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What about a "Rush Mode"?
It's kind of the opposite of Barricade: You have to rush a fortress of the zombies. It has special places where are always bosses and after every X seconds there also spawns a boss to increase the pressure. To prevent it from being to easy you have to kill X% of the zombies or X zombies before you are able to enter the exit. Power-Ups like invisibility would have to be disabled here, of course.
---
se05239 suggested:
I come with some suggestions and a tweak suggestion to the fire DoT.
Weapons!
Flaregun - Single shot magazine, projectile turns hit zombie ablaze. Deals moderate impact damage.
44. Magnum Revolver - 6 Round heavy damage pistol with slow firerate with medium reload.
Dual 44. Revolvers - 12 Round heavy damage pistol with medium firerate but slow reload.
Perks!
Cowboy - Pistols deal 20% bonus damage and reloads 10% faster.
Hired Gun - Pistols get 25% faster firerate and 15% faster reload. (Requires Cowboy)
Gunslinger - Pistols do 20% more bonus damage and grant 10% more XP per kill. (Requires Hired Gun)
Headshot - Every 3 seconds, 1 bullet will be a headshot. Headshots instanlty kills normal zombies but deals 5x normal damage to bosses. (Requires Laser Guided)
Powerups!
Armor Penetration - Bullets goes through two zombies (1 + 2).
Class; Pyrotechnician
Passive: Fire deal 200% bonus damage + Blaze have 300% larger area of effect.
Prefered weapons: Flamer (50% more damage) + Flaregun (25% more damage).
New Fire Damage-over-Time!
When you have passed that 10+ minute limit on a barricade game, you start to notice that the fire DoT from the flamer does not do any kind of damage anymore.
So my tweak suggestion is this.. Let it do a percentage of the zombie's health and let it ignore armor. That way, it will always do enough damage to make an impact no matter where you are in the game. Early or Late, fire could be valid. I approve of this suggestion.
---
frief suggested:
I thought it'd be a good idea to instantly reload your ammo to 100% if you walked over a weapon you already have; or to otherwise disable drops of weapons you already have, since they're pointless, and can be somewhat distracting when you take a second to work out if you already have that weapon.
Also to automatically pause the game when accessing Steam community in-game; because that's such a standard feature in other games that I forget that it's not paused when I'm messaging, and have died
Thanks for considering our suggestions.
---
lordchmar suggested:
Greetings dear developer! First of all I wanna say that I love this game.
Bassically I feel that I have a lot of good ideas and want to help you
guys make this game even better.
SUGGESTED PERKS:
1)FIRE RELETED PERKS:
The Holy Fire:
-Spawns of evil shall perish in fiery flames.
-Adds a chance that zombies on fire will run from you.
The Gospel: requires The Holy Fire
-Flames cleanse the soul and purge the body and your momma didn't raise no dirty boy.
-Adds a chance that a bosses on fire will run from you (2sec duration, 10sec cooldown)
Pyromaniac:
-You never could stop playing with matches.
-Increases burn damage. (good with firestarter and sparks)
Arsenist:requires Pyromaniac
-Some people just wanna watch the world burn.
-Zombies on fire recive increased damage from weapons.
MELLE PERKS:
Melle weapons are risky because you have to get very close. The idea is to implement
perks that make them stronger so players would have that high risk high reward feel.
Assasin:
-They'll never know what hit 'em.
-With Cloack power up, all melle weapons deal 50% more damage to bosses.
Marshal Artist:
-Chuck Norris tought you a special kick only to be used in case of zombie apocalypse.
-100% more damage with kicks.
-Your kicks have a knockback effect on Bosses.
Backstabber:
-Direct confrontations were allways a bit to stressful for you.
-25% more damage when attacking bosses from behind wtih melle weapons.
OTHER PERKS:
Zombie repelant:
-This morning you sprayed a healty doze of zombie repelant that is highly toxic to their kind
and to pretty much everything else.
-Poisons any zombie that attacks you.
Efect is doubled for bosses. (medic for instance could sacrifice one shot from brawler in order to poison him
and take him down faster).
Devil's Highway:
You chosed your road long time ago, you know there ain't no coming back.
-No regeneration, no armor, no stronghold, no hoarder, no negotiator, no defuse, no replenish.
-healt packs heal 30% less.
-15% damage increase with all weapons.
Scavenger:
-An apple a day keeps the reaper away! So go ahead and eat annything that looks like an apple.
