My Zombie Street Map

Mr Rand

New member
View attachment 15977


https://docs.google.com/file/d/0Bw1H2PB485gDTC04eFpJbEdTdkU/edit

Hi all! Please try out my map to c how it goes.


While out exploring a new area we seem to have reach a street with no zombies in view, we are going to explore this street for ammunitions, food, weapons and etc. With method and a little luck, all is going to be fine.


You will need the following tiles for this scenario:
1B, 1C, 4B, 4C 4D & 4DE


OBJECTIVES

Accomplish the following tasks in this order:

1– Take all the objective tokens.

2– Reach any Exit Zone shown on the map with the surviving characters. The Zone must contain no Zombies.


SPECIAL RULES


• Each objective token gives 5 experience points to the Survivor who takes it.

• The blue door cannot be opened until the blue objective has been taken.

• The green door cannot be opened until the green objective has been taken.

• You cannot use cars as it seem to be broke down.

• You can search a pimpmobile only once. It contains either Ma’s Shotgun or the Evil Twins (choose randomly). Some Missions may contain many pimpmobiles. In this case, you can only get the weapons that haven’t been obtained yet. When there’re no more…there are no more. • The police car's siren is on and making noise, all zombies would gather near the car unless they hear other noise.
• You can search a police car more than once. Draw cards until you find a weapon. Discard the other cards. The "Aaahh!" cards trigger the appearance of a zombie as usual and interrupt the search.

• All the surviving characters must be on the same Exit Zone to escaped.


1) Blue spawn zone, why ?
2) The cop car is over two zones, is this intentional ?
3) The Survivor starting zone is in between two zones in the street ? Is this significant ?
4) Has the cop car only got one Sound marker on it ? If so, it is making the same sound as a Survivor, so will have minimal effect on the game, should this be more ? ( btw I like the idea of the alarm being on, and attracting zombies )
5 ) Can you turn the cop car alarm off ?
6 ) If the cop car is attracting zombies, why are there none already on the map at the start ?

1) The map still need testing.
2) The cop car look nice in the middle to get zombies attention.
3) So you guys are choose left or right.
4) Trying one 1st, later add on.
5) Not for now, but after later play test. (Can shot at car to off it if you really want it.)
6) The map still need testing.



 
Last edited:

Mr Rand

New member
I'm sorry. Not sure how to post a bigger picture. I would like to know if u guys are able to download the map to play test it out.

Try to save the map to your pc to get the map.

View attachment 15979
 
Last edited:

Scorpion0x17

New member
I'm sorry. Not sure how to post a bigger picture. I would like to know if u guys are able to download the map to play test it out.

No we can't download the map, and it's a bit small to make out (like I'm not sure where the blue and green doors are).

You could upload a larger image to somewhere like Dropbox, or GoogleDocs, or ImageShack, then use the InsertImage->From URL feature of the forums to post a larger image.
 

Zackspacks

New member
+1 to what Scorp said.

From copying the image and blowing it up though, interesting to see you have put doors internally in the buildings, I like that idea, as it may stop a couple of cheeky 'open on blue alert' shennanigans. Questions though:
1) Blue spawn zone, why ?
2) The cop car is over two zones, is this intentional ?
3) The Survivor starting zone is in between two zones in the street ? Is this significant ?
4) Has the cop car only got one Sound marker on it ? If so, it is making the same sound as a Survivor, so will have minimal effect on the game, should this be more ? ( btw I like the idea of the alarm being on, and attracting zombies :) )
5 ) Can you turn the cop car alarm off ?
6 ) If the cop car is attracting zombies, why are there none already on the map at the start ?


cheers
Z
 
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