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TranZition



 

Story:

 

Dimension: 12

Time: 13:15 PM

Date: October 21st, 1964

Location: Hanford, Washington, U.S.A.

 

Welcome to Green Run, a quaint slice of Americana located formerly bustling with life. At least, that is what the U.S. Government wants you to think…

 

In actuality, there is no Green Run. The entirety of Hanford is a facade fabricated by Broken Arrow to conceal their experimentation and research as they work to win the Cold War. People went about their idyllic lives, not noticing the shady governmental activities, missing people, and strange environmental alterations to fauna and flora alike. They continued on like automatons, unaware that they were being controlled by Radio Waves emitted by the Pylon in the Cornfields.

 

Over time, the effects of the Radio Waves began to have adverse effects on the populace and their mental faculties were regained. As they began to notice the lie they had been living for years, mass panic ensued. Viewing Hanford as a failure, Broken Arrow exacted their Contingency Plan to protect the secrets that lay within Green Run. Overnight, a chemically altered variant of Nova 6 Gas and Element 115 was released around Green Run to subdue the citizens permanently.

 

But instead, a new breed of evil was unleashed upon the world as an uncontrollable Zombie plague resulting from the Virus 61-15 spread like wildfire across Washington. Now, as the last remaining survivors of a Zombie Outbreak, you must continue the fight against the undead and seek out the truth of what lies ahead…



 

Characters:

 

Abigail “Misty” Briarton

 

Occupation:

Farmhand

 

Preferred Weapon:

Shotgun

 

Bio:

“Misty” was raised on the Hanford Farmland at the Briarton Family Homestead, happy to lend a hand wherever she could to her family. Despite being content with the simple life, she always dreamed of doing more with her wildlife expertise, like nature conservation.


 

Marlton Johnson

 

Occupation:

Engineer

 

Preferred Weapon:

Sniper Rifle

 

Bio:

Marlton was a child prodigy who created a great many inventions out of junk and scrap. His genius was wasted, however, as he was trapped in a dead end job at Sickle’s Garage with no hope of career advancement.


 

Samuel J. Stuhlinger

 

Occupation:

Reporter

 

Preferred Weapon:

Pistol

 

Bio:

Stuhlinger was a prestigious news reporter who travelled America in search of the next big scoop, until he stumbled upon a conspiracy that drove him to the brink of madness.This lost him his job and caused him to spend a duration at the Hanford Sanitorium.


 

Russman

 

Occupation:

Chef

 

Preferred Weapon:

Launcher

 

Bio:

Russman was a renowned chef at the North Highway Diner, cooking up a mean grill for any trucker who passed by. However, he had a taste for the sophisticated life and wanted to move up toward more esteemed clientele.


 

Cornelius Pernell

 

Occupation:

Operations Director

 

Bio:

Pernell was formerly a simple Handler, working his way up the ranks until gaining control of his own Research Division with a simple goal: Opening New Worlds. In particular, Pernell was interested in a Fragment of an Elemental Shard that he had procured and altered with a sample of Apothicon Blood. Due to heavy exposure to Element 115, Pernell became obsessive in his goals and used himself in experimentation of the A.P.D., transforming into something beyond human comprehension.



 

Modes:

 

Core:

 

Story

Travel the open road and explore the Green Run. Visit any of the Points of Interest in your search to uncover the truth.

 

Survival

Survive in any Point Of Interest you choose.

 

Tour

Survive at each Point Of Interest for 10 Rounds before moving on to the next.


 

Versus:

 

War

Compete in a fight with Teams of up to 8 Players each to see who can survive the longest on the entirety of Green Run.

 

Grief

Compete in a fight with Teams of up to 4 Players each to see who can survive the longest in a chosen Point Of Interest.

 

Race

Race against Teams of up to 4 Players each to see who can reach a random Point Of Interest first.

 

Battle Royale

Compete in a free-for-all with up to 8 Players to see who can survive the longest, but beware of the Smog surrounding the Map that gradually shrinks the playerspace around a random Point Of Interest until 30 Rounds have passed.


