Operation GLH

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Operation Greening Lamport's Hills

Notice: Operation GLH has officially been completed as of Friday, January 5rd, 2007.

Operation GLH was designed by Captain wfjeff of Lamport Hills to raise Lamport Hills’ danger level to green. To do this, the suburb was divided into 11 sectors, each consisting of 4 or 5 buildings and 1 or 2 outposts (A.K.A. outdoor blocks).

One or two operatives were assigned to each sector from January 3rd through the 5th; they took screenshots of each building and outpost daily and then maintained the barricade levels for the duration of the mission. At the end of the three days, the data were compiled and analyzed to come up with an accurate and practically indisputable danger level for the suburb.

If anyone would like copies of the screenshots produced during the operation to verify the statistics presented in the analysis, would like to request assistance with similar projects, or would like information on other upcoming projects, please contact Captain wfjeff. Questions or comments on the analysis or possible systems for determining danger levels should be directed to the talk page.




Sector Map

AS = Auto Shop | E = Entry point | H = Hospital | NT = NecroTech | M = Phone Mast | PD = Police Department | RP = Revive Point

Lamport Hills Sector Map
50 51 52 53 54 55 56 57 58 59
0
1 E PD
2
3 E AS S
4 H M
5 E PD
6 E AS
7 H PD
8 PD E E AS NT
9


Legend
Sector Buildings
Sector 1 Building Sector 2 Building
Sector 3 Building Sector 4 Building
Sector 5 Building Sector 6 Building
Sector 7 Building Sector 8 Building
Sector 9 Building Sector 10 Building
Sector 11 Building
Sector Outposts
Sector 1 Outpost Sector 4 Outpost
Sector 5 Outpost Sector 7 Outpost
Sector 8 Outpost Sector 11 Outpost
Sector Outpost Buildings
Sector 2 Outpost Buildings Sector 3 Outpost Building
Sector 5 Outpost Building Sector 6 Outpost Building
Sector 8 Outpost Building Sector 9 Outpost Building
Sector 10 Outpost Building

Sectors

Sector 1

(This is fairly easy to maintain since there are no TRPs in the sector.)

Buildings

  • [51,0] a factory (EHB)
  • [52,0] the Sheehan Building (EHB)
  • [53,0] a factory (EHB)
  • [54,0] a junkyard (EHB)
  • [53,1] Broad Boulevard Railway Station (VSB)

Outposts

  • [51,1] Chadwick Lane
  • [54,1] Swearse Road

Crew: BubbaToast and xblackaxex

Sector 2

(This area is a little more active. There have been a number of break-ins in this sector and the police station is difficult to keep powered.)

Buildings

  • [56,1] Adlam Cinema (EHB)
  • [57,1] Fenwyk Plaza Police Dept (VSB and power)
  • [58,1] the Bareham Arms (EHB)
  • [59,1] Stranks Walk Railway Station (EHB)
  • [57,2] Latter Walk Railway Station (EHB)

Outposts

  • [57,1] outside the Fenwyk Plaza Police Dept
  • [59,1] outside the Stranks Walk Railway Station

Crew: NEPhillyGuy and Agrojagg

Sector 3

([51,4] a factory is the Imperial Guard's headquarters and they already maintain most of the buildings listed.

Buildings

  • [50,3] Club Bennetts (VSB)
  • [51,3] the Lethbridge Building (EHB)
  • [51,4] a factory (EHB)
  • [52,4] Adalbert General Hospital (EHB and power)
  • [51,5] St Barnabas's Church (VSB)

Outposts

  • [51,4] outside of a factory

Crew: Lethal Dose and Jim Callous

Sector 4

(This sector is also mostly on Imperial Guard turf.)

Buildings

  • [51,2] Club Bussicott (EHB)
  • [53,2] the Corless Arms (EHB)
  • [52,3] Hooke Auto Repair (VSB and power)
  • [53,3] a junkyard (EHB)
  • [54,3] St Maximillian's Church (EHB)

Outposts

  • [54,4] Gillycuddy Boulevard

Crew: Isane

Sector 5

(The Braddick Building is the phone mast for the suburb making this sector a little more difficult since that makes two buildings that ideally should have running generators.)

Buildings

  • [56,3] Frankham Avenue School (VSB)
  • [57,3] a junkyard (EHB)
  • [55,4] the Braddick Building (EHB and power)
  • [57,4] a warehouse (EHB)
  • [58,5] Gainard Place Police Dept (EHB and power)

Outposts

  • [57,4] outside of a warehouse
  • [59,4] wasteland

Crew: Bill O'Dell and Cage Leher

Sector 6

(This sector is on the Smith Arms regulars' turf.

