TCF Zombie Plan
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Re: TCF Zombie Plan
It isn't a spinning door, it's practically a cycling air lock, the way he described it. One door won't open until the other is closed. Recon, how large is the school's roof, and how large is the ceramics room? If we could load a bunch of nonperishable food into there, a few weapons, we could hold for a while. And I have immediate access to both fixed wing and rotor aircraft and, at the least, know how to operate a helicopter well enough (though I don't know if one would have the fuel to fly that far north in one go...). I don't know how defensible the stairs would be, though. The big problem with zombies are their numbers. If we had to constantly maintain fire, we'd eventually run out of ammo. When I think about it, a school wouldn't be that bad an idea. My high school was practically built like a prison, complete with high, angled barred fences, steel doors, practically no low or large windows, etc. The cafeteria is a separate building, but details. Worse comes to worse, there there are refrigerators and the like in all of the teachers' lounges, so we could weld the doors shut and the place would be impregnable. I know there is roof access somewhere, and so once we find it, we could establish a sort of rope ladder way in for refugees. I think the biggest problem with any sort of refuge would be the possibility of infected people fleeing to the refuge before succumbing to the virus.
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Rotaretilbo- Magnificent Bastard
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Number of posts: 3805
Age: 22
Location: Arizona
Registration date: 2008-07-21

Re: TCF Zombie Plan
Depends on how long the virus needs to take effect. A few small cells for the refugees would work and have them sit in there for the time it takes for the virus to take effect and if they're clear, they pass on.

Angatar- Lord's Personal Minion
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Number of posts: 3672
Age: 16
Location: Long Island
Registration date: 2008-07-19
Re: TCF Zombie Plan
That works. If I can get a helicopter there, we'll have a way to recon and collect supplies if we ever grow short. Refugees will have to stay in solitary for a period of several days (just to be safe) before being allowed out with the others. If the school is one with metal doors that would be easy to weld shut, like mine, then I say solitary should be downstairs, with refugees locked in rooms in the same hallway with a single or maybe two guards to ensure that one zombified refugee doesn't eat the others.
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Rotaretilbo- Magnificent Bastard
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Number of posts: 3805
Age: 22
Location: Arizona
Registration date: 2008-07-21

Re: TCF Zombie Plan
Hmmm.......well living in the U.K, I don't have access to any firepower, so I have to resort to melee weapons.
Nearby there is a school which is surrounded on all sides by a brick wall, and it's only 5-10 minutes away from my house, so it's the most fortifiable area I could reach.
Not sure about supplies though, as I doubt they would have much, and most of the Food I have is frozen.
Nearby there is a school which is surrounded on all sides by a brick wall, and it's only 5-10 minutes away from my house, so it's the most fortifiable area I could reach.
Not sure about supplies though, as I doubt they would have much, and most of the Food I have is frozen.

Vigil- Dark Knight of the Flames
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Number of posts: 4093
Age: 22
Location: Unknown.
Registration date: 2009-01-12
Re: TCF Zombie Plan
Rotaretilbo wrote:It isn't a spinning door, it's practically a cycling air lock, the way he described it. One door won't open until the other is closed. Recon, how large is the school's roof, and how large is the ceramics room?
The door continues to baffle me. It is definitely not a rotating door... it's much more strange. People step into the cylinder against the wall of one room, close the sliding door, and the door opens back moments later... with no one inside. I'm quite sure it's not a teleporter, so I think that it's just some sort of air tight door for the smell of all the acrylic paint or something?
I haven't actually seen the room, but judging by the size of the rooms around it, it's a small, but definitely big enough size. We could store weeks worth of food in there easily. I'll try to investigate this phenomenon further while I'm at school today.

