Post: My Idea For Black Ops II's last DLC.
06-02-2013, 11:11 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); If there's one thing that I, and a lot of you have noticed, it's that with every final map pack that Treyarch releases, they always go out with a bang. Der Riese in World at War debuted Teleportation and the Pack-a-Punch machine. In the final DLC in Black Ops, we got every single zombie map from World at War, a new Moon map with an extensive Easter Egg, new equipment, improved teleporters, etc. Now, here's my idea for a future (possibly final) DLC for Black Ops II. By offering a final map pack, it should include every single old zombie map from World at War & Black Ops 1, with updated graphics + Black Ops 2 engine. However the World War II weapons from World at War should be included for the World at War zombie maps, and the first Cold War weapons from Black Ops should be included in the Black Ops 1 zombie maps, meaning the Mystery Box too. Now that we've got that out of the way, now let's move on to the new zombie map, shall we? Here, you have the Original Crew, Dempsey, Nikolai, Takeo, including Samantha, still stuck in Richtofen's body. When the game starts, you're at a destroyed Area 51, with the eight perks that were given to you by the end of the Big Bang Theory Easter Egg, no rounds, with enraged and powerful zombies and hellhounds from the start. Similar to Moon, however, here's the difference: There's a box spawned when you start. The objective from the start is to rack up points using only the starting M1911 pistol and two grenades against the monstrous horde and try to use them to get the Wunderwaffe DG-2 out of the Mystery Box. Why? Because the Teleporter has run out of power, and no longer works so the only way to teleport out of Area 51 is to shoot it with the Wunderwaffe DG-2, and not only will it teleport you, but somehow they Time Travel further into the Future at, get ready people, MARS. That's right, and when you teleport one of the guys will make a quote saying "This isn't the Moon", or something like that. At this point, your perks go away, and of course, the power needs to be turned on. In this map, you're in another, never mentioned before secret space station infiltrated with Marshian zombies, and this map has every single perk sodas any zombie map has seen. Here are some details: The hacker, P.E.S helmet, and excavator saws also return (required for one of the steps of the major easter egg). You are also able to Pack a Punch twice (three times max), however, this can only be done by hacking the Pack a Punch machine, you can only hack the Pack a Punch twice, and it costs 5000 points to hack it. Also, in order to use the Pack a Punch v2, you had to have Pack a Punch once already, and the same rule applies to Pack a Punch v3, with you have to have had a second Pack a Punched weapon already slotted. Each Pack a Punch version costs twice as much points as the last, but the effects are lots more ammo, and extra attachments, and lots more power, and the muzzle flash also makes a color change. There's a new perk soda called "Tactical" that costs 2000 points to buy. It lets you carry two tactical grenades, with one that replaces your frags/semtexes. A new power-up makes a debut, called "Camp Fire Sale". This lets you buy any perk you want for 100 points for a limited time only, however since the perk machines are scattered everywhere in this gigantic map, it lasts 90 seconds. The Zap/Wave Guns return in this map, along with the Wunderwaffe, Monkey Bombs, Gersch Devices, QEDs, Matryoshka dolls, Thunder Gun, and also a new buildable Wonder Weapon that teleports the spawned zombies somewhere else in the map, and Upgraded you get an even bigger blast radius. In Mars, there are two teleporters, one that teleports you to the destroyed Area 51 and the other teleports you to the Moon. Combining Area 51, Moon, and Mars, this would make it the biggest/largest zombie map in history. The main plot of the Easter Egg is to help Dr. Maxis to stop Richtofen, and in doing so, Richtofen switches souls with his own body, and Dr. Maxis is now control of the zombies. The zombie eyes go from blue, to orange. It doesn't stop there though, the angry Richtofen decides to teleport to Mars to destroy the Moon, and in doing so did nothing to stop Dr. Maxis, although Samantha is now dead, Dr. Maxis finally gets what he wanted all along since the beginning: gaining control of the zombies. This has been my idea for Black Ops II Zombies, thank you guys for reading, I'm done for tonight.
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06-03-2013, 10:41 AM #2
Smokin420
Used2B Kelston813
I think the final maps must tie in with Tranzit, Die Rise and MotD because at the obelisk tables on Tranzit and Die Rise... It says insert NavCard but I've tried both on either map and it says incorrect NavCard. I think they might link them somehow like say on the bridge in MotD you can jump on the electric chair to go back to Alacatraz unless a NavCards been inserted it might teleport you to say Die Rise, still on whatever Round you were on with the same guns etc.

I mean does anyone know what the hell the Nav Cards are for? Or even the Obelisk table for that matter, you need to build them for the Easter Eggs but they don't actually do anything.
06-03-2013, 12:12 PM #3
JustinDT
Vault dweller
Originally posted by Smokin420 View Post
I think the final maps must tie in with Tranzit, Die Rise and MotD because at the obelisk tables on Tranzit and Die Rise... It says insert NavCard but I've tried both on either map and it says incorrect NavCard. I think they might link them somehow like say on the bridge in MotD you can jump on the electric chair to go back to Alacatraz unless a NavCards been inserted it might teleport you to say Die Rise, still on whatever Round you were on with the same guns etc.

I mean does anyone know what the hell the Nav Cards are for? Or even the Obelisk table for that matter, you need to build them for the Easter Eggs but they don't actually do anything.


Tranzit nav card got accepted on die rise for many people including me, but doesn't do shit.
06-03-2013, 06:31 PM #4
shooterace247
I defeated!
Nav Cards must have something to do with the orginal crew who are still trapped on Moon. I've been reading on twitter they are returning but the question is how do they get back?. Maybe they might have Nav Cards but the Tranzit crew need to find a way of bringing them back.
06-03-2013, 07:05 PM #5
In MOTD there are no Nav Cards (I think) So the last map should contain a Nav card that is accepted on Tranzit and it should accept Die Rise's Nav card... I mean that's the most logic thing, right?
06-03-2013, 08:39 PM #6
TheManDavid
Your mother!
I just want to know the ending for the story. I was REALLY into the story back in W@W and BOps 1 days but now on BOps 2, I just play zombies normally.
06-04-2013, 05:18 AM #7
Smokin420
Used2B Kelston813
Originally posted by shooterace247 View Post
Nav Cards must have something to do with the orginal crew who are still trapped on Moon. I've been reading on twitter they are returning but the question is how do they get back?. Maybe they might have Nav Cards but the Tranzit crew need to find a way of bringing them back.


Maybe they can get teleported like Russman and that do at the start of Die Rise solo video. Thats probably why the Tranzit one works in DR it linked in that vid.
06-04-2013, 06:35 PM #8
sounds good lol love the idea of camp fire sale
06-04-2013, 07:28 PM #9
Originally posted by aaronhicklin View Post
sounds good lol love the idea of camp fire sale


Thanks xD but to be honest I'm surprised I haven't seen something like that in zombie yet

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