Pending Nemesis (Zombie Plague) Round from CS 1.6

Agent Knockout

I return to serve.
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Now, I don't know how many people here have played CS 1.6 and Zombie Plague. In this case, let me explain this mode in it's very basics to you, and perhaps we can start a concrete discussion to hash the specifics out.

As it was originally made, 1 person would become Nemesis (usually the Xenomorph player model by default with a Red aura around them), gaining a good bit of additional health (scaled to player count), a speed boost, the ability to leap and a quick melee attack that would do 250 damage, killing any normal person in a single hit. (and a slower right click that did a lot more, usually 500)
Humans had to kill the Nemesis, he had to kill them, simple as.

This is, however, too similar to a special fun round hosted by Jabba/Agennon. So why don't we spice it up a little more by adding a few of the gameplay changes some servers made to this mode?

For starters, we could have multiple Nemesis players; since TTT's Traitor and Detective spawn logic uses a server-defined percentage of the total player count with a guaranteed Traitor to start with, we can use a similar logic where 10% of all players become a Nemesis, with one Guaranteed Nemesis.

We can also add the Survivor class from Zombie Plague (from both Survivor and Armageddon round, they usually used any player model with a Blue aura around them, or even Neo from the Matrix!). This class was a ''Hero'' Class for the humans who would have some additional HP (enough to tank a number of slashes from a Nemesis), and perhaps we can give them something like the Grapple Hook as a mobility option to counteract the Leap.
Since we are using spawn logic, we can make it the same as the Detective's, with the only addition that there is also a Guaranteed Survivor.

The point distribution would be a small amount of points for doing enough damage to a Nemesis, and a larger point gain for whichever team (Survivors + Humans, or Nemesis) wins.

Yes, all humans would have infinite ammo during this.

Some other universal things we'd have to explore is weapon knockback during the fun round to prevent locking down the Nemesis too hard while allowing groups of humans to greatly slow down their movement. (To keep the round authentic), as well as if it's possible to add special effects and models to players for the fun rounds alone.
 
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