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> A compiled list of stuff, ...my view on BB and its issues
PyroX
  Posted: April 05, 2005 06:18 am
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If you dont feel like reading I have added a quick reference list of all my points at the bottom.

Okay, first off I want to say I'm posting this in General because it is a rant, a bug report, a suggestion all at once. Mods can move it to where ever they feel fit. Also, I know this contains info that has been posted elsewhere but I felt I should sum it all up from my point of view. I feel an undying urge to rant about these problems myself and I don't think reposting it all in one big post would be as bad as bumping 20 other old posts.

Weapons
I hear people talking about the mod being at MAX for the number of weapons in the game. The problem is too many pistols! Having a lot of pistols is not the issue, it is the fact that they are all the same! Get ride of them or make them more distinguished.

The mini-gun is dumb. Its really loud and does really shity damage. Ive emptied the entire gun into a crowd of zombies and kill about 3 or 4. The flame thrower is the worst weapon in the game. It just sucks. It takes forever to kill anything with that p.o.s. These weapons either need higher damage or to just be taken out of the game all together.

Weapons don't do knock back unless it is the killing shot, then it slings the corpse across the f*ing map! This is probably has something to do with the HL1 engine. However, shooting a zombie in the chest with a shotgun should knock them away from you or knock them down.

Sawed-off is more accurate than the pump action. Not to mention the pump doesnt kill with one blast to the head which makes it really pointless. If youre going to have to shot a zombie twice in the head any other gun would do better.

"Gansta-style" mode on the pistols does what? Nothing...?

The axe looks silly and seems pointless.

Reload animation on the Winchester rifle is long... really long. Also, if I was surrounded by zombies I would not take the time to spin the rifle around like that.

When you drop a gun you can not pick up around of that same type. To get that gun back you have to die or find the one you dropped.

It seems that almost every gun takes two headshots to kill a zombie and almost a full clip or multiple clips to kill a zombie with chest shots. So far it just seems like guns are set to either shot off the whole head or half the head. Also, being able to blow off a leg and force the zombie to crawl would be a good addition.

Zombies
Zombies that hit the slightest bump in the road or angled surface and they start giggling and strafing like crazy. This makes shooting them in the head very, very difficult. Also, the fact that being 7 inches off the grounds prevents zombies from attacking a human is a big problem. This combined with the fact you can stand on the heads of the zombies without getting hurt is a problem. I know that most of these are probably attributed to the fact that its on the HL1 engine.

Also, zombies spawning and zombie corpses block player movement. This causes a lot of obvious problems.

Zombies spawn faster than they die. Sometimes they even spawn two in the same spot. I've watched zombies move from their spawn location and another spawns up as soon as the spawn location is clear until the area is wall to wall zombies. Zombies just spawn too quickly to keep their numbers under control or get by to complete a mission. I know this adds to the effect but because of the above problem it gets impossible to complete objectives.

Human zombies run... they can't climb ladders but they can jump. They also need more to do than just punch. Maybe a bite? They also stick out. Human zombies can also become human again by changing to spectators and then back to Human.

Game play
Model selection screen is all buggy. It only shows three at a time. I saw someone say this was going to be fixed in an upcoming patch.

Leveling up doesn't seem to really change much except for HP. Speed does slightly but Skill just seems pointless after you get enough racks to pick up some of the more advanced weapons. The damage difference between lvl 0 skill and 20 is undistinguishable. It still takes two headshots or a million chest shots either way.

Sometimes I can't use my skill points after the map changes. I don't know if its a server error, client side, or with BB.

Map makers need to think up some more creative objectives other than get the case, kill 50 zombies, defend for two minutes, and kill Fred. What I mean is you dont have to use them ALL in your map! Chose one or two, hell three, but not all of them.

I would suggest a zombie team and a human team instead of humans becoming zombies. I find when I become a zombie I'm having to destroy what I work really hard to accomplish and find myself not wanting to kill other players. This is where the team switching bug comes into being a problem. I understand becoming a zombie you would work against all you had worked for but then you have to be sent back to the human team and fix what you just destroyed. Its a bit annoying. What would be better is a permanent human team and a permanent zombie team. Maybe give the human team X amount of lives and then once they loose those lives they are a zombie forever. The problem I see is the fact you flip-flop from team to team. Or, get rid of the zombie side of things all together. During the transformation into a zombie, the player is invincible but still pulling aggro from the zombies. This lets a transforming player attack zombies like god for the minute period. It just seems weird.