ReconToaster- Lord's Personal Minion
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Number of posts: 2694
Age: 19
Location: Ohio
Registration date: 2008-06-20
Re: TCF Zombie Plan
i like our plans...tho Vigil...u dont have the best chance if zobies rush you...

laxspartan007- Minion
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Number of posts: 1129
Age: 22
Location: in your Girl friends Bed
Registration date: 2009-02-10
Re: TCF Zombie Plan
Ok, I'm at school now. I looked into the whole revolving door thing. I found out, it leads to a dark room for the photography class. I couldn't really get a grip on how big the room was, as It was so dark that I couldn't even tell I was in a room until I was told afterwards.
I found a picture of the design:
http://www.pnwx.com/Accessories/Darkroom/Doors/Revolving/?Sr=Go&gclid=CLDr9JTf65gCFQquGgod-jo31g
That's pretty much what it is, minus the wheelchair access... it's not quite that large. You basically step in, and turn the wall infront of you so that it is behind you. The open part of the curved wall is then infront of you, and the closed part is behind you, blocking out all light. I assume there is some sort of lighting in the room, but i can't be sure.
The airlock is made of a sort of light metal... maybe alluminum, so it's pretty secure. I was thinking, we could attatch a grenade to an RC car, pull the pin, turn the door, and blindly drive it into the horde of zomibies. Ofcourse, I'd imagine it would be hard to get your hands on a grenade, and even more so to get your hands on a frag grenade. I'd assume frag would be the grenade of choice, as it's less explosive, and therefore less damagin to structure... right?
Anyways, I'm going on the idea that this would be a fast zombie apocalypse. While the idea of the old, night of the living dead, slow zombie apocalypse is indeed awesome, I can't really see it ever happening in the real world. I can, however, imagine a biological attack occuring wherein an altered rabies-type virus is released as an airborne pathogen over heavily populated cities.
I found a picture of the design:
http://www.pnwx.com/Accessories/Darkroom/Doors/Revolving/?Sr=Go&gclid=CLDr9JTf65gCFQquGgod-jo31g
That's pretty much what it is, minus the wheelchair access... it's not quite that large. You basically step in, and turn the wall infront of you so that it is behind you. The open part of the curved wall is then infront of you, and the closed part is behind you, blocking out all light. I assume there is some sort of lighting in the room, but i can't be sure.
The airlock is made of a sort of light metal... maybe alluminum, so it's pretty secure. I was thinking, we could attatch a grenade to an RC car, pull the pin, turn the door, and blindly drive it into the horde of zomibies. Ofcourse, I'd imagine it would be hard to get your hands on a grenade, and even more so to get your hands on a frag grenade. I'd assume frag would be the grenade of choice, as it's less explosive, and therefore less damagin to structure... right?
Anyways, I'm going on the idea that this would be a fast zombie apocalypse. While the idea of the old, night of the living dead, slow zombie apocalypse is indeed awesome, I can't really see it ever happening in the real world. I can, however, imagine a biological attack occuring wherein an altered rabies-type virus is released as an airborne pathogen over heavily populated cities.

ReconToaster- Lord's Personal Minion
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Number of posts: 2694
Age: 19
Location: Ohio
Registration date: 2008-06-20
Re: TCF Zombie Plan
Seath's travel plans
After gathering supplies and group of survivors in (undisclosed location), head north on I-75 out of saginaw county
Continue until I reach Indian River, Which due to teh two lakes on either side, as well as the river on the south makes for a great place to temporarily stop. Will serve as a forward base when moving back south.
After there, move north from Indian River, across the Mackinac Bridge . Take 2 to 41, 41 to Marquette, 28 to 41 and then north to Houghton.
Due to the terrain around Houghton, the only way to reach it is via land across the river which seperates the peninsula(and Houghton) from the rest of the area.
*NOTE- The year round cold temperatures of lake superior are far to cold to be traversed. zombies would freeze or become too cold to move shortly after entering the lake.
If Houghton Falls, escape to Isle Royale.
After gathering supplies and group of survivors in (undisclosed location), head north on I-75 out of saginaw county
Continue until I reach Indian River, Which due to teh two lakes on either side, as well as the river on the south makes for a great place to temporarily stop. Will serve as a forward base when moving back south.
After there, move north from Indian River, across the Mackinac Bridge . Take 2 to 41, 41 to Marquette, 28 to 41 and then north to Houghton.
Due to the terrain around Houghton, the only way to reach it is via land across the river which seperates the peninsula(and Houghton) from the rest of the area.
*NOTE- The year round cold temperatures of lake superior are far to cold to be traversed. zombies would freeze or become too cold to move shortly after entering the lake.
If Houghton Falls, escape to Isle Royale.

