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| Dammit! Out of TP. |
I played this map solo for about 2 hours last night, 4 runs total.
My goal was to figure out the best strategy for stacking points from
rounds 1-10, and then being able to turn on the power and search for
perks. My strategy will get us that far, as for looping, I have an idea
of how that is going to work, but we will communicate through it, and
figure out what works best for a 4-player run.
Here are my rules for this map:
1.
No one opens a door/barrier, or drops down a level, without being
instructed. If I call scatter, this rule is void, and survive at
whatever cost.
2.
No one buys a wall gun without being instructed. There will be a point
in the run where I void this, but please wait until then.
3.
Be careful, there are many places to fall, doors to open by accident,
and zombies coming from everywhere. Stay calm at all times and
communicate. Hold the position I give you, until death, unless I call
scatter. Dying at your position will allow us to push back and revive
you, maybe saving the run from scatter. If you leave your post to
survive, chances are others will die, or we will enter scatter, and on
this map, scattering early rounds is going to lead to failure. Code 2
this order.
Here is the strategy. Understand it. Ask questions if needed. Be prepared to do your job.
Start:
Save your bullets. I know you guys like to rack and stab, but don't.
They come from (4)
spots in the first area. Learn them. Pick one, and stab the first two
rounds. BOTH rounds are (2) stab kills. At the end of the second round,
we get a WALKER (not a crawler).
WALKER
(explanation): In this map, you don't want crawlers. Crawlers die when
you swap buildings. Walkers don't, they can jump across. When I call out
"WALKER", the first person to have a SLOW WALKING ZOMBIE needs to
"kite" him until the other zombies are cleared. If you don't know what
"kite" means, ask me to explain.
Once we get a WALKER (hopefully round 2, but 3 at the worst):
- The person with the most points opens the double doors. Then you guys follow me. Don't buy wall guns, and don't open anything unless I ask you to. You can pickup parts if you want. I only grab the keys, because they activate locked elevators. We will end up in the hallway with the AN-94, which is BY FAR the best wall gun in any Zombie map to date (trust me). It costs 1200, and if you don't have enough, you will soon, so don't panic. We will be holding this spot for a while, so be ready for your assignment, and get busy. Ammo is right there, so spray and get ammo. This gun is an absolute beast.
Round 8 we will look try for a WALKER. If that fails, Round 9
we try for a CRAWLER. If Round 10 starts, we might have to go, but I
will make that call depending on how we are holding our spots.
- A WALKER, or a CRAWLER, will get us to power, which will activate all the elevators, which have all the perks. We can then run around and stack up with what we need, including box. At this point, I can lead us from building to building. We will rotate one person to "kite" the walker or crawler, just to make sure he stays alive. Hopefully we will find a loop that works, and practice it while the walker/crawler is still alive. If not, be ready for assignments. Things will get crazy fast. If you are loosing control, find me, follow me, and kill everything that moves.
From
here, I have no idea what to do. I have NOT tried to go down the second
building yet, only up it, and then back
over to the first building. The first building might even go down more,
but I don't think so. We can get walkers/crawlers each round and
explore as a team. I do know that for each of those buildings, the only
way to get lower than I have seen, is to take the elevators down.
Notes:
- I will be running solo before we try this, so that you can all watch the path to power. It will go fast. I had the AN-94 and power on by round 3. This will let you guys SEE the plan I just explained, which will make it so much easier to do it while zombies are trying to eat your soul.
- There is a new perk (Who's Who) cost 2000, and I will show you where. If you have the Who’s who perk and you get downed you will spawn as a ghost of yourself and you will have just a pistol. At this point you will need to navigate over to your downed character and revive him. However, if you get downed as a ghost, a teammate will need to revive both the ghost you spawned as and your original character (I believe).
- The AN-94 is a beast. I HIGHLY recommend pack-a-punching this and just getting ammo during loops. I will make sure our loops pass it. With that, get one good box gun, and pack-a-punch it if you want. The "DOGS" in this map do give a MAX AMMO.
- The elevator system is easy. If you look at the arrow above the elevator, it will show you if it is going up or down. You jump on the top of the elevator, and then it moves. Up goes all the way to the top of the building. I assume down goes all the way down, but have not tried that yet.
- The free fall elevator in the first area will not be used, unless we get pushed into that room, and then will be a GREAT escape tool. We MAY even be able to hold that spot down, once we stack with guns, because it has NO closeable windows, and limited entry points for Zombies. We can try it if we ever have to use it as an escape. If it doesn't work, we will end up right back in the loop.
