User:Blake Firedancer/Crawforde

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Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 13:34, 15 August 2008 (BST)
Type: A whole new goddamn city!
Scope: Everyone bored with Malton and Monroeville
Description: As it turns out, before the zombie outbreak occured in Malton, there was a sample of the then-dormant zombie virus sent to NecroTech's Regional Headquarters located in downtown Crawforde.

After Malton went into zombie quarantine, the scientists at Crawforde decided to work on an antidote to the zombie outbreak, using their sample as a research subject. This is where the updated version of the revivification syringes came from once the zombies had started to adapt to the earlier formula.

Now, as it turns out, the virus has escaped its Crawforde containment and has run amok, much like it did in Malton. Cue yet another military quarantine, as well as a shutdown of all NT research in other cities, pending a full investigation.

Essentially, this adds a new city to the mix: Crawforde. This city is a combination of the ideas in both Malton and Monroeville. It has the same basic shape as Malton, except the districts are more distinct and less grid-ish, like Monroeville. Most of them still fit the grid-like pattern, however some districts may be more than one 'space' on this grid.

Notable landmarks in Crawforde include:

Longfin Island, Crystalline Bay, Rouke Bridge, Hallister Bridge & Tallis Bridge

To the south-east of Crawforde there is Longfin Island, named after a myth of the native inhabitants where the island was fished up by a deity, only to be tossed back for being undersized. Longfin Island is 2x3 Malton suburbs in dimensions, and has 3 bridges that cross the waters of Crystalline Bay, linking it to the rest of the island: Rouke, Hallister and Tallis. Tallis is the only one to the west of the island, and is 2 lanes wide. The other two are to the north and are 1 lane wide.

Sheffield & Sons. Commercial Airport

A small airport located on Longfin Island, the airport is a 5x3 area used as one of the two major evacuation points during the initial Crawforde outbreak.

Here is a blueprint of the Sheffield Airport:


The hangars would have item find rates similar to Auto Repair Yards. Each hangar is seperate, but are grouped together on the map for easy labelling. They are barricadable.

The radio tower is a scaffolding with radar dishes on it. It is ruinable, and if ruined prevents survivors from using it to broadcast messages. Otherwise, transmitters inside the Terminal or Control Tower can be used with double the standard word limit.

The control tower is barricadable, and can be used with binoculars.

The terminal is one building, and is barricadable (but not from the other half of the building, like malls and other large buildings)

The entrance behaves exactly like a Fort gatehouse. There is a fence running the perimeter of the airport; this is the only way in.

The carpark is just a carpark, and the grass is just like a park.

Crawforde Grand Central Station

The second major evacuation route for Crawforde's citizens, the GCS is essentially a 3-square train station arranged in a line.

The central part is the 'hub', where they used to have the train information on billboards. This area now serves much the same purpose as the billboards found around Malton, and is the only enterable square of the GCS. To the east and west you have the platforms used for east and west-bound trains.

NecroTech Regional Headquarters

Located in the central, most zombie-intense part of the city, this was where the Crawforde zombie uprising began. In gameplay terms, this is a Scientist's Fort, much how a mall is a Citizen's Fort. In this 3x3 walled complex, the Regional HQ has facilities for the processing and reviving of zombies (W square), as well as on-site employee quarters (SE square), a cafeteria (E square), infirmary (NE square) and even a crematorium (N square) for disposing of former test subjects.

In the centre of the compound there is the Admin tower. Essentially the same as any other tower in any of the 3 quarantined cities, except that it offers NT clothes in addition to standard buisness suits.

CBNN Complex

Short for Crawforde Broadcasters News Network, this 2x2 TV station is located in the the North-Western area of the city. This building, once used to entertain the masses in Crawforde, it is now used to broadcast emergency messages to anyone who still has a working Television.

Essentially what is stated here, except broadcasts are live, are made the same way as Radio Broadcasts, and include a link to the sender's profile.

