Mob of the Dead was the first Call of Duty zombies map I had the pleasure to work on. Over the course of making this map, I quickly gained a lot of knowledge about how this co-op survival mode works. My contributions to this map included designing and scripting traps, a gondola that moves players across the map, the new perks-a-cola Electric Cherry, as well as easter egg quests, systemic dialog scripting and much more. I also implemented the map’s competitive Grief mode.
Mob of the Dead features several traps that players can purchase with points. I designed and implemented all three of these traps. In the Cafeteria, the player can use the prison’s sprinkler system to rain acid down on the zombies. A watch tower on the docks hides an automated turret that players can use to thin the horde. And in the doorway to the warden’s office, the player can engage some over-sized saw blades.
The gondola charges the players points in exchange for moving them from the upper level of the prison’s cell blocks down to the docks. I scripted the gondola as well as the control panels that are used to call the gondola from one platform to another.
I contributed design and scripting work to the map’s new perks-a-cola: Electric Cherry. The goal for this perk was to give players a way to stun and damage zombies around them, giving them some space to move around. The perk does this by creating a burst of electricity when the player reloads their weapon. Through heavy testing and iteration we discovered the ability was a little too powerful. Ultimately, I implemented a fall-off to the perk’s range and damage that would reset when the player stopped spamming the ability. This effectively discourages players from cheesing the ability by firing one shot from their clip and reloading early.