Op: Dead Dawn

Discuss previous games here.
Felix
AJAXian
AJAXian
Posts: 2786
Joined: Fri Jul 16, 2010 11:25 am

Op: Dead Dawn

Post by Felix » Sun Mar 20, 2011 11:39 am

It was a great great game, many memorable parts. Id like to go ahead and thank everyone for a good clean game with minimum drama. IronFox, you guys did great as a team and awesome as zombies, especially in the room of death! Gerald and Angus, It was nice having you guys run first team with Undead, Matt, and myself, we set the standard. And thanks for helping me with my injury Gerald, glad we didn't have to bandage it. I know I haven't mentioned everyone, but I'm to tired to really keep on.

The Injury:
I know people will want to know, So might as well put it up already. I was a zombie during the second slot, I tackled and got out two guys in the main room. They both called for a medic, and a blue light shined our way. I immediately jumped to the side and hugged the wall behind some propped up doors. The little blue light was getting closer. The only person that I think the light belonged to was Esteban, so I thought that If I was to tackle him, He would be tall and heavy enough to stay planted. So I took off running around the corner with the light within two feet. I looked Hatch dead in the face and took him off the ground, flying for like two feet, and bringing him back down. I am completely sorry for that. I hit him with enough force that his ACOG fell off, and the rail was bent at a 45 degree angle from where it should be. After I helped him up and apologized, I realized my head was really hurting. I felt it and there was blood allllll over my hand. I signaled Dom to the side and we stopped the game to check it out. Gerald, the ER doc, came over and gave it a good look, told me to put pressure on it and I would be ok. So I basically ruined Fort Prince's perfect record :P

Some memorable things:

Dom- ''We're essentially LARPing. But we're NOT LARPing.''

Felix- "Weapons don't kill zombies, ACOGs do."

Matt- ''How hard is Felix's head? Hard enough to break your ACOG, foregrip, and rails!''

GodsEagle- ''See this is why from now out we should wear helmets, It keeps injuries like this from happening.'' Me- ''I WAS WEARING A HELMET!!''

Matt- "Felix this is your story.. You were LARPing too hard and some kid yelled LIGHTNING BOLT! and totally cracked your head open."

Felix- "So, Henry, It seems as if were all going to sleep with your wife tonight.."

Dom- "Yeah, skinny jeans are for emos like Felix." MCG- "Henry your just mad you can fit into them!"

Felix- "I love how Henry is already light headed after a few seconds of blowing up that mattress, and I went for like twenty minutes with a head injury!" Dom- "Yeah I just can't blow as good as you Felix."

User avatar
Bushmaster
I do in fact have a life.
I do in fact have a life.
Posts: 1671
Joined: Sat Oct 10, 2009 1:34 pm
Location: Alcolu, SC

Re: Op: Dead Dawn

Post by Bushmaster » Sun Mar 20, 2011 7:19 pm

It was a fun game, very action packed. Had a great time rolling with Ironfox as a survivor, we did awesome.

Esteban
I do in fact have a life.
I do in fact have a life.
Posts: 721
Joined: Tue Sep 29, 2009 9:35 pm
Location: Suwanee, GA - Clemson, SC - Sumter, SC
Contact:

Re: Op: Dead Dawn

Post by Esteban » Sun Mar 20, 2011 10:00 pm

It was a very cool game. Thanks again to Henry for putting it on. I'm looking forward to the next CQB game at Fort Prince!

Ociffer Action
I love forums!
I love forums!
Posts: 306
Joined: Tue Oct 06, 2009 9:05 pm
Location: Lexington, SC
Contact:

Re: Op: Dead Dawn

Post by Ociffer Action » Sun Mar 20, 2011 11:44 pm

I had a great time. Being a zombie got tiring after a while, but it was fun sneaking around hunting the humans. Gerald and Angus were definitely the best zombies out there. It all went well for the amount of people that showed up. With more zombies the survivors wouldn't be able to stay in one area for too long which would be interesting.

User avatar
VoidSuicide
I do in fact have a life.
I do in fact have a life.
Posts: 589
Joined: Mon Oct 18, 2010 11:04 pm
Location: Columbia

Re: Op: Dead Dawn

Post by VoidSuicide » Mon Mar 21, 2011 9:31 am

This game sounded epic. And I gotta love those quotes. We need another zombie game on a weekend I'm not going to be out of town.

Dominum
Global Moderator
Global Moderator
Posts: 6421
Joined: Mon Sep 28, 2009 10:14 am
Location: Swansea, SC

Re: Op: Dead Dawn

Post by Dominum » Mon Mar 21, 2011 10:48 pm

As the first Zombie game, I need to know two things:

1) Did you like it enough to warrant me doing another one in the Fall?

2) How can I do better next time, what can be fixed that didn't work well, and what can be added to make it a better experience? I want the next one to be better all around for Zombies and their food survivors.

User avatar
Foxx
I love forums!
I love forums!
Posts: 340
Joined: Sun Oct 11, 2009 5:17 pm
Location: Augusta, SC

Re: Op: Dead Dawn

Post by Foxx » Tue Mar 22, 2011 1:09 am

#1. Yes, I enjoyed it and I hope you do another in the fall. I'm sure Trig would appreciate it too, since he had to miss this one.