Crawforde University

A sparse collection of buildings in the mid-Eastern section of the city, Crawforde University is where the brightest of the bright came to study art, literature and other such academia.

Re-worked version of Malton University.


Crawforde Central Police Headquarters

This 2x2 building, located on the West side of Crawforde, acts just like an enlarged regular PD, only the armoury contains Combat Shotguns as well as the regular kind.

  • SE square: Administration
  • SW square: Central booking
  • NW square: Armoury
  • NE square: Prison cells

Oceanview Fort

Located on the south side of Longfin Island, Oceanview Fort was built in 1925 in order to combat the threat of what was thought to be an incoming enemy fleet, but was instead a large school of whales.

Since then, the fort has been modernised, and in its armoury can now be found Combat Shotguns and Submachine guns.


There are 4 malls in the city: Beachcomber Mall, located near the Northern shore of Crystalline Bay, Island Mall on Longfin, Silverroad Mall in the South-East, and Wild Hills Mall in the North.

New item in Crawforde:

Hunting Rifles removed. I thought they would be of some use in Crawforde. Apparently not.


  • Combat Shotguns can be found in the armouries at Crawforde Police Headquarters and Fort Oceanview, as Crawforde is a much more modernised city and as such has a better equipped police force. Regular shotguns can still be found in smaller PDs and in Malls.
  • Submachine Guns can be found in Fort Oceanview's armoury.


Map of Crawforde (Not to Scale)

Map of Crawforde.PNG

Brief rundown of the districts in Crawforde:

  • Wild Hills

A mostly woodland area, Wild Hills is home to the Wild Hills Mall and CBNN buildings.

Resource Buildings
  • Hospitals: None
  • NT buildings: None
  • Police Departments: None
  • Fire Departments: None
  • Notable Buildings: 2
  • Residential Area

Mainly consisting of houses, schools and libraries, the Residential Area is where most of Crawforde's population settled down.

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: University
  • Slums

Home to the lesser-off of Crawforde, the Slums contains a large amount of apartment blocks, hotels, motels and bars.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: None
  • Watercrest

This is where the more financially secure of Crawforde's citizens dwelled. Expect to come across the odd mansion here.

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Moderate
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: None
  • Central Buisness District

The commercial side of Crawforde, expect to find numerous banks, monuments, parks and offices around this area.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Only the Regional HQ
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: 2
  • Western Crawforde

Nothing really note-worthy in this district, aside from the Central Police Headquarters for Crawforde

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Moderate
  • Police Departments: Few
  • Fire Departments: Moderate
  • Notable Buildings: Crawforde Central Police HQ
  • Southern Crawforde

The shopping district for Crawforde. Many find Silverroad Mall to be better equipped than other malls, and often shop here instead.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Few
  • Notable Buildings: Silverroad Mall
  • Bayside

A tale of two districts, really. On the Crawforde side, Bayside contains multiple shops, hotel & casinos, bars and Beachcomber Mall. On the Longfin Island side, there's industrial port buildings, including many factories.

Resource Buildings
  • Hospitals: Few
  • NT buildings: None
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: 4
  • Longfin Island

Located in the bay, Longfin Island can be considered a substantial colony all its own.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: 3


Dimensions of suburbs:

  • Wild Hills: (1,1) to (100,7)
  • Slums: (1,8) to (30,30) (excluding squares (18,26) to (20,30)
  • Residential Area: (31,8) to (100,30) (excluding squares (21,30) to (65,30)
  • Western Crawforde: (1,31) to (25,65)
  • CBD: (18,26) to (50, 65)
  • Watercrest: (66,31) to (100,45)
  • Southern Crawforde: (1,65) to (65,100)
  • Bayside: (66,46) to (100,100) (excluding squares (75,80) to (100,100))
  • Longfin Island: (75,80) to (100,100)

(Please tell me if these numbers don't work out. I made them up loosely based on my map above.)

