Green: Difference between revisions

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(if we cover Ghost Town, we also should cover the opposite)
 
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'''Green''' is used synonymously with '''Safe''' for a surburb status with very few zombies. The name has been derived from the [[Suburb#Danger Map of Malton Suburbs|Danger map]] colouring these areas in green.
'''Green''' is used synonymously with '''Safe''' for a surburb status with very few zombies. The name has been derived from the [[Suburb#Danger Map of Malton Suburbs|Danger map]] colouring these areas in green.


Such areas are usually well-maintained, with many [[Portable Generator|lit]] [[TRP]]s providing resources and many survivors  
Such areas are usually well-maintained, with many [[Portable Generator|lit]] [[TRP]]s providing resources and many survivors. Keeping an area "green" is usually the aim of most survivor groups, and for location-specific ones especially.


Downsides for survivors in green suburbs are widespread overcading plagueing many [[entry point]]s ([[Fiddler's Green Syndrome]]). There's also often widespread [[Trenchcoater|trenchcoating]] along with [[PKer]]s leeching off the local resources and revive points (both particularly near [[mall]]s).
Downsides for survivors in green suburbs are widespread overcading plagueing many [[entry point]]s ([[Fiddler's Green Syndrome]]). There's also often widespread [[Trenchcoater|trenchcoating]] along with [[PKer]]s leeching off the local resources and revive points (both particularly near [[mall]]s).


While [[feral]]s might potentially find a lot of food in such areas, they have a hard time to thrive in green suburbs. Many buildings are extremely heavily barricaded and well-manned, leading often to real-time rebarricading and swift ejection. The lack of nearby zombies also means few and slow reinforcements by [[Feeding Groan|groaning]], unless a [[Bellow]] can reach to nearby unsafe suburbs.
While [[feral]]s might potentially find a lot of food in such areas, they have a hard time thriving in green suburbs. Many buildings are extremely heavily barricaded and well-manned, leading often to real-time rebarricading and swift ejection. The lack of nearby zombies also means few and slow reinforcements by [[Feeding Groan|groaning]], unless a [[Bellow]] can reach to nearby unsafe suburbs.


[[Category:Glossary]]
[[Category:Glossary]]

Latest revision as of 00:03, 13 February 2011

           

Green is used synonymously with Safe for a surburb status with very few zombies. The name has been derived from the Danger map colouring these areas in green.

Such areas are usually well-maintained, with many lit TRPs providing resources and many survivors. Keeping an area "green" is usually the aim of most survivor groups, and for location-specific ones especially.

Downsides for survivors in green suburbs are widespread overcading plagueing many entry points (Fiddler's Green Syndrome). There's also often widespread trenchcoating along with PKers leeching off the local resources and revive points (both particularly near malls).

While ferals might potentially find a lot of food in such areas, they have a hard time thriving in green suburbs. Many buildings are extremely heavily barricaded and well-manned, leading often to real-time rebarricading and swift ejection. The lack of nearby zombies also means few and slow reinforcements by groaning, unless a Bellow can reach to nearby unsafe suburbs.