Sooooo... here's a couple ideas I had.
Maps: Some friends of mine were playing on Call of the Dead, and we really liked the idea of a tower format, like the lighthouse.
Each floor of the tower would have a different perk-a-cola machine, with the Pack-a-Punch at the very top. Utilities would include an emergency escape ladder, activated by a controller that requires money, and only allows movement between floors that have already been opened
After bouncing ideas off the wall for a bit, someone mentioned that the tower could be the Washington Monument, with the Zombie game itself taking place in a post Nuclear Armageddon Washington D.C.
Alternatively, traveling down the tower, into the basement levels below ground, serves to advance the storyline. The objective could be to free the characters from Five from a Cryogenic Stasis, or the the storyline could be the charcters from Five establishing contact with the main characters on the moon.
If the map is the Washington Monument, the story could take several turns. the immediate area around the monument has been preserved, like a bubble in the wasteland of D.C.. Outside the bubble, death is swift and certain, with dust, fire, and radiation making it uninhabitable.
A final objective for the storyline could be to energize a bridge that extends through the uninhabitable zone, to the end of the easter egg. This may even be accomplished by a new (or old) weapon, like the Thundergun.
1) The above mentioned ladder system would be one utility
2) A device that requires an input of $500 from each player, and allows the map's easter egg music to be replayed.
3) Traps, of course are always good. Some suggestions are "Gravity Wall of Death", or "Lazer Turrets"
4) A way to improve purchased perks (Perk-a-Cola-Pro?). Juggs becomes permanent, Stamin-up runs forever, Deadshot causes Zombies to explode when headshotted, etc.
1) A new explosive that does damage in two directions only, like a Zombies version of the Bomberman bomb.
2) A Wonder Weapon that literally incinerates enemies (turns them to dust).
3) A Wonder Weapon that has ricochet bullets (may also be a perk).
More than a few ideas that cropped up during our Zombies game, please comment.
-Nex the Slayer
3 way bullets perk a cola
5 minute pause functionality (every 10 rounds/ 2 hours)
deta squad type power up
level up system - guns (attachments, pap, double pap, recticle and scope) and player (new guns, perks, streak type power ups)
tank / chopper gunner death machine
would be sweet if it was > 4 player. Even 5 player would be a big difference (hardware limitation?)
would be sweet if there was the ability of having > 24 zombies on the map at any 1 time. This would make the game a lot harder imo if this limit was say, doubled. (hardware limitation?)
make the mystery box a mystery - 3 - 5 different types of mystery box (e.g WaW guns for 1 box load out and blops guns another)
reduce the awesomeness of the Wonder Weapons so that it is not OP for multiple players to have a WW.
Remove the ray gun - its OP
more stats on leaderboards. Total kills, total revives, cash spend on doors overall etc etc (loads of stats there for the picking)
Stun weapons. e.g. winters howl (only no damage)
head to head game mode - no revives, just try to get each other killed. (e.g. leaving someone as zombie fodder from teleporting)
russian roulette teleporter map - 6 locations where 5 are good powerup/ wall weapon rooms and 1 is a small room stuffed with zombies. Teleport lasts 30 seconds before you teleport back to start of level spawn.
climbable ladders / climbing zombies.
perk a cola machine that gives the user the ability to stick up 12 boards instead of 6 on entrances.
guns that deteriorate (bit like in farcry) forcing WW cycling and general gun cycling.
Time restriction between box hits (stop them boxwh**es)
climbable netting. Ability to climb and shoot at the same time.
varying speed zombies.
zombies with longer reach - wolverine claws
zombie physical attributes affecting its power - big fat zombie = slow but powerful
skinny zombie = houssain bolt
old zombie = smarter but weak
player classes (e.g. medic,heavy gunner,scout etc) where you must pick a path, this influences perks and available guns
bigger range of hand to hand weapons - chainsaw / baseball bat / whip
throwing weapons - throwing star / tomahawk
pause idea -stasis pod. 5 minutes where your abscence does not affect the game. If everyone downs before the 5 minutes - tough luck game over. Option to get up from stasis early by clicking a button.
instead of downing. 1 in 5 times you become infected and become a zombie. If you aren't cured (by refib or something) and instead are killed, you are out till start of next round.
i am unaware if this is true or not, but i came across this article that lists 4 mew zombies maps and descriptions of the maps and characters