Tip of the week #2 – ‘Barricading’

We all do it: barricading. Since this way of defending ourselves works rather well, and easy to be done, you’ll see a barricade been built pretty much every round. But what are the ways to do it? And more important: what are the good ways of doing it?

When it comes to barricading, there are multiple ways of doing it. You could say there are two basic ways, which are the following:

  1. Use random objects you find.
  2. The hammers with red handles; barricading hammers.
  • Objects barricading

The first way of barricading certainly has some advantages compared to the second way, but of course; there are also some disadvantages.

The perfect barricade

Lets start positive: the good thing about using random objects as barricades is that these kind of barricades can be some of the hardest ones to destroy. As a matter a fact, with this type of barricade, you can actually make the ‘perfect barricade’. When put up correctly, you can make these undestroyable.

How? You are probably wondering right now. First of all, to make this perfect barricade, you are gonna need heavy objects. So a simple red couch or small green cabinet won’t do the job. Instead, always look out for the big green cabinets. These are extremely heavy, but that’s a good thing.

Of course, the fact that they are so heavy also will make you use up more time to get it into place, that surely is a disadvantage compared to the hammer barricade. To actually put em into place, you gotta be careful. Pushing a big, green cabinet the wrong way can get you killed. Making it go forwards and backwards can be lethal for instance. But not only can it be lethal, there’s also a chance of it falling over; that’s not what you want! Therefor: holster your weapon (H), crouch (Ctrl) so that you are close to the ground and then start pushing (right mouse button). This will make the cabinet go forward slowly, but steadily.

Doing it like that, you have to manouver the cabinet in the opening you want to seal of. This can proove to be a bit tricky. Sometimes you gotta push a bit more from the left, or from the right, to steer it in the right direction.

Seal the deal

‘There we are!’ You might think now, ’strong as a house!’ Wrong you are. Simply pushing the big cabinet in the opening will not seal the deal. A zombie can easily Überpush this thing over. So there are two things you can do now to actually make this the perfect barricade.

First of all, when you have the luxury of two big, green cabinets in the room, you should use the second one to back the first one up. To do this: push the second cabinet on its side (Meaning: the door of it either facing towards you, or towards the other side. Never let it lay on its back). Now, by using the same tactics we just used for cabinet number one, you can push cabinet number two. Simply manouver it behind cabinet one, to back it up. This way, when a zombie tries to push over cabinet number one, cabinet number two will prefend this from happening. Also, the fact that cabinet number two is lying on its side, will hardly make it move backwards. In other words: the perfect barricade!

The second way to back up cabinet number one, is by using a hammer barricade. You can only make use of this when you have the luxury of a wall you can put the board on to, to back up the cabinet.

Action info
Holster weapon = H
Push objects = right mouse button
Crouch = Ctrl

  • The hammer barricade

Barricading type number two is by making use of the hammers with the red handles, you can find in every map.

Just face the wall next to a door- or window opening. You’ll see a graphic appear, showing the barricade in a virtual way. When lighted in a yellow color; you can put up the board. When lighted in a red color; there’s something wrong, which doesn’t allow you to put up the board. Most of the time, this is caused by an object, or the wall simply ends at the spot you want to put the barricade up.

To put up the hammer barricade in different kinds of ways, you can make use of the following functions: to rotate the barricade, use R. To make the barricade longer or smaller, use right mouse button. By using these keys, you can pretty much put up the barricade in any way you want. Simply press left mouse button to make this happen.

Downsides ‘n upsides

There are some downsides to this type of barricading though. First of all, these barricades have a certain amount of ‘health’. This means that, when damaged enough, they will eventually break. Beside that, when someone jumps on top of a barricade, the barricade will break right away. So be careful: never put a barricade to close to the ground. On the other side, you don’t want to put it too high off the ground. This will allow the zombies to crouch underneath it way too fast.

The positive side of this kind of barricading however is, that it can be done real fast. In contrast with the object barricading, the hammer barricade can be put up in seconds. So, if you ware in big danger; the hammer barricade is the way to go. This will definatly slow down the zombie(s).