Discussion (Crawforde)

You just barely reached double-digit level and you're already bored with the game? --Aeon17x 13:40, 15 August 2008 (BST)

Not really, I was just bored with the limited building types in Malton. --Blake Firedancer T E RNL? P.I.S.I.T. 02:45, 16 August 2008 (BST)

No sniping, no matter how far the idea is buried within another idea. Sniping would in no way help with holding the bridges. The zombies would just wait for all the trenchies to run out of ammo, stand up, and cross the bridge. --Bob Fortune RR 17:38, 15 August 2008 (BST)

Yep. Hear you actually made me think you had a well thought out and (if a little large-scale) passable idea, but the hunting rifle addition digs its own grave. Techercizer (Food) (TSoE) 18:18, 15 August 2008 (BST)

I do, however, like the idea of another "test city" with lots of large structures, especially the NT headquarters. Techercizer (Food) (TSoE) 18:19, 15 August 2008 (BST)

There are so many new city suggestions all the time... Meh... Instead of worrying about Monroeville or some new city, players should be focusing on Malton. In particular, there is a whole fucking NW and west side that needs survivors do go repair and cade. And the NE corner deserpately needs zombies. There is PLENTY to do in Malton, a lot of it dangerous and exciting... if you'd get off your asses and just do it. And this doesn't even touch on the many, many different styles of play you can adopt if you want more "variety"... No... Give it up already... If you're THAT bored, either you're not creative enough... or you need to find a different game to play. --WanYao 18:41, 15 August 2008 (BST)

OK, it was pretty late when I came up with this, note that I am adding some more onto it that I forgot to add in initially now. --Blake Firedancer T E RNL? P.I.S.I.T. 02:51, 16 August 2008 (BST)

I don't like new cities coz they detract from Malton, but if a new city was definately going to be introduced i do like the idea of this one, minus the snipers of course because despite being aware that they are constantly shot down you haven't grasped the main reason: they are totally useless! There is no reason to kill a zombie outside! You will spend way more ap killing it then it takes to stand up! Also as Wan, Malton is an exciting place at the moment :) --xoxo 03:10, 16 August 2008 (BST)

I figured that a sniper would work in Crawforde as some of the high-priority zombie targets (NT HQ, Airport) have tall buildings a square away from the entrance. This would allow survivors to snipe zombies from inside the safe area. However, as said, the ammo would be limited, to the point of uselessness.--Blake Firedancer T E RNL? P.I.S.I.T. 12:36, 16 August 2008 (BST)

Yeah, I like everything about this except the weapons. Combat Shotguns maaaay be alright, I'll get back to you on that, but Sniper Rifles? Not a chance. Techercizer (Food) (TSoE) 03:15, 16 August 2008 (BST)

I decided I'm okay with combat shoguns, but only inside a rare large building; like the Armory of a Fort or the Weapons Locker of one massive police building. In every police department is just too much, make them a resource that makes people and zombies want to fight over a building for!!! Techercizer (Food) (TSoE) 03:17, 16 August 2008 (BST)
Okay. Minor PDs in Crawforde would have standard Shotguns, the Crawforde Police Headquarters (location TBC) and the Oceanview Fortress (Fort on south of Longfin) would be the only places. --Blake Firedancer T E RNL? P.I.S.I.T. 03:36, 16 August 2008 (BST)
Now you're talking! If every large building in Malton has some powerful unique asset, item, service, or feature that can only be found there, it'd encourage combat over those areas, as well as adding interesting new gameplay! With all these potential survivor buffs, you might have to do something extra for zombies though... Techercizer (Food) (TSoE) 03:45, 16 August 2008 (BST)
Good point. I doubt that reduced NT building numbers (due to the presence of NT's Divisional HQ, there was less of a need for them around the city, pre-zombies) would be enough of a zombie buff.
Maybe making frequent brakes in free-running corridors, to limit Survivor movement? That probably wouldn't do it by itself... Maybe less resource buildings of all kinds (due to the "unique" locations and their survivor buff contents), coupled with few extensive free running corridors? This definitely seems like something you'll have to figure out over a decent period of time, with input from dozens of users, but I think it deserves to be explored. I know I'd want to play there! Techercizer (Food) (TSoE) 04:06, 16 August 2008 (BST)I HATE EDIT CONFLICTS! RARRRAAGAHHHRAAGGH!
Would a 2-lane highway down the centre of the city divide the free-running lanes enough? --Blake Firedancer T E RNL? P.I.S.I.T. 12:36, 16 August 2008 (BST)
Personally, I was thinking of having like "blocks" (like in real cities), with streets/wastelands/parks/monuments...etc. running in between building bunches, but that's just my take on it. I don't think a single division in the center of the city would really limit survivor movement that much however... Techercizer (Food) (TSoE) 19:37, 16 August 2008 (BST)