Summary
In closing I think the most important things to take out of this rant are the following:
Try to fix the zombie AI so that it attacks the player if the zombie could reach them (fix the 7inch above the ground problem), change the team system/zombie player system, and take out all those pistols. I think these are the critical things that would REALLY help the mod out a lot.

The second most important things to consider fixing would be to rebalance the weapons and tweak the level system to make it seem like having a lot of points in a skill other than HP matters. I mean really! The flame throwing just seems pointless. At least the mini-gun kills with two head shots (like all the OTHER weapons).

Here is a quick bullet list of the above:

Weapons
  • Get rid of pistols to free weapon slots for make them more distinct
  • Mini-gun does crap for damage
  • Flame-thrower doesnt kill zombies period
  • Weapons dont do knock back
  • Sawed-off is more accurate than the Pump
  • Pump doesnt kill with one headshot making it impractical
  • Gansta-Style on the pistols does something?
  • Axe is a good way to die and accomplish nothing
  • Winchester rifles reload animation is silly and long
  • Dropping the gun bug
  • It takes two head shots to kill a zombie with the majority of the guns
  • Blowing off their legs would be a nice add
Zombies
  • Zombies get stuck and jiggle
  • Zombies wont attack you if your 7 inches off the ground
  • You can stand on a zombies head and not worry about taking dmg
  • Zombie spawn/corpses block player movement
  • Zombies spawn too fast or spawn two at a time
  • Zombie over spawn block objectives
  • Human zombies can run
  • Human zombies can jump
  • However they cant climb ladders
  • Human zombies need more attacks
  • Change to spectator to become human instantly
Game play
  • Buggy model selection screen
  • Putting lots of ranks in Skill and Speed doesnt have much effect
  • Sometimes after map change my points cant be spent
  • New objectives OR pick a few (you dont have to use them all every map!)
  • Zombie team needs some reworking. Maybe have a permanent team of zombies or make it so players have X amount of lives before they are put on the zombie team for the rest of the map.
  • Zombie and human team flip-flopping is annoying
  • Turning into a zombie god-mode is a problem I think
  • Redo the EXP system (Blak-Dragon's idea)
Blak-Dragon said:

QUOTE
Weapons - Accuracy Upgrade (Aim)
- Fire Power Upgrade (Damage)
- Model Upgrade (Ammo/Firerate)
- Weapon Knowledge (Reload Rate)

Player - Endurance (Health)
- Adrenaline (Speed)
- Stamina (Health Regeneration)
- Strength* (Melee Damage)


I don't know how hard all that would be to add but I think Blak-Dragon is onto something. Maybe not this exact layout but something more than just HP, SPEED, and SKILL.

This post has been edited by PyroX on April 06, 2005 05:18 am
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DarknessGlams
Posted: April 05, 2005 12:52 pm
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Welcome to the forums.

Well over half of those have already been said. Use the search button. There are somethings in there that have been suggested before, well done in spotting them. (Someones gotta take over for Immoral Snipers absence. We can alll take it in turns.)


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JesusFoo
Posted: April 05, 2005 01:03 pm
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QUOTE
It takes forever to kill anything with that p.o.s.

It could be stronger, but it does wonders with large groups.

QUOTE
The axe looks silly and seems pointless.

it's rather weak, but it can knock back a zombie if needed in a desperate situation

QUOTE
Also, if I was surrounded by zombies I would not take the time to spin the rifle around like that.

you can still fire the winchester as it's spinning, you do not have to wait for the animation to finish, as soon as the last bullet shows up as reloaded it's ready to fire.

QUOTE
When you drop a gun you can not pick up around of that same type

it was made this way not to promote camping and get people out searching, i actually hated this at first, but now i'm used to it and definitely appreciate it.

QUOTE
Zombies spawn faster than they die.

that's controlled by the mapper and the max zombies allowed on a server. i think a ton of zombies is good, makes things hard and interesting.

QUOTE
Human zombies run... they can't climb ladders but they can jump.

dawn of the dead, they all ran, i'm sure they could jump, as for climbing ladders, it might be a bit difficult, seeing as they are... zombies.

QUOTE
Model selection screen is all buggy. It only shows three at a time. I saw someone say this was going to be fixed in an upcoming patch.

I've been having problems with this a lot too, I used to play counter-strike, so when i join a server i have the tendency to hit "5" for "auto-select". If you do this in brainbread, it freezes and crashes half-life.

QUOTE
Sometimes I can't use my skill points after the map changes.

That's probably a server side problem, unless you just don't wait long enough for the points to load, as it could take anywhere from 5-10 seconds for your points to show up.