And although this type of barricade can rather easily be destroyed, you should not underestimate its power. Especially in Objective maps, this barricade can make the difference between winning and losing.

Action info
To rotate the barricade = R
To change the size = right mouse button
To put up the barricade = left mouse button
Pick up a barricade = E
Drop a barricade = G

Want to read more about advanced survivor tactics? Go here.

How popular is ZPA?

Now that the 2.0 patch has been released for quite a while, we can have a quick look back at it. What was introduced with 2.0 again?

In this patch we’ve gotten more characters, but also some characters got updated. Beside that, melee weapons got updated or new ones got introduced. ZPS_ClubZombo was introduced as well as ZPO_Shreddingfield. ZPO maps now have objective beacons to indicate where you need to go. And last, but not least, there’s a new gamemode: ZPA.

ZPA allowed the players of Zombie Panic to start up clanmatches. The idea is simple: there are two teams; zombie and humans ofcourse. The humans need to defend a main point, or ‘capture point’. But while they have to defend it, side objectives will spawn every minute. These side objectives provide the humans with ammo and weapons. The choice is simple: stay at main point, or go for the side objective for weapons and ammo. Only, if the zombies capture the main point, the game will be over. Balance is the key in this gamemode.

Ever since ZPA got released, some clanmatches have been played, but not any big tournaments managed to stay alive. And beside that, the Zombie Panic Team didn’t start up their own tournament yet, which is rather odd. It doesn’t seem like the Team wants to get ZPA of the ground.

ZPA doesn’t seem to be very popular amongst a big group of players. Most dislike the big melee fights that this gamemode creates. In other words: people rather stick to ZPS and ZPO. But what do you personally think of ZPA?

Website getting more updates

There is a big chance you’ll see www.zombiepanicveterans.com change a bit in this period. This because we are going to do some work on making the website even easier to use.

You might have already noticed that the Advanced tactics for the survivors got updated and split up into subpages, the same thing will happen with the other tactical pages. This way, you’ll find it easier to find information about a certain subject.

But also, if you think this website still needs something: please notify us! Just leave a comment in this post.

Advanced Survivor Tactics Updated

To make it easier to find your way on this website, we decided to update the Advanced Survivors Tactics page. Now you can see all the subpages, subject by subject. So this way it is easier for you to find a certain kind of tactics.

Also, we added three extra’s on those pages to provide you with extra info: action info, ZP:S trick and Hint.

Action info gives you plain and short information on what key you need to perform a certain action. For instance: To holster your weapon = H.

The ZP:S trick bit, gives information that comes close to being an exploit, but can be very useful.

The good old hint gives small pieces of info that you can put to use ingame.

Find all the new stuff here.

ZPV now owns TeamSpeak server

As from today, the Zombie Panic Veterans have their own TeamSpeak server. This server can be used for casual purposes (while playing ZP:S or while working on something else) and for Clanmatch purposes (ZPA tactical talks).

For now, the server has 10 slots. But if it gets used a lot, this will be upgraded to as much as is needed.

Servername: [ZPV] Zombie Panic Veterans
IP: 94.75.238.151:8781

To join the server, you will need TeamSpeak 2 (not TeamSpeak 3!). You can download TS2 here.

Got Brains competition closed

The Zombie Panic Team announced a competition last weekend, 20 players could join up and by now, all these positions have been filled.

In this competition there are three prices to win: a free server for 6 and 3 month’s and one server for one month. All three servers come with 32 slots and are hosted by INX Gaming.

The competetors will play on three different maps: Policestation, Nightmare and Silence. The top three with the highest scores will win the prices.

Six ZPV-members signed up for the competition, giving ZPV 30% chance of winning at least one price.

The competition will be held Saturday, February 13th 2010 at 6 PM (GMT).

ZPV won another ZPA match

Past sunday, the Zombie Panic Veterans had yet another ZPA match. This time they dueled with the Pie Eating Zombies [PEZ], which is a rather new clan in the ZP:S community.

Four rounds were played, two times human, two times zombie. All four rounds were won by ZPV, who managed to capture the main point from PEZ twice, and hold on to their own capture point too two times.

