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Humans Vs. Zombies Fall 2011 Orientation PowerPoint Presentation
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Humans Vs. Zombies Fall 2011 Orientation

Humans Vs. Zombies Fall 2011 Orientation

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Humans Vs. Zombies Fall 2011 Orientation

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  1. Humans Vs. ZombiesFall 2011 Orientation Director : Alex Daise Veterans: Please take a seat in the back to allow newer players to be up front (the ideal place to ask questions)

  2. Meet your Administrators! • Alex Daise – Director • Phone: 610-909-4254 • Forum Alias: Murphy_MacManus • Nolan Galbraith – LeadAdmin • Phone: 724-831-8398 • Forum Alias: Alaunos • Steve Hite – Lead Admin • Phone: 610-914-6368 • He gets lonely • Forum Alias: NotRealButter Morgan Wardrop – Admin Phone: 814-574-2169 Forum Alias: Whitemagemeister Ian Gerrity – Admin Phone: 570-351-2766 Forum Alias: Purge

  3. What is Humans Vs. Zombies? • A game simulating the Zombie Apocalypse • Played 24/7, all over the world, 2 weeks long • 3 win conditions : • The Zombies infect all of the Humans • All of the Zombies starve • The game time runs out, it becomes a stalemate • 3 Factions play a part in this game • Humans • Zombies • Dead Players

  4. Factions : In Depth (Humans) • Objective: To outlast the Zombie horde, and complete missions. • Arsenal: • Socks (with only other socks attached if anything) • Approved Blasters • Marshmallows (not minis) • Can be identified by : • A green bandanna on the left arm • Sporting/shooting blasters

  5. Factions : In Depth (Zombies) • Objective: To infect all Humans so that only Zombies remain. • Arsenal: • Their body • Any contact will cause a tag, infecting a human • Can be identified by : • A green bandanna on the left arm • An orange bandanna on their head • Visible from ALL angles! You can’t cover it up • Not sporting/shooting blasters

  6. Factions : In Depth (Dead) • Objective: Assist the Administrators by playing HvZ during missions as a Non-Player Character, or NPC. (Admins will request you) • Arsenal: • Varies, admins will let you know • Can be identified by : • If a Zombie NPC • Green Headband • If a Human NPC • Orange Armband

  7. When we say you can be tagged anywhere… • We mean anywhere • Famous tag locations include New York City, NY • As well as Baltimore, Maryland • This game has no boundaries, except for during certain missions • If this is the case, the admins will inform you

  8. Yeah yeah, but what constitutes a tag? • A tag is any physical contact made by a Zombie on a Human. • It can be a kick in the leg (note Breakfast is Dangerous), anything that isn’t the Neck or Head. • Backpacks count as extensions of the Human body, as do coat-tails, anything you are “wearing” • Tags may NOT use excessive force • Be gentle, kids, it’s a game.

  9. A Unique Situation Appeared! • When a Human stuns a Zombie at the same instant that the Zombie tags the Human, the Zombie gets the tag, but IS STUNNED. • What is stunning you ask? Moving right along.

  10. Stunning (not good looks) • When a Human player hits a Zombie player with any of the approved weapons, that player becomes Stunned. (Not in head or neck) • A Stunned Zombie may not : • Get tags • Continue to wear a headband (it must be put around the neck once stunned) • Pursue humans (Exception in next slide) • A Stunned Zombie will remain stunned for 15 minutes, then return their headband to the correct position

  11. Stunning (Continued) • Stun timers (as we like to call them) will be shorter in Missions, and will be announced by the admins. • A stunned zombie may : • Remain stationary (used to block darts) • Leave the scene (not following Humans) • Call other Zombies • EXCEPTION! • A Stunned Zombie MAY follow and get assist on an Incubating Human. More on these topics right now!

  12. Incubation! • Once tagged, a Human is considered Incubating, and becomes a Zombie in 15 Minutes! • An Incubating Human may : • Help the Zombies • Help the Humans • Cry in a corner, whatever • When the timer is up, the player puts on his/her Orange Headband, and is now a Zombie.

  13. Feeds / Starvation • When a Zombie tags a Human, they get a “Feed” • The Human, when tagged, will rip off the large portion of their ID, and hand it to the Zombie IMMEDIATELY • This “Feed Card”, when entered in on the website will provide said Zombie with 50 hours added onto their Starvation Timer! • Starvation Timer: • If a Zombie does not receive a “Feed” within 50 hours, they will starve, and become a Dead Player.

