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Post  Jagdgeschwader 9th April 2012, 4:56 am

Jagdgeschwader wrote:Sorry, don't mean to shoot down this idea with an ICBM but this would never work.

Not that custom games wouldn't work.

Jagdgeschwader wrote:The only way you could do zombies would actually be old school UX zombies, where there are four or so on the human team, they survive for as long as possible, they die, they go back into the fray, since there's no teams over 12 so they might as well.

From ADestroyer360's zombie concept, I birth my own, now possible with the arrival of dedicated servers! I am glad to say that I was wrong, and that with the private servers, we could possibly do something on this! I'm thinking of several gametypes and variations of this as I type, so I'll list them down.

In general:
Regenerating health is OFF
Default health is ON
HUD is OFF
Friendly fire is ON
Respawn time is Default
Certain explosives are allowed, such as initial C4 packages, and hand grenades. (If you manage to kill more than one zombie with a grenade, that's more of an achievement than anything)

Infected Rush:
US Army infantry trying to break through to safety! Follow six soldiers as they fight hordes of the undead and fight for their lives! If they seize all objectives, they will survive to fight another day.

Survivor team:
Four to six soldiers armed with a variety of weapons scavenged from the battlefields fighting through to safety! Entire team starts with two lives for every soldier's pool. An MCOM station destroyed gains the entire team's pool one life, not each individual soldier one life.

Infected team:
The walking, shambling, or generally bat-shit running for your fucking face zombies.

Survivor restrictions:
One shotgun limit, must be an 870MCS, M1014 or Saiga 12k
One LMG limit,
Unlimited PDWs/Submachine guns, Assault rifles, Carbines and Sniper rifles

Squad perks: Squad sprint
Spare supplies: One health kit per stage, one ammunition kit per stage.

Infected Conquest:
Four to six US Army soldiers fighting for their lives awaiting transport out of hell. Transport can arrive when infected tickets are down to twenty lives. Survivors automatically win if they manage to destroy all infected in the area. (Drain tickets)

(Note: Infected should capture an amount of flags to where the survivors will not bleed tickets to use them as spawn points.)

Survivor restrictions:
One shotgun, same restrictions,
One LMG,
Two PDW/Submachine guns, Assault Rifles, Carbines, or Sniper Rifles,
Two soldiers armed with pistols.

Squad perks: Squad sprint
Spare supplies: One health kit, three ammunition kits

Infected Conquest Assault:
A team of soldiers are tasked with cleansing an area of infected. The task is to capture all points in alphabetical order, from A to E. Once an area has been cleansed, it is time to move on to the next. The assaulting team has air support if available and must be manned by two people whether it be a Scout, or transport. The helicopter, unless utilizing small arms fire from the jump seats as is the case of the Scout helicopters cannot hover and mow down targets. They must keep constant movement. Also, the team may opt for more ground forces in exchange for the helicopter being removed. This will put one zombie onto the survivor team.

Survivor restrictions:
One shotgun, same restrictions,
Unlimited Assault Rifles and Carbines.

Perks: Squad Ammo and Squad Sprint
Spare Supplies: One ammunition kit per two objectives, one health kit per two objectives.

Infected Last Stand:
Hosted in TDM, your last stand against hordes of the undead. If you manage to reach the kill limit, you survive...your final stand? As illogical as this sounds, do not go to areas where zombies can be funneled extremely effectively, i.e. roofs with only one entrance, or similar.

Survivor restrictions:
One shotgun, same restrictions
One LMG,
Unlimited PDW/Submachine guns, Assault Rifles, Carbines, Sniper Rifles

Perks: Squad Ammo
Spare Supplies: None, this is it!





As found by play testing, this is extremely difficult by itself. No special infected. Infected can capture points to gain spawn points. They can't spawn on teammates. Infected are encouraged to not sprint, but "shamble" or simply jog.

As infected, run blindly at your target once acquired. Does not discourage you from coming up with something to ambush your targets initially, but act as zombies do. Infected should always be standing unless trying to traverse terrain that would force you to crouch or go prone.