The match was played by: Bob the Salesman, Jengster, Stefu, Dazero and Rocky_AL. Last two were firsttimers for a ZPV clanmatch, but pulled of a great performance.

New ZPTV episode!

Yes, it has been a while, but we are once again back with another episode of Zombie Panic Television. This time, we’ll have a look at ZPO_Harvest. A tough, but definatly doable map. Wanna find out how it is doable? Check out this episode.

You can check out other episodes of ZPTV here. Keep in mind that we have definatly switched from Youtube to Vimeo now. Youtube will only contain previews of the entire episode as from now. The entire episode can be found at our Vimeo page (check links).

Tip of the week #1 – ‘Deaf’

From now on, zombiepanicveterans.com will release a Tip of the week. This tip will give you a piece of human or zombie tactics, that you can put to use in Zombie Panic! Source.

Deaf

As you will all know, it is possible in Zombie Panic to make use of in-game voicechat (middle-mouse button by default to use). Voicechat can help both the Human as the Zombie team. It allows you to co-ordinate, help eachother out and to keep eachother posted on our location. But when you are a zombie, you can also use this piece of technology against the humans. Wanna know how?

Alltalk

You have two kinds of servers: those that have alltalk on, and those that have alltalk turned off. What’s the difference? You might ask. When alltalk is turned on the zombies can hear the humans and the humans can hear the zombies. Of course, you are also able to hear fellow humans, or fellow zombies (depending on what team you are), in other words: you are able to hear everybody talk in voicechat. With alltalk turned off the zombies can hear the humans, but the humans cannot hear the zombies.

Use

Now you might wonder, what do I do with this info? Well, let me give you two ways of using voicechat against the survivors.

In situation one; alltalk is on. Zombies can talk to the humans, and the other way around. Now, if you are getting close to a non-suspecting human you might wanna take away his ability to hear you coming, when you are just a few steps away from him. After all, if you can hit him before the human sees you, it will be easier to actually kill him. So what you might wanna try is talking about some irrelevant stuff in voicechat. This way, the survivors will be ‘deaf’, this means that they are a lot less able to hear something coming. Use lunge while you are talking to make those last steps nice and fast (this gives the human less time to turn around and see you before you can actually hit him). Because you are talking, he will not hear the sound a zombie makes when lunge is used. This way, you can get to him, without he can hear you coming.

In situation number two; alltalk is off. Which means you cannot personally talk in voicechat to make the survivor ‘deaf’. So in this case, you’ll have to be sneaky and quiet and you’ll have to wait until a human talks over voicechat. This will be easier in a server where there are a lot of people talking over voicechat of course. As soon as a human starts talking, the other humans will be less able to hear other sounds. Use lunge and close into the survivor you’re chasing.

Keep in mind, it’s always better to get of a first hit, without the human seeing you. That’s why this tactic could help you out.

What happened to Zombie Panic?

Recently, a member posted a thread in the General section of the Zombie Panic Forum, saying he was done playing ZP:S. To him, it’s not the same game he once knew from 1.5.
Ofcourse, it’s easy to say: it’s just you. But when there is critisism, there is always a reason for it.

1.6

A first indicator is the 1.6 patch. This patch had a focus on Objective maps and released four of them: Biotec, Tanker, Harvest and Keretti. So, what is different about these maps, compared to the oldschool maps such as Silence, Haunted and Cinema, beside the fact that their objective maps.

Atmosphere

Lets have a look at Tanker. First thing to notice is that this boat is in nice, gentle water. To tell the truth, we might as well all be in the caribbean. Which seems odd to me, since we are in a zombie game. Why not have bad weather, high waves splashin on the deck and a lot of darkness?

Most probable is that, most of what I just suggested is too hard to make. Nonetheless, the atmosphere should be a lot darker. Grim, I should probably say.

Also when we go down below into the boat, it is all very light. The only real thing that makes it hard (but not so much scary) is the fact that it has a lot of narrow halls. But this part can easily be made a lot scarier. Put in a destroyable generator so that, when the zombies destroy this, the lights fall out. It’s an easy and simple, small change, but it can already make the map more fun.