Simplist thing to say, if your going to come up with a whole new city....then do it! Both Malton and Monroeville are on a grid of 100 squares by 100 squares. Start there and make the city. Whether or not city ideas come up all the time (they don't, not really), the more compelte your idea, the better (regardless of the idea). We are here to discuss the idea, not do it for you.--Pesatyel 20:07, 16 August 2008 (BST)

I'm not sure about Pes' insistance on Apathy, but I do agree with one thing: Planning this thing out would make it much more likely to be implemented. Techercizer (Food) (TSoE) 21:17, 16 August 2008 (BST)
Apathy? Not apathy. I've just seen a LOT of suggestions that amounted to little more than "I want X". And that's it. That's easy. Just saying it. Anyone can do that, but it takes some thinking to come up with the how of it. If your going to make a suggestion, it would behoove you to MAKE a suggestion. How are we supposed to know what you had in mind? What we have to work with, as far as the discussion goes? YOU are making the suggestion X, not me. If you say "I think a chainsaw would be a good addition" I'd expect you to have SOME idea on the stats of the chainsaw. If you expect ME to come up with them, then I might as well be making the suggestion myself, right? But I'm not, YOU are (and, yes, I"m using the generic "you" to denote the author, not you specifically). Basically speaking, I'd have to believe the author of the idea has SOME idea, which, truth be told IS what we have here. But what I said still applies, given the enormous nature of the suggestion.--Pesatyel 07:59, 17 August 2008 (BST)

I may be stuck on a vehicle idea vein but, if the city is on several islands and you're already adding in new guns, why not personal boats? That could add in another large maybe 2x1 industrial dock structure as well. Just a thought considering you would have squares containing only water.--Ninja13 22:34, 16 August 2008 (BST)

No. No. Oh God No. No. Techercizer (Food) (TSoE) 21:50, 16 August 2008 (BST)
Sorry, mate, but as Tech. No vehicles. Industrial docks would still fit in though... --Blake Firedancer T E RNL? P.I.S.I.T. 04:19, 17 August 2008 (BST)

To make free running less useful, how about cliffs or ridges that you have to go around instead of through?Shooty08 11:56, 17 August 2008 (BST)

Just a suggestion it just seems like a waste of space to have a whole bunch of inacessable blocks.--Ninja13 23:23, 17 August 2008 (BST)

I've decided that there will be a 2-lane highway running between the suburb borders (1 lane each side of the border), with the exception of the Riverside-Longfin, Watercrest-Residential and Watercrest-Riverside borders. The majority of the landmass in Wild Hills would also be Forest, with the only buildings being in the area are the occasional lumberjack cabin (can find axes at same rate as fire stations). Wild Hills mall will be on the southern edge of the suburb, right on the border of Wild Hills/Residential area. --Blake Firedancer T E RNL? P.I.S.I.T. 03:49, 23 August 2008 (BST)

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