 

Party:

 

Turned

Play as a Zombie and try to cure yourself in order to be the last man standing.

 

Infected

Eliminated Players become Zombies. Infect everyone, or survive to win.

 

Escort

Protect the Bus as it slowly traverses Green Run, picking up Survivors along the way.



 

Map:

 

Green Run is a sprawling Open World Map which contains:

 

8 Main Points Of Interest ("Green Run" Default Route)

 

2 Additional Unlockable Points Of Interest ("Green Run" Alternate Route)

 

1 Downloadable Content Points of Interest ("Great Leap Forward" DLC Pack)

 

1 Downloadable Content Points of Interest ("Resolution 1295" DLC Pack)

 

Between the Points Of Interest are vast stretches of land which are hazardous to traverse due to the many Hazards. Your safest bet is to travel by Bus, which is now attached to a Hyperspeed Railway System that allows accelerated travel. If you want to explore the treacherous Green Run at your own pace, then make sure you are prepared for what lies hidden in wait…



 

Points Of Interest:

 

"Green Run" Default Bus Stops:

A1. Bloodhound Bus Depot

A2. North Highway Diner

A3. Farmland

A4. Cornfields

A5. Power Plant

A6. National Park

A7. Town Center

A8. Quarry

 

"Green Run" Alternate Bus Stops:

B1. Groom Lake

B2. Nuketown

 

"Great Leap Forward" Extra Bus Stop:

C1. Construction Site

 

"Resolution 1295" Extra Bus Stop:

C2. Ghost Town

 

 

 

Bus Route A:

 

A1. Bloodhound Bus Depot

 

Areas:

Depot

Parking

Garage

 

Buildable:

Portable Power [Parts: Fan/Mannequin/Rudder]

 

Perks:

Quick Revive Soda [Cost: 500/1500 Points]

 

Wall-Buys:

1911 [Cost: 250 Points]

M14 [Cost: 500 Points]

Olympia [Cost: 500 Points]

Wrench [Cost: 500 Points]

Frag [Cost: 250 Points]

 

Utilities:

Resupply Crate [Cost: 500 Points]

Mystery Box [Cost: 950 Points]

Crafting Bench

Bus Stop [Cost: 500 Points]


 

A2. North Highway Diner

 

Areas:

Tunnel

Diner

Gas Station

 

Perks:

Speed Cola [Cost: 3000 Points]

 

Buildable:

Riot Shield [Parts: Car Door/Trolley/Rope]

 

Wall-Buys:

M16 [Cost: 1200 Points]

MP5 [Cost: 1000 Points]

Skillet [Cost: 500 Points]

Semtex [Cost: 500 Points]

 

Utilities:

Mystery Box [Cost: 950 Points]

Crafting Bench

Bus Stop [Cost: 500 Points]


 

A3. Farmland

 

Areas:

Farmhouse

Barn

Stable

 

Perks:

Double Tap II Root Beer [Cost: 2000 Points]

 

Buildable:

Sentry Turret [Parts: Lawn Mower/Rifle Barrel/Ammo Belt]

 

Wall-Buys:

Remington 870 MCS [Cost: 750 Points]

Pitchfork [Cost: 500 Points]

Claymore [Cost: 1000 Points]

 

Utilities:

Mystery Box [Cost: 950 Points]

Crafting Bench

Fridge [Cost: 2500 Points]

Bus Stop [Cost: 500 Points]


 

A4. Cornfields

 

Areas:

Field

Pylon

Bunker

 

Perks:

Deadshot Daiquiri [Cost: 1500 Points]

Death Perception [Cost: 2000 Points]

 

Buildable:

NAV Card Table [Parts: Meteor/Radio/Table]

 

Wall-Buys:

Scoped Kar98k [Cost: 1500 Points]

Scythe [Cost: 500 Points]

Stielhandgranate [Cost: 250 Points]

 

Utilities:

Mystery Box [Cost: 950 Points]

Crafting Bench

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]

