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Zombies

Posted: Tue Mar 27, 2018 12:49 am
by factoryman942
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

Re: Zombies

Posted: Tue Mar 27, 2018 1:50 am
by PKPenguin321
Also lots of L4D songs/sounds, as well as special mobs like a giant blobbernaut I saw named Tank

Re: Zombies

Posted: Tue Mar 27, 2018 1:57 am
by Dr_bee
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.

Re: Zombies

Posted: Tue Mar 27, 2018 11:48 am
by Arianya
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.

Re: Zombies

Posted: Tue Mar 27, 2018 1:18 pm
by Dr_bee
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.

Re: Zombies

Posted: Tue Mar 27, 2018 3:21 pm
by Stickymayhem
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.

Re: Zombies

Posted: Tue Mar 27, 2018 5:17 pm
by Dr_bee
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.

Re: Zombies

Posted: Tue Mar 27, 2018 5:18 pm
by Armhulen
i'd code in an extremely rare zombie game mode that replaces monkey fever yeah

Re: Zombies

Posted: Tue Apr 03, 2018 9:12 am
by MMMiracles
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.

Image

Dropbox Link

Re: Zombies

Posted: Thu Apr 12, 2018 8:23 am
by The Clowns Pocket
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.

Image

Dropbox Link
STRONK

Re: Zombies

Posted: Thu Apr 12, 2018 1:40 pm
by WarbossLincoln
Someone did something similar with an axe murderer round. It ended quick when robust greyshirts slipped or tabled the axe murderers and killed them.