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Author Topic: Apocalypse - The Story Continues!  (Read 15153 times)

Parsely

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Re: Apocalypse - A Question of Survival
« Reply #225 on: May 07, 2013, 09:23:39 pm »

Gman's gonna get karma'd.
You're probably right. But he might not have if he had just run away instead of trapping himself. You can't run away if you're 14 feet in the air. :/

Cataclysm - So I scoped out my house. Its got two counters, three lockers, two computers (one broken) and two sets of double doors and about six windows. I have a basement, in which I found boots and a backpack (yay! :D). So once I had everything sorted I set out right away to explore!

The house was surrounded by forest, with a road leading west away from one of the sets of doors. That'll be useful in helping me find my way back in case I get lost. I started trekking north in search of food and water, and maybe a small town or something of the sort. I walked for about a minute IRL just mashing the UP button, and I soon reached a large field upon which reaching I chased the squirrels I found, trying to stab one with my pocket knife, but alas, I soon found them to be much too quick. I had picked up some apples while I was walking so I was chewing on one when I discovered my first zombie. I was in a clearing so I spotted it a long way off, staggering around and bumping into the chain link fence that was between it and I. I moved closer and soon discovered dozens more, all gathered round two large pits filled with corpses and surrounded by further fences, these ones lined with barbed wire. I fucked it and ran all the way back home. Now I'm scared that the zombies will come and get me and I'm trying to break open the lockers in my house with one of my boots. Its not going to work, but what else is there to do? D:
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GrizzlyAdamz

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Re: Apocalypse - A Question of Survival
« Reply #226 on: May 07, 2013, 09:29:27 pm »

Yar, even in the case where they can bunker in like a turtle, they're still trapped.

Cataclysm:
Fyi, if you can find a science id, (they're pretty common), an abandoned science facility is usually a really good starting base- usually far away from zeds, metal doors are virtually impervious, plenty of room etc- if you can see one o those on the map, you should exploit the first couple hours to raid a few hardware/gun stores before the zeds spawn. You can usually find an ID in this time. Haven't played very far after that- the prolific special zeds made me sad. Couldn't find a mod that removed/nerfed them either.  :-\
« Last Edit: May 07, 2013, 09:43:06 pm by GrizzlyAdamz »
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gman8181

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Re: Apocalypse - A Question of Survival
« Reply #227 on: May 07, 2013, 09:46:48 pm »

I figured running would just result in us getting shot in the back.  Might have misjudged how far away the enemy was but too late now.  Anyway, I concur that they'll probably have us outmatched in a long confrontation.  Hence why I'm aiming for the leader and the civilians outside (it seems like they might have even brought unarmed women with them?).  I'm kind of relying on the chance that removing the leader will disorganize them and that most of them will be too worried trying to evacuate the wounded and unarmed people or fleeing that they won't be focusing on killing me.  Besides these guys are most likely untrained and won't do too well with morale if they take too many casualties.  Also take into account that they shouldn't know where the shots are coming from (which is half the point of sniping and coming into the apartment in the first place), so I should hopefully be able to do a lot of damage before they find us at which point they still need to break through the door while we're shooting at them.

At this point I'm just wondering if I should have three people shooting out the window while I cover the door or just Schweitzer.

Edit:  I was thinking just Schweitzer because it might make them underestimate if they barge into the room thinking that there is just one person with a gun.
« Last Edit: May 07, 2013, 09:52:53 pm by gman8181 »
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Parsely

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Re: Apocalypse - A Question of Survival
« Reply #228 on: May 07, 2013, 09:53:30 pm »

Cataclysm - Got stomach poisoning by drinking from a toilet using my hands. Luckily the building I was in was secure so I could afford to lay down in a bed and try to sleep it off. Unfortunately the pain kept me from sleeping and I just ended up getting hungry. I ate all the food I had (three potato chips and an apple) and tried sleeping again. More pain, and I'm still hungry. I wait a few hours and then decide the best thing is to just try and run. There were blobs outside of the room I was in so I decided to break a window. I climbed through and started running, but apparently all that pain was keeping me from running too quick and I was chased down and slaughtered by the blobs.
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GrizzlyAdamz

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Re: Apocalypse - A Question of Survival
« Reply #229 on: May 07, 2013, 10:08:30 pm »

Ha, may that be a lesson!
After a cursory search, I found just what I was looking for last time I played the game. Nifty.

@gman
2nd floor with a springfield? Which do you think will give away your position first: the muzzle flash or the noise? I also think you underestimate these people- they're survivors, living in a hostile plagued-up environment, defending their home territory. You've got yer work cut out for you.
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Parsely

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Re: Apocalypse - A Question of Survival
« Reply #230 on: May 07, 2013, 10:15:03 pm »

Ha, may that be a lesson!
After a cursory search, I found just what I was looking for last time I played the game. Nifty.
Doesn't the Classic Zombies option in the main menu turn off specials anyways? That mod looks like it takes out all monsters except zombies (including specials ((which I still think are dumb))).
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GrizzlyAdamz

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Re: Apocalypse - A Question of Survival
« Reply #231 on: May 07, 2013, 10:16:14 pm »

They have menu options now?
*goes to investigate*
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Parsely

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Re: Apocalypse - A Question of Survival
« Reply #232 on: May 07, 2013, 10:17:37 pm »

They have menu options now?
*goes to investigate*
Well how old is your build/how recently have you played it? I only just got the game the other night and I'm pretty sure I'm not hallucinating. ._.