Sniper Cabinet [Cost: 1500 Points]


 

A5. Power Plant

 

Areas:

Generator

Station

Asylum

 

Perks:

Electric Cherry [Cost: 1500 Points]

Widow’s Wine [Cost: 4000 Points]

 

Buildable:

Electric Trap [Parts: Car Battery/Metal Rod/TV Screen]

 

Wall-Buys:

AK-74u [Cost: 1200 Points]

BAR+Bipod [Cost: 2500 Points]

Galvaknuckles [Cost: 6000 Points]

EMP [Cost: 500 Points]

 

Utilities:

Power Switch

Mystery Box [Cost: 950 Points]

Crafting Bench

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]

Electro-Shock Defenses [Cost: 1000 Points]


 

A6. National Park

 

Areas:

Camp Cabins

Lumber Mill

Swamp

 

Perks:

Ethereal Razor [Cost: 3000 Points]

Blood Wolf Bite [Cost: 3000 Points]

 

Buildable:

Gas Mask [Parts: Bottle/Strap/Tube]

 

Wall-Buys:

MP-40 [Cost: 1300 Points]

StG-447 [Cost: 1500 Points]

Bowie Knife [Cost: 3000 Points]

Tomahawk [Cost: 250 Points]

 

Utilities:

Mystery Box [Cost: 950 Points]

Crafting Bench

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]

Flogger [Cost: 750 Points]

Electro-Shock Defenses [Cost: 1000 Points]


 

A7. Town Center

 

Areas:

Downtown

Highschool

Hospital

 

Perks:

Jugger-Nog [Cost: 2500 Points]

Stamin-Up [Cost: 2000 Points]

 

Buildable:

Thrustodyne Aeronautics Model 23 (A.K.A. “Jet Gun”) [Parts: Jet Engine/Pressure Gauge/Handbrake]

 

Wall-Buys:

Uzi [Cost: 1200 Points]

M1927 [Cost: 1500 Points]

Baseball Bat [Cost: 500 Points]

Molotov Cocktail [Cost: 500 Points]

 

Utilities:

Mystery Box [Cost: 950 Points]

Crafting Bench

Bank [Interest: 100 Points]

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]

Electro-Shock Defenses [Cost: 1000 Points]


 

A8. Quarry

 

Areas:

Mine

Bridge

Factory

 

Perks:

Victorious Tortoise [Cost: 2500 Points]

Stone Cold Stronghold [Cost: 2500 Points]

 

Buildable:

Lantern [Parts: Bulb/Lamp/Bucket]

 

Wall-Buys:

Thompson [Cost: 1000 Points]

Trench Gun [Cost: 1000 Points]

Pickaxe [Cost: 500 Points]

Dynamite [Cost: 500 Points]

 

Utilities:

Mystery Box [Cost: 950 Points]

Crafting Bench

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]

Electro-Shock Defenses [Cost: 1000 Points]


 

 

Bus Route B:

 

B1. Groom Lake

 

Areas:

No Man’s Land

 

Perks:

Der Wunderfizz [Cost: 1500 Points]

 

Buildable:

Pack-A-Punch [Parts: Sign/Flag/Chassis - Cost: 5000 Points]

 

Wall-Buys:

Crossbow [Cost: 1500 Points]

Sickle [Cost: 3000 Points]

Hacker [Cost: 3000 Points]

 

Utilities:

Crafting Bench

Fridge [Cost: 2500 Points]

Bank [Interest: 100 Points]

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]


 

B2. Nuketown

 

Areas:

Camp Edward

Research Facility

115 Excavation Drill

 

Perks:

Zombshell [Cost: 4000 Points]

Blaze Phase [2000 Points]

Elemental Pop [Cost: 3000 Points]

 

Buildables:

Ray Gun Mark II Assembly Kit [Parts: Ray Gun/Frame/Element]

Hazmat Suit [Parts: Mask/Material/Tape]

 

Wall-Buys:

M27 [Cost: 1200 Points]

Mannequin Arm [Cost: 500 Points]

