CM Zombies

Players: Want to play zombies
Players: Play zombies
Players: Remember why we don’t play zombies

2 Likes

yeah its not fun when 80% of marines stay shipside because they know how zombies work and their IC reasoning being “we can do much about that zombie outbreak”

Sadly they will forget it in 2 hours.

2 Likes

tbh that was a fun round

1 Like

need to add a point system that you get by wounding/killing zombies and weapons you can buy off random walls with said points and also a box that gives you a random weapon and also purchasing different types of souto that give you a unique buff and also should make all the zombies into simplemobs and also add a machine that gives you a barrel charger that makes the gun deal like 500% more damage and also

4 Likes

Zombies just needs a really clear objective for the marines to accomplish. I didn’t see this game, but I imagine it turned into a “just hold on until forever/ evac.”

2 Likes

Yeah, a type of cure, an extract or something to help would be nice.

I think the goal was “save forecon to find cure” but forecons guns didn’t work so they died

Damn shame I missed it, I love zombie events.
In this case I blame admemes for not exactly knowing how to run such event. Not a big thing though, it is not that obvious.

First things first - Zombies have to be a secret. You can’t just say it is a zombie event, people gonna powergame and metagame to the extreme.
Make a shore leave event first, or/and maybe spawn few cortical borers, spawn a xeno cultist, or two, spawn CLF agent, maybe even an actual xeno, all to only spread confusion and chaos, so that marines aren’t sure which event it truly is.
Maybe make fairly small HvH event first designed for marines to beat the guys, but then release the zombies.

Then as mentioned by biolock make a clear objective for marines, which is a cure component in some dark corner of map with zombie spawers. Something that has to be transported to research and left there for some researcher to work with a bit.

Maybe disable dropships landing for the start of a round, force marines to blindly parachute to the colony, thus making them spread out a lot and not forming murderball from the beginning.

Marines are designed to fight xenos, zombies are just weaker xenos that can’t be put down for good and only need one slash to infect you, but otherwise are weaker in every way. Gotta combat that somehow.

A time for seasoned code hobbyists to shine - “special infected” that could be ripped straight from L4D franchise.
Maybe buff zombie HP by A LOT, but slow them down. Maybe some kind of zombie strain, where you opt for quicker, but less tanky zombie, or the opposite, or you stay normal. Maybe a projectile spit for every zombie on long cooldown that slows you down.

There could be plethora of ideas to implement, I can’t show this enough how much I enjoy full zombie events (not events that went bad and stale, so zombies are introduced as whatever).

1 Like

Canonically Zombies are an UPP bioweapon.

Also i think we should look more at the canon for zombie variants instead of left 4 dead.





In which canon? In wiki and in game (or atleast it was) it is reffered as “black goo”, which is straight up from those bad Ridley prequels. How they look also is inspired by zombie from those movies.

Engineers(space jokeys) have to have existed in CM lore, but I guess this could be changed to UPP being the source. Either way zombie events have big potential to be fun, just gotta use it.
Atleast something positive to say about this huge-ass maps that are bad in regular rounds shine brightly in zombie mode.

I meant the UPP has weaponized them the same way jockey’s did

Also yeah jockey’s appear on the new map and there’s some black goo containers.

additionally the zombies are more based on the original CGI zombie and not the final version.

This seems like more of a DNA disintegrating chem property than CM zombie.

Forecon CO was somehow alive and made it to shipside via Medevac. I don’t really know how we losed the round considering the CO had the cure