-every power up you pick up gives you 2hp.
Quick Draw:
Guns are pretty underpowered instead of buffing them directly a perk is more suitable.
-You allways used pistols, for you it's personal.
-+5% damage increase using pistols.
-+5% fire rate increase while using pitols.
-25% more expirince when using pistols.
Gunslinger: requires Quick Draw
-You are the gun that smokes in the night you are the gunslinger.
-10% damage increase using pistols.
-10% fire rate increase while using pitols.
-50% more expirince when using pistols.
Deal With The Devil:
-Here's an offer you can't refuse, you only got your soul to loose.
-Every 3rd level you get 2 perks.
-Decreases movement speed by 25%.
Field Medic:
-You took first aid internet course.
-Revive fallen teammates with additional 5hp
-Healt packs and steampacks give you additional 5hp.
Doctor: requires Field Medic
-killing hordes of zombies taught you a thing or two about human anatomy.
-revive fallen teammates with additional 10hp
-Healt packs and steampacks give you additional 10hp.
Zombified:
-You were bitten by a zombie bat as a child.
-20% damage resistance 20% speed decrease.
Second Chance:
-One day You woke up and decided you simply won't die.
-A fatal blow does not kill you. (1 min cooldown)
My Precious:
Every player after some time develops affinity towards certain weapons. I know I do .
And there is nothing more satisfaying then finding your favorite weapon early in the game.
Also every player wants to upgrade his special shiny gun to do something extra, something cool.
-You sleep with your gun, you eat with your gun, you call her Lisa.
-Upgrades your currently equipped weapon.
-Can be used only once on only one weapon.
Crowbar:-Increases range by 30%
Machete:-Increases attack speed by 30%.
Axe:-Increases damage by 30%.
Mac 10 Submachine Gun:-Can fire while jumping.
M79 Grenade Launcher:-Upgrades to incindiary shots.
MGL:-While standing still increases refill rate by 30%.
Glock:-Chance for bullets to penetrate the first zombie they hit.
Dual Glock:-Chance for bullets to penetrate the first zombie they hit.
Berreta 93R:-Chance to set zombies on fire.
M1014 Shotgun:-Increases effective range by 10%
Super Shorty:-5% more damage 1 sec after performing jump. (idea is to be used with scout combo)
AA12:-Increases spread of the bullets by 10%.
Nail Gun:-Increases fire rate by 5%.
9mm Uzi: -no speed penalty when shooting while moving.
9mm Uzi Dual: -no speed penalty when shooting while moving.
Flame Thrower:-Instantly kills boomer zombies.
Jackhammer:-5% more damage vs bosses
M107:-increases the damage by 5% for every 5 feet of distance between the target.
M240B:-Decreases reload time by 10%
AK47: -Can be used as melle weapon while reloading.
M4A1 Carbine:-Clip size +5.
Steam Hammer:-Shots have slight Knocback effect. Does not effect bosses.
MP5K:-Effects of incindiary ammo and urranium tipped bullets are increased by 50%
Minigun:-+10% movement bonus while reloading.
SUGGESTED WEAPONS:
Blow Torch:
-Fire based weapon.
-Very short range (shorter than flamethrover)
-High damage.
-Arround 80ammo.
Gauss Rifle:
-uses electromotor to accelerate a magnetic projectile to high velocity.
-Shots kill zombies in line up to the end of the map.
-Only one shot at a time but it really cuts through the clutter.
Chain Saw:
-Melle weapon:
-Very high damage
-Slows you down considerably
-Very slow swing rate.
Cattle Prod:
-Ammo based melle weapon
-5charges
-inflicts electrical damage that spreads on adjecent zombies.
SUGGESTED BOSSES:
Butcher:(change)
-He can pull you closer with his hook.
Flamethrower Boss:
-It has a flamethrower, enough said. I saw somene sugested this with a hazmat suit, sounds awesome
Abomination Boss (grotesk looking blob made out of body parts with many hands and melle weapons)
-when killed 5 zombies poor out of it.(crawling kind of zombies but at least 1 running)
-not very fast.
Nurse:
-Female boss.
-Has a white nurse uniform covered in blood and a nurse hat.(silent Hill inspired)
-Attacks with defibrilators.
-Stuns on atttack.(0.5sec)
Clown Boss: would be a real kicker with those big shoes and all
-play dead (drops on the ground while arround 10%hp and looses hp bar XD then attacks if somene comes too close
but still recives dmg tough while on the ground)
-he can have one of those big carneval hammers as a weapon.