The survivors have five minutes to prepare. After that, the infected have free reign to attack. Generally, this gametype is aimed towards fun for the survivors, and it will be challenging, but it should function similar to the campaigns from GTA IV zombies, such as Lost Hope or Blood Dock. The zombies should expect to die fast and often as they are just cannon fodder, but numbers can still overwhelm. I have no qualms over the survivors losing horribly as long as the infected act zombie-esque.

Also note I may have campaigns made for this as well if the gametype catches on. Also note, lobby time was a significant problem last game, and in the future I will simply teamswitch people immediately to show who is up for surviving. Everyone will get a turn surviving.






Last edited by Jagdgeschwader on 19th April 2012, 4:12 am; edited 3 times in total
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Post  DJDemitri 9th April 2012, 8:34 am

Once again Jag you impress me with your detail. I would enjoy doing this
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Post  Vicious Fox 9th April 2012, 9:58 am

Cant wait ! but could it be 8 like 2 squads it would make sense other than have a full squad and 2 people in another one.
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Post  Cry Vengeance 9th April 2012, 2:33 pm

Already tried this, (Not these settings specifically.)

Just saying, it's the most fun when the humans use pistols only.

(5 humans vs 12 zombies.)
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Post  ApocalypseVVolf. 9th April 2012, 5:07 pm

I would think that every survivor loadout should consist of one survivor with an 870 MCS with a choice of Buckshot, Slug, or Flechette rounds. Along with that individual whom is chosen to bear the shotgun, each survivor can have his/her choice of a sidearm.

I say there should be one of each class, with their respective equipment.

Support: Claymore x1/C4 x1/ Mortar x1

Assault = Grenadier or Medic: M320 Smoke (M26 Mass instead of 870 if chosen? Optional.)/ Medkit

Engineer: AT Mine x1 (Can be combined with grenade for bigger explosion.)/ EOD bot x1 (Whilst being able to scout ahead or weld zombie's feet together, the user is pre-occupied and easier to kill if not protected by team members.) Rocket x1 (For those sticky situations.)/ Repair Tool x1 (Can be used for melting zombies, or repairing vehicles in their respective scenarios.)

Recon: T-UGS x1 (Motion sensor can be imperative to decline or detect flanking by zombies.)/ Spawn Beacon/ MAV (While being able to scout ahead or bonk zombies over the head, the user is pre-occupied and easier to kill without proper protection by team members.)

x1 = One item, such as one C4 block, not one package of C4 blocks, et cetera. Ammo kits do not replenish these items.

If we cancel out powerful weapons and replace them with equipment to compensate for Survivor weakness, then in my opinion it has more potential for extra fun.

If that was the gist of the OP then you can ignore this entire post, and call me a big dummy head.
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Post  DJDemitri 9th April 2012, 5:35 pm

To put it simply i would say that if we are worried about load out why don't we just discuss what we can and cant use in the lobby
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Post  A Groovy Tophat 9th April 2012, 6:07 pm

Health should not be on normal. You can be killed from 1 knife if they stab you from anywhere other than the front it should be at 50-65%. It sounds low, but you run out of ammo very quickly as it is. Id rather not have the entire human team run out of ammo after only 1 or 2 waves of zombies.
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Post  DJDemitri 9th April 2012, 6:24 pm

well challenge is the fun but your right, then again it is easy to kill someone attacking your friends so i suggest about 75% health if possible
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Post  . ADestroyer360 9th April 2012, 6:55 pm

I demand an invite whenever you decide to test this.
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Post  Jagdgeschwader 9th April 2012, 7:45 pm

Captain Chronic wrote:Health should not be on normal. You can be killed from 1 knife if they stab you from anywhere other than the front it should be at 50-65%. It sounds low, but you run out of ammo very quickly as it is. Id rather not have the entire human team run out of ammo after only 1 or 2 waves of zombies.

We'll play with options because you raise a good point.

