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Removed: 47

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* KillEmAll: The objective for the Zombie team.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: Available as an earlygame melee weapon, and some servers have stronger versions in the point shop.
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Up To Eleven is a defunct trope


* WreakingHavok: Most zombie classes can knock back hit props, but some zombies are specialized in launching props at high velocity, such as the Wraith. And then there's the Shade, which can [[UpToEleven cause props to levitate and then fly at lethal force towards humans.]]

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* WreakingHavok: Most zombie classes can knock back hit props, but some zombies are specialized in launching props at high velocity, such as the Wraith. And then there's the Shade, which can [[UpToEleven cause props to levitate and then fly at lethal force towards humans.]]
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added another trope



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* ZombiePukeAttack: The secondary attack of Ghouls, and [[ExaggeratedTrope exaggerated]] by the Puke Pus.

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Changed: 804

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Trimmed a few hedges (some of which I made by mistake) and added more tropes.


* AbsurdlyIneffectiveBarricade: The act of [[ExactlyWhatItSaysOnTheTin "shitcading".]] Barricades zombies can crouchjump through, barricades with prop-to-prop nailing (when there's other, non-prop/deployable objects they can be nailed to), [[MadeOfExplodium explosive prop barricading]], barricades you can't shoot through, leaving (usually unnailed) props scattered on the floor to impede movement (which rarely inconveniences the zombies unless done with lots of small props outside the cade),

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* AbsurdlyIneffectiveBarricade: The act of [[ExactlyWhatItSaysOnTheTin "shitcading".]] Barricades zombies can crouchjump through, barricades with prop-to-prop nailing (when there's other, non-prop/deployable objects they can be nailed to), [[MadeOfExplodium explosive prop barricading]], barricades you can't shoot through, leaving (usually unnailed) props scattered on the floor to impede movement (which rarely inconveniences the zombies unless done with lots of small props outside the cade), and occasionally barricades which don't let melee users hit zombies when there's a large amount of melee users on the human team.



* AnAxeToGrind: Available as a melee weapon.

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* AnAxeToGrind: Available as a an earlygame melee weapon.weapon, and some servers have stronger versions in the point shop.



* BodyHorror: A lot of zombie classes, and especially bosses. Nightmares are charred, emaciated corpses with supernatural agility and strength, Puke Puses have missing arms, a horribly bloated torso constantly spewing out toxic bile, and yellow-brown diseased skin, Bonemeshes are horrifying lumps of flesh and bones vaguely in a humanoid shape, and that's not even covering custom zombies on assorted servers.




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* DiscOneNuke: Some maps have powerful weapons available early on in limited quantities, but they usually are hard to get. Some maps parody this by putting a [[ShotgunsAreJustBetter Boom Stick out of bounds or behind an unbreakable glass box or window.



* PointBuySystem: The Worth Menu, which is an important game mechanic as it determines your starting loadout and any traits your character may have. Worth prices per item tend to vary between servers, but the amount of worth a player gets per round without any returns taken is usually 100.
* PurposelyOverpowered: Super Zombies, which are designed to prevent stalling with thousands of HP, fast speed, climbing ability, and high prop damage. They almost never appear in high numbers unless 90 seconds have passed on servers with sigils, or on Zombie Escape maps.



* UniversalAmmunition: Played straight - SMG ammo works for every SMG, assault rifle ammo works for every assault rifle, and so on. Even when the ammo boxes for each ammo type depict a single type of cartridge - pistol ammo is 9x19mm, shotgun ammo is 12 gauge, assault rifle ammo is .357, SMG ammo is 4.6x30mm, and more - ammuniton with guns is interchangable as long as both guns can take the same ammo type, regardless of whether or not they would accept the same ammo in real life.

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* UniversalAmmunition: Played straight - SMG ammo works for every SMG, assault rifle ammo works for every assault rifle, and so on. Even when the ammo boxes for each ammo type depict a single type of cartridge - pistol ammo is 9x19mm, shotgun ammo is 12 gauge, assault rifle ammo is .357, SMG ammo is 4.6x30mm, and more - ammuniton with guns is interchangable as long as both guns can take the same ammo type, regardless of whether or not they would accept the same ammo in real life.
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None

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* UnintentionallyUnwinnable: On certain maps, it's possible to throw objective-required items into hazardous and/or out of reach areas such as zombie spawns. There's also intentionally breaking props as a human for reasons other than denying them to wraiths and shades.
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Trope deprecated per TRS


** The act of [[AbsurdlyIneffectiveBarricade "shitcading"]], or making a bad barricade. Can range from an accident (typically done by new players who don't know what they're doing), to intentional shitcading. There's also breaking props as a human when there's no [[WreakingHavok Shade]] around, [[UnwinnableByInsanity throwing important objects out of reach or into zombie spawns on objective maps]], intentionally suiciding after the round starts to artificially increase the zombie count, and refusing to heal people who are about to die when their death is preventable.

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** The act of [[AbsurdlyIneffectiveBarricade "shitcading"]], or making a bad barricade. Can range from an accident (typically done by new players who don't know what they're doing), to intentional shitcading. There's also breaking props as a human when there's no [[WreakingHavok Shade]] around, [[UnwinnableByInsanity [[UnintentionallyUnwinnable throwing important objects out of reach or into zombie spawns on objective maps]], intentionally suiciding after the round starts to artificially increase the zombie count, and refusing to heal people who are about to die when their death is preventable.

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