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Gaming => Urban Terror => Topic started by: Wargasm on February 07, 2011, 03:44:27 AM

Title: Zombie mode 2?
Post by: Wargasm on February 07, 2011, 03:44:27 AM
Ok I love zombie mode with 1up and all but what do you think of a revamped game type that encourages more action? Right now, the general tactic is to get high as a human or in any location that takes time to get to, slow the zombie/bleed them out with negev and then finish with any other weapon. One of the defining weapons of zombies gameplay is the negev with it's knock back, which is supposed to keep zombies away and injure legs. Why not take that out and add something else?

Humans get an ak47 or any of the assault rifles instead of negev(no choosing, just start with it like the negev)
-Does 3% damage for body hits, 1% for leg and arm, 6% for head shots
Sr8 as usual except 50% damage for headshots
Shotgun as usual
Deagle as usual

Zombies however get hurt with leg shots (slowed) but do not take bleed damage(body parts still "bleed" and take time to bandage but no damage). This encourages humans to finish off zombies which in turn allows for more frantic play.
Title: Re: Zombie mode 2?
Post by: Wargasm on February 07, 2011, 03:45:08 AM
Edit: The assault rifles do not knock back
Title: Re: Zombie mode 2?
Post by: Term on February 07, 2011, 04:20:46 AM
Edit: The assault rifles do not knock back

You could have just pushed modify on the top right on the last post.
Title: Re: Zombie mode 2?
Post by: rondonboy on February 07, 2011, 05:12:40 AM
I love it just the way it is  8)
Title: Re: Zombie mode 2?
Post by: AuXAuV on February 07, 2011, 05:14:47 AM
Unless zombies have medkits, no 50% headshots, I don't want to
get insta-gibbed by a lucky noscope across Eagle.

Otherwise, sounds okay.

I think it should be a 20 round mag AK, since it's pretty powerful, and fast reload.
Have maybe 8 mags? Maybe 6?

I'd like to see players spam the AK like they spam the negev. It'd have too much spread.
Title: Re: Zombie mode 2?
Post by: PowerMaid on February 07, 2011, 03:03:02 PM
Well, during Zombies' first day, we tried to have the ARs instead of the Negev, but it didn't work out very well.
Title: Re: Zombie mode 2?
Post by: Wargasm on February 07, 2011, 08:02:40 PM
Well, during Zombies' first day, we tried to have the ARs instead of the Negev, but it didn't work out very well.

Was it overpowered? Underpowered? Just plain didn't fit? Explain so I can reason why ARs would not work.
Title: Re: Zombie mode 2?
Post by: PowerMaid on February 07, 2011, 08:10:53 PM
No knockback. It couldn't be done. We can fix power in weapons, but their actual properties such as accuracy - and knockback - can't be touched.
Title: Re: Zombie mode 2?
Post by: Wargasm on February 07, 2011, 10:57:27 PM
No knockback. It couldn't be done. We can fix power in weapons, but their actual properties such as accuracy - and knockback - can't be touched.

Do the Ak47s knockback? If they don't it is fine I think, because with the amount of damage you do, focus firing kills zombies very fast.
Title: Re: Zombie mode 2?
Post by: marvsta on February 08, 2011, 12:58:47 PM
hmmmmmmmmm
we could have a pistol have the boot have knockback?
or we could do low grav zombies
where there are like 10 humans and 20 zombies
or we could lower the knockback very highly for negev and bleed rate but increase ammo
Title: Re: Zombie mode 2?
Post by: KD197 on February 08, 2011, 02:11:24 PM
Apparently you can't read Marvin.
No knockback. It couldn't be done. We can fix power in weapons, but their actual properties such as accuracy - and knockback - can't be touched.
Title: Re: Zombie mode 2?
Post by: marvsta on February 08, 2011, 02:16:18 PM
Apparently you can't read Marvin.
No knockback. It couldn't be done. We can fix power in weapons, but their actual properties such as accuracy - and knockback - can't be touched.
lol sorry
Title: Re: Zombie mode 2?
Post by: TurbanError on February 08, 2011, 04:13:00 PM
I like the idea of having more zombies than humans (even if that means stronger weapons for humans).  I would really like to see a zombie without bleed, as zombies bleeding out doesn't make much sense to me. 

I like the idea of a long heal time with mobs of zombies limping (from leg shots).  I don't think I would want to play low gravity for an entire server (as humans taking to the sky is a killer tactic) but I definitely think a map in the cycle with low gravity would be awesome.
Title: Re: Zombie mode 2?
Post by: Steez on April 22, 2011, 01:32:18 PM
Like the ideas, but on thing that would be cool is a zombie escape map. A map which you have to escape as a team (humans) to lets say a like bomb shelter. I am getting this idea from counter strike:source. I used to play that game, but currently don't. The humans could also escape from like a helicopter while the zombies all die from a bomb.

Here is an example of a zombie escape map played on a map with a jurassic park theme

http://www.youtube.com/watch?v=ki89FbHyWiw# (http://www.youtube.com/watch?v=ki89FbHyWiw#)

Counter strike:source is undoubtedly the most succesfull pc game out there, and zombies is one of the most popular mods on the game.
Title: Re: Zombie mode 2?
Post by: Perfectionist on April 22, 2011, 02:57:40 PM
Since Legacy is basically trying to revive old (EVEN YEARS OLD), dead threads I'll just contribute what I think.

Most Zombie players have heard about Z9's server. Its almost always full, and when it's not it has at least 20+ players.
BUT what makes it so popular?

BEST REASON: TEAM SWITCHING

Every map, the teams change. I don't mean the humans get changed to the red team, I mean the blue team becomes zombies, so the blue team gets knifes and the red team gets guns, then vice versa the next map.

I like this idea better than the idea posted by 1up members and some other contributors where the players get switched sides halfway during the map, after or during round 5 (out of 10).

What I'm proposing is that if a 2nd Zombie TS server were to be made, this would be a good option - to give it difference to the current TS server. Also, as Wargasm stated, different weapons on blues would be a nice change for the 2nd server. Although, if a standard auto were to replace the negev, please don't make it too underpowered (like what infinity team has basically done, they're practically useless in the hands of an unexperienced or as I'd call it, "unworthy" player.   :P
Title: Re: Zombie mode 2?
Post by: Defcon on April 22, 2011, 03:20:24 PM
I love the idea of an escape type zombie mode, more so than the idea of a zombie assault mode. Team switching is also a great necessity, thus eliminating spec-ers and reconnecters. Different weapons has my vote as well  :D
Title: Re: Zombie mode 2?
Post by: Underachiever on May 08, 2011, 07:00:34 AM
Wolfteam mode zombie mode.

I rest my case.