Quoting the Pinned post from #FNRP#Snail for easy referencing,
Rein of the Undead: Version 1.15 Inside and Out.
Hopefully this helps everyone as it helped me.
Classes:
-Soldier; Primary M16, Secondary M9
-Stealth; Primary Skorpion Silenced, Secondary M9
-Armored; Primary G36C Acog Sight, Secondary M9
-Engineer; Primary MP44, Secondary Claymores
-Scout; Primary M40A3, Secondary M9
-Medic; Primary Skorpion, Secondary M9
Sub Classes:
-Spiritualist; You can heal after you die
-Specialist; You have last stand
-First Aid; Can revive a friend to full health by pressing use (F by default).
-Gunmaster; Reload faster (Sleight of Hand)
-Bomb Expert; Equipped with a mini bomb and claymores
-Captain; Skin changed, Now looking like Captain Price!
-Supplier; When used you can resupply your ammo
-Pyromaniac; Turn your weapon into a flamethrower
-Spy; Can turn invisible when not attacking zombies
Class Specials (Used by double tapping use F by default):
-Soldier; Fast reload(Sleight of hand) + Increased Fire Rate(Double Tap)
-Stealth; Go invisible for 15 seconds
-Armored; Go invincible for 15 seconds
-Engineer; Place down a sentry turrent for 45 seconds
-Scout; Increase your speed by a lot for 15 seconds
-Medic; Place down a green becon of light that will slowly heal yourself and your teammates
NEW INFORMATION & ADDITIONALQuoting the pinned post so you don't have to go back and forth. This information adds to it. Thank you
#FNRP#Snail for the great original guide. I hope this post explains in detail and provides useful lists expanding on the above.
You have 2 weapons slots , A Primary Gun and a Secondary gun or weapon. What is in the second weapon slot can vary by your class and sub class(level unlocked options) Each weapon can be upgraded 3 times and I will list the costs and weapons below. Along with ammo and if they can be combined for additional ammo. There is also a bonus 3rd "Special Melee Weapon" rewarded when you earn it by 10 knife kills, which that weapon varies by your
Class type. This "Melee Bonus is in your "5" key/ slot, so a third weapon or fourth depending where you count your knife. This earned weapon has endless ammo/fuel and can help you save having to buy less reloads and not risking harm and/or death during do so.
There are no maps that have free or purchasable guns to grab that are not from the Upgrade box. ...to the best of my knowledge and from all the maps I've tried. If wrong please correct.
First are the
white points, they're located on the lower left, you start with
100 points at the beginning, ammo refills cost
50 points. These points will not carry over to the next game/map and you'll restart with 100. Your points you earn for level progression is the yellow bar moving across the bottom of the screen, this effects your
Sub Classes: options. The higher the level the more options/ better perks you can choose. That carries over.
Primary Weapon Upgrade Costs are as follows
400 , 600, 1,000 points Secondary Weapon Upgrade Costs are cheaper and are as follows
200, 300, 500 points After the 6 weapon (3 per weapon slot) upgrades all you can use the white in game points for is topping off ammo.
While the upgraded guns are stronger, some have less ammo. Stronger bullets but less of them is a trade off. The game works where you can upgrade your secondary first then earn enough to upgrade the primary on the next wave. Then repeat to get the fastest upgrades. You can also wait, just make sure if you upgrade , that you still have 50 points left for that ammo refill, which will also gets you 2 (the max you can carry) grenades. You first ammo refill is how you will acquire the ability to have grenades, you start the game with zero grenades.
When you start the game you will have about 1/2 of the full capacity of ammo and/or items you can have(no grenades), when you buy an upgrade for a weapon, it will also came with only half the ammo or items you could carry. You will not have grenades when starting, although when buying ammo refills, you will get the max of 2 grenades that you can carry.
Ammo Refills cost 50 points and there is no safety to stop you from spending 50 points to refill your already full Load Out for ammo. Do not forget to reload and top off both of the magazines of both weapons before buying that reload. I'm spending your money/points like they're mine and I'm
cheap Frugal.
Melee Reward aka use your Knife for 10 kills to earn a reward of an improved 3rd weapon.
This ain't "Lucile the bat" but it ain't nothing to disregard ether.... Which will appear as your weapon right after that 10th kill. To access it ,the default key is 5 . The Melee upgraded weapons never run out of ammo but will vary by class, and you will still be able to knife. If you press your melee key it will still use the knife, the melee upgrade is an extra weapon that is deadly ether a deadly 1 shot
Cross Bow even on the "tanks zombies"(see below) and you can kill multiple zombies even "tanks" up to 3 with one shot , while the
Chainsaw (concrete cutting saw... it has a disk after all) cuts any that come near. Bonus? Both enjoy unlimited ammo/fuel. Not bad for stabbing 10 rotters huh?
Due to needing 2 knife strikes to kill or 1 shot from a gun and then a knife strike to kill, it best to use you pistol(single shot) then knife that zombie. They will move faster after being damaged and move around in the swarm or horde. So you'll need to keep your eyes on several that you have shot once, or knifed once and are going for the kill knifing. As you'll need to hit the closet zombie and get away before they hurt or kill you. These zombies do more damage faster than the other zombie mods. Take out the dogs first as they are faster with your gun then get that Melee Bonus upgrade Weapon sooner rather than later.
