Apocalyptic Survival Challenge: Rules of the Safe House

Oct 01, 2010 16:43


(Read Part 1)
(Read Part 2)
Friday.




It's kind of like a home. But with more zombies.

(A little more about the challenge:
    A group of 8 sims from my Pixel_Trade Neighborhood will band together and survive the zombie apocalypse.
    This is my personal corruption of an apocalyptic challenge found at MTS. My rules are quite different.

REQUIREMENTS:
- Sims 2 University or Apartment Life
- MATY's Zombie Apocalypse mod.
- MATY's Fight Club mod.

SUGGESTED:
- Some kind of auto-greet hack. (Like DMA's, or ChristianLov's)

Preshow--Week 1:
    Note: Zombies are going to take over the neighborhood. Don't use one you don't want zombified.
    Make a master zombie.
    Make the zombie plague spread to at least 20 sims by the end of the week. It won't be hard.

Week 1:
    Several sims rent a house together. Rent is steep. Work to move in as many sims as you can to pay it off.
    Play as normal.
    At 6 o'clock of the first day of the second week, or at first zombie walkby sighting, every one on the lot who is not a zombie (up to eight sims) flees together to find a safe house. (The hope is, you've moved in eight sims and developed their characters a bit. Otherwise, you get a mailman.)

Week 2 and 3:
     Find a large, easily "defensible" building.
     They'll be doing a lot of running.
     If they arrived early because of a zombie walkby, they have the rest of week one to settle in. Otherwise...
     Move in the first zombie walkby. This zombie must greet any zombie walkbys.
     Run.

RULES FOR ZOMBIE ATTACKS:
     You may not cancel the "Be Attacked" action. All other actions before "Be Attacked" must be canceled.
     You may not control Zombies, except to make the first Zombie you moved in greet other zombie walkbys.
      Zombies are attracted to lights. At night, if any light fixture or electronic device is left on for more than one sim hour, all zombies should be called to that room. (For my own sanity, decorative candles don't count. Super dark pictures are no fun.)
     Doors may be locked. If a zombie tries to get in, it will fail the first time, but it destroys the door and it becomes a doorway.
     Doors may be blocked. If a zombie gets a "route fail" , the offending object is destroyed.

RULES FOR BUYING
      After the first zombie is moved in, you may not buy anything from the catalog without a visit to a community lot first.
      Paladin's guns may be bought by visiting a gun store community lot at the beginning of week 3.
      No fire alarms, no burglar alarm, no npc visits of any kind.

There are other things I just don't do because they make things less interesting, but they don't need to go in the rules.
I figure, if any one out there wants to play with me, anything outside the basics is fair game. We can all make this as hard, or as easy as we like.

Just a little more meta-game talk before I can get going. I was torn between taking pictures, and saving my sims asses, so some of the jumping you'll see in the next chapter can be disconcerting if you don't know the layout here.)

They've been living at this old office building. Six stories, including the basement and roof.




Basement:
Our heros found a few dirty matresses, the furnace, a utility sink and shower her. They later brought chairs down to wait for the shower.
The elevator is the only way up or down for some reason.




(In some places. I've marked out places with "the great divide" where one might conceivably hide from a zombie. The game counts these areas as a different room.)

Floor 1:
Public restrooms: male and female, three small personal offices, and a coffee shop. An entrance hall runs down the middle. They've started piling things up in the entrance to make a blockade.




Floor 2:
There's a room of phones, several offices, two meeting rooms, a copy room, a smaller employee bathroom, and a tiny hall. One office has a couch.




Floor 3:
There's a room set up for some game developers. The unfinished computer game is amusing until the power goes out. Pushing out some heavy metal lockers in the storage room. makes a nice private space for sleeping. The break room, and adjacent kitchen have food stocked for the buffet. And plenty of coffee.
The stairs open to a lobby with couches.




Floor 4:
Our heroes have transformed this floor into their primary living area. It may not be as easily defended as floor 3, but they feel better the farther up they are.
Two of the four offices are shuffled about to make room for a couple mattresses they found in the basement. The forth office has a fold out couch.
Most meals are eaten in the meeting room.
The dark executive office has a personal bathroom that's easily blockaded.




The roof:
Some one's started a small roof garden. It's dead now.




(This building was designed, as much as I could, just as an office. The lack of showers, skilling equipment, and other little things is just more amusing to me to deal with. Sorry to bore you all with this, I couldn't see myself slowing down a story building post with all this set up crap. Cheers.)

challenge, story

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