Kasrkin Seath- The Law
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Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: TCF Zombie Plan
Im in NC, and the only ones I could possibly go to are Leafy and maybe Krazy. Even then I probably won't.
In all seriousness I don't fuck around with my zombie plans.
There is no telling what kind of zombies will come so its better to plan for runners(better to plan for runners and get shamblers then plan on shamblers and face runners)
There is also no foretelling exactly which buildings will be safe to take over, which roads will or will not be blocked off, if half the town is on fire or not making your safehouse not so safe anymore, how you will actually react in this kind of situation, if you are with people will you really have the stones to leave them, and many other countless things you can't plan for.
I personally have done this:
I have no real weapons to speak of at this time, so I will be limited to probably using a shovel(will knock zombies out of the way at least, and works as a good breaking-in object) so I will have to rely on either finding or looting weapons. I will gather food from my location and others.
I have made maps of all the gun stores, food stores, hospitals, military barracks, and good safe houses in traveling distance of my home and have gotten a map of my school(which I will probably make one myself that is better suited)
Now my plan is different than others in the fact that I don't have one, I have contingencys.
I will lock down my house or whatever place I deem well enough to stay in and wait in there for a few days if not a week. By this time I will be hoping that the military might have taken the zombies out and no real plans need to be used, everyone's dead making my job a bit easier(nothing really left in the world cept me and my party{if I have one}, all I have to do is move and stay as safe as possible.
From there I can plan on what I will do as only when it happens can I say where is it safe to go, where I can get supplies easiest, and other things that aren't possible to tell now.
I will probably try and get somewhere not so populated and try and make a liveable place there(along with many other places throughout the area just in case) From there I will loot as much as I can and keep maps of the places I have looted until the point where I can grow my own food(will have at least started a garden by week two or three hopefully)
I will loot whatever I can, will more than likely get books and other forms of entertainment to keep myself from going crazy(as I advice you all do) and loot whatever else I have on my list(I have many lists ranging from essentials, non essentials, fun, essentials grab in a hurry, etc)
Grab earplugs, moaning and beating on your safehouse the undead will do, not to mention the screaming and gunshots you will hear the first couple of nights could drive anyone insane. Best to plan ahead so you don't lose the battle before it even began.
From there on out I will just have to play it by ear as I hope you all do, plans don't survive hitting the ground of the battle. Improvising and working it out as you go is the best bet.
Will write more later as I see fit.
Maybe I should get together with a few others and make our own Zombie Survival Guide...........................
In all seriousness I don't fuck around with my zombie plans.
There is no telling what kind of zombies will come so its better to plan for runners(better to plan for runners and get shamblers then plan on shamblers and face runners)
There is also no foretelling exactly which buildings will be safe to take over, which roads will or will not be blocked off, if half the town is on fire or not making your safehouse not so safe anymore, how you will actually react in this kind of situation, if you are with people will you really have the stones to leave them, and many other countless things you can't plan for.
I personally have done this:
I have no real weapons to speak of at this time, so I will be limited to probably using a shovel(will knock zombies out of the way at least, and works as a good breaking-in object) so I will have to rely on either finding or looting weapons. I will gather food from my location and others.
I have made maps of all the gun stores, food stores, hospitals, military barracks, and good safe houses in traveling distance of my home and have gotten a map of my school(which I will probably make one myself that is better suited)
Now my plan is different than others in the fact that I don't have one, I have contingencys.
I will lock down my house or whatever place I deem well enough to stay in and wait in there for a few days if not a week. By this time I will be hoping that the military might have taken the zombies out and no real plans need to be used, everyone's dead making my job a bit easier(nothing really left in the world cept me and my party{if I have one}, all I have to do is move and stay as safe as possible.
From there I can plan on what I will do as only when it happens can I say where is it safe to go, where I can get supplies easiest, and other things that aren't possible to tell now.
I will probably try and get somewhere not so populated and try and make a liveable place there(along with many other places throughout the area just in case) From there I will loot as much as I can and keep maps of the places I have looted until the point where I can grow my own food(will have at least started a garden by week two or three hopefully)
I will loot whatever I can, will more than likely get books and other forms of entertainment to keep myself from going crazy(as I advice you all do) and loot whatever else I have on my list(I have many lists ranging from essentials, non essentials, fun, essentials grab in a hurry, etc)
Grab earplugs, moaning and beating on your safehouse the undead will do, not to mention the screaming and gunshots you will hear the first couple of nights could drive anyone insane. Best to plan ahead so you don't lose the battle before it even began.
From there on out I will just have to play it by ear as I hope you all do, plans don't survive hitting the ground of the battle. Improvising and working it out as you go is the best bet.
Will write more later as I see fit.
Maybe I should get together with a few others and make our own Zombie Survival Guide...........................
_________________