Buildings

  • [50,6] the Parsons Hotel (EHB)
  • [52,6] Montgomery Towers (EHB)
  • [50,7] the Leary Building (EHB)
  • [51,7] Martha General Hospital (VSB and power)
  • [52,7] the Smith Arms (EHB)

Outposts

  • [51,7] outside of Martha General Hospital

Crew: RalphWonderLlama and Alex Stryker

Sector 7

(This sector is pretty easy. The Hollwey Arms is an entry point but the buildings are all pretty low priority targets for zombies.)

Buildings

  • [54,5] Steeds Bank (EHB)
  • [53,6] Liddiard Towers (EHB)
  • [54,6] the Hollwey Arms (VSB)
  • [55,6] the Rothwell Hotel (EHB)
  • [55,7] a warehouse (EHB)

Outposts

  • [54,7] wasteland
  • [54,9] Hiscock Alley

Crew: Vikermac

Sector 8

(This sector has two TRPs and two outposts so even though there are only four buildings total this is a fairly difficult sector.)

Buildings

  • [56,6] the Wheadon Museum (EHB)
  • [57,6] Counsell Auto Repair (EHB and power)
  • [56,7] the Sidney Arms (EHB)
  • [57,7] Grimstead Boulevard Police Dept (EHB and power)

Outposts

  • [57,7] outside the Grimstead Boulevard Police Dept
  • [59,7] a carpark

Crew: Agent Heroic and Caoimhe

Sector 9

(The Philosophe Knights' presence in Southall Mansion makes this sector a little sketchy.)

Buildings

  • [50,8] NE Corner of Southall Mansion (EHB)
  • [51,8] Rolls Road Police Dept (VSB and power)
  • [53,8] St Henry's Church (VSB)
  • [50,9] SE Corner of Southall Mansion (EHB)
  • [51,9] a warehouse (EHB)

Outposts

  • [51,9] outside of a warehouse

Crew: BzAli and Sten Keadman

Sector 10

(This sector has an entry point and an auto shop but is fairly simple anyway, especially since it is easy to pop outside and check the outpost.)

Buildings

  • [55,8] Gully Library (VSB)
  • [57,8] Tozer Auto Repair (VSB and power)
  • [55,9] a junkyard (EHB)
  • [56,9] the Terrill Arms (EHB)
  • [57,9] Sambone Library (EHB)

Outposts

  • [57,9] outside of Sambone Library

Crew: Rocky Amadeus and Thegg

Sector 11

(This sector is fairly important since the only NT building in the suburb is the Lambley Building.)

Buildings

  • [58,6] the Deller Arms (EHB)
  • [58,7] the Little Motel (EHB)
  • [58,8] the Lambley Building (VSB and power)
  • [59,8] the Godwin Motel (EHB)
  • [58,9] Club Sheapperd (EHB)

Outposts

  • [59,9] Church Square

Crew: wfjeff

Crew

  1. Captain wfjeff of Lamport Hills assigned to Sector 11
  2. Firefighter BzAli assigned to Sector 9
  3. Battalion Chief Agent Heroic of the NE Division assigned to sector 8
  4. EMT Lethal Dose assigned to Sector 3
  5. Captain/Darby Campus Lead Instructor Vikermac assigned to Sector 7
  6. Sargeant NEPhillyGuy assigned to Sector 2
  7. Constable Rocky Amadeus of Gibsonton assigned to Sector 10
  8. Lieutenant Isane of Lamport Hills assigned to Sector 4
  9. Lieutenant/Darby Campus Assistant Instructor RalphWonderLlama assigned to Sector 6
  10. Constable BubbaToast of Shearbank assigned to Sector 1
  11. Sargeant Agrojagg assigned to Sector 2
  12. Darby Campus MCDU Cadet Cage Leher assigned to Sector 5
  13. Specialist Sten Keadman of Millen Hills assigned to Sector 9
  14. Detective/Field Instructor Jim Callous assigned to Sector 3
  15. Darby Campus MFD Cadet Bill O'Dell assigned to Sector 5
  16. Darby Campus MFD Cadet Thegg assigned to Sector 10
  17. Darby Campus AH Cadet xblackaxex assigned to Sector 1
  18. Darby Campus MFD Cadet Alex Stryker assigned to Sector 6
  19. Darby Campus MFD Cadet Caoimhe assigned to Sector 8

Outposts and Outpost Buildings

Outposts are outdoor locations that screenshots must be taken of. They are spread out evenly throughout the suburb so that after all the screenshots have been taken, the zombie count for every square in the suburb can be determined. Although the screenshots are taken at different times which allows zombies to move and be counted twice, it also allows zombies to move and be counted not at all. The law of averages should prevent this from causing a serious error, however, since the sample size is 300 (100 blocks times 3 days).