-he can plant jacks in the box (trip mines)
ACCHIVEMENTS:
Dead Man Walking:
-Be revived 10 times in a single coop game.
OTHER:
-Add 1%chance for every normal zombie that dies to have a chance to rise up and recover.
(They are zombies afterall)
-Add a zombie without legs (only torso) that if it grabs you it stops you until you shoot it.
-Add a dedicated melle weapon slot. That differs from other weapons.
So that when picked up replaces only your melle weapon.
-Add on screen button and shortcut to swap between kicks and granades.
What do you guys think?
Break accuracy and laser sight into more perks.
Right now these 2 perks increase accuracy, range and damage, the problem is that I think it actually makes shotguns worse, cause the pellets spread gets smaller, if it weren't for the damage boost that is required I would actually pass those perks.
So my suggestion is to remove the damage and range bonus from these 2 perks and create 4 new perks that will increase bullet damage and range.
Something like :
Accuracy : +10% enemy hitbox
Laser Guided : +10% enemy hitbox (reqs accuracy)
Rifled barrel (or any better name) : +10% range
Longer barrel (or any better name) : +10% range (reqs Rifled barrel)
Improved caliber (or any better name) : +10%damage
Heavy Caliber (or any better name) : +10%damage (reqs Improved caliber)
---
Gwarsbane suggested:
Perk Idea
Extended Clip
Adds about 20% more ammo per clip
Weapon Idea
FN P90
50 round clip
Fires rapidly
Takes about as long as the M16 to reload
Pretty accurate
Beeping bomb
Toss it out, it beeps and attracts the zombies, including bosses
Beeps for about the same amount of time as the dynamite does.
Does same damage as grenade.
---
TheStrawman suggested:
To the guy above me, they already have an extended clip perk called "Heavy Ammo" if I recall. Also, the beeping bomb is a good idea, like the little circus monkey from c.o.d. zombies. Its unlike the pneumatic because it actually moves and the zombies chase. Its a nice little piece to pick someone up while they are distracted for a few. I still like the idea of having an engineer on the team that can deploy his own sentry and fix it. There needs to be something taken away though so its not overpowered. Maybe he loses the abilty to use MGL or other explosives? I was thinking about a carpet bomb perk? Call in an air strike? Or a perk that allows a plane to air drop 2 perks like every 60 seconds to your location. I stole these ideas from CnC Generals by the way. Maybe a perk that allows a chopper to come in and chain gun for a few secs?
---
Endy73 suggested:
Perk Idea: After Death - gives you chance in single player to continue to play with 50% health after death. The chance should be around 50 percent and drops with every new ressurection in one game.
The idea of the perk is to equalize sp and coop games. In the second a player has bigger chances to sutrive because of possibility of his reviving by other players. Let it be in sp too.
Perk Ideas:
Brawlless - chance to spawn Brawler reduced by 30%.
Thining the Fatty - armor of Brawler reduced by 25% (for example) but armor of all other bosses increased by 10%.
---
TP1 suggested:
Two perks:
"Loaded Medkits: Health sources have twice as much health, but are heavy enough to not be affected by powerup hook."
Puts a dent in the "stand at fence/edge of the map" strategy in barricade because the health sources will drop offscreen. Additionally, at higher difficulty/waves, the extra health is a bonus when taking this perk, but creates a situation where the medkits will drop (and stay stationary) in large groups of enemies. Are you confident enough that in the later stages of the game, you'll be able to kill the groups of enemies to risk taking the perk? Diving through the group still can incur a health loss, unless you spam grenades or use strategic timing with dynamite, etc.
"Pride Goeth: For each powerup currently active, you gain +5% movement speed."
This creates a scenario where it's very tempting to snatch powerups from other players, but this will potentially make winning the match harder for the team as a whole. Additionally, the perk changes movement speeds which can affect kiting with unlucky (too many or too little) powerup spawns. A sudden drop in speed can place you in the clutches of angry zombies, and with the powerups that were active gone to boot.
2 powerups:
"Leviathan: Movement speed drops by 50% while damage and penetration increase by 25%"
This turns the player into a walking wall of presumable death, emphasis on the walking. This powerup is obviously better used/saved for large groups, or bosses, but unless planned, the player could find himself moving too slowly to make a practical escape.
"Tar Trap: Movement speed for all players and zombies decreases by 50% while stuck in the (temporary) tar slick."