Acid Bomb [Cost: 500 Points]

 

Utilities:

Resupply Crate [Cost: 500 Points]

Rushmore

Crafting Bench

Fridge [Cost: 2500 Points]

Bank [Interest: 100 Points]

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]

Electro-Shock Defenses [Cost: 1000 Points]


 

 

Bus Route C:

 

C1. Construction Site

 

Areas:

Skyscraper A

Skyscraper B

 

Perks:

PhD Flopper [2000 Points]

Dying Wish [Cost: 4000 Points]

Timeslip [Cost: 1500 Points]

 

Buildables:

Sliquifier [Parts: Soap Dispenser/Fire Extinguisher/Mannequin Foot]

Trample Steam [Parts: Bellows/Motor/Wire]

NAV Card Table [Parts: Meteor/Radio/Table]

 

Wall-Buys:

PDW-57 [Cost: 1000 Points]

AN-94 [Cost: 1200 Points]

SVU-AS [Cost: 1000 Points]

Ballistic Knife [Cost: 1300 Points]

Nova Gas [Cost: 500 Points]

 

Utilities:

Resupply Crate [Cost: 500 Points]

Crafting Bench

Fridge [Cost: 2500 Points]

Bank [Interest: 100 Points]

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]


 

C2. Ghost Town

 

Areas:

Processing

Borough

 

Perks:

Vulture-Aid Elixir [Cost: 3000 Points]

Mule Kick [Cost: 3000 Points]

Bandolier Bandit [Cost: 1500 Points]

 

Buildables:

Paralyzer [Parts: Steam Engine/Train Wheel/Number Codex]

Head Chopper [Parts: Saw Blade/Hinge Gear/Rotary Crank]

Subsurface Resonator [Parts: Roulette Wheel/Audio Speaker/Motorized Mount]

Golden Pack-A-Punch [Parts: Sign/Flag/Chassis - Cost: 5000 Points]

NAV Card Table [Parts: Meteor/Radio/Table]

 

Wall-Buys:

LSAT [Cost: 4000 Points]

War Machine [Cost: 2000 Points]

Remington New Model Army [Cost: 1200 Points]

Shovel [Cost: 500 Points]

Time Bomb [Cost: 5000 Points]


 

Utilities:

Crafting Bench

Fridge [Cost: 2500 Points]

Bank [Interest: 100 Points]

Bus Stop [Cost: 500 Points]

Teleporter [Cost: 1500 Points]



 

Transport:

 

Bus Stop:

Bus Stops are located at each Point Of Interest and can be used to call a Bus to the current location using the Callbox [500 Points].


 

Bus:

The Bus is a defendable vehicle that traverses the entirety of Green Run by way of a Rail System. To make the Bus start, Players can pay for the Ticket Booth [500 Points]. Doing so will rapidly launch the Bus to the next Bus Stop at a Point of Interest on the Green Run Circuit. Looking up whilst inside the Bus will reveal the B23R [1000 Points]. Should the Bus run into a Cyclops, it will break down and have to reboot its systems for 115 Seconds. Whilst it does so, an Ambush will occur of a variety of Enemy types.


 

Upgrades:

 

To augment the Bus, Upgrades can be purchased on the relative areas.

 

Snow Plough [Cost: 1000 Points]

Purchased on the Bumper, allowing the Bus to drive through all Enemies.

 

Open Hatch [Cost: 1000 Points]

Purchased on the Roof, allowing access to the Roof from inside of the Bus.

 

Climbable Ladder [Cost: 1000 Points]

Purchased on the Left Side, allowing access to the Roof from outside of the Bus.


 

Buildables:

 

To further enhance the Bus, Buildables can be applied to the relative areas.

 

Portable Power [Parts: Fan/Mannequin/Rudder]

Found at the Bloodhound Bus Depot and applied to the Back, increases the velocity.

 

Riot Shield [Parts: Car Door/Trolley/Rope]

Found at the North Highway Diner and applied to the Right Side, protects the entryway.

