Contagion
Rampage™ Jul 9, 2021 @ 1:34am
Escape mode: Biotec and police department
What have the developers been up to? In the Biotec ending there are no zombies, but in the final police department the zombies are unlimited. I don't like how this thing, the maps are not balanced.
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Showing 1-15 of 28 comments
Tiniestkuriboh Jul 9, 2021 @ 2:18pm 
Reworking of the maps - roanoke uses the constant zombie population function so if you are having difficulty just run up to the roof and wait for the full crowd to follow. Don't shoot any zombies as that will cause more to spawn down in basement. Spawn limit it is roughly 15 depending on what part of the garage sequence you are at.

As far as Biotec goes, i agree it seems a little meh at the end
slumpy Jul 16, 2021 @ 8:40pm 
Biotech's roof is just too open and there are never enough zombies at one time (even when it worked properly) to make it a challenge.
Rampage™ Jul 17, 2021 @ 2:24am 
Originally posted by slumpy:
Biotech's roof is just too open and there are never enough zombies at one time (even when it worked properly) to make it a challenge.
True. Have you played the Police Department? Garage rescue is impossible (extreme difficulty)
I think the developers of this game are a mess.
AkaiRam Jul 17, 2021 @ 10:47am 
Well Biotec in the current QA had some work on the finale part i had 2 riot zombies and around 20 zombies so it felt better than having nothing.

The garage escape is troublesome but it was worse when the change showed up first, i already said it has to be tuned down in comparisation on what you can do in the roof escape.
Im not sure how the maps work in Contagion, are there key event activators at certain points or when certain goals are completed it spawns a ton of zeds? If so maybe these points need to be balanced?

One simple idea is in very wide open areas there should be plenty of zed's also in regards to sniping opportunities whilst on the other hand in more enclosed spaces it would make sense there would be less zeds. This can be balanced to create a better flow of gameplay.
Last edited by Slim Jim's Popcorn; Jul 18, 2021 @ 8:34pm
AlexSledge Jul 19, 2021 @ 5:39am 
The end of Biotec could be improved by endless zombies coming out of the building (through the gates, so the gates actually lock them out, unlike with them coming over the rooftops), and having to restart the generators again before being able to lock down the roof.
AkaiRam Jul 19, 2021 @ 7:52am 
On Roanoke roof that worked but the design of Biotec's roof and helipad i prefer to not have infinite zombies there.
When a generator would need restarting where would you even put it? That one door can be blocked depending on game logic's pathing.
AlexSledge Jul 20, 2021 @ 6:37am 
The same basement generator you have to switch on to open the gates.
AkaiRam Jul 20, 2021 @ 7:09am 
The one from roanoke to be used in biotec i see, yet the question is where to put it, the door to the tourbine area is oftenly blocked, that door that leads to this one elevator shaft is also blocked based on the path, so it would had to be rng like either on the left or right door to the center/main hall if at all.
ಠ_ಠ Jul 31, 2021 @ 3:02pm 
Roanoke PD garage escape is somewhat understandable in Extreme. I personally would want to leave it alone. All you need is teamwork to get through it. IE. Full team defending at gate while 1 or 2 people getting generator.
AkaiRam Jul 31, 2021 @ 3:48pm 
Originally posted by ಠ_ಠ:
Roanoke PD garage escape is somewhat understandable in Extreme. I personally would want to leave it alone. All you need is teamwork to get through it. IE. Full team defending at gate while 1 or 2 people getting generator.
Making it less doable on Solo, yes, it needs rework compared to the Roof Escape that is doable as team and in solo.
Tiniestkuriboh Aug 1, 2021 @ 6:22pm 
Originally posted by Rad head:
Im not sure how the maps work in Contagion, are there key event activators at certain points or when certain goals are completed it spawns a ton of zeds? If so maybe these points need to be balanced?

One simple idea is in very wide open areas there should be plenty of zed's also in regards to sniping opportunities whilst on the other hand in more enclosed spaces it would make sense there would be less zeds. This can be balanced to create a better flow of gameplay.
Late reply but in general there are spawn zones and as the players hit different events/triggers in the script, different zones turn off and on. Generally fixed groups are spawned in the middle of the level and end of the levels use the consistent spawn (ie the game tries to keep the zombie population at a specific number - Roanoke is 20 on garage start then 15 after generator turned on)
Last edited by Tiniestkuriboh; Aug 8, 2021 @ 1:47pm
Max the Magician Aug 3, 2021 @ 4:00am 
Roanoke garage escape is quite good the way it is now. Before it was way too easy but now you actually need to fight your way through the zombies. Ive been playing it on extreme for quite many hours and now its actually challenging to get through.
slumpy Nov 25, 2021 @ 3:45pm 
Originally posted by xyz:
Originally posted by slumpy:
Biotech's roof is just too open and there are never enough zombies at one time (even when it worked properly) to make it a challenge.
True. Have you played the Police Department? Garage rescue is impossible (extreme difficulty)
I think the developers of this game are a mess.

You can cheese the garage by running back to the stairwell so they can't surround you then fighting through the horde when you need to hit the genny/escape.
Prisoner849 Nov 25, 2021 @ 9:01pm 
The reason why Biotech doesn't have endless hordes of Zombies at the end is because you have to Lockdown the Roof and kill any remaining zombies on the roof so that the chopper can land on the helipad to pick up the survivors. I prefer this and I hope they never change it.
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Date Posted: Jul 9, 2021 @ 1:34am
Posts: 28