EDIT: I see a big ASCII of C: DDA and below that it says:
[MOTD]  [New Game]  [Load]  [Reset]  [Special]  [Options]  [Help]  [Credits]  [Quit]
« Last Edit: May 07, 2013, 10:19:43 pm by GUNINANRUNIN »
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SomeStupidGuy

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Re: Apocalypse - A Question of Survival
« Reply #233 on: May 07, 2013, 10:21:23 pm »

That classic zombie mod was merged with the main game as that setting, incidentally.
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GrizzlyAdamz

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Re: Apocalypse - A Question of Survival
« Reply #234 on: May 07, 2013, 10:21:40 pm »

It may have been a while.
Hehe, zombie children stuck in a fenced-in blacktop sure can make a LOT of noise.

The classic zombies option lied to me- upon staggering my wounded way to a hospital, I was greeted by a [special zombie], not the antibiotics I was looking for.
« Last Edit: May 08, 2013, 01:10:18 pm by GrizzlyAdamz »
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Parsely

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Re: Apocalypse - A Question of Survival
« Reply #235 on: May 09, 2013, 01:32:59 am »

Pufferfish
You try the bathroom and find it locked. The door is thin enough for you to force it open, but of course you'd have to make a bit of noise.

gman8181
You grab one end of the dresser and help the others move it into the middle of the room. Marburg overturns the bed, frame and all, and slides it into position aside the dresser before he takes cover behind it along with Waters. You take one of Marburg's grenades and then hunker down, using the dresser to shield you from the door. Schweitzer is already standing in front of one of the open windows with his rifle trained at the street below. He doesn't rest the barrel on the window frame as any other infantryman would have done, but instead stands a short distance away from it, focusing on keeping his aim steady. You watch him fire his first shot and then turn away to face the door, shotgun at the ready. Your sniper fires three more times in rapid succession before he has to take cover from the return fire. He crawls over to where you're waiting and comes up to a low crouch. His face is set in the stony expression that it always is. 'Well, if they didn't know we were here before, they sure do now boss.' He looks towards you. 'It was a good run while it lasted.' Marburg grimaces, taking the stub of his cigar from his shirt pocket and clamping down on it with his teeth. 'Shut the fuck up Jimmy. We're not dead yet.' This is punctuated by the sound of shouting coming from behind the door. Everyone is silent as they wait for it to burst open.

SomeStupidGuy
You limp back the way you came and head down the second tunnel. It quickly grows wider and you can feel the dull breeze you remember from before rapidly turning into a gust as you near the first shaft that leads to the surface. You emerge from the tunnel and find yourself in a massive room. The walls at either side fall away into the darkness and the ceiling stretches up higher than your small light can reach. You can see the dull glow of a lit gas lamp in the distance directly in front of you, approximately in the centre of the chamber if your memory serves you correctly. A shape rushes to and fro before the lamp rapidly, and the movement strikes you as almost frantic. It looks tall enough to be a human, but at this distance you can't tell what it is, or what it could possibly be doing.


Pufferfish - Allora
Warm Rags + Leather Overcoat [pack of cigarettes, Terrence the Amorphous Blob, switchblade, revolver (empty)] + B-3 Gas Mask (doesn't need filters), Long Lead Pipe [last seen on ground behind reception desk], Briefcase [in hand; full bottle of whiskey, 4 tins of spam, 10 cans of fruit], Backpack [broken gas mask]

gman8181 - Jim (Green)
U.S. Army Winter Uniform [Sergeant rank; hand grenade, combat knife], Trench Gun [in hands; 5/6 shells], Ammo Pouch [9 shells, map of the city, compass]
Spoiler: Squad (click to show/hide)

SomeStupidGuy - Finn (Teal)
Loose Cotton Shirt and Trousers [matches, two cigarettes, wallet, 3 sticks of dynamite, carton of fuses], Pickaxe [right hand], Gas Lantern [left hand]
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Gentlefish

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Re: Apocalypse - A Question of Survival
« Reply #236 on: May 09, 2013, 02:01:21 am »

Don't force it, bad idea.

What's the layout of the room? Are there cubicles? Glass walls? Wooden desks? Ascertain the kind of room in detail before trying the next door down the hall.

((Goddamnit. I checked out Cataclysm. Now I have no life.))

Parsely

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Re: Apocalypse - A Question of Survival
« Reply #237 on: May 09, 2013, 02:28:28 am »

Don't force it, bad idea.

What's the layout of the room? Are there cubicles? Glass walls? Wooden desks? Ascertain the kind of room in detail before trying the next door down the hall.

((Goddamnit. I checked out Cataclysm. Now I have no life.))
Hm? I already told you didn't I? Obviously its a hotel room, since you're in a hotel (dressers, bed, etc. or didn't I tell you that before?) but I also told you that it was blown out. Like this (or this, or this.)
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Gentlefish

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Re: Apocalypse - A Question of Survival
« Reply #238 on: May 09, 2013, 02:34:51 am »

Ah, hotel room okay. Then close the door. If the bed's still there, test it out before sitting on it. Take a little breather and recollect myself. Look around, look outside the window.

Parsely

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Re: Apocalypse - A Question of Survival
« Reply #239 on: May 09, 2013, 08:28:27 am »

Ah, hotel room okay. Then close the door. If the bed's still there, test it out before sitting on it. Take a little breather and recollect myself. Look around, look outside the window.
Its blown out. Everything is gone because the floor isn't there. It collapsed into the room below that one, and as such all the furniture is either there or lying in the alley outside the building, since the room is along the perimeter of the structure. Its like you opened the door and there was just a huge drop leading to nowhere. You could jump down to the room just below that one (mind, there isn't anything to break your fall) or you can force the bathroom door open, since its right next to the door that leads into the actual room and survived whatever originally destroyed this part of the hotel.
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