 

Sentry Turret [Parts: Lawn Mower/Rifle Barrel/Ammo Belt]

Found at the Farmland and applied to the Front Roof, increases Bus velocity.

 

Electric Trap [Parts: Car Battery/Metal Rod/TV Screen]

Found at the Power Plant and applied to the Middle Roof, electrifies windows.

 

Lantern [Parts: Bulb/Lamp/Bucket]

Found at the Quarry and applied to the Front Headlights, disperses the Fog/Smog.


 

T.E.D.D.:

Don’t annoy the Bus Driver! Dealing damage to T.E.D.D. will cause his Prosthetic Skin to deteriorate and increase his Anger Meter. Causing his Anger Meter to reach 100% will cause his eyes to turn from Blue to Red, and for him to propel you to Nuketown - awakening all of the dormant A.D.A.M. and E.V.E. Mannequins in the area for Insanity Mode. If you manage to calm T.E.D.D., via a game of Simon on the Nuketown Sign, you will obtain free journeys for the duration of the match.



 

Support:

 

Cerebral U.F.O.

Brain & Nervous System of Peter McCain stored within a Bio-Mass Processor, appears in random areas dropping Bonus Points Power-Ups. Kill to get a Perk Bottle Power-Up.

 

Arthur

 

Arthur was the Servant to and close counsel of the Wolf King, before being flung through time to Purgatory Point. His mind scattered and overwhelmed by the ensuing chaos, he hid in the Jail Cell. Now, he rests there in a deep slumber trying to recover from his trauma. But should he be given the right incentive, he will return the favor with a free random Power-Up.



 

Hazards:

 

Fog

White Vapor Clouds dispersed between Points Of Interest, minimizing visibility and disorientating Zombies. Negated by Lantern.


 

Smog

Green Nova 6 Clouds which are released periodically between Points Of Interest, causes uncontrollable choking and can be lethal with prolonged exposure. Negated by Gas Mask.


 

Toxic Waste

Green Acid Pools spread throughout the entirety of Green Run, causes chemical burning and can be lethal with prolonged exposure. Negated by Hazmat Suit.



 

Standard Enemies:

 

Zombies

Found: All

Types: Civilians/Workers/Prisoners/Surgeons/Hospital Patients/Asylum Patients/Scientists

Eye Color: White

Description: Regular Variant of Zombies with Normal Health.

 

Soldier Zombies

Found: Cornfields/Power Plant/National Park/Quarry

Eye Color: White

Description: Armored Variant of Zombies with Extra Head/Body Protection.


 

Creepy Crawlers

Found: Power Plant/Nuketown

Eye Color: N/A

Description: Blind genetic abominations who crawl on the ground, expelling Nova 6 Gas when killed.



 

Vermin Enemies:

 

Hellhounds

Found: All

Eye Color: Yellow

Description: Pack of Dogs which spawn every 5 Rounds.

 

Denizens

Found: Cornfields

Eye Color: Yellow

Description: Underground Dwellers who will latch onto Players heads and scratch them repeatedly. 

 

Sasquatches

Found: National Park

Eye Color: Yellow

Description: The Missing Link between Human and Ape which patrol their habitat.

 

Amphibians

Found: National Park

Eye Color: Yellow

Description: Creatures from the murky depths who steal Power-Ups and bring them back to their Lagoon.

 

Jumping Jacks

Found: Construction Site

Eye Color: N/A

Description: Blind genetic abominations who leap into the air, expelling Nova 6 Gas when killed.

 

Ghosts

Found: Ghost Town

Eye Color: Yellow

Description: Spectral Wild Western Civilians who steal increments of 1000 Points from Players.



 

Special Enemies:

 

Napalm Chef

Found: North Highway Diner

Eye Color: Red

Description: Walks around and emits fire near Players to burn them.

 

Shrieker Waitress

Found: North Highway Diner

Eye Color: Red

Description: Runs around and screams orders at Players to stun them.

 

Marauding Farmer

Found: Farmland/Cornfields

Eye Color: Red

Description: Monstrous Farmer who sprints around at high speeds, slashing Players with his scythe and pitchfork.