  14. Feeds / Starvation (Continued) • Assists : • The 2nd and 3rd tags to be made on a Human/Incubating Human are the assists. • The Zombies who did the assisting will receive the smaller cards on the Human’s ID. • Assists will also provide 50 hours to the Zombie. • They can no longer be attained once an Incubating Human has become a full Zombie. • 50 Hours is the CAP. If you have 24 hours, and get a feed, you will be at 50 hours.

  15. A Few Reminders • A Stunned Zombie CAN chase after Incubating Humans and get Assists. • There is vagueness surrounding the “Do not follow while stunned” rule • If you are stunned, but want to head in the same general direction as a human/group of humans, try turning down a street, and go the direction on a parallel street, out of sight. • Zombies ignoring this rule will have hours removed. • It is PROHIBITED to show your ID card to anyone but the Zombie who tagged you

  16. Soldier Class • Soldiers are individuals who will be identified by: • A green armband on BOTH arms (if Human) • A green armband on BOTH arms, plus an orange headband (if Zombie) • If in mission, both armbands go on the right arm • They stun Zombies for an extra 5 minutes • They are stunned for 5 less minutes • These amounts will change during missions • Soldier will be awarded to certain players by the administrators • When a Human Soldier is tagged, they turn into a Zombie Soldier.

  17. Game Structure • 2 weeks long • First two days are “Pregame” • Next 10 days will be Normal Gameplay • We normally do 11, but the final day would be a football game • Before the game begins • The Administrators will choose One lucky individual to become the Original Zombie. • This Zombie is responsible for providing the giant horde of Zombies necessary for a Zombie victory later in the game. Many players view the OZ as a leader-figure.

  18. Pregame • The scariest two days of the game. • Pregame lasts from 8:00am, Monday, Sept. 12th until 6:00pm (First Mission) on Tuesday, Sept. 13th • ALL players wear their green armbands on their left arms (CAN NOT BE COVERED UP) • Zombie DO NOT wear headbands. • Everyone looks human. • The OZ is released, and Zombies can NOT starve. • Human Weaponry is limited to : • Socks • Marshmallows

  19. Pregame (Continued) • Zombies can lie about being Human • They can not, however, use weapons • Pregame transitions into the Normal Game when the First Mission begins. • Once you arrive at the Mission starting point, you will now be out of Pregame, and may use your blasters. If you are a zombie, you don your headband. • If you cannot attend the first Mission, Pregame will end for you at 6:00pm. (That is when the Starvation Timers begin ticking on the website)

  20. Normal Game • Zombies can no longer claim to be Human, no matter over what medium. • You can avoid answering, but you cannot lie. • Humans must attend a predetermined amount of Missions every week (More on that next) • Zombies Starvation Timers have begun. When they reach 0 seconds, you will be set to Dead.

  21. Missions • Every day during the “Normal” portion of the game, Evening Missions will be held. • On some days, Day Missions will be held. • Humans and Zombies will meet up at certain locations, and will be given objectives to complete within a time limit. • For example, Rescue a Scientist from a locked car, and escort him around campus. • It will be required for Humans to attend a minimum of 2 missions per week. • If you cannot attend the minimum, please contact me or one of my Administrators. Day Missions count for ½ of a Mission credit.

  22. Missions (Continued) • Day Missions will vary in length, and will consist of objectives posted on the forums, that the factions will have the majority of the day to complete. • Make sure to Check the Forums regularly for updates and Mission information. • Missions will have shortened Stun Timers, Incubation Timers, and other fun parameters! • Humans are encouraged to attend every mission! • They’re a lot of fun • You get to act out the storyline, and take an active role in your faction’s destiny!

  23. Missions (Continued 2) • Players participating in a Mission will switch their green armbands to the opposite arm • This will take place when the Admin instructs you to switch them. • When in a Mission, players will be in a separate “plane of existence” • Mission players can not affect outside-of-Mission players, and Vice-Versa • If a Safe Zone is used by an In-Mission player, they are removed from the mission. • IE: Running into a classroom building

  24. Faction Loyalty Clause • A player must play to benefit his/her faction. • Human players must work to better the game for a Human victory. • Zombie players must work to better the game for a Zombie victory. • The only exception is that an Incubating Human may play for either side.

