Garry's Mod

Garry's Mod

Not enough ratings
STATION OMEGA - an nZombies Rezzurrection Config
   
Award
Favorite
Favorited
Unfavorite
Content Type: Addon
Addon Type: Server content
Addon Tags: Build, Fun, Scenic
File Size
Posted
Updated
53.087 MB
12 Oct, 2024 @ 2:51pm
28 Mar @ 5:45am
29 Change Notes ( view )

Subscribe to download
STATION OMEGA - an nZombies Rezzurrection Config

In 1 collection by Drunk Headcrab
Station Omega [nZombies] - Required Content
26 items
Description
"The souls of the unlucky who slowly perished down here... I can still hear them in my sleep. Sometimes, they echo from no place, and other times it's right next to you..."

MAP: gm_taganskaya
PLAYERS: 6
PERK LIMIT: 4
PERK MODIFIERS: NONE
FLASHLIGHT: ENABLED
RE-PAP AAT: NO
DOLPHIN DIVE: ENABLED
SLIDE: DISABLED
HITS BEFORE DOWN: 3 (with bad attack animations)
DIFFICULTY: HARD


An nZombies Rezzurrection config made for the 2024 halloween contest, winning in 1st place. Features a fully fledged map script, custom assets, and a well-hidden secret. May spook.

MAKE SURE TO GET THE REQUIRED CONTENT FROM THE STATION OMEGA REQUIRED CONTENT COLLECTION.


Tip 1: BEWARE THE SPECIAL ROUNDS! They can come anywhere between round 5 and round 7, and they mean business. Failure to strategize could have dire consequences...

Tip 2: Reserve Soda will be given to you upgraded upon purchase, making it more viable.

Tip 3: Thy blade is thy only redemption. Use it upon the skulls of the dead!



OPTIONAL CHALLENGES / ACHIEVEMENTS:
1. The Day of Night - from your beginning to your end, never use the flashlight.

2. Angel's Thanatos - discover the secret, alongside the alternate easter egg song. (you'll know)

3. White Noiz - discover the 2 hidden audio logs.

4. Waverer - survive to wave 10 without leaving the train car in the spawn area.

5. Claw Finger - defeat the boss using only melee.

6. Black Fairy - use the gas mask to enter new areas, but don't turn on power.

7. Savage Requiem - find the key near Death Perception and unlock the SBS double-barrel shotgun near Mulekick.

8. Executioner's Handywork - pack-a-punch a weapon before wave 11.

9. Meadow Grass - activate the radio in the armory near Stamin-Up.
10 Comments
Drunk Headcrab  [author] 26 Jan @ 12:19am 
Running out of ammo in the start is intentional to force the player into a tense situation that requires use of your knife and grenades.
steelkeeper0 25 Jan @ 6:54pm 
The zombies phase through the starter barricade, and you run out of ammo before opening the first door as there's no wall weapons
Drunk Headcrab  [author] 23 Jan @ 10:26pm 
Also, since the time between start of swing and point of contact is different, you need to start your swing before you actually intend to land the hit, especially to prevent zombies from hitting you or blocking the knife headshot with an upward arm swing
Drunk Headcrab  [author] 23 Jan @ 10:25pm 
Crawlers though yeah, you either need to start your swing while looking away, then quickly look back, so that it doesn't do the annoying stupid lunge (this is the same as it is in actual cod, you an even kill friendly NPCs doing this lmao)

Or just save your bullets for executing crawlers. That's what I do.
Drunk Headcrab  [author] 23 Jan @ 10:24pm 
Knife hits follow the actual model. You need to aim up and to the left a bit, so that the animation of the knife is actually connecting with the zombie's head. It can be difficult but it is a skill and it is consistent when you learn it.
Cpt.Haxray 23 Jan @ 10:23pm 
Ah, okay. Wasn't aware of that with the F1. Honestly would help if there was something to indicate that within the gamemode or map itself.

I disagree with the "Serves as a tutorial" bit. The Knife hit Reg feels like complete and utter ass. I've had swings point blank not register, i've had crawlers casually dodge 7 swings in a row, i've had zombies randomly decide a headshot was a arm hit and not die. It feels like pure luck to actually survive past the second round, not 'player skill'.
Drunk Headcrab  [author] 23 Jan @ 8:27pm 
Yes, lobby system is disabled, you have to hit F1 and ready up manually like in the old days, both for classic feel and because lobby system cuts off the gameover music. The map is very hard and you will die a lot so I don't think you want to sit through that whole thing.

The map design is not totally conventional, either. The objective was for difficulty and horror, not to match classic cod maps (though I was inspired by WaW). That is why there is 1 small area in the beginning with a 2500 point door and no wall buys. You are forced to use your knife and grenades to their full potential or you will simply be overrun and killed. In a way, it could be seen as a tutorial for how to be efficient in a zombies map, and you can carry the skills learned from not dying here into any other map as well.
Cpt.Haxray 23 Jan @ 5:42pm 
I'm also noticing an issue where if you die, it doesn't go back to the lobby and you're forced to restart the game session as a whole as it sits forever in a spectator camera of your body.
Cpt.Haxray 23 Jan @ 5:29pm 
Giving a bunch of these older configs a shot after I was very disappointed by the official one.

I feel the first area would benefit from some cheap 500$ wall buy. It is very easy to run out of ammo due to how expensive the first door is, and the zombie spawns can get surprisingly overwelming, especially as the Knife only 1 shots on headshot.

Additionally, the Knife not having a swing sound feels very odd.
Crigence 12 Oct, 2024 @ 6:01pm 
HARDCORE TO THE (O)MEGA