The obvious benefit to this is slowly groups of zombies, or boss zombies, so it's ideally triggered close to them to benefit from the full effect. However, using a hook with this can drop tar slicks in inopportune or useless places. Using a snare (or simply walking into the powerup) can yank it directly onto a player, putting him at ground zero. Because the player is now moving slowly, the zombies coming towards him are going to quickly surround him - this requires his teammates be paying attention to not only take advantage of the slowed enemies, but to also save the "bait's" life. This can also force a hasty recalculation of strategy if accidently triggered onto an entire group during a nasty wave of zombies.
Perks
Easy come, Easy Go: Medkits spawn 25% more frequently, but remain for 50% as long as usual.
Handyman: Standing near barricades in Survival will slowly rebuild them over time. (This is probably such an obvious choice for a perk that players ought to just be able to do this by default)
Powerups
Blowback Charge: A 360 degree blast of pressurized air violently repels all normal zombies back by 4 meters, knocking them to the ground temporarily, but boss zombies remain unaffected. This does not injure zombies. Picking this up at the wrong time wastes it - it is best used in crowds of zombies, similar to a Bouncing Betty.
Evasion: All enemy attacks do half damage.
---
war_monger_beta suggested:
Less Filler - Less weapon drops, more power up drops
All Killer - Less Filler upgrade, no weapon drops (probably too powerful)
Zhuangzi - Anarchist Upgrade - If grenades are at capacity, auto detonate overflow grenades (probably want to be careful with this in barricade).
Common Sense - If you run over a weapon you already have, then it reloads and disappears (essentially picking it up and swapping it out).
I would like to suggest a perk among the lines of "Weapon Maintenance"
what it does:
Reloads your secondary weapon (wichever is not active at the moment) Automatically after 10 seconds of not using it.
of course the timer would have to be adjusted to not give players basicly unlimeted ammo but still make it a good perk
---
Euphytose suggested:
It would be nice if the powerups, no matter who picks them up, went to the one who's got the most perks towards it.
For example, I have my ghosts maxed, my friend picks them up for some reason, and they automatically go to me.
Another example, he has rage unlimited, I pick up rage, it goes to him.
That would be an option before the game starts of course, but that would definitely be more enjoyable when you play with friends.
I always play barricade, the factory, and I get the snare perk as soon as possible, but sometimes I pick all the perks dropped by a boss because there's a ghost in it, and sometimes it's a very valuable perk for my friend.
Thanks if you can implement that.
---
Tymon suggested:
Maybe something like:
Multi-tasker:
Your secondary weapon automatically reloads slowly.
The reloading should be very slow, and should take ~ 30 seconds - 1 minute to fully reload the secondary weapon, perhaps it should be a 100% slower?
I also agree to this, would be quite useful, also some fire perks which were suggested, fire (and melee) need more attention, they're lonely.
(some of the names/effects were already suggested in this thread, I forgot where, so I cant quote it/them)
Fire perks:
Pyromaniac (fire-starter upgrade):
Increases normal fire damage by 25% and flamethrower fire by 40%.
(IE zombies ignited by flame-thrower take more damage the zombies ignited by other means, such as fire-starter or explosions)
Burn,zombie,burn (pyromaniac upgrade) (Reference to a game of the same name :P)
Increases fire damage by another 30%, however all zombies which are on fire deal 20% more damage and have a 10% increased movement speed.
Stare of fiery fury (Molotov upgrade)
Position your cursor and do not move it for 2-3 seconds, all zombies in that area around your cursor will catch fire. (unlimited ammo, no explosion, just catch fire)
Flammable rotten flesh(Spark upgrade)
Increases the range of spark. (fire spreads quicker around zombies)
Melee perks:
Stretch
Increase melee reach by 15%.
Batter, swing!
Increases melee swing speed by 15%.
Going Berserk
Gain an additional 15% armor and movement speed when using a melee weapon.
Blood-Lust (Going Berserk upgrade)
The more zombies you kill with a melee weapon, the faster your movement speed and armor (1% increase in movement speed and armor every 100 zombies killed with melee, bonuses only apply when holding melee weapon) -powerful perk, but difficult to get to high bonuses. Disables Vampireisim perk if you already own it.
Can get a bit overpowered. recommendation is that no. of zombies need to be killed for upgrade is increased by 10 for each boost, however start it at 10 zombies. Ex. first 10 zombies - upgrade by 1%. Next 20 zombies upgrade by another 1%. next 30 zombies upgrade by 1%. etc etc.