 

Thrasher Ranger

Found: National Park

Eye Color: Red

Description: Park Ranger consumed by vegetation who consumes Players and carries them in his stomach.

 

Quarterback Brute

Found: Town Center

Eye Color: Red

Description: Gargantuan Jock who charges at Players, hitting them with his Helmet if they pass by.

 

Cheerleader Harpies

Found: Town Center

Eye Color: Red

Description: Swarm who follow the Quarterback Brute and restore his Health when near enough.

 

Cyclops

Found: Fog/Smog

Eye Color: N/A

Description: Blinded Cyclops monstrosity who roams the streets, using soundwaves to perceive its surroundings and obstructing the Bus if possible.

 

Avogadro

Found: All

Eye Color: N/A

Description: An Electric Being who traverses Hanford and zaps Players with lightning, foreshadowed by a storm and killed via Melee Attack.



 

Raid Bosses:

 

Cerberus

Found: Farmland

Eye Color: Red

Description: Vicious Three-Headed Dog who barks fire at Players to burn them.

 

Jubokko

Found: National Park

Eye Color: Red

Description: Lumbering Treeant who envelops Players in vines.



 

Bosses:

 

War

Found: Cornfields

Eye Color: White

Description: The Corrupted Soul of Dempsey, War rides around raining blood to harm Players.

 

Famine

Found: Power Plant

Eye Color: White

Description: The Corrupted Soul of Nikolai, Famine rides around blazing fires to burn Players.

 

Pestilence

Found: National Park

Eye Color: White

Description: The Corrupted Soul of Takeo, Pestilence rides around emanating gas to choke Players.

 

Death

Found: Quarry

Eye Color: White

Description: The Corrupted Soul of Richtofen, Death rides around casting shadows to consume Players.

 

Conquest

Found: Nuketown

Eye Color: White

Description: The Avogadro Reborn, Conquest rides around striking storms to electrocute Players.



 

"Green Run" Trophies/Achievements:

 

Day of Reckoning (Silver Trophy/75G)

In TranZition, obey “His” voice.

 

In The Land Of The Blind (Bronze Trophy/30G)

In TranZition, have all Doors opened without choking on Smog.

 

The One-Eyed Man Is King (Bronze Trophy/5G)

In TranZition, pacify a Cyclops without being noticed.

 

Bus From The Beyond (Bronze Trophy/15G)

In TranZition, complete all upgrades to the Bus in a single match.

 

Tools Of The Trade (Bronze Trophy/25G)

In TranZition, craft all 10 Buildables in a single match.

 

Reign It In (Bronze Trophy/15G)

In TranZition, defeat “Them” without being attacked by “Them”.

 

Macabre Menagerie (Bronze Trophy/10G)

In TranZition, slay one of each Cryptid in a single match.

 

Carbon Footprint (Bronze Trophy/10G)

In TranZition, travel to each POI without using the Bus.

 

Put It On My Tab (Bronze Trophy/10G)

In TranZition, buy 4 different Perk-a-Cola’s before turning on the Power.

 

Lost And Found (Bronze Trophy/10G)

In TranZition, reacquire your Loadout.



 

"Green Run" Hidden Trophy/Achievement:

 

Off The Rails (Gold Trophy/15G)

In TranZition, venture down Bus Route B.



 

“Great Leap Forward” DLC Pack Trophies/Achievements:

 

Sky High (Silver Trophy/75G)

In Great Leap Forward, be the architect of “His” destruction..

 

Dizzier (Bronze Trophy/10G)

In Great Leap Forward, fling 10 Zombies at once.

 

Crazy With Power (Bronze Trophy/30G)

In Great Leap Forward, turn on the Power before reaching Round 10.

 

Elevated (Bronze Trophy/35G)

In Great Leap Forward, gain access to PhD Flopper.

 

Cleaning In Progress (Bronze Trophy/15G)

In Great Leap Forward, kill 10 Zombies with a single shot from the Sliquifier..

