Jump to content

Turquoise Dragon

Members
  • Posts

    132
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Location
    here, where else?

Recent Profile Visitors

520 profile views

Turquoise Dragon's Achievements

Enthusiast

Enthusiast (2/10)

  1. The zombie gametype is a variation on the traditional siege gametype, made automated by J3rk's ESM, but started back in the misty history of siege. Like siege, it uses classes and pits two teams against each other. One team is Zombies (zombs), while the other team is Survivors (surv). The game starts out with one (1) zombie, and everyone else as a survivior. To begin the round, the zombie selfkills (/kill in console) or changes class. After this point, if a survivor dies in any way (/kill, class change, fall, killzone, blowing self up, killed by zombie), they are automatically transferred to the zombie team. Before J3rk's mod, the player would manually change teams. The goal is fo there to be only one survivor remaining. That survivor then becomes the next first zombie and a new round begins. Zombies are equipped with lightsaber and force powers, occasionally with an item or two. They generally have high health. Survivors are equipped with guns and items. Minimal force powers (heal/jump/team heal) are also given to the survivor jedi class. Before j3rk's mod, zombies would be releagated to the jedi class of one team, and survivors to the gunner classes of the other team. Various pickups are available throughout the game. Shield, health, and ammo dispensors are often scattered across the map. Various items and weapons are also placed around. The usual weapons are the Bryar pistol, bowcaster, stun baton, fists, and lightsaber. The saber is usually in the heart of the zombie spawn, while the other weapons tend to be located within the survivor spawn areas. Common items are the E-Web turret, portable turret, forcefield, bacta canisters, holdable ammo dispensor, and holdable health dispensor, which are often scattered around the map. Now that's all well and good, but how do we actually play it? Well, the answer is simpler than you think - don't die. There are three distinct strategies to winning this gametype: Runner - this type of survivor relies on constantly changing position to remain away from zombies. Thus, they avoid combat. Generally advised for people who cannot use guns effectively and don't like staying in a group. Hunter - this type of survivor decides to go on the offensive. They hunt down and kill zombies. As the zombies are generally overpowered as compared to the survivors, this style is advised for people who are very good at using guns/explosives, and are willing to work in a group for maximum effectiveness. Camper - this type of survivor decides to hunker down and stay put (generally). There are two subtypes: hiders and defenders. Hiders find an out-of the way location that is out of usual line-of-sight. By avoiding detection, they can cause zombie games to last for quite a while. Defenders locate an area that is easy to defend and stay there. Oftentimes, they stay near shield/ammo/health dispensors to 'top off' after a zombie encounter. If not, they would have picked up the ammo dispensor holadable, and if in a group, the health dispensor holdable. See ya's serverside!
  2. The zombie gametype is a variation on the traditional siege gametype, made automated by J3rk's ESM, but started back in the misty history of siege. Like siege, it uses classes and pits two teams against each other. One team is Zombies (zombs), while the other team is Survivors (surv). The game starts out with one (1) zombie, and everyone else as a survivior. To begin the round, the zombie selfkills (/kill in console) or changes class. After this point, if a survivor dies in any way (/kill, class change, fall, killzone, blowing self up, killed by zombie), they are automatically transferred to the zombie team. Before J3rk's mod, the player would manually change teams. The goal is fo there to be only one survivor remaining. That survivor then becomes the next first zombie and a new round begins. Zombies are equipped with lightsaber and force powers, occasionally with an item or two. They generally have high health. Survivors are equipped with guns and items. Minimal force powers (heal/jump/team heal) are also given to the survivor jedi class. Before j3rk's mod, zombies would be releagated to the jedi class of one team, and survivors to the gunner classes of the other team. Various pickups are available throughout the game. Shield, health, and ammo dispensors are often scattered across the map. Various items and weapons are also placed around. The usual weapons are the Bryar pistol, bowcaster, stun baton, fists, and lightsaber. The saber is usually in the heart of the zombie spawn, while the other weapons tend to be located within the survivor spawn areas. Common items are the E-Web turret, portable turret, forcefield, bacta canisters, holdable ammo dispensor, and holdable health dispensor, which are often scattered around the map. Now that's all well and good, but how do we actually play it? Well, the answer is simpler than you think - don't die. There are three distinct strategies to winning this gametype: 1. Runner - this type of survivor relies on constantly changing position to remain away from zombies. Thus, they avoid combat. Generally advised for people who cannot use guns effectively and don't like staying in a group. 2. Hunter - this type of survivor decides to go on the offensive. They hunt down and kill zombies. As the zombies are generally overpowered as compared to the survivors, this style is advised for people who are very good at using guns/explosives, and are willing to work in a group for maximum effectiveness. 3. Camper - this type of survivor decides to hunker down and stay put (generally). There are two subtypes: hiders and defenders. Hiders find an out-of the way location that is out of usual line-of-sight. By avoiding detection, they can cause zombie games to last for quite a while. Defenders locate an area that is easy to defend and stay there. Oftentimes, they stay near shield/ammo/health dispensors to 'top off' after a zombie encounter. If not, they would have picked up the ammo dispensor holadable, and if in a group, the health dispensor holdable. See ya's serverside!
  3. JJJJEEEERRRRKKKK!!!!!!!!!!!!!!!!!!!!!!! Not much going on, got a few projects and such underway. Given how most of the 'issue' players have quit/moved on, you'd probably enjoy playing for once.
  4. Ugh...jail cells....The main bars are round, welded into a frame made of squared-off bars. Door is made the same way. The bars that go across the round are squared-off as well and thin, like the frame. I hope never to have the opportunity to examine them that close again.
  5. Compared to other games, yes it is lacking. At the same time, if you look at it for what it is, not for what another game is, it's entertaining. True, some people would prefer another system entirely for it.
×
×
  • Create New...