Escape From Zombie Island 2 ready for public consumption

Goblin Fanatics, if they want the world to overrun with zombie, they should have some ways to control them first.


Maybe this time around the zombie might start out with only one city, but will have a huge army and can slowly overtake the other buildings.
 
Maybe this time around the zombie might start out with only one city, but will have a huge army and can slowly overtake the other buildings.

Exactly... The new scenario should focus more on defense (at first)... how many cities can you save from that initial zombie wave... no matter what, you are going to lose a lot. Time must be taken to build fotresses/barricades and escape plans must be set. If you are able to survive the first major zombie offense, you can slowly work at taking back the rest of the city.
 
nay I like building sorry if it's misleading.

buildings are better
I think we all mean buildings inside a city because that's one of the feature that this map is so popular is the buildings instead of city. Right?

Otherwise we can't have resources like last map.

The idea is that, unlike last time where we start with most of island under zombie control, this time we start with zombie controling only one building and are slowly taking other buildings and it's up to players to stop that. By placing troops where you want and decides to lose what building...etc
 
Yes, buildings...

I *really* like the idea of concentrating on the first half by simply 'holding out' against the zombies. Use my idea of impassable terrain so the zombies will have to come down alley ways (or even just roads) and have no choice but to attack the barricades you have set up.

There's not enough mods out there which concentrate on defense.
 
Yes, yes i agree to the fullest, defense against a wave.
Cities should represent buildings, yes, but the map could span trough a big city and smaller towns on the outskirts.
edit:The company would probably rather plan to let the zombies kill others and keep it's own asses safe, not controlling the whole world of course...
Anyway they should eventually discover a form of goverment called 'Enclave'
which would represent setting up a bastion for humans with totalitarian law and robotic guardians.
 
If that is the victory condition of company, then it should use conquest or elimination as victory condition then because the authority will surely intervene the conquest of the world by company.

Then is the authority going to use victory point condition, I think it could somehow develops a kind of antidote and save the world that way. I just think there should be different kind of winning conditions.

It's coming alone nicely. and yes definately make some road impossible so we can set up some defenses.
 
I really like the idea of defending against the oncoming Zombie wave. The importance of defence is one of the great things about Escape from Zombie Island. :)

Too bad there aren't events... this would be easier to work out if we could have automatic generation of zombies every turn. But perhaps something similar could be worked out by having lots of zombies on the map in the beginning, but spread out and not too close to the main part of the city.

I also love the different animal species King Arthur has... definitely we should keep Monster Dogs and Zombie Bats. I'd love to see a new species infected, I'm not sure what units are available though.

I'm wondering... for this, should the mayor and the police still be part of the authorities? I wonder if perhaps they should be part of the Survivors in the sequel. Hannibal Smith and his friends convince the mayor the threat is real, and SWAT teams are deployed (along with volunteers) to defend the perimeter of the city. The Survivors might start out with most of the Buildings, but rapidly lose a lot of them, especially outside the city core.

The Authorities would start out with National Guard, and work up from there... perhaps (since we're starting from the beginning of the crisis and not from the height) they should also be very limited in the number of Buildings under their initial control - the army hasn't been deployed yet. Especially if we want to give them a few more toys to play with later in the scenario. (I agree that they should lose nukes.) They should help the Survivors in the beginning (pre-placed units and Right of Passage?), but probably only in the core city, not the outlying areas.

I also like the idea of making some terrain impassable. I think we should still keep the wheeled/non-wheeled distinction alive for other types, so Tanks and Monster Zombies don't just take over.

I don't see the Company wanting the Zombies to take over. Dead people just don't have the same healthy sense of commercialism! Maybe the Company should be out, secret exposed, executives in jail... after all, the victory of the Survivors should mean something. But then the really evil human faction is replaced by a new group - Zombie Cultists, or something like that. The Zombies might still try to kill them (too dumb to understand they're eating their own worshippers) but the cultists would try to learn to control them, and to defeat the efforts of the Survivors and the Authorities. Their early units would be human fighters, then later they'd learn to create their own, controlled, zombies.

Whatever characters we want to keep from the Company could either see the error of their ways and join the Survivors, or continue the desent into evil and/or lunacy and become Zombie Cultists.