OR (prefer the first one)
Blood-Lust (Going Berserk upgrade)
The more zombies you kill in a streak with a melee weapon, the faster your movement speed and armor. (1% increase in movement speed and armor with every 10 zombies killed with melee, bonuses only apply when holding melee weapon and all effects are lost when you lose your kill streak or switch to a non-melee weapon). Disables Vampireisim perk if you already own it.
Vampireisim (Going Berserk upgrade CANNOT be combined with blood-lust)
You gain health as you kill zombies with melee. (gain 1hp every zombie killed with melee weapon). Disables blood-lust perk if you already own it.
Other perks:
Knockout (Counter-blow upgrade)
Whenever a zombie attacks you, he will be given damage and stunned for 2~3 seconds, however will not be knocked back.
Multi-tasker:
Your secondary weapon automatically reloads slowly at 100% slower reload late. (in case you missed it)
And This is my weapon:
Gives you an additional 15% damage, and ammo (where applicable, can be used on a melee weapon) and 15% firing rate(or swing rate, in melee) of your current weapon. Cannot switch to secondary weapon or pick-up any other weapon. (you need to be lucky to be holding a good weapon when this perk becomes available :P)
Tank:
Gives you 50% extra armor, at the cost of a 50% slower movement speed, also disabling less clumsy/acrobat.
Acrobat (less clumsy upgrade):
Further increases your walking backwards speed. (by say, 15%?)
Breather
Stops zombie spawning completely and spawns random power-ups and weapons with a high probability for health pick-ups(but not a 100%, you can still be unlucky)for the next 30 seconds. (Is not available in barricade mode, can be used multiple times) Reduces score by 50,000. ~ a total of 10 powerups/weapons should be spawned(of course varying depends on luck)
Re-supplied (Breather barricade version)
Spawns random power-ups and weapons between waves.(normal probability, no health pick-up bonus).
Favorite (Power-up extender upgrade)
Increases your class's favorite power-up spawn probability and duration by 15%.
Faster and Faster!
As your kill streak goes up, so does your projectile fire rate. All effects are gone once your kill streak ends or if you change weapons. (1% fire rate increase every 30 zombies kiled?)
Another choice
In random perk mode, gives you another extra perk to choose from for every level-up.
Freedom of choice
In random perk mode, allows you to pick the next perk from the complete perk list. One-time use only.
Also, I HIGHLY suggest that the kill streak counter is displayed next to total no. of zombies killed.
Phoenix's achievements are really good.
Excellent! Working now to get some of these in for the next update;)
I wonder if there's some special event for the winter sale which would be great for some new achievements and perks. I should ask Valve about this.
Yes, I want to add new maps. I sort of would like to add those if Steam could do a Nation Red special so that we can draw some attention to them.
I haven't spoken to Valve about that yet, but since Nation Red has hit the #1 or #2 global sales spot every single time there was a sale I am confident we can put something together, especially if it combines with a load of new achievements..
my favorite for a while now has been WAREHOUSE BARRICADE set to severe … here are some suggestions for future updates
I thought I was pretty good for getting to level 70 in barricade, but after seeing some of the amazing screenshots with level 100+ it looks like I have a long way to go – I’d love to watch someone make it that far sometime
Perks
*Negotiate this - Delay for bomber zombie so after you shoot it, there is a 1 second delay before the charge goes off
*Auto experience – 2nd tier rate increase when not gaining XP from killing
*Sentry reload – increase reload and repair rate of stationary permanent sentries
*Drag hook – perk between power up hook and snare – power ups stay on screen for 50% shorter time before evaporating – this one is going to force the player to choose a negative perk and work harder temporarily but is necessary in order to get the snare
*Elite sentry – increase sentry range and ROF by X
*Perky – adds one additional slot (8th option) to perk choice list for duration of the game
*Ammo – 2nd tier capacity increase
*Ghost chaser – zombies are attracted to ghosts as if they were the player
*Bomber man – random bombers will have twice the explosive power
*Grenadier - increase grenade capacity
*Weapon snare – snare will pickup weapon drops as well as power-ups
*Safety bubble – 2nd tier shield has an area effect similar to basic turbine centered on player
*Something similar to mano-a-mano but makes bosses faster and regulars slower or opposite
*Lone wolf – instead of 25% faster jump regen, make it +25% XP
*Concentration - +25% sentry reload speed when player is not shooting
