Mod:1chopper

Mod:1chopper

Postby frvwfr2 » March 22nd, 2011, 5:25 pm

This mod only gives you time to have 1 helicopter land, and you must save a high % of the civilians. Basically, you have to hold the zombies off until enough civilians get in the chopper. The chopper has a HUGE radius that covers the entire map. Check it out, let me know what ya think.
frvwfr2
 
Joined: March 17th, 2011, 6:14 pm

Re: Mod:1chopper

Postby frvwfr2 » March 24th, 2011, 5:47 pm

Bump? Haha.
frvwfr2
 
Joined: March 17th, 2011, 6:14 pm

Re: Mod:1chopper

Postby Brendon » March 24th, 2011, 6:29 pm

This is really creative. It transforms the game into King of the Hill - the entire mission hinges on keeping zombies away from the heli landing zone. And getting 120 civvies is a wonderful challenge.

At first on the level-1 outbreaks I was thinking "this is way too easy." But then a level-2 outbreak came along, and it got gloriously hectic very quickly - I love it!
Brendon
Site Admin
 
Joined: January 12th, 2009, 3:46 pm

Re: Mod:1chopper

Postby frvwfr2 » March 24th, 2011, 6:52 pm

Thanks! Also, one of the more difficult parts of it in my opinion, is deciding how far to make the zombies maze around. If you make them go too far, your civilians also have to go that far, and if the zombies catch even a FEW of the civilians, it's game over. So you need to make the zombies run far enough, but make the civilians run a short enough distance.
frvwfr2
 
Joined: March 17th, 2011, 6:14 pm

Re: Mod:1chopper

Postby frvwfr2 » March 24th, 2011, 7:10 pm

Oops, error. I was intending for the level 4 outbreaks to have a chopper also, but now I see that those are screwed up... There needs to be a setting of "How many levels are assault missions?" So you can set that to 0 for none, or 2 for the top 2 outbreak levels to be assault... I am about to upload a fixed version, 1chopper v1.1. And by fixed, I mean the max level is 5.
frvwfr2
 
Joined: March 17th, 2011, 6:14 pm

Re: Mod:1chopper

Postby frvwfr2 » March 24th, 2011, 7:18 pm

Re-uploaded as v2
frvwfr2
 
Joined: March 17th, 2011, 6:14 pm

Re: Mod:1chopper

Postby stangri » March 25th, 2011, 2:44 am

I was starting a 20k points mission on hardcore but failing miserably (non-upgraded offensive mercs are too weak to hold zeds) so I might try your mod first, thanks!
stangri
 
Joined: March 20th, 2011, 3:54 am

Re: Mod:1chopper

Postby stangri » March 25th, 2011, 8:07 pm

I'm about half-way to 20k points in your mod -- it is a lot of fun, thank you for writing this mod.

One suggestion/question tho, now that you can manually order chopper to lift off -- it doesn't come back (which is nice, because it gives me an option to finish off zeds and capture the territory), but civilians start wandering about running into zombies. Is there any way to force them to stay at the chopper landing site?
stangri
 
Joined: March 20th, 2011, 3:54 am

Re: Mod:1chopper

Postby frvwfr2 » March 25th, 2011, 9:56 pm

Well first, I'm glad you are enjoying it! Green check it if you haven't already haha.

But no, there is nothing mods can do about that... which emphasizes more the significance of getting a safe landing spot. It kinda makes sense realistically, if you see that the chopper is leaving, you might wait there a bit, but if it doesn't come back soon, you might go back to wandering and being sad haha.
frvwfr2
 
Joined: March 17th, 2011, 6:14 pm


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