Garry's Mod

Garry's Mod

Not enough ratings
Vector (an nZombies Rezzurection Config)
   
Award
Favorite
Favorited
Unfavorite
Content Type: Addon
Addon Type: Map
Addon Tags: Fun
File Size
Posted
Updated
2.135 MB
5 Mar @ 3:15pm
13 Mar @ 1:13pm
7 Change Notes ( view )

Subscribe to download
Vector (an nZombies Rezzurection Config)

In 1 collection by Napalmburner
THE nZombies collection of all time
113 items
Description
The Resistance desperately trying to escape City 17. Combine forces falling left and right. The Citadel collapsing before your very eyes. How could it possibly get worse?

---------------------------------------------
You will need many nZombies related addons in order to play this. Make sure you have everything; check the nZR gamemode and its related collections, for starters.
There's a good chance I missed something so its up to you to make sure you have all the required content. if you play nZR configs regularly, this shouldn't be an issue.


Grab the nZR collection:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3001207857

The navmesh is directly packed into this addon. Make sure you do NOT already have a navmesh for zs_vector_v2.

Recommended players: 2-6 (max 8 players)

(Difficulty Scale: Easy - Medium - Hard - Very Hard - Extreme)

Map Difficulty: Medium
3-hit down.
For some reason zombies deal less damage until round 5. (idk)
Multiple open areas and killstreaks even the playing field against the horde.

Guaranteed Perks

Quick Revive
Cosmonaut Colada
PHD Flopper
Jugger-nog
Speed Cola
Double Tap II

Random Perks

Banana Colada
Reserve Soda
Electric Cherry
Danger Costa-Rican
Deadshot Daiquiri
Death Perception
Explosive Everclear
Napalm Nectar
Mask Moscatto
Melee Machiatto
Mule Kick
Elemental Pop
Stamin-Up
Timeslip Tonic
Victorious Tortoise
Vulture Aid
Who's Who
Widow's Wine

Weapons

Rainy Death with a mixture of AW and Ghosts weapons.

The Ray Gun Mark 3s and the Alistair's Folly (my beloved) can be obtained from the box.
Monkey Bombs are available.

Features

You need a key to unlock a building that connects the train-yard to spawn.

Random perks are located around the map.

Pack a Punch teleports every so often. It can teleport to the streets, behind Juggernog, or a flooded room located in spawn. A beam marks where it is... or it should. (weird skybox moment)

You can build the Dragon Shield, AKA the Guard of Fafnir.

There is a jukebox at the streets Pack a Punch. It has a decent selection of music for your zombie-killing entertainment.

Amm-O-Matic resides in the Trial building.

There is a teleporter in the streets that brings you to spawn and vice-versa to save on travel time.

You can obtain Salvage and use it to craft some killstreaks like the LDBR and the Chopper Gunner.

You can choose to Exfil starting at Round 16 and every 5 rounds afterwards to end the game without dying.

As the game progresses, new powerups will start dropping. For example, you won't get Nukes until Round 10, avoiding the dreaded "kill half the round and lose out on points because it spawned on me" BS.

Tips

Do. Your. Trials! They can guarantee you a perk that didn't spawn on the map, or let you upgrade a perk you already have to make it stronger.
Yes, the Round 20 with no Juggernog challenge was disabled (this one SUCKS)

Be aware, there are a few varieties of special zombies you need to watch out for alongside the Krasny Soldat.

The map gets harder as you progress through the match.

You have plenty of space in the map to run around. Use it to your advantage.

Use killstreaks to even the playing field! Salvage drops for a reason; don't hoard it like an idiot.

Napalm Nectar is a good pick for this map.

Cosmonaut Colada has great use on this map; you can use it to traverse freely or jump over hordes of zombies without getting mauled.

Death Perception occasionally gives you more Salvage on pick-up.

If you're lucky, Pack a Punch will spawn behind Jugger-nog at around the time you open the area up. I highly recommend upgrading a gun if this happens.

Known Bugs

Despite the navmesh working during testing in both creative and survival, sometimes zombies will fail to make a jump and endlessly run in circles at certain jump spots in the zombie shortcuts. Hopefully they despawn, but if not, make sure to listen out for their noises.

Zombies randomly get stuck on barriers here and there. It's rare but it happens for no discernible reason; the fence barrier next to the first Arsenal machine works fine until one zombie just fails a jump somehow. They should despawn after a few moments.

There COULD definitely be some spots you can glitch onto with Cosmonaut Colada's low-grav prone dives. I was quite thorough with invisible walls but there's a non-zero chance I missed some glitch spots.

Do not prone dive directly into Death Perception unless you fancy getting stuck.