Zombies

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factoryman942
Joined: Sat Jun 25, 2016 8:38 pm
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Zombies

Post by factoryman942 » #394552

jcll did this
Basically:
Remove all power from the station pre-roundstart
Post-roundstart, spawn a romerol zombie or two
If you're feeling nice, give the crew more guns in the armoury or something
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PKPenguin321
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Re: Zombies

Post by PKPenguin321 » #394568

Also lots of L4D songs/sounds, as well as special mobs like a giant blobbernaut I saw named Tank
i play Lauser McMauligan. clown name is Cold-Ass Honkey
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Dr_bee
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Re: Zombies

Post by Dr_bee » #394574

Hell starting the station with no power and lights was fun enough! the zombies just made it more fun!

Next time the event is run, consider giving the crew more goals than just survival, like going out and collecting shipments around the station and the like.

the round lasted 45 minutes but most of it was spent fortifying the main base and then waiting.
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Arianya
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Re: Zombies

Post by Arianya » #394621

More ideas:

Put PACMAN generators in key locations and have fetching plasma for said generators be part of "relief supplies" sent by Nanotrasen/Space Red Cross
Instead of just going to the shuttle, have the "final act" be survivors trying to get to a shuttle landed on lavaland.
Occasional meteor swarms to push players out of entrenched positions, should they get *too* well defended.
Frequently playing as Aria Bollet on Bagil & Scary Terry

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Dr_bee
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Re: Zombies

Post by Dr_bee » #394631

Would it be possible to give zombies hulk or hulk like abilities? Regular steel walls stop them a bit too well, but adding a few of them with hulk to break them down would make them a bit more of a threat to the bases.
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Stickymayhem
Joined: Mon Apr 28, 2014 6:13 pm
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Re: Zombies

Post by Stickymayhem » #394658

Dr_bee wrote:Would it be possible to give zombies hulk or hulk like abilities? Regular steel walls stop them a bit too well, but adding a few of them with hulk to break them down would make them a bit more of a threat to the bases.
Would be a fine option for the special zombies yeah.
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Dr_bee
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Re: Zombies

Post by Dr_bee » #394694

Stickymayhem wrote:
Dr_bee wrote:Would it be possible to give zombies hulk or hulk like abilities? Regular steel walls stop them a bit too well, but adding a few of them with hulk to break them down would make them a bit more of a threat to the bases.
Would be a fine option for the special zombies yeah.
The admin running the even tried to make a zombie with the changeling's tentacle arm to simulate L4D smokers but sadly couldnt, as zombie overrides changeling. So there may be some issues with that.

Unless someone codes in different zombie types.
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Armhulen
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Re: Zombies

Post by Armhulen » #394695

i'd code in an extremely rare zombie game mode that replaces monkey fever yeah
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MMMiracles
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Re: Zombies

Post by MMMiracles » #396824

If anyone is looking for things to help individual zombie types for stuff like tanks that aren't just different mobs/ect, I have some unused buff arms I had for a traitor item that got declined that have been sitting around.

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The Clowns Pocket
Joined: Tue May 02, 2017 4:56 am

Re: Zombies

Post by The Clowns Pocket » #399434

MMMiracles wrote:If anyone is looking for things to help individual zombie types for stuff like tanks that aren't just different mobs/ect, I have some unused buff arms I had for a traitor item that got declined that have been sitting around.

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STRONK
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WarbossLincoln
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Re: Zombies

Post by WarbossLincoln » #399486

Someone did something similar with an axe murderer round. It ended quick when robust greyshirts slipped or tabled the axe murderers and killed them.
--Crocodillo

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