*Something - +10% projectile damage when standing still
*Life – 10% and 20% additional health capacity
*Pharaoh – bosses detonate a propane canister when they die
*Ghostly – increases speed of ghosts by X
*HUD – sentries now fire at player crosshair instead of autoselecting targets
*Perk - minigun boss has 25% less armor/health but has an increased arc when firing
*Perk – brawlers take X extra seconds to remove sentries/rammers/turbines
*Perk – flamethrower range increased my X
*Perk – mines have +25% power but bosses do not set them off
*Perk – zombies within X distance of boss have double health but give 20% more XP
*Perk – zombies that injure the player give 25% more XP when killed
*Perk – increases shotgun/jack hammer projectile spread
*Perk – doubles reload speed/heal proximity and time for barricade NPC’s
*Perk – sentry guns and ghosts explode when their power-up time expires similar to pneumatic exploder
*Perk – ghosts drop 1 mine each sometime during the power-up
*Perk – players now detonate mines older than 2 seconds when walking on them, but take no damage themselves from them
*Perk – increase speed by X when health is below 25% and decrease speed by X when health is 100%
*Perk – when a boss is on the map, bouncing betties now snare to bosses instead of player
*Perk – M79 and MGL now function similar to remote detonator and can be lobbed over groups of zombies to detonate at crosshair
*Perk – reload speed increased by X but player takes X additional damage while reloading
*Perk – increase projectile weapon reload speed and accuracy by X when standing still
*Perk – make the boss direction indicator arrow a perk
*Perk – bosses take 25% extra damage but move 25% faster when they are under 25% health
*Perk – brawlers always drop dual health packs when they die
*Perk – 2nd tier intensity increase
*perk - when grenades are at maximum capacity, picking up a grenade box acts like a health pickup (and vice versa)
*Rammer mines - mines now act as a rammer until stepped on
Power-ups
Goo – similar to minelayer but drops a few small puddles of sticky goo that slow zombies walking through it for the duration of the power-up
Ramalot - similar to mines, but player drops little rammers
*Unlimited sentry ammo – for duration of power-up, permanent sentries do not deplete ammo or take damage – also instantly reloads and heals sentries
*His name is Machete – doubles swing speed of melee weapons
*Power up - zombies and bosses kill attack each other instead of the player for duration of power up
Achievements
*Black Friday shopper – survive X number of levels without power-up hook or snare
*The Roach – kill X number of bosses with M79
*Survive X levels with WEAPON SNARE (above) and no weapon lock
*Survive X levels without projectile weapon auto reloading – manual reloads only
*Have X number of bosses active on the map at one time
*Kill X number of bosses with a single ghost power-up
*Finish off X number of brawlers with the last round in your weapon (except M79)
*Series of achievements for making it to X levels before taking any damage
*Crazy ex-girlfriend - Keep a single chaser zombie-girl alive for X minutes
*2nd amendment – have 3 shooting bosses on the map at one time
*Hank Hill - Have X number of undetonated propane canisters on the map at one time
*Earn 2 separate 5000 killstreaks in one game
Bosses
*That Guy - boss that kills regular zombies and player alike – but player receives no experience or power-ups from zombies killed by this boss
*Smoker – zombie that releases a temporary smoke cloud, preventing you from seeing what’s in it – maybe smoke is poisonous to player or affects accuracy within the cloud
*boss that starts out with pistol and snares weapon drops to him, then he uses that weapon – if WEAPON SNARE is active, weapon snares to both player and this boss
*flamethrower boss
General
*Make fence and concrete barriers in barricade warehouse repairable similar to the sentries
*When choosing perks, have a ‘free sample’ of an unpicked perk activate with it for the first few seconds
*Something mode – start out with all of the perks active and at every level player must choose one perk to be removed
*Barricade map where player can choose where to place permanent sentries before the map starts
*Put a game timer and killstreak indicator somewhere on the screen
*player receives XP for health kits picked up when health is already at 100%
*Player takes X extra damage from enemies that are on fire
*Ghosts – have 4 different sets of ghosts, one type for each profile class and at top tier ghosts use the primary weapon for that class – have ghost power ups randomly select which type of ghost appears with each power up
*mode where perks are automatically chosen at each level, but the player is not told which perk is now acquired
hope to see some of you in game sometime
zero
You just messed with the wrong Mexican (Accumulate 500 Zombie Kills with the Machete)