QUOTE
I would suggest a zombie team and a human team instead of humans becoming zombies.

Nah.


Everything else I definitely agree (which is to say are a lot of points)
All ideas i'm definitely in favor of....
QUOTE

  • Get rid of pistols to free weapon slots for make them more distinct
  • Mini-gun does crap for damage
  • Weapons dont do knock back
  • Sawed-off is more accurate than the Pump
  • Pump doesnt kill with one headshot making it impractical
  • Gansta-Style on the pistols does something?
  • It takes two head shots to kill a zombie with the majority of the guns
  • Blowing off their legs would be a nice add
  • Zombies get stuck and jiggle
  • Zombies wont attack you if your 7 inches off the ground
  • You can stand on a zombies head and not worry about taking dmg
  • Zombie spawn/corpses block player movement
  • Human zombies need more attacks
  • Change to spectator to become human instantly
  • Buggy model selection screen
  • Putting lots of ranks in Skill and Speed doesnt have much effect


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_CiviliaN^SoldieR_
Posted: April 05, 2005 02:59 pm
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Hi, and welcome to the forum,

QUOTE
I hear people talking about the mod being at MAX for the number of weapons in the game. The problem is too many pistols! Having a lot of pistols is not the issue, it is the fact that they are all the same! Get ride of them or make them more distinguished.


Posted before, don't you have enough weapons?

QUOTE
The mini-gun is dumb. Its really loud and does really shity damage. Ive emptied the entire gun into a crowd of zombies and kill about 3 or 4. The flame thrower is the worst weapon in the game. It just sucks. It takes forever to kill anything with that p.o.s. These weapons either need higher damage or to just be taken out of the game all together.


This is called, balancing, these weapons are wide spread, and so need to be weakened, what's point in having a weapon that's wide spread and super strong, it's just a joke.



QUOTE
Weapons don't do knock back unless it is the killing shot, then it slings the corpse across the f*ing map! This is probably has something to do with the HL1 engine. However, shooting a zombie in the chest with a shotgun should knock them away from you or knock them down.


Axe does that.



QUOTE
Sawed-off is more accurate than the pump action. Not to mention the pump doesnt kill with one blast to the head which makes it really pointless. If youre going to have to shot a zombie twice in the head any other gun would do better.


Maybe so, but the pump action holds more bullets and faster rate of fire.



QUOTE
"Gansta-style" mode on the pistols does what? Nothing...?


I see, so only "gangsta's" can do that?

QUOTE
The axe looks silly and seems pointless.


Don't use it then, and it's actually quite usefull.

QUOTE
Reload animation on the Winchester rifle is long... really long. Also, if I was surrounded by zombies I would not take the time to spin the rifle around like that.


Good point, but i think it's to balance it out.

QUOTE
When you drop a gun you can not pick up around of that same type. To get that gun back you have to die or find the one you dropped.


Ammo boxes.

QUOTE
It seems that almost every gun takes two headshots to kill a zombie and almost a full clip or multiple clips to kill a zombie with chest shots. So far it just seems like guns are set to either shot off the whole head or half the head. Also, being able to blow off a leg and force the zombie to crawl would be a good addition.


It depends on the server, also i would like crawling zombies, at one point there was a custom release with this but the zombie was stolen.

QUOTE
Zombies that hit the slightest bump in the road or angled surface and they start giggling and strafing like crazy. This makes shooting them in the head very, very difficult. Also, the fact that being 7 inches off the grounds prevents zombies from attacking a human is a big problem. This combined with the fact you can stand on the heads of the zombies without getting hurt is a problem. I know that most of these are probably attributed to the fact that its on the HL1 engine.


Use this to your advantage, and yes it's the HL1 engine.

QUOTE

Also, zombies spawning and zombie corpses block player movement. This causes a lot of obvious problems.


Go around it.

QUOTE
Zombies spawn faster than they die. Sometimes they even spawn two in the same spot. I've watched zombies move from their spawn location and another spawns up as soon as the spawn location is clear until the area is wall to wall zombies. Zombies just spawn too quickly to keep their numbers under control or get by to complete a mission. I know this adds to the effect but because of the above problem it gets impossible to complete objectives.


Keeps the game harder, and even.

QUOTE
Human zombies run... they can't climb ladders but they can jump. They also need more to do than just punch. Maybe a bite? They also stick out. Human zombies can also become human again by changing to spectators and then back to Human.


Agreed, a climbing human zombie would be better, but human zombies are already strong.

