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Zombie Night // 25th September 
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Post Zombie Night // 25th September
Alright Zombies, let's have another go!

We'll be using that new zombie mod, I think Jason posted the specifics in the other thread. If it doesn't work properly or it turns out it doesnt suit our needs we'll switch back to the self-policing system we had last week.

It will be this Thursday, 25th September, 8pm on server 3.

We might also have a go at hide and seek - with the seekers being scouts, and the hiders being spies.

If I'm unable to be there on thursday due to my computer troubles, Bedizen will be leading Zombie Night and rounding up the troops.


Last edited by Sam on Sun Sep 21, 2008 11:16 pm, edited 1 time in total.



Sun Sep 21, 2008 11:04 pm
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Post Re: Zombie Night // 25th September
We'll mainly be playing Zombie at first, but here's a few other games we can play as well.

Rules for Hide and Seek:
On the blu team we have 1 scout, on the red team we have all spies.
The scout must find all red spies before time runs out.

To officially Find a spy, the scout must hit him with a bat. Once the scout has hit him with the bat the spy may retaliate and shoot the scout, and the scout may also shoot the spy. If the scout dies, hiders win. If the spy dies, then the scout still has to find the remaining spies before time runs out!

Time will be 5 mins

Rules for Tag:
Everyone on both teams are scouts, friendly fire is on. If you are it, hold out the bat. If you are not it, hold out the shotty. Hit someone with the bat and they become It.


Sun Sep 21, 2008 11:14 pm
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Post Re: Zombie Night // 25th September
In.

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Sun Sep 21, 2008 11:36 pm
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Post Re: Zombie Night // 25th September
I shall be in. Innit.

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Mon Sep 22, 2008 9:21 am
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Post Re: Zombie Night // 25th September
I'm in! I've played on a server with that mod before, terrible it was, absolutely terrible. But that was in Beta! It may have improved.

Also, explain how hide and seeks meant to work.... if BLU has 1 player (1 scout) then surely every other player the scout comes across is a spy, and then surely someones just going to whack everyone they see with the bat and shoot them to see if they're spy. RED are all spy's, thats ok. Also, would backstabbing a passing scout be a viable tactic, and are spies that have not been found allowed to assist a discovered spy with his enemy scout?

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Post Re: Zombie Night // 25th September
Am in, i was on server 3 and the zombie mod was running and it looked pretty good. You can play as all classes which i think is better.

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Mon Sep 22, 2008 11:47 am
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Post Re: Zombie Night // 25th September
So when does this thing end? 9pm? 10pm?

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Mon Sep 22, 2008 12:31 pm
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Post Re: Zombie Night // 25th September
Sacred-Carnage wrote:
I'm in! I've played on a server with that mod before, terrible it was, absolutely terrible. But that was in Beta! It may have improved.

Also, explain how hide and seeks meant to work.... if BLU has 1 player (1 scout) then surely every other player the scout comes across is a spy, and then surely someones just going to whack everyone they see with the bat and shoot them to see if they're spy. RED are all spy's, thats ok. Also, would backstabbing a passing scout be a viable tactic, and are spies that have not been found allowed to assist a discovered spy with his enemy scout?

The point is they don't see the spy - the spy must cloak and hide behind things to remain Hidden.
Backstabbing a passing scout would only be allowed if he had hit the spy with his bat.
Unfound spies may not assist


Mon Sep 22, 2008 3:24 pm
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Post Re: Zombie Night // 25th September
BRAINS!!!!

Yeah count me in too.


Mon Sep 22, 2008 6:10 pm
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Post Re: Zombie Night // 25th September
count me in, had a surprisingly good time the other day, and the mod sounds good so i'm definitely up for it

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Mon Sep 22, 2008 8:28 pm
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