  25. Non-Players / Dead Players • May not : • Interfere with the game • Shield players • Reveal locations of players • May : • Escort players into and throughout Residence Halls • Give static information about players (class schedules, work schedules, daily routines, housing) • Non-Players and Dead may still be involved in missions • The Administrators will contact you, but you may post your want and availability in the forums.

  26. Escort Policy • You must be escorted into a dorm building if you do not live there. • An Escort may have up to 6 followers. • Escorts must have visual contact with each follower every 5 minutes or explicit permission from the RA on duty to leave them be.

  27. Antidote • A special item that can be obtained by players through missions • If used, takes the place of a Human’s feed card. (Spares the Human’s life) • After use : • The Human is invincible for 15 minutes (can not be tagged/shot) • If used in a mission, the Human is now out of the Mission • Antidote can be used anytime during your incubation period

  28. Safe Zones • The only technical boundaries placed upon the game • Safe Zones both exist for players safety as well as the sake of not disrupting Daily University Activities • FOLLOW RULE : • Only ONE Zombie per Human may follow within a safe zone. • Here is a list of locations that will ALWAYS be safe.

  29. Safe Zones (Always Safe) • Commons Buildings • Campus Classroom Buildings • Bathrooms • Libraries, Labs, Studios, Bars, Bookstores, Firing Ranges, Gyms, Hospitals, Airports • Religious Events • Eisenhower Auditorium • Buses (and for 30 seconds after exiting) • Athletic fields/arenas during University-Sanctioned athletic events • Any University-Sanctioned Club Meeting • Workplace while at work • Any place not listed above while a player is working on a project

  30. Safe Zones (Temporary) • The HUB : • 10am – 2pm, EVERY DAY • While on a Mobile Apparatus, you are safe • Bike, Skateboard, Car, Scooter, Longboard, Roller-blades • Once dismounted from a Bike/Skateboard etc, you are taggable • All local, state, and federal laws must be followed. • When exiting a car, it must be parked. The driver may not leave the vehicle unless it is parked legally. • A Zombie may not follow a Human who is in a car. • It is PROHIBITED to use a mobile apparatus for the purpose of being safe.

  31. More Safe Zones (Temporary) • When you enter a car, you are “stunned” for 3 minutes, which means that you cannot fire and stun zombies. • When using a Mobile Apparatus, park it off campus, as close to campus as you’d like, then walk to your destination.

  32. Establishments • If they ask you to not play the restaurant, store, etc. Stop play and let an admin know

  33. Safe Zones (Residences) • A player’s place of residence is considered safe if one person (who lives there), declares it a safe zone • Once it is declared a safe zone, it cannot be undeclared as such • Touching the door of your residence makes you safe • Humans may shoot out of residences that are not dorm rooms. In the dorms, you may only use socks. • NEVER USE MARSHMALLOWS INSIDE BUILDINGS • Bottom floor of Brill Hall is technically an area you need to “swipe” into, so you must be escorted inside

  34. Safe Time • You may apply for safe time for various situations (Going to Exams, equipment usage, etc.) • Post in the HvZ Support forums for safe time, it is kept confidential between you and the admins. • If approved for safe time, the time will be posted on the general HvZ forums. • If approved for safe time, wear your armband around your neck, unless you’re wearing a uniform for work or ROTC or etc.

  35. NERF AT NIGHT • Past Civil Twilight (Sunset + 30 minutes) • Blasters may not be used within these boundaries : • Park • Atherton • College • University • If you are stopped by the Police • Lay down your blasters • Give the Admins a call

  36. Misc. • Do not jump over or climb any object that is over WAIST height/3 feet. • DO NOT CLIMB out of your apartment windows. • If your residence building must be swiped into, like EastView or some Apartment buildings, the hallways are still not safe. • Blasters may also not be used here. • No Trespassing. • Stay off Frat property. • Please no Camo.

  37. Most importantly… • Have fun! • It’s a game, relax, enjoy yourself. • If you feel you have been wronged, you probably haven’t. • We would love to hear your feedback, but save it for AFTER the game is over. • We put a lot of work into this game for you, so we hope you enjoy it! • Whenever you get tagged, remember, being a zombie is also fun

  38. Questions?

  39. Tech Demo!

  40. New additions: • Do not purposefully block darts/socks/mallows with your head • Do not climb inside dumpsters • Remote controlled robots cannot be used to stun zombies • During missions, admins may set up temporary safe zones using cones or something similar