ApocalypseVVolf. wrote:I would think that every survivor loadout should consist of one survivor with an 870 MCS with a choice of Buckshot, Slug, or Flechette rounds. Along with that individual whom is chosen to bear the shotgun, each survivor can have his/her choice of a sidearm.

I say there should be one of each class, with their respective equipment.

Support: Claymore x1/C4 x1/ Mortar x1

Assault = Grenadier or Medic: M320 Smoke (M26 Mass instead of 870 if chosen? Optional.)/ Medkit

Engineer: AT Mine x1 (Can be combined with grenade for bigger explosion.)/ EOD bot x1 (Whilst being able to scout ahead or weld zombie's feet together, the user is pre-occupied and easier to kill if not protected by team members.) Rocket x1 (For those sticky situations.)/ Repair Tool x1 (Can be used for melting zombies, or repairing vehicles in their respective scenarios.)

Recon: T-UGS x1 (Motion sensor can be imperative to decline or detect flanking by zombies.)/ Spawn Beacon/ MAV (While being able to scout ahead or bonk zombies over the head, the user is pre-occupied and easier to kill without proper protection by team members.)

x1 = One item, such as one C4 block, not one package of C4 blocks, et cetera. Ammo kits do not replenish these items.

If we cancel out powerful weapons and replace them with equipment to compensate for Survivor weakness, then in my opinion it has more potential for extra fun.

If that was the gist of the OP then you can ignore this entire post, and call me a big dummy head.


I didn't plan on using gadgets or equipment because I thought that the survivors would more than have their hands full with the hordes of undead. Without HUD, which I wanted for immersion and added difficulty and teamwork, T-UGS are useless anyway, and also with the new patch Apoc, you can no longer make effective use of the MAV for running over people. It self destructs when you do.

I guess having one brick of C4 wouldn't hurt, seeing as it doesn't come back gameplay wise, or one claymore. I guess there's nothing preventing someone from using an EOD bot, but with all of the sprinting zombies, I don't think that it would be very effective, as I would encourage them to completely disregard the object unless it's the only moving thing in the area. I.e. No humans around to murder.

. ADestroyer360 wrote:I demand an invite whenever you decide to test this.

Yes, of course.

I encourage people to help beta test this. I would also ask that you have open minds when doing so, as we shouldn't expect to nail a gametype down the first time we play it out of concept.
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Post  VrAzZLe Meister 9th April 2012, 7:59 pm

I would help test this, but I can't get the new maps anytime soon.
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Post  Jagdgeschwader 9th April 2012, 8:02 pm

VrAzZLe Meister wrote:I would help test this, but I can't get the new maps anytime soon.

We don't necessarily have to do the BtK maps, but I would encourage you to download them. They are quality maps, you probably won't regret it.
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Post  A Groovy Tophat 9th April 2012, 8:09 pm

I think Claymores are alright, C4 is alright as well. But i think with the C4 you should be able to use all 3 that you start with normally. The range on them isn't nearly as good as it was before anyway. Same with damage.

As far as weapons, i think that the teams should be forced to use faction weapons HOWEVER they can decide for themselves what team they want. We could easily use that ^ for the conquest gametype.
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Post  Jagdgeschwader 10th April 2012, 3:27 am

A few problems, but nothing that wasn't too difficult to deal with.

I am looking forward to testing this again.
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Post  A Groovy Tophat 10th April 2012, 12:34 pm

Sorry for leaving. Was annoyed to begin with, then the fact that it took us about 20min to start each round didnt help.
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Post  Meatshield718 10th April 2012, 4:59 pm

I'd like to try this when I get back. I'll be home Saturday.
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Post  Jagdgeschwader 10th April 2012, 7:08 pm

Captain Chronic wrote:Sorry for leaving. Was annoyed to begin with, then the fact that it took us about 20min to start each round didnt help.

I asked for leniency and I tried to keep "lobby time" to a minimum.
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Post  Vicious Fox 10th April 2012, 8:56 pm

MY KINIFING SKILL!!!1!!!
Battlefield Infected Concept JSCtw
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