Ditto! I could bring plywood and red spray paint.Felix wrote:Yes!
Op: Dead Dawn
Re: Op: Dead Dawn
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Esteban
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Re: Op: Dead Dawn
Awwww yeah!!! I'd show up again.
One thing that sucked was that the zombies slowly departed the field as the third and final group of survivors took the field making it unfair.
I suggest no AEGs and only have pistols and shotguns.
One thing that sucked was that the zombies slowly departed the field as the third and final group of survivors took the field making it unfair.
I suggest no AEGs and only have pistols and shotguns.

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Re: Op: Dead Dawn
I would rather do pistols and shotties, but it was already hard to limit teams to just three AEGs a side. I think trying to limit AEGs more would mean no one would show up.
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Re: Op: Dead Dawn
I wouldn't mind bringing and setting up some props. I could bring the ambient soundtrack too.
Re: Op: Dead Dawn
Shotguns cost 50-60$ for trishots alone. Pistols are what the majority of people would have. If we start getting a reserve of shotguns together then we can use that at the games.Dominum wrote:I would rather do pistols and shotties, but it was already hard to limit teams to just three AEGs a side. I think trying to limit AEGs more would mean no one would show up.
Maybe one AEG per team, and make sure its got a semi low FPS
Re: Op: Dead Dawn
Speaking of an ambient soundtrack... I had an awesome one burned on a CD at the game, but the GRAVE boombox failed us 
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Re: Op: Dead Dawn
Sounds like you guys had a good time at this.
A few things we did/do that you might consider for the next round:
1) Pistols and shotties only. We supplied the players with cheap springers, again, not always doable but you could build your collection over time, or have players volunteer to let their cheap springers be used by other groups (you break it, you buy it), and vice versa.
2) We gave each living player a "character" to play (typically an archetype, i.e. the wealthy banker, the town drunk, the shade tree mechanic, etc...yours will obviously be different) and personal mission to accomplish. They were often mutually exclusive, or required the aid of another "character" and/or props. Kept the players moving around in hostile territory. A group mission or missions would be good.
3) When we ran a zombie game at an indoor facility a few years back (Strategic Airsoft Command, now closed), we simply unscrewed most of the lightbulbs/turned out many of the lights. Darkness really creeps the place out. Add a few blacklights (we did), some haunted house props (best time to get them is right around halloween, clearance sales are gold), and fake blood add much to the atmosphere.
4) When a living player died, they donned their zombie gear and joined the undead. Zombie numbers grew from just a couple early in the event to a horde by the end (and the living were increasingly desperate).
5) Limited ammo. We supplied the ammo, resupply could be scored periodically from "dumps" on the field. Gave the living another reason to move around and kept shooting to a minimum. Zombie fiction always features limited ammo.
A few things we did/do that you might consider for the next round:
1) Pistols and shotties only. We supplied the players with cheap springers, again, not always doable but you could build your collection over time, or have players volunteer to let their cheap springers be used by other groups (you break it, you buy it), and vice versa.
2) We gave each living player a "character" to play (typically an archetype, i.e. the wealthy banker, the town drunk, the shade tree mechanic, etc...yours will obviously be different) and personal mission to accomplish. They were often mutually exclusive, or required the aid of another "character" and/or props. Kept the players moving around in hostile territory. A group mission or missions would be good.
3) When we ran a zombie game at an indoor facility a few years back (Strategic Airsoft Command, now closed), we simply unscrewed most of the lightbulbs/turned out many of the lights. Darkness really creeps the place out. Add a few blacklights (we did), some haunted house props (best time to get them is right around halloween, clearance sales are gold), and fake blood add much to the atmosphere.
4) When a living player died, they donned their zombie gear and joined the undead. Zombie numbers grew from just a couple early in the event to a horde by the end (and the living were increasingly desperate).
5) Limited ammo. We supplied the ammo, resupply could be scored periodically from "dumps" on the field. Gave the living another reason to move around and kept shooting to a minimum. Zombie fiction always features limited ammo.
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Re: Op: Dead Dawn
You should do something like this in the late evening at Triggertyme with the only availaby area being either the fort or the village. This sounds really awesome!
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Re: Op: Dead Dawn
it sounds really cool, i could help zombify some cuz my friends and i set up a sick haunted house every year and are pretty good with blood and makeup, i would want the fps limit to be low cause i wouldnt want to jump someone and get sprayed with ammo point blank. i dont really know the field but maybe bring in tables and chairs and just kinda throw them around the rooms so that they look ransacked, and maybe a couple strobe lights and black light and flourescent paint and like writing on the walls and that kinda thing
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Re: Op: Dead Dawn
That sounds good, but the problem is that most people's guns shoot over 300 fps. I do like the decoration ideas
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Re: Op: Dead Dawn
i been doing this for a while, 3 or 4 years
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Re: Op: Dead Dawn
Me too, but I'm not sure how that's relevent.
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Re: Op: Dead Dawn
i have an idea of some things to do for decoration
Re: Op: Dead Dawn
This game was a while back and was a good idea. I went to it. Decoration is needed and was done alright at the game. Strobed would get shot by me if they were used
And anyone over 300 isnt allowed at a CQB game anyways, so no worries there.
Re: Op: Dead Dawn
As previously stated, I will be doing another Zombie game this fall
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[/align][align=center]"Searching for my goats since 2009"
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