Lord Pheonix- Lord Of The Flames
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Number of posts: 5843
Registration date: 2008-03-23

Re: TCF Zombie Plan
Hmm, my plan...
Well, at first signs of an outbreak in my area i would rush and grab any food, supplies, that i deem necessary. I will then hold up in my attic which i also have access to the roof if something happened. I'd stay in the attic till my supplies run to about 2 days worth.
Afterwords, i'll get one of the countless boats in my area and make my way up north.
Well, at first signs of an outbreak in my area i would rush and grab any food, supplies, that i deem necessary. I will then hold up in my attic which i also have access to the roof if something happened. I'd stay in the attic till my supplies run to about 2 days worth.
Afterwords, i'll get one of the countless boats in my area and make my way up north.
_________________


.:Live Life, Love Life:.

Spekwyse- Crimson Chef
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Number of posts: 1636
Age: 19
Location: Jersey
Registration date: 2008-06-20
Re: TCF Zombie Plan
Well, everything I have submitted are plans assuming i am able to leave before the infection reaches my area(and if it ends up being like resident evil, it will start in my backyard >
)
If I am unable to make it out of town, im still in a good position. My area is a combination of deep ditches, a river and open fields. I personally have two weapons on hand(.22, 12-guage) in hand and enough supplies for a month. In town there is a large Grocery/Hardwar store for those kinds of supplies.
The school would probably be the best defensive position. Although there are many entry points, inside the school the halls are not to wide nor to narrow, and are not bery long or short in any position(making them well accomidated for both slow and fast zombies).
Also in the school are enough materials and the equipment to weld 1 inch plate steel over all but a few entrences(and some large open window areas). In the surrounding area, there are more than enough materials.
Speaking of my area, due to the close proximity of Dow Chemical, Dow Corning and Hemlock Semiconductor, I could easily gather electrical equipment, solar cells, Chemicals of various kinds, Napalm... the list goes on and on.
So by this point I would likely be holed up in the school with enough supplies for likely a 1/3 of the year(assuming there are about 100 survivors in the school). Before that food runs out, we would have to organize raids into the Tri-Cities.
Saginaw may as well be considered off limits however... the landscape, tight buildings and general terrain would make it a deathtrap if you were to get stuck or ambushed. Places that would be alright to head to would be the Outskirts of Saginaw(The Commercial District, outlying suburbs) Midland and possibly Bay City.
There is a major problem with the area in general, assuming about 80% of the population were zombies, there could be upwards of 800,000 within a two hour's walk from the school. To prevent a complete overun of the school would require more fortification.
Around the scool is open ground for at the shortest, about fifty yards(minus the parking lot). During safe periods a deep(20-30 foot) ditch could be dug around the school; set up with a steep wall on the school's side and a slope on the other.
Where the parking lot is, a smaller ditch could be dug between it and the road, and gates could be put up at the two entrances into it. The parking lot could then serve as a motor pool and workstation during safe periods.
Overall, the latest fortification would fortify a space approx. 1 square mile in size. This opens up room for solar arrays, small gardens and room to drill a well(although I would reccomend gutting the gym and bulding a water well there)
to be continued
If I am unable to make it out of town, im still in a good position. My area is a combination of deep ditches, a river and open fields. I personally have two weapons on hand(.22, 12-guage) in hand and enough supplies for a month. In town there is a large Grocery/Hardwar store for those kinds of supplies.
The school would probably be the best defensive position. Although there are many entry points, inside the school the halls are not to wide nor to narrow, and are not bery long or short in any position(making them well accomidated for both slow and fast zombies).
Also in the school are enough materials and the equipment to weld 1 inch plate steel over all but a few entrences(and some large open window areas). In the surrounding area, there are more than enough materials.
Speaking of my area, due to the close proximity of Dow Chemical, Dow Corning and Hemlock Semiconductor, I could easily gather electrical equipment, solar cells, Chemicals of various kinds, Napalm... the list goes on and on.
So by this point I would likely be holed up in the school with enough supplies for likely a 1/3 of the year(assuming there are about 100 survivors in the school). Before that food runs out, we would have to organize raids into the Tri-Cities.
Saginaw may as well be considered off limits however... the landscape, tight buildings and general terrain would make it a deathtrap if you were to get stuck or ambushed. Places that would be alright to head to would be the Outskirts of Saginaw(The Commercial District, outlying suburbs) Midland and possibly Bay City.
There is a major problem with the area in general, assuming about 80% of the population were zombies, there could be upwards of 800,000 within a two hour's walk from the school. To prevent a complete overun of the school would require more fortification.
Around the scool is open ground for at the shortest, about fifty yards(minus the parking lot). During safe periods a deep(20-30 foot) ditch could be dug around the school; set up with a steep wall on the school's side and a slope on the other.
Where the parking lot is, a smaller ditch could be dug between it and the road, and gates could be put up at the two entrances into it. The parking lot could then serve as a motor pool and workstation during safe periods.
Overall, the latest fortification would fortify a space approx. 1 square mile in size. This opens up room for solar arrays, small gardens and room to drill a well(although I would reccomend gutting the gym and bulding a water well there)
to be continued

