Ended Electrical Cord (Dual purpose, can be used by both sides Humans or Zombies): This could be very useful to restore power to a once dead Satelite (call for reinforcements... a One-time airstrike, a blimp (sci vessel)... get creative..) for the human side, or it could be useful to the Zombie side (because they are curious creatures) if they try shocking a Zerg Zergling to only find that it supercharges the Zergling (turns into a Devouring One) and now can run much faster because of the electrical shock it has recieved.
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Camouflage (Zombies only): Purposeful for an assault or infiltrating a Human base because you look exactly like them.
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Corpse Contamination / Food Contamination (Humans only, Zombies eat flesh & brains haha): This could work for both sides if the zombies found a way to maybe hide their excrement inside a package of food that the humans ate (its poisoned and injures the human hero). But the idea would be to have the humans poison a human corpse with uranium or something like that which makes the Zombie hero sick upon eating it (but cannot tell that it is poisoned).
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Exhaust Manifold / Ductwork & Fuel (Gasoline, Diesel, Biofuel) (Humans only): Humans can only use this to install on a machine or generator so that the building does not get filled with Carbon Monoxide while having the generator run to create power for a satelite uplink, industrial warehouse (full of useful items), an outposts futuristic defence system, or a laboratory to find medical kits/work on the injured/create a bomb with chemicals within the lab.
The above items could all be used in a mission or an object available to either side (without them knowing, they have to figure this stuff out for themselves).
Missions: **NOTE** All missions can be given, or the Humans/Zombies must figure this out themselves from hints around the map (a dying individual, an instruction manual that was found, a journal) **NOTE**
Mission #1: <-- HUMANS
1) Find Fuel for the generator at the current outpost
2) Find electrical cord to power the satelite created by the generators power
3) Find the missing motherboard that allows the satelite to send out its signal
4) Radio for backup (dropship brings reinforcements)
Mission #1: <-- ZOMBIES
1) Find an electrical cord to enhance the abilities of a Zerg Queen so it can now intercept and interpret any incoming or outgoing Radio Distress Calls
2) Gather intel on the humans to weaken any further reinforcement
3) Proceed to the drop zone of the Human reinforcements
4) Ambush and destroy any reinforcements
These are just very simple ideas, but they could become potentially large ideas if these objectives are not given to the users playing the game (they must figure this out for themselves while playing).
Let me know if this helps at all or if clarification on this idea is needed.
None.