 

Awakening The Dragons (Bronze Trophy/10G)

In Great Leap Forward, face the Dragons head-on before reaching Round 5.

 

You’re A Lifesaver (Bronze Trophy/10G)

In Great Leap Forward, revive a teammate from another Skyscraper.



 

“Great Leap Forward” DLC Pack Hidden Trophy/Achievement:

 

Eye Of Providence (Gold Trophy/15G)

In Great Leap Forward, accept fate and begin anew.



 

“Resolution 1295” DLC Pack Trophies/Achievements:

 

Ground Low (Silver Trophy/75G)

In Resolution 1295, be “His” pawn.

 

Spectral Essence (Bronze Trophy/15G)

In Resolution 1295, acquire a Perk-a-Cola for free.

 

Lonely At The Bottom (Bronze Trophy/25G)

In Resolution 1295, access all areas without the help of your old friend in one game.

 

Bass Drop Down (Bronze Trophy/10G)

In Resolution 1295, drop the beat on Zombies 100 times..

 

Sweet Tooth (Bronze Trophy/10G)

In Resolution 1295, appease the Sleeping Giant’s appetite.

 

Expose The Gazebo (Bronze Trophy/30G)

In Resolution 1295, discover the Golden Pack-A-Punch Machine by Round 1.

 

Blast From The Past (Bronze Trophy/10G)

In Resolution 1295, overwrite history.

 

Over The Hedge (Bronze Trophy/35G)

In Resolution 1295, skip the Hedge Maze in three different ways in a single match.

 

LSAT Against The Wall (Bronze Trophy/20G)

In Resolution 1295, purchase the LSAT off the wall and Golden Pack-A-Punch it.

 

When The Resolution Comes (Bronze Trophy/20G)

In Resolution 1295, escape from Processing.



 

“Resolution 1295” DLC Pack Hidden Trophy/Achievement:

 

Shifting Plates (Gold Trophy/15G)

In Resolution 1295, mend the Rift.

Edited by Intelligence Quotient
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  • Moderators
Moderator

Absolute gold here, enjoyed reading it: Brains! Love the whole secret government/cryptids way you went here. I was wondering, what is the Province 22/Primary Plates stuff. Are these maps accesible via TranZition? Or will this thread be updated for those maps?

 

 

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Awards

6 hours ago, anonymous said:

Absolute gold here, enjoyed reading it: Brains! Love the whole secret government/cryptids way you went here. I was wondering, what is the Province 22/Primary Plates stuff. Are these maps accesible via TranZition? Or will this thread be updated for those maps?

 

 

 Thank you so much! I should've explained it better, but my idea is that this Zombies map works like Blackout's map where they add in two new areas: Construction Site (an American-based version of Die Rise that starts being built at some point in Hanford) and Ghost Town  (Buried's location being misplaced to Hanford), with "Province 22" and "Primary Plates" being the name of the DLC Pack in general for the respective additions if that makes sense. I'll update the post with that now!

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Donor

I think now especially with how Cold War changed up some mechanics this is more plausible than ever! With crafting benches and Self-Revives (for a price...) we can have larger maps with more exploration, without having to worry (as much) about "what if one player is downed over in X while the team is in Y and Z?" in terms of map design. I love the idea of having all 3 maps interconnected, but T.E.D.D.'s bus is still gonna need some hell of an upgrade to traverse continents in a matter of seconds! 😛 

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2 hours ago, clueless said:

I think now especially with how Cold War changed up some mechanics this is more plausible than ever! With crafting benches and Self-Revives (for a price...) we can have larger maps with more exploration, without having to worry (as much) about "what if one player is downed over in X while the team is in Y and Z?" in terms of map design. I love the idea of having all 3 maps interconnected, but T.E.D.D.'s bus is still gonna need some hell of an upgrade to traverse continents in a matter of seconds! 😛 

Haha, it's funny because I tried to change the formula very minimally in this idea and only where I thought I really needed too because I am working on a series of maps that shake up the formula in big ways.

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