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Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES 
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
And thx for reminding me Sam. :?

Nah, overslept, sorry; hope you had enough ppl...apparently was fun :/

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Fri Sep 19, 2008 6:15 pm
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
Fluffy wrote:
And thx for reminding me Sam. :?

Nah, overslept, sorry; hope you had enough ppl...apparently was fun :/


2nd the thanks for reminding, sorry i missed it, RL kicked in, hopefully be up for the next one......................
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there is a next one right :?: :) :( :D :P


Sat Sep 20, 2008 8:52 am
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
This might be worth a spin next time......


http://zombiefort.blogspot.com/

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Sat Sep 20, 2008 11:25 am
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
Yea that could be good, as long as there's a way to easily turn it off (so we can play other games like hideandseek, tag) yet still have the no teambalance and no classlimits settings.


Sat Sep 20, 2008 1:03 pm
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
Sorry I missed these nights :( shame cos big zombie fan.

But on the subject has anyone played Zombie Panic Source mod? It's a bit clunky and some maps need work shall we say, but it'll satisfy anyone lusting after Left for Dead like me for an hour or two.

Similar principle as your zombie night. Starts with a group of 'survivors' and a zombie or two and when killed you become a zombie.

Zombies have pretty cool powers like some weird zombie sight which makes it easier to see in the dark and see the survivors; and some kind of mad zombie-dash thing.

Weapons are hard to come across and find for the survivors making things tougher than you'd think. Staying in groups is vital. Hog all the weapons and it'll slow you down too, encouraging you to share out what u find.

It can be quite atmospheric on a good server but can be absolutely tragic on a bad one.

I remember playing survivor with only 2 others remaining. We'd blocked a door with various junk somehow and were covering another exit with our remaining few shots of ammo. Zombies piling up at the door arms flailing through. Classic stuff.

Then to another server... clearly filled with a vastly younger lot (no offense younger folk). Absolute chaotic, trash talk crap. Survivors running all over the bloody place. It actually drained the fun from me.

A good mod which could be excellent if tweaked.


Sat Sep 20, 2008 4:08 pm
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
I tried that mod, wasn't much fun at all.


Sat Sep 20, 2008 4:31 pm
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
Zombie Fortress ( http://zombiefort.blogspot.com/ ) is now installed on HH3

This Zombie game mode is currently only available and active on one map called 'zf_industry'

To give it a go change map or vote map for 'zf_industry'


The details.......

Zombie Fortress is a SourceMod plugin that brings the zombie survival genre to Team Fortress 2. The survivors (BLU) must fight back a horde of zombies (RED) and survive an allotted amount of time before they are all killed and turned. Zombie Fortress is specifically designed to be compatible with a normal map rotation. Maps that are specifically designed for Zombie Fortress will automatically activate the plugin and deactivate it at the map’s end.


FEATURES:
- Adds a brand new gametype to Team Fortress 2.
- Two unique sides to play as. The survivors are well armed but once killed are permanently turned into undead. The melee zombies with a quick spawn time use sheer numbers and focus fire to overwhelm the survivors.
- A fair and reliable auto-balance system to ensure all players have equal opportunity to play zombies and survivors.
- Extremely quick rounds compared to other zombie survival games. A round will at most last approximately 5 to 8 minutes.
- Extensive help system to introduce new players.
- Almost all classes have been modified in some way, adding variety to a server.

BASICS:
At the beginning of the round, the teams are shuffled in such a manner that 2 thirds of the players are survivors and the remaining third are zombies. Each team has classes assigned to them and they can only be that class.

The survivors (pyro, soldier, demoman, engineer, sniper, spy and medic) must prevent the zombies from capturing the control points while at the same time avoiding being killed in the process. If a survivor is killed, they join the zombie team immediately. The biggest issue the survivors face is running out of ammo, especially since the maps have very little ammo around the control points.

The zombies (scout and heavy) need to either kill all the survivors or capture all the control points to win. Unlike the survivors, the zombies are only armed with melee attacks with the exception of the heavy’s sandvitch. Group efforts to take out important targets is crucial as a lone zombie will often lose to a group of survivors. All zombies have minor health regeneration.

MEET THE SURVIVORS:
PYRO [Assault]: Cannot use the axetingusher. The pyro is the frontline defense against scouts and with assistance, deal with heavies. A pyro is often within melee reach and can be killed with a single heavy critical punch, so beware.

SOLDIER [Assault]: Starts with double rocket ammo, this ammo returns to normal limits once the excess is depleted. Increases speed, same as demoman. The soldier with his high health is a great at stopping waves of zombies from overwhelming the survivors. However, he is not as great against single targets.

DEMOMAN [Assault]: Starts with double grenade ammo, this ammo returns to normal limits once the excess is depleted. Fills the same role as the soldier but accomplishes the task differently.

ENGINEER [Support]: Cannot use the shotgun. Sentry only lasts 22 seconds and cannot be repaired/upgraded/refilled. Dispensers do not resupply and instead used as barricades. Sentries with their knockback are great for warding off zombies but require a large amount of metal to maintain.

SNIPER [Support]: Whenever the sniper kills a zombie, he regains 50 health, 5 rifle rounds and 25 SMG rounds. The sniper, alongside the spy are resource efficient ways to kill zombie heavies which normally drain a lot of the survivor’s ammunition.

SPY [Support]: Cannot use the sapper. Can cloak for 33 seconds and can attack immediately after decloaking. Fulfills the same the role as the sniper but more efficiently. However, the spy is a melee class and can easily be killed.

MEDIC [Support]: The medigun’s overheal is capped at 125% and last indefinitely. Fulfills the same the role as the sniper but more efficiently. One of the key players in the survivor’s defense and expect them to be targets of the zombies quite often.

MEET THE ZOMBIES:
SCOUT: Melee only. Quick and deadly with the bat, the scout is most suited to killing the support classes. Whenever a scout is killed, he drops his bat which restores 100 ammo when picked up a survivor. If you intend on trying to drain the survivor’s resources or want to kill a pyro, go heavy.

HEAVY: Increased movement speed. Melee and sandvitch only. The heavy is the siege weapon of the zombie team. He can take out most classes with one critical punch and can soak up a lot of damage due to his 300 health. A heavy zombie normally drops nothing upon death unless the sandvitch is equipped, which is dropped to be a health pickup to be used by either team. The heavy due to his slow speed is not suitable at taking out support classes alone.


Sat Sep 20, 2008 6:06 pm
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
lol that sounds insane, speedy punchy zombie heavy.
Can't wait to see that. :lol:


Sat Sep 20, 2008 6:23 pm
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
Ahh yes that's just what we needed! ;) Sounds awesome. I like the sniper and spy modifications. :)

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Sat Sep 20, 2008 6:36 pm
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Post Re: Zombie Night - 18th September - NEED PEOPLE!! READ THE RULES
i wasn't really up for the other night, but felt i had to fulfil my promise to be there.

mood changed big time when we got going though. i absolutely loved it.

can't wait to try the mod now

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Sat Sep 20, 2008 6:47 pm
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