Biotec

We could pretty much say the same thing about Biotec. We got lots of clean, sterile halls. And tons and tons of offices (red corridor and big hall) and beside that, also cubicles. But it’s all way too light (except for the few room in the red corrider, and THOSE actually CAN be used to ambush).

This company should be a mad, dark and scary place, full of operationrooms, blood and other weird things. Show the players that this is the place where the zombies came from!

I could pretty much say the same things about Keretti.

2.0

With 2.0 we got two more new maps (I’ll leave ZPA out of the discussion, that has been made clan competitive after all). Shreddingfield and Club Zombo. So, why aren’t these maps popular?

The race

Lets have a look at Shreddingfield. First off, the humans are suited up with all the weapons and ammo they want, right from the start. This throws away a lot of the fun and scaryness we know from older maps, where you actually have to find your stuff.
It’s a supermarket after all, so why not throw in some weapons in it? Add an ammunation close to the supermarket for the rest of the weapons, but don’t just give the humans all the stuff they need right away.

But beside that, there’s another reason which kills the scary part. Ofcourse, the map is too light, but beside that there’s another problem. And that is the zombie spawning. Basicly, the zombies spawn where the humans are at that very moment. Which differs from a map like Subway, which gives you the freedom to go wherever you want.
The major upside to this is that you can set up an ambush somehere, way before there is actually a human there. While, in Shreddingfield, you pretty much spawn in the humans face.

Just look at the square and the last part of the map. The only thing the zombies do from that moment is run into the humans. Making em use up their ammo so they can eventually be killed. Nothing scary about that. It’s just becoming a race. You got to be as fast as possible to be able to survive.

Welcome to the Club

Then Club Zombo. The biggest problem this map faces is the fact that it’s too small. It’s pretty much impossible to set up a whole lot of ambushes. The humans get their stuff within 30 seconds and then move to either the DJ Room or one of the Balcony’s (and sometimes they go outside). From that moment, it’s simply running into the humans, trying to get them out of there.

The map just lacks ‘movement’. Mostly because there is just ONE dancefloor. Implementing more dancefloors, which could be connected through small, dark halls, would create more movement and also more places to be ambushed.

Ambushing is very hard, as I already mentioned. Another reason for this is the fact that there is only ONE zombie spawn: the roof. Either you can jump down, right on the dancefloor (people will see you right away), or you can jump off the roof by walking to the outside place. After that you can go back into the Club and try to get close to a human. But even then, the map is so open that you will be seen from miles away.

The only thing that makes this map slightly hard is the fact that you can:
A. Not run away easily.
and
B. There isn’t that much weapons and ammo.

The old maps

But that’s not just it. It seems that even the oldschool maps have lost some of their scaryness. So how did that happen?

The main reason for this is the fact that every player developed its own ’standard routes’ in every single one of these maps (Policestation, Cinema, Asylum, Nightmare). We all know by now where our favourite weapons are and where we can find most of the ammo for it.

Because of that, most of us are suited up with the stuff they need within 30 seconds. Which gives the zombies less than 30 seconds to take down a human before he has a rifle/shotgun/magnum.

After these 30 seconds, there isn’t much left to do for the human. So what is it your gonna do when there’s not much left to do? Yes, you go HUNT.
And with that, instead that the human is the hunted, he turns into the hunter. After all, you want to put your weapons and ammo to good use and score a lot of points.
But as soon as you BECOME the hunter, it’s not scary anymore is it?
No longer do you have to run around, searching for ammo or a decent weapon.

Another option

But there is still one map that remains hard and actually gains popularity lately in ZP:S: zps_town. This map is still hard and rather scary because it has all these random spawns: you spawn on a random spot, so do your teammates, so do the zombies, the weapons and the ammo. Making it hard to get your hands on some stuff.

And in this map, the humans are still (most of the time) the hunted, instead of the hunter.
Changing the zps maps we have right now, giving those random spawns too, could break the developed patern players built up in time. No longer can they take their normal route, being sure they’ll get something.

Conclusion

With all that said, I think I can say that a combination of atmosphere and too much knowledge of the maps are paying a high toll for the scary part of ZP:S.

However, making maps darker again, or making spawns random on other maps as well could change this around.