Islands: Difference between revisions
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<div {{User:DangerReport/Warehouse 38,35|template=SMF}}; left:305px; top:281px"></div> | <div {{User:DangerReport/Warehouse 38,35|template=SMF}}; left:305px; top:281px"></div> | ||
<!--Pashenton Large Island | <!--Pashenton Large Island--> | ||
<div {{User:DangerReport/The Peerless Arms|template=SMF}}; left:601px; top:129px"></div> | <div {{User:DangerReport/The Peerless Arms|template=SMF}}; left:601px; top:129px"></div> | ||
<div {{User:DangerReport/Blatcher Lane School|template=SMF}}; left:609px; top:129px"></div> | <div {{User:DangerReport/Blatcher Lane School|template=SMF}}; left:609px; top:129px"></div> |
Latest revision as of 05:29, 29 July 2024
Islands are buildings that are completely cut off off from the free running network by empty blocks. They are topographically related to lakes and voids.
Tactics
Islands possess a distinct tactical disadvantage to survivors, as it is impossible to gain entry even with free running if the building is barricaded past Very Strongly Barricaded. Few survivors bother to stay in these buildings, the cons of isolationism seeming to outweigh the pros.
Because barricade strafing is so difficult to do in these areas, they make excellent targets for feral zombies. If one feral takes to weakening the barricades, the chance of a barricade strafer arriving and barricading before another zombie can finish the barricades off is much less than for non-island squares.
Island Locations
There are a total of 15 single-block islands throughout Malton.
Building | Coordinates | Suburb |
---|---|---|
Moodborn Library | [0, 53] | Grigg Heights |
St. Laurence's Church | [0, 59] | Grigg Heights |
the Standen Building | [3, 66] | Crooketon |
Fowler Crescent Railway Station | [18, 21] | Chudleyton |
Lamport Walk Police Department | [24, 13] | Gatcombeton |
the Barstow Arms | [33, 84] | Dartside |
Club Cust | [34, 12] | Shuttlebank |
the Reptile House | [45, 30] | Ketchelbank |
Gerrish Place Police Department | [47, 48] | Barrville |
Styles Bank | [57, 78] | Kempsterbank |
Brodripp Auto Repair | [70, 44] | Peppardville |
Yea Bank | [77, 0] | Earletown |
the Allsop Building | [88, 92] | Whittenside |
Club Silvey | [99, 48] | Starlingtown |
the Sigel Arms | [99, 91] | Miltown |
Large Islands
There are several small collections of buildings that are not part of the primary free running network that spans most of Malton. These "walled gardens" are less of a disadvantage as they consist of several buildings, but are still isolated from most of the city and do not contain more than a couple Tactical Resource Points. Malton's two forts are also large islands: the outer fort wall prevents all entry from 7 of the outer 8 blocks, and the gatehouse is specially designed to prevent entry from outside the forts by free running. So while the adjacent buildings would nominally provide access to the free running network, the special rules pertaining to forts prevent it.
Map
Island Vacations
Malton's Tourism Department, recently impoverished by the zombie nuisance, has begun marketing island vacations to Malton's residents (living or otherwise) in a new strategy to entertain guests of the fair city.
Island Vacationer | |
This user or group has either taken an authentic and relaxing vacation on one of Malton's fifteen islands or been castaway there and forced into an authentic and mind numbing solitude. |
To add the above template to your user or group page, copy the wikitext: {{Island|This user or group}}