Explaining Zombie Horde: Zombie Horde was Developed to do 1 thing. Remove Camping from Infection. But how? "Omega Zombie"! A Zombie that can take 1000% Damage from it enemies. Leaving singled out campers to die easily. Teamwork was the whole idea. After So Much Time, Version 3 released and was determined the Best Infection Gametype that required teamwork annouced by the TFR Clan. Humans Health Dont Regenerate and they dont have Health Packs! Zombie Horde Focuses on mainly teamwork. Camping isn't a great idea. The Omega Zombie is Semi-Fast and Does lots of damage. 2 Alphas start up the game and them start making more zombies (Not like that). Killing more and more. Mainly Teamwork works with both sides. Zombies go in Hordes and Humans got in Groups. If an Alpha and 3 Normal Zombies Go in a Group. Some people are gonna die. The Omega Zombie prevents Camping. If you go 1 on 1 with an Omega. Trust me, you wont see the sun again. However, Groups tend to kill the Omega Faster. Although someone always dies. Maps: Sadly enough, 3 Maps were only added. 4 was originally planned. But we desided to give you 2 of the best out of the 3. BUNKERSIDE V3 Corridors, Vechiles and Narrow Pathways. Sadly, you can't drive. FACILITY 115 Every Turn and Corner could mean your death, Watch you Back! ANICENT JUNGLE Use the Catwalks and Rooftops for cover and Quick Escapes! Download Links: Bunkerside V3 (Works Only With ZH:Bunkerside) Anicent Jungle (Zombie Horde V3) Facility 115 (Zombie Horde V3) Thanks to BabyBaconStrips & The Entire TFR Clan with helping me for 7 Months of Testing. Zombie Horde Map Pack II Coming April 18th 2010!
Could you give more detail on the gametype please Id like to know all the traits of the humans and zombies. And what's the difference between the alpha zombie and the omega zombie? These maps seem a bit boring I'm surethey will be good but they need more asthetics
STATS Zombie count two ALPHA 300% dmg resistance normal shields no recharge 150 dmg weapon- sword infinite ammo speed-90% gravity-100% vehicular use full enhanced mode 25 m range ZOMBIE 150 dmg resistance normal shields normal recharge 100% dmg sword infinite ammo speed- 150 gravity- 100 full vehicle use enhanced trackers 25 m HUMAN 1000 dmg resistance normal shields no recharge 110% dmg no infinite ammo weapon pickup speed- 90% gravity-150% sensors- normal LASTMAN unchanged OMEGA ZOMBIE 90 sec 500% dmg resistance normal shields no recharge 110% dmg infinite ammo speed- 90% gravity- 100% Sensors- unchanged waypoint- visible to everyone
Asthetics are kind not possiable to do on Pre-DLC. However, Ghost Town Does have some. I'll update the thread and also do a better job on Map Pack II (April 18th 2010). You'll like the next Map Pack. There are maps in this map pack that I'll fix-up.
I still want to post Deadport, but I have no clue how to go about fixing it without turning it into basically one of my linear start to finish maps. Ancient Jungle is spelled wrong bro, but it is my favorite in this pack. However I haven't gotten to play it since the changes you made. The inability of the humans to escape the base in Bunkerside is pretty clever, but I never liked how the humans just camp the hell out of the entrance. Then again, that may have been changed since last I played.
Deadport will be added! However, I will make some minor changes. I got Map Pack II coming on April 18th 2010.
Hey I played the Ghost Town one a longo time ago. It was pretty fun then but there wre some problems that got fixed I think. It was more fun when several groups of people would try and hold out in different places.