They Are Billions

They Are Billions

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28 Years Later - Phase 08X (Passfire)
   
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Feb 16, 2019 @ 4:30pm
Mar 28, 2019 @ 3:10pm
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28 Years Later - Phase 08X (Passfire)

In 1 collection by POBmaestro
28 Years Later
25 items
Description
This is the same map as Phase 8 but is much much harder...

28 years have passed since a phenomenon known as the The Tempest engulfed the world. Following the events at the New Sheffield Outpost, the remaining survivors have established the Command Center of New Liverpool next to the Douglas Complex which is producing a supply of oil. The last colonists now face a final fight for their survival but the odds are against them - the area was ravaged by wildfires during The Tempest and the noise from the new colony has brought infected from all around. There is nowhere left to hide and the survivors will need to fight with fire and fury...

Difficulty: Nightmare - waves are every 7 days up to day 56 with a bit of a break before the final wave on day 62-63. You’ll need that break…there are as usual a few twists and turns and rewards to find. Game ends on day 67-68. I only recommend playing this version if you play 500%+ or above.

IF THE DOUGLAS COMPLEX OIL PLATFORM IS DESTROYED, SMITH IS KILLED OR IF BOTH OF HIS DAUGHTERS ARE KILLED THEN THE MISSION WILL FAIL.

Without spoiling the story too much this how the campaign is shaping up:

“Chapter 1 – Wait it Out”
Phase 1 - "One Foot in the Grave" - Peaceful Lowlands (Scotland) - Out Now
Phase 2 - "Seeds of Change" - Peaceful Lowlands (Scotland) - Out Now
Phase 3(+X) - "Highland to Hell" - The Frozen Highlands (Scotland) – Out Now
Phase 4(+X) - "A Tale of Two Cities" - The Frozen Highlands (Scotland) – Out Now

“Chapter 2 – Hide and Seek”
Phase 5 - "Welcome to Kirkwall" - Peaceful Lowlands (Kirkwall) – Out Now
Phase 6 - "Tunnel Vision" - Dark Moorlands (Kirkwall underground) – Out Now
Phase 7 - "March of the Titan" - Desolated Wasteland (Yorkshire) – Out Now
Phase 8 - "Passfire" - Desolated Wasteland (Liverpool) – Out Now

“Chapter 3 – You Know Where to Find Me”
Phase 9 - "Lily of the Valley Pt 1" - Peaceful Lowlands (Wales) - Out Now
Phase 10 - "Lily of the Valley Pt 2" - Dark Moorlands (Wales underground) - Out Now
Phase 11 - "Bridges over Troubled Water" - The Peaceful Lowlands (London)
Phase 12 - "Requiem for a Dream" - (Secret!)

I hope you enjoy the maps and I welcome all feedback!
12 Comments
polontus Sep 11, 2020 @ 9:47am 
TL;DR this map got me sweating my butt off but i had fun so thank you and good work!

i just beat this map on the higher difficulty on the first try, even though i play the campaign on 100%
i gotta say your maps are challenging and spicy, the story is damn fine and i am looking forward to play the nest levels.
it took me 4 or 5 hours to beat this map because i paused so much to micromanage Smith and the rangers in the early game and optimizing resource spending in the late game. in the final wave in my south west District the westmost wall fell and i had to retreat my snipers to a barely acceptable backup position and i nearly shat my pants when that almost broke as well. Needless to say that this is my most exhilerating victory in TABs so far
POBmaestro  [author] Feb 20, 2019 @ 4:25am 
I have just added a built in "Deadlier" difficulty that adds more special infected to the final wave. If you find 800% survival difficulty quite straightforward then please select that option in-game and let me know how you get on!
POBmaestro  [author] Feb 19, 2019 @ 1:03pm 
@UbarVadok - ok thanks, I don't know what it was then! Glad you found the map fun though :D
UberVadok Feb 19, 2019 @ 1:02pm 
@POBmaestro it was before the first long wave of slow zombies and there wasn't any indications of active wave. Also when u start making noise with Mr.Smith before first wave, zombies start running to u for quite a long time, far longer than it should take for them to get from the south-west corner of the map. Anyway it was fun map)
POBmaestro  [author] Feb 19, 2019 @ 12:54pm 
@UberVadok - there shouldn't be any triggers that spawn infected, but there are the waves that are non-stop for 7 days at a time, could have been that? I never really thought someone would expand that far before the constant waves! GG :D
UberVadok Feb 19, 2019 @ 12:45pm 
About noise spawning infected: after map was reveled i headed to clear north and i clearly saw that runners start spawning out of air in the area of north east corner once i crossed some point.
UberVadok Feb 19, 2019 @ 12:40pm 
I play with pause. Im not that quick to play without it. To optimize economy growth I do micromanagement which involves building stuff on every gold tick asap and clear area in multiple directions. If i let my rangers die its gg so i use pause to react if they are attacked. To defend waves i invest as little as possible and use some cheeze kiting) So im not that good after all.
Also I can only imagine how difficult is it to balance the final wave :D. How about to give a hint what is the recommended defence for it in failer screen. Something like: for final horde it is recommended to have 2000 population, 400+ snipers, 10+ tanatoses, 20+ executors etc.
That XXX difficulty sounds exciting! Hayaku :D
POBmaestro  [author] Feb 19, 2019 @ 12:27pm 
@UberVadok just re-read your comment - the noise does not spawn in any infected, it just draws them from the VODs and runners from edges of the map. Let me know if I got it wrong, I try and make my feel natural rather than artificial so keen to improve that if needed!
POBmaestro  [author] Feb 19, 2019 @ 11:54am 
@UberVadok - thanks for all the feedback! Sounds like you are far too good even for the X version! The problem is this as difficult as I can make the map before I cannot complete it myself! Do you play no pause? Personally I like to design final waves so that if you get that far then you deserve to beat it otherwise it can be frustrating compared to restarting on day 7! For Phase 12 though I am planning an extra difficulty on-top of X! Thanks again for your feedback :)
UberVadok Feb 19, 2019 @ 11:27am 
Thx for the map! Looking forward for Chapter 3! "Noise is your bigest enemy" is kind of interesting mechanics. The hardest part is to hold first wave since Mr. Smith attracts too much zombies) It feels on edge but definitely doable! Only later on it becomes clear that noise spawns wave in specific places (oops spoiler!), which looks abit... artifitial.
Resources are very scarce! Stone was main bottleneck in colony growth.
I cleared map by the day 58 and start building Executors and Snipers as much as possible for the final wave only to find out that it wasn't that immence (sorry :) ). I had 7 points of defence, each had 2-4 Executors, 1-2 Tanatos, 4 rows of stone walls and bunch of snipers (around 300 in total) and they barely strached the walls... I also had the SWAT squad of Mr. Smith with 40-ish soldiers/snipers ready to reinforce if needed but ended up not using them.
But again great map! great series! Keep it up and... it's a tea time already!