1. Gametype Overhaul!

    BLOODxcrazer
    So if you've noticed, the big problem with this gametype was when the survivors kill the infected early, the round doesn't end. To prevent this from happening, I have made the survivors have no ammo and deal no damage. They also cannot pick up weapons yet. Only in the last minute of the round can players deal damage, pick up weapons, and have unlimited ammo.

    So now the map should play like this: players climb and hide in fear for 2 minutes, then open fire on the now vulnerable phaeton. The infected player can choose to either eliminate as many players as he can off the start, or focus on cutting off the route to the power weapons up top. This should give a bit of strategy to being an infected. Do you cut off the power weapons and pick them off later? Or do you wipe out the mass of players at the start?
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