QUOTE
Model selection screen is all buggy. It only shows three at a time. I saw someone say this was going to be fixed in an upcoming patch.


Perhaps there's a command like "model <model name>"

QUOTE
Leveling up doesn't seem to really change much except for HP. Speed does slightly but Skill just seems pointless after you get enough racks to pick up some of the more advanced weapons. The damage difference between lvl 0 skill and 20 is undistinguishable. It still takes two headshots or a million chest shots either way.


Once you have alot in skill and speed, it makes a huge differance.

QUOTE
Sometimes I can't use my skill points after the map changes. I don't know if its a server error, client side, or with BB.


Never had this problem.

QUOTE
Map makers need to think up some more creative objectives other than get the case, kill 50 zombies, defend for two minutes, and kill Fred. What I mean is you dont have to use them ALL in your map! Chose one or two, hell three, but not all of them.


Post that request Here

QUOTE
I would suggest a zombie team and a human team instead of humans becoming zombies. I find when I become a zombie I'm having to destroy what I work really hard to accomplish and find myself not wanting to kill other players. This is where the team switching bug comes into being a problem. I understand becoming a zombie you would work against all you had worked for but then you have to be sent back to the human team and fix what you just destroyed. Its a bit annoying. What would be better is a permanent human team and a permanent zombie team. Maybe give the human team X amount of lives and then once they loose those lives they are a zombie forever. The problem I see is the fact you flip-flop from team to team. Or, get rid of the zombie side of things all together. During the transformation into a zombie, the player is invincible but still pulling aggro from the zombies. This lets a transforming player attack zombies like god for the minute period. It just seems weird.


Exactly, you explained the whole point of why you need to try your hardest not to become infected.

Goodpoints!!!

Wow, DarknessGlams there's also 2 other MODS you know, whoa!
And wow, the whole time immoral was here i was also modding, WHOA!!


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Blue Summer
Posted: April 05, 2005 03:52 pm
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Btw, Minigun and flamethrower are very powerful.

Learn to use your weapons before you complain, the axe is good for knock back, it's not like you'd want to get in CQB with a zombie in RL either.

One of the only points i agree with tbh is the one of getting rid of some pistols.


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This is what Ive said for the past couple months every time has requested source: BB source is highly unlikely because the mod team (Ironoak) has decided to use the crystal engine to create an rpg, although they have said there is a small chance of going to source but please, for the sake of all mankind, do not request a port and/or create polls, or even useless threads about the porting of BB, because it is most likely not going to happen, thank you for reading.

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Elite viking
Posted: April 05, 2005 03:54 pm
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Whoa!
I agree with some of those, but as I, Immoral, and Civ has said, along with the Developers, is that
The guns won't change
There will be no Brain Panic (Saying this means that they won't make it PvP)
The Minigun will stay as it is
Guns have been upped and downed many times, now they're here to stay just as they are
The axe will forever be, just the axe. No throwing, superman swinging, changing into knive or other ...thingy(get a custom), powerfullier (new word, just invented it cool.gif ), or anything

Many people, moderators and ordinary mortals tongue.gif and many others, has shot down about every one of these before.
As I said, even if I agree with some (The pistols, zombies and their "issues"), I can do nothing to change it.

This post has been edited by Elite viking on April 05, 2005 03:55 pm
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hunter
Posted: April 05, 2005 06:56 pm
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This mod is screwed wink.gif!


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Ed_Oscuro
Posted: April 05, 2005 07:24 pm
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Hey guys, finally decided to sign up and add something to the discussion!

My criticisms...well, I'll preface them by saying that BrainBread is amazing. It's very cool that the mod puts the tank and helicopter to use, along with AI soldier buddies (of a sort) and some very cool weapons (a lever action rifle, a police style revolver, the sawn-off, and the propane tank! Woohoo). I also know these comments come at an awkward time (college crunch time, and inbetween releases) and might be a bit aggravating if fixes are in the works.

First off, where's the manual? It seems hard to locate information (I *just* learned about the point assignment key last time I played) on stuff, and I've yet to search out info about the differences between the various stat boosts (I dump everyhing into "skill," since that seems like a good thing to do). Eh, but you've already heard about the vagueness of the point assignment key's description in the bind menu. Neat feature, but I'd rather have a Counter-Strike style menu for this smile.gif

I honestly don't care that there's a ton of pistols and that the sawn-off is so goofy (and more accurate than the pump). I love playing around with them all, and BB is the only mod I can think of that lets you carry an AK and a M4/16 around at the same time. All the variety makes things really interesting, and of course everybody loves giant Fred...and his extended family. Ditto on the Gore-geous system - awesome, and groundbreaking stuff for the engine (similar things have been done to some extent, but not like this). I'm most interested in the game simply working; the weapon stuff is mostly minor.

