A look at my zombie fortress badwater alpha

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A look at my zombie fortress badwater alpha

by Failhorse » Wed Aug 03, 2011 12:52 am

Here yah go.

Red starts at their normal spawn
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First cap point
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and the others:
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Failhorse
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Re: A look at my zombie fortress badwater alpha

by Guy » Wed Aug 03, 2011 1:59 am

Can we have zombie medics?
No healing or needles of course, just good ol' fashioned stabbing.

I wouldn't mind being a zombie then. lol.
What do you mean syringes don't go there? I am the doctor here... they go where I say they go.
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Re: A look at my zombie fortress badwater alpha

by Failhorse » Wed Aug 03, 2011 11:17 am

That's part of the mod which I do not do.

Since I posted that late last night. Give a bit of explanation.

Red team starts at red spawn. Many areas have been blocked off, so it's not as open as regular badwater. There are plenty of traps and other nonsense. The first few caps are slow. As you progress it's quicker. The final cap is only 3 seconds. If you can make it there. It's also the farthest away. Doors block passage from the 1st to second cap, 3rd to 4th, and 5th to final. Running and hiding will not be an easy option.

Originally intended for blue spawn to be a sort of L4D safe house. You'd win that way. But the mechanics don't work in TF2. Wasted about 4 hours trying and failing.
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