Outpost Buildings are Outposts which are located on building squares. Screenshots must be taken from outside the building so the zombie counts for the adjacent squares will be shown in addition to the ones taken inside the building. The only other difference between outposts and building outposts is that outposts show up on the Sector Map as borders with the same color as the sector that monitors them whereas building outposts appear as normal sector buildings but have black borders.

Analysis

Once the mission is complete all the data will be compiled on this page. MFD Captain wfjeff of Lamport Hills will then analyze it through two methods. The first will be according to the danger survey on the suburb talk page. The other will be according to the descriptions in the Suburb Danger Level Colors template shown here. Lamport Hills is predicted to fall in the Moderate danger level as there haven't been hostile hordes of 50 or more zombies since the DEM arrived in late November; however, in order to achieve a Safe danger level, it must be demonstrated that break-ins are rare. It has already been established that there are no organized zombie groups in the suburb.

Suburb Danger Level Colors
 
Safe

Structurally intact and inhabited by survivors, with numerous lit buildings, and few to no zombies.

 
Moderately Dangerous

Active zombies and break-ins, but no major hordes.

 
Intact

Structurally intact with few zombies, but a very low survivor population and few to no lit buildings.

 
Dangerous

Zombies inside many resource buildings and/or significant hostile mobs.

 
A Ghost Town

Mostly or entirely ruined, and devoid of significant survivor or zombie populations.

 
Very Dangerous

Most buildings wide open or zombie-infested and/or massive hostile zombie mobs.


Suburbs listed in boldface contain notable locations, groups, or events.
Factors beyond the scope of this map may affect the situation on the ground.

Day One

Well, folks, the data are in for day one. Take a look at what we have here. Looking at this chart you can see we have 41 zombies and 153 survivors in the suburb. If you subtract the 6 that were waiting at revive points that's well over a 1 to 4 ratio. There were 2 active break-ins, both on TRPs in the southeast corner, and I suspect they will be over by the time the day two screenshots come in. Nearly 70% of the buildings are at barricade plan levels, and well over 90% are at VSB or above. There should be no concern about overbarricading either; only 2 of 14 entry points were overbarricaded and 6 EHB buildings were at VSB. There are no zombie group tags or other evidence of active zombie groups in the area and the zombies in the area demonstrate little to no organization. Gentlemen, Lamport Hills is indeed very, very green.

Lamport Hills Danger Map
50 51 52 53 54 55 56 57 58 59
0 1 / 1 1 1 3
1 1 8 4 1 / 1
2 1 3 2 1 1 / 1
3 3 / 2 1 7 2 0 1
4 11 3 / 1 1 5 / 6
5 7 1 2 3
6 4 2 2 1 1 2 1 / 1
7 4 4 16 2 1 9 / 2
8 3 20 5 7 1
9 2 3 1 3 6 1 1


Legend
Barricade Status
Barricades at BP Barricades over BP
Barricades under BP Less than VSB
# of humans inside # of zombies outside

Day Three

There were significant amounts of data missing for day two so it has been omitted from the survey. For day three 78% of the buildings were at barricade plan levels. 6% were overbarricaded, 9% were underbarricaded, and 7% were open. 77% of the suburb's entry points were enterable, and 24% of all buildings in the suburb were enterable. Three new break-ins have occurred since day one, and two have been completely repaired. The ratio of living to undead is well over 1 to 4 discounting revive point queues and there is only one sizable group of zombies in the suburb (10 outside the breached PD in the NW corner).

Lamport Hills Danger Map
50 51 52 53 54 55 56 57 58 59
0 1 0 2 2 / 1 2 1 1
1 3 1 10 6 1
2 1 1 1 1
3 3 / 4 4 1
4 12 4 2 3
5 6 / 4 4 3 / 2
6 3 3 3 2 3 3
7 4 4 16 2 1 7 / 1
8 2 18 2 2 1 5 11 1
9 2 5 / 1 1 1 2 3


Legend
Barricade Status
Barricades at BP Barricades over BP
Barricades under BP Less than VSB
# of humans inside # of zombies outside