However, I'm mystified by the assertion that the guns are balanced. Sniper rifle encourages repeat visits to the ammo box and is much more powerful than the minigun. There's no problem with the axe.

There's also a zombie flow issue at the Mall, as the number of enemies slows down to only a few after a while. The minigun is always running out of ammo, too...and if the zombies are limitless, why shouldn't the ammo on a constricted map such as this?

Finally, I really like how the whole "zombification" thing works out, but other players seem not to appreciate the extra excitement of recieving a player zombie attack tongue.gif I like the uncertainty, but some lazy types out there don't appreciate the extra scariness it poses (though that's balanced by the obviously different model and speed, helpful for humans). It seems it's mostly a laid-back zombie shooting sim, ruled by a "live and let die" mentality for the most part. Co-operation seems to be optional, which isn't a wholly bad thing.

BB is highly open ended (go solo or cooperate on objectives), and I like that. Maps have very memorable spots (even the mall; jumping into the bushes is great). Servers can be PvP friendly or unfriendly. There are of course bugs and the level of polish varies quite a bit around levels, but that goes with the territory and I'm highly impressed with the mod (my experience has been pretty flawless, actually). Thanks for making the mod! Cheers.

(Edit: "bind menu" and "extended" added lol)

This post has been edited by Ed_Oscuro on April 05, 2005 07:34 pm
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DarknessGlams
Posted: April 05, 2005 07:34 pm
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QUOTE (Ed_Oscuro @ Apr 5 2005, 06:24 PM)
There's also a zombie flow issue at the Mall, as the number of enemies slows down to only a few after a while. The minigun is always running out of ammo, too...and if the zombies are limitless, why shouldn't the ammo on a constricted map such as this?

That was a user made map so the maker designed it like that unless you mean slaywatch which is just how the devs made the game.
And come on Civvy. I know that there are more mods its just that I thought it was something Immoral would say.

This post has been edited by DarknessGlams on April 05, 2005 07:36 pm


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Ed_Oscuro
Posted: April 05, 2005 07:36 pm
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QUOTE (DarknessGlams @ Apr 5 2005, 07:34 PM)
That was a user made map so the maker designed it like that unless you mean slaywatch which is just how the devs made the game.

Fast reply, wow. Well, it's the mall-themed map everybody's playing in, with a small barricade at one end. Last time we didn't have enough kills to escape before time ran out, though sometimes it works.
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DarknessGlams
Posted: April 05, 2005 07:37 pm
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QUOTE (Ed_Oscuro @ Apr 5 2005, 06:36 PM)
QUOTE (DarknessGlams @ Apr 5 2005, 07:34 PM)
That was a user made map so the maker designed it like that unless you mean slaywatch which is just how the devs made the game.

Fast reply, wow. Well, it's the mall-themed map everybody's playing in, with a small barricade at one end. Last time we didn't have enough kills to escape before time ran out, though sometimes it works.

That's bb_slaywatch.


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Ed_Oscuro
Posted: April 05, 2005 08:04 pm
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Oh yeah. Invincibility period when transforming = sweet, er, ULTIMATE.

This post has been edited by Ed_Oscuro on April 05, 2005 08:05 pm
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solcott
Posted: April 05, 2005 09:46 pm
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QUOTE
Change to spectator to become human instantly


actually i have my server set up so people can say /gohuman to instantly go back to human, sure its just a clanmod plugin to more easily make use of the suicide/spectator/modelmenu "exploit" but alot of people who play there love it smile.gif

QUOTE
something about how the minigun and flamer suck


wtf are u thinking saying they suck? try this once, squirt a pack of like 20 zombies with the flamer, then switch to your minigun with lastinv or the number 3/4 and then put like 2 bullets in each of thier heads. you have a pile of 20 re-dead zombies pretty quick smile.gif


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gamersha794
Posted: April 05, 2005 09:47 pm
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there's no invincibility while transforming........


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Marphy Black
Posted: April 05, 2005 09:50 pm
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QUOTE (JesusFoo @ Apr 5 2005, 06:03 AM)
dawn of the dead, they all ran, i'm sure they could jump, as for climbing ladders, it might be a bit difficult, seeing as they are... zombies.

The zombies did climb a ladder in Dawn of the Dead.

This post has been edited by Marphy Black on April 05, 2005 09:51 pm


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