Nobody be afraid to tell me I'm just out to lunch here. :D
 
OOOOo SOOOSOOOOO many ideas------I like that.

Looks like it's almost certain that the waves of zombie are going to take over the city to get buildings,

As of the company, I think it might work both way, in fact they are identical except names if bkwrm put it that way. But still some people might still want the company.

If the authority are gona to control only a few buildings then it might be hard for them to get enough building/supplies to built up there army once they are done. So I think authority should get more public buildings or military buildings. Or maybe survivor get some units from last zombie map's authority units.
Like maybe like some SWAT Teams, soldiers who sees the zombie before and helps the survivors.. and the new authority will be new soldier who have no idea what they are up with.
 
My final version is nearly ready (just waiting on the link from Thunderfall). I decided to reign in some of the changes I had planned to leave you guys with some ideas ;).

So in this version you will only see the following:
- Enhanced diplomacy: tech trade, alliances, MPPs. Can now trade dogs & sheep too.
- A new faction/civ: Zeb's Farm. Non-playable just for fun/nuisance value.
- Surivors now start in control of The Garage & Mike Rush.
- Moved the VPL to the mainland.
- Moved the Authorities airbase so they can no longer paradrop to the mainland but they can now drop straight onto Town Hall: looks like the Mayor could survive this after all :)
- Authorities have more starting units (Nat. Guard) to compensate for the loss of The Garage.
- Authorities now have Trucks (land transports) and Heavy Infantry.
- New units: Exploding Sheep, Farmhands, Wild Farmboys & Zeb.
- Reduced resource requirements for hand built tanks to just "Parts" and Mean Machines to "Machinery" & "Fuel".
- Increased A & D of Hannibal by 1: 7/7/2
- Snake Diego, is no longer invisible with hidden nationality but Radar and fast moving.
- Tanks have Radar.
- Company can now build scavengers
- Authorities can build engineers: faster worker also able to build radar towers and outposts.
 
Good news KA, thanks.
fe3333au, i agree, and how about having the 'headbutting amazon' as a 'zombie wannabe' unit? She tries to bite people...
 
So far looks like zombie cult civ is more popular, looks like we still need more idea for the units though, you can't just go around and bite people. ;)

Nice job on the update looks like it'll be a good one.

should Zeb be on EZI3?
 
Should Zeb be in the game?
Yes, amongst the zombies.
So should maybe a few other heroes...
Name one of the zombies 'Mayor Reynolds' or 'Head of security'...
For the zombie cult there could be new vehicles, maybe the 'technical' machine gun pickup that was sometime ago converted from C&C, i'll try to find it.
Also, Voodoo cultists, there are units for traditional tribal Voodooists which we could use.
Maybe also some unit with a machette, after all machette's seem a fitting weapon for a cultists.
 
Another faction idea... The Plebes/Rabble (or whatever you want to call them). These are the hoodlums which simply take advantage of the chaos. They have no allegiance but use this tragedy to pretty much loot and pillage whatever and whomever they can. Could be anything from street punks, gang members, prostitutes, drug dealers, etc...

You should probably give the zombies two buildings to start from, just to ensure one faction is not bearing the full brunt of the zombie wave by themselves. One of the starting points should be the docks, of course. Maybe the other is a marina, or how about the amusement park or carnival (often on a coast)? Nothing like a carnival element to illicit horror -- Zombie clowns!
 
I second for amusement park sounds like a good idea to me, but too bad we don't have the clown units. :(

Should the zombie cultist be in locked alliance with zombies? or not, but then they might attack zombies too if no alliance was made.


And what new buildings do we need, add/delete original buildings???
 
Cloner4000 said:
I second for amusement park sounds like a good idea to me, but too bad we don't have the clown units. :(

Should the zombie cultist be in locked alliance with zombies? or not, but then they might attack zombies too if no alliance was made.


And what new buildings do we need, add/delete original buildings???

Clowns would be just too freaky. (Yeah, clowns are scarier than zombies... blame Stephen King. Zombie clowns? *shudders*)

I'd suggest not a locked alliance... zombies should be eating them until they learn to control zombies... but perhaps not locked war, either?
 
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