Difference between revisions of "Checkpoint"

From Sunrust Wiki
Jump to navigation Jump to search
(24% done with this.)
(53% done.)
Line 25: Line 25:


On second 3 passage way further down the middle, heading left will lead humans to the armory and the power room, heading right will lead to the medical bay and pipe room, continuing through the middle will lead humans to their final destination, the control room.
On second 3 passage way further down the middle, heading left will lead humans to the armory and the power room, heading right will lead to the medical bay and pipe room, continuing through the middle will lead humans to their final destination, the control room.
If one of the cores are used to unlock the armory and Medbay, each of them will consists of items enough to sustain humans up to wave 3 when keycards, another map unique prop entities, spawn in.
*The Medbay will consists of 2 large medkits and 4 smaller ones open and free to use not locked behind the gate. Opening the gate with a keycard will allow humans have access to; 3 more large medkits and 5 smaller ones, 1 [['Savior' Medigun]], 1 [[Medical Kit]], 1 [[Bloodshot Bomb]], and 1 [[Medic Cloud Bomb]].
*The Armory will consists of small props needed for [[Barricading]] free to use not locked behind the gate. Opening the gate with a keycard will allow humans have access to; 2 packs of SMG, Rifle, Pistol, and crossbow [[Ammo|ammo]], 4 [[Grenade|Grenades]], [['Eraser' Five-Seven]], [['Crossfire' Glock 3]], [['Zombie Drill' Desert Eagle]], [['Sprayer' MAC-10]], [['Aegis' Barricader Kit]], [['Annabelle' Winchester 1887]], [['Akbar' AK-47]], 2 [[Molotovs]], [['Oberon' Pulse Shotgun]], [['Splinter' Sawed-Off Shotgun]], [['Sweeper' M3 Super 90]], [['Impaler' Crossbow]], [['Shredder' SMG]], 2 [[Shovel|Shovels]], [[Carpenter's Hammer]], [[Wrench]],
**Once 80% infliction occurs, the master security locker will unlock releasing these weapons for humans; [['Terminus' SCAR-L]], [['Tiny' Slug Rifle]], [['Long Arm' Long Magnum]]

Revision as of 08:13, 26 July 2020

Lore

"This was the brightest idea you've ever came up with Sam." Linguey states in bashful sarcasm, "Leaving the base commander to die to them, and forgetting the cores despite being specifically told to protect and bring them to the base. Yet I do gotta admit, blowing up the entrance to create a cavein to stop them from getting in was nice. Now we can just worry about starving to death in the mean time."


"Look, they were hot on our asses we had no choice, if it weren't for the commander's sacrifice we would of been all dead by now." Sammuel admits in utter defeat, "Now, I'm next in command and I need you to shut up and listen. We need to wait and catch our breath, if we're lucky their numbers may dwindle overtime. In the meantime, set the remaining charges we have left for the tunnel entrance, we're going to break the cavein and collect those cores."


Layout

Checkpoint is a medium size bunker style map, the map has custom spawns made in place with human spawn outside in front of the bunker entrance, and zombie spawn starting behind the collapsed tunnel entrance (While zombie spawn expands outward closer to the bunker on wave 3 and 6).


The map has 3 unique prop entities called Power Cores, these cores are vital for survival as they're needed to unlock the bases' main functionalities; opening the bunker entrance, unlocking the medical bay and armory, and powering up the Takara Holy Laser Cannon IV (Note: laser cannon no longer works with current map version.)


Power Cores can only be collected once the charges break the cavein. Once round starts the cores will be in 3 separate locations; one is located in the supply truck right behind the cavein rocks, the second located in the oil derrick room to the right next to the dead base commander, and the last core is located in the very bottom of the water purification room to the left underneath smaller water pipes.


Once using one of the cores to open the bunker entrance, the bunker splits into the first 3 passage ways humans can travel to, heading left or right will lead humans to one of the side entrances of the bunker with red and green buttons that controls the lock/unlock functions to them (green being unlock and red locked).


On second 3 passage way further down the middle, heading left will lead humans to the armory and the power room, heading right will lead to the medical bay and pipe room, continuing through the middle will lead humans to their final destination, the control room.


If one of the cores are used to unlock the armory and Medbay, each of them will consists of items enough to sustain humans up to wave 3 when keycards, another map unique prop entities, spawn in.

  • The Medbay will consists of 2 large medkits and 4 smaller ones open and free to use not locked behind the gate. Opening the gate with a keycard will allow humans have access to; 3 more large medkits and 5 smaller ones, 1 'Savior' Medigun, 1 Medical Kit, 1 Bloodshot Bomb, and 1 Medic Cloud Bomb.