One of the main reasons that I bought my PC was to play COD Zombies custom maps. Having fallen in love with its easter eggs I wanted to create my own map and storyline. Using Radiant and other tools like Blender, I have begun developing my map Klopf Der Untoten.
Before I began to design my map I wanted to set some objectives and goals to aim for during its development.
I chose to theme my map on a Haunted abandoned college.
Complete planning, documentation, mission design and layout design before my classess ends (April 11th 2025)
Spend the rest of April completing my Environmental Modelling Udemy course for Blender.
Spend May and June blocking out and working on technical aspects such as Easter egg steps, zombie spawns, UI, and other scripting components.
Spend Rest of summer brining design to life with Lighting and Modelling.
Launch map on steam workshop in September with a Trailer and fleshed out steam page.
Use everything I learned from this process and begin working on a new map thats Stranger Things Themed (Development should start around final season release)
For the level design I used miro to quickly block out a first floor. Due to my theme being based on a Haunted abandoned college I wanted to include a main fovey and two wings on either side.
I Wanted to ensure that there was lots of close quater areas for intense exploration, but also areas that are open for classic zombie high round strategies.
Once I finished the first floor layout, I designed the 2nd and 3rd floor. I wanted to add depth to the map but not make it extremely easy to navigate once you had opened it all up, So I added dark areas on the second floor to cut it into three sections that can only be accessed by their respective staircase. I took inspiration from my research from my First Person Level Design in this layout incorporating the three staircase design.
Lastly I created a more detailed look at the first floor looking at things like Mystery box locations, High round strategy area, Perk machine locations as well as teleporter and mainframe location.
Then I placed some Yellow boxes around the map that would tie into the easter egg.
As you can see from the first room hand sketch I wanted the spawn room to have a statue in its centre which is marked in yellow in the first photo. I go over the other easter egg elements in more detail in my easter egg design.
1st Floor Layout
2nd & 3rd Floor Layout
All levels together with expected player pathings to key elements of the map
For the easter egg design I wanted to create a fun approachable easter egg that had a fun story behind it. Having spent hours looking at other map easter eggs and the official treyarch easter eggs. It made sense to incorporate puzzle steps that encouraged exploration but not try to hide things to much so that a player would want to use a cheat sheet.
I quickly crafted a story to develop the easter egg around:
"An old abandoned college that has been turned into a hidden research facility of element 115 located in Ireland. The college was forced closed 60 years ago due to a series of unsolved murders and has been shut to the public ever since. It has been haunted ever since and the spirit that haunts the building was able to absorb some power from the element 115 on site since the hidden research has begun."
"Now an outbreak has taken place placing the building on lockdown, and the player/players take on the role of local authorities who are investigating local calls of disstressing sounds from the building. Unfortunately once they get inside they become locked in and must restore power to the building in order to escape. But as they explore they realise what has been going on and feel the need to step up and protect their town by putting a stop to failed research taken place leading to a zombie outbreak."
"Our player must fend for their lives as they work alongside now dead lead researcher via old radios, to put the evil spirit to rest so that they cannot continue to exploit the element 115 on site any further. But can this researcher really be trusted..."
Quick Note: All Steps will include some form of breadcrumbs that will lead the players in the right direction so they never feel lost. This helps ensure steady progress and minimal frustration.
Step One: Restore power and link the mainframe.
Most zombies players will know these steps from infamous maps in the past, however I will place the first radio in the spawn room to confirm that this is the players first objective.
Step Two: Link Symbols to Numbers for the head office keycode.
Around the map in various lecture rooms there will be whiteboards that will have a symbol assigned to a number. The player will have been exposed to these symbols from exploring the map but also from the teleporter step previously. Each teleported will be numbered similar to the mood board above for the player to derive the order from. Once the player has the symbol code and the order to put it in, They can enter the keycode the the command room located on the third floor section of the map.
Incase the player gets confused there will be a radio located outside this door that only spawns/becomes activatable once the 3 teleporters are linked.
Step Three: Soul Boxes, Kill zombies around specifc items around the map to collect their souls to power the device in the command room
Step Four: Lights Out After the previous step the lights go out and the power is gone. You must re-plug in the teleporters to restore the power... but who plugged them out?
Step Five: Lure her away with a lullaby. Around the map there are lockboxes that contain a piano key. shooting them now makes them obtainable. There is a grand piano located on the second floor that you must fix. Upon fixing it the piano will play her favourite song allowing you to reaccess the command room.
Step Six: Capture her victims souls return to the graveyard with the gersh devices and throw them at the tombstones.
Step Seven: Who's evil after all?, Once you return from the last graveyard, you no longer return to the map as normal. Instead you return to a new location. In this area you realise the twist of the story and that you've been directed falsly this whole time by the lead researcher.
Step Eight: Divert The power In this step the player realises that the evil lady haunting the building was trying to help this whole time. When they unplugged the teleporters is was because they were trying to divert power into the secret power supply. The player must return to the teleporters and unplug them again diverting the power. This leads the player into the final step.
FINAL STEP: LOCKDOWN, In this step the player makes an attempt to overload the secret power supply and must survive an overwhelming onslaught of zombies brought on by the main researcher. if completed there is a small cutscene where the main researcher is defeated and the not so evil spirit passess on into the afterlife.
After completing this step a buyable ending is unlocked in the Command room.
EXTRA EASTER EGGS:
Music Easter egg: There is a music easter egg that involves interacting with different instruments found around the building. It will play a song which is currently undecided.
Free perk easter egg: Around the map there are differnt missing parts of the statue in the spawn room. when you retrieve them all and fix the statue it does a bow and gives the player a free perk.
Potentially more easter eggs will be added throughout the development depending on progress.