#2. Here are a few suggestions. Some are probably easier said than done though:

-FPS might want to be knocked down to 300 with .20 Grams. I've got some pretty nasty shot marks.
-Low caps would make things more interesting, but thats a whole other bundle of money to shell out for participants.
-MOAR ZAMBIES! Less survivors.
-Admins need to stay more to the side. Although it was good to have advice, I kept confusing admin and zombie movements.
-A good ambient soundtrack would work wonders not only to set the mood, but give the zombies a good way to cover up their movement sounds.
-The beginning could have people acting dead as the survivors survey the scene. The survivors have to reach a certain undisclosed part of the building before the zombies awaken and attack. This could force the survivors to be in the center of it all when the violence starts, rather than wander around the edges cautiously.
-Actually having to verbally make a distress call on a radio would be epic.
-The indoor lighting made it a little too easy for the survivors, so cut them thangs off!
-MOAR SCARY SHTUFF! Like bloody walls, gory props, maybe even a poster of Rosie O'Donnell.
-Different zombie classes. Soldier zombies can take more bullets, Spitter zombies can spray infectious goo (Silly string?), or maybe a single really slow zombie that can't be killed, only knocked down.

I'm trying to think of a way to help with the "fatigued zombie" factor, but mandatory energy drinks sounds a little extreme... ;D

Felix
AJAXian
AJAXian
Posts: 2786
Joined: Fri Jul 16, 2010 11:25 am

Re: Op: Dead Dawn

Post by Felix » Tue Mar 22, 2011 6:29 am

1: YES PERIOD

2: Yea FPS needs to be lowered, i have a hole in my pinkie the size of a 6mm. Maybe better guidlines on how zombies should attack, for example if my tackling as alright. Foxx basically hit everything.

User avatar
Bushmaster
I do in fact have a life.
I do in fact have a life.
Posts: 1671
Joined: Sat Oct 10, 2009 1:34 pm
Location: Alcolu, SC

Re: Op: Dead Dawn

Post by Bushmaster » Tue Mar 22, 2011 8:31 am

Yes I enjoyed it, but I agree with everything Foxx said.

stuckmojo
I do in fact have a life.
I do in fact have a life.
Posts: 1133
Joined: Sun Oct 04, 2009 6:08 pm
Location: lexington sc

Re: Op: Dead Dawn

Post by stuckmojo » Tue Mar 22, 2011 6:25 pm

to be honest i was sitting this one out to see how it went and if it would be worth going to next time. but everything foxx said sounds really cool especially the different levels of zombies. i think im going to try and make the next one

Dominum
Global Moderator
Global Moderator
Posts: 6421
Joined: Mon Sep 28, 2009 10:14 am
Location: Swansea, SC

Re: Op: Dead Dawn

Post by Dominum » Tue Mar 22, 2011 10:15 pm

Great suggestions, moar input please! I want to make the next one documentary worthy. What did you guys think about the objectives and storyline? It worked, but I felt it could have been more smooth and should have required less oversight from me. How can I redesign the objective system? Simpler and nonlinear, or more involved and more linear? I just feel like I could have done better with it, but am not sure what would be best.

User avatar
Foxx
I love forums!
I love forums!
Posts: 340
Joined: Sun Oct 11, 2009 5:17 pm
Location: Augusta, SC

Re: Op: Dead Dawn

Post by Foxx » Wed Mar 23, 2011 4:10 am

My main wish is that it was just more immersive and scary. Having the field set up beforehand for the game would be cool. Some players could come early and help zombify the field a little by putting up some props and moving some of the CQB cover into more believable spots. I'd be up for helping out.

Linear missions could make it more interesting. The admins would be able to coordinate with the zombies, making for a pre-planned cinematic experience. To keep things fresh, there could be a unique mission profile for each survivor group that they can pick ahead of time on the forum. Therefore there would be no giving away of objectives for the people playing as zombies.

Felix
AJAXian
AJAXian
Posts: 2786
Joined: Fri Jul 16, 2010 11:25 am

Re: Op: Dead Dawn

Post by Felix » Wed Mar 23, 2011 6:21 am

You seemed to be like directing the movement of the survivors because we had no idea what to look for. An idea could be that one person has locked himself away in a room and has the loudspeakers under his control, that guy could say what the survivors need to find without seeing the objects or knowing where they are.

And again i agree with Fox, i wouldn't mind coming beforehand to set up some spots and more zombtastic things.

Dominum
Global Moderator
Global Moderator
Posts: 6421
Joined: Mon Sep 28, 2009 10:14 am
Location: Swansea, SC

Re: Op: Dead Dawn

Post by Dominum » Wed Mar 23, 2011 6:18 pm

The main issue for props and such is always cost, but instead of raising the field fee to pay for more "Zombification", would you guys rather come early and bring your own materials to do it?

Felix
AJAXian
AJAXian
Posts: 2786
Joined: Fri Jul 16, 2010 11:25 am

Re: Op: Dead Dawn

Post by Felix » Wed Mar 23, 2011 7:14 pm

Yes!

Post Reply