Kasrkin Seath- The Law
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Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: TCF Zombie Plan
I'm surprised just how defendable schools really are. I mean, I've always seen schools as being built like prisons, at least in my region, but they are actually quite useful. I'll draw up a map of my school sometime to show what I mean, for those of you whose schools aren't as defendable.
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Rotaretilbo- Magnificent Bastard
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Number of posts: 3805
Age: 22
Location: Arizona
Registration date: 2008-07-21

Re: TCF Zombie Plan
Mine is set up so its impossible to get into the hallways once the doors close.
There is a main hallway and the others halls come off of those, and where each hall connects there are doors. These doors once closed are not openable from the outside, they are as flat as a wall and no one will be able to get in through them(was built for lockdown situations)
There is a main hallway and the others halls come off of those, and where each hall connects there are doors. These doors once closed are not openable from the outside, they are as flat as a wall and no one will be able to get in through them(was built for lockdown situations)
_________________


Lord Pheonix- Lord Of The Flames
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Number of posts: 5843
Registration date: 2008-03-23

Re: TCF Zombie Plan
my middle school has Hurricane Widow Pertection...(a metal plate on windows with holes)...so most windows are good...and the computer lab has only 1 window...and its on the door...very small...soo ill still have internet...and the school haz a Generator...(i know because i stayed in there for a hurricane)...so ya...and there is a elementry accross the street so i have 2 bases...

laxspartan007- Minion
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Number of posts: 1129
Age: 22
Location: in your Girl friends Bed
Registration date: 2009-02-10
Re: TCF Zombie Plan
My Zombie Plan: Japan.
The Japanese will not be affected by the Zombie virus, because A) their DNA has been heavlily altered by the Hiroshima and Nagasaki bombs, and B) the Japanese are already parasites, feeding off the resources and culture of whatever nation has conquered them most recently.
The Japanese will not be affected by the Zombie virus, because A) their DNA has been heavlily altered by the Hiroshima and Nagasaki bombs, and B) the Japanese are already parasites, feeding off the resources and culture of whatever nation has conquered them most recently.

PiEdude- Crimson Jester
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Number of posts: 4423
Age: 19
Location: In the middle of a hollowed crust.
Registration date: 2008-03-24
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