After the
SPY Sub Class level 55, there are no more unlocks or prestige modes I have found yet.
Although you keep increase levels to at least 120 .The names will start to repeat and you gain nothing but progress for bragging rights by your rank number. Repeating names are
Commander then
Commander I and
Commander II then back to Commander to repeat.
There is no
Scav (Scavenger) game in this mod.
USE your
"B" key to access in the game player menu options, when in game.
GUNSBelow this is the upgrade order and their Ammo information for each Class will be listed in this guide's format as Name and the ammo as ##/##/###/(###) which will mean, The first number is the Full Magazine amount / The next numbers are what the amount of ammo is at the start of the game or if you just bought an upgrade gun, for the amount of ammo it comes with. After the next " / " the 3rd number is, what the refilled aka maximum ammo level will be. Finally is a possible condition after the last " / " for a 4th number . Which is a special combination occurrence, where if you have 2 weapons of the same caliber, their ammo combines for a larger amount but you'll deplete both weapons reserve ammo. Although you will only see that gun's current magazine ammunition level and what you have for the reaming amount of ammo. Not all the numbers possibilities will be shown in the guide below, as they are not possible. This is given so you are informed, and might be information overload. Other wise, it's just numbers for the magazine ammo size here ->#/# <-the number for the amount of your ammo total left, that is not in gun's magazine. Which is what you'll see on screen, knowing the possible combinations allows you get more out of the game. If the numbers are confusing, just take away the weapons that each class gets through upgrades, to decide if you want to play that class.
To the best of my knowledge only the 5.56x45mm and 9mm are the only 2 calibers this bonus ammo can occur with in this mod. As that is in the standard COD4 MW for the ammo carried is added together for maximum total, if 2 share the same size ammo. So, for starting with the
M16A4 that is 30 rounds of ammo per full magazine, you will have 90 rounds in reserve ammo when the game starts or if you just upgrade to a "Battle Rifle" weapon(unless it shares a similar caliber with the other weapon you presently have), when you refill that M16A4 then you have 30/180 rounds. If you happen to have 2 weapons in the same caliber, you will have the 4th or final highest number, if not the third number is the highest amount of ammo you can carry.
In the game you will only see the ammo displayed as ##/## which is ammo in the magazine and how much you have left to reload that magazine with. That last set of digits is all you have for 2 guns if they are of the same caliber. The using the combined pool of ammo is draining the entire amount of ammo, minus whatever is in the other gun's last magazine in that weapon.
Melee Reward Weapons will use some of their ammo/fuel but it will restore as fast as you loaded the weapon's next Arrow (bolt) if the "Cross Bow" , while the "Chainsaw" refuels its self during use. This is an endless ammo weapon, that hits them hard. The
CROSSBOW has 21 shown as 1/20 Bolts(ARROWS) and the
CHAIN SAW has 300 Units of Fuel. The Chain saw looks more like Petroleum Powered Concrete Masonry Saw due to the round circular blade at the front and is in the 14-18 inches range.You might see the number get down to 295 as it refills it self back to 300. You can not run ether out of their ammo, and this will help you greatly on the higher waves.
So, starting the game, first you choose the
Classes: for your option,
Sub Classes: will unlock as you gain experience and level up. Playing by yourself many are worthless and there is no way to heal yourself, unless playing a
Medic Class Specials (Used by double tapping use F by default): will be available as soon as you start. Per you character class, these below will be the Primary guns and/or secondary weapons you can earn and buy in game.
Remember, the numbers after the gun's are 1st the magazine amount, 2nd the amount when starting the game or when you buy the gun as an upgrade, 3rd is what the gun's fully reloaded ammo amount is, the 4th number is the rare occurrence when you have 2 guns in the same caliber with what the maximum just refilled ammo number will be. It will only show on screen #
1/#
2 where 1= the amount of ammo in the magazine in your gun/ 2= your remaining ammo supply not counting that magazine in the gun. You will not have any indication other than the number increase that you are sharing calibers and ammo supplies between your primary and secondary weapons.
-Soldier;
Primary M16A4(3 round burst) 30/90/180, AK-47 30/90/180, G-3 (semi-auto) 20/60/120, M4 Carbine 30/90/180/(360 combined)
Secondary M9 15/ 30/90, USP 12/36/72, Colt 1911 8/32/64, G36C (sights)30/90/180(360 combined)
Melee Reward Upgrade Chain Saw 300 fuel resupplies itself
-Stealth;
Primary Skorpion Silenced 20/60/160, Uzi Pistol Silenced 32/96/192/combined with M9 is 282 MP5-ACOG (*not silenced) 30/90/180/360, M21 Sniper Silenced 10/30/60
Secondary M9 Silenced 15/30 /90/282, USP Silenced 12/36/72, 1911 Silenced 8/32/64 MP-5 Silenced 30/90/180/360
Melee Reward Upgrade Crossbow with Red Dot 1/20 Bolts ,always resupplies itself
-Armored;
Primary G36C ACOG/(Red Dot) Sight 30/90/180, RPD 100/200/300, M-60 100/200/300, M-249 SAW 100/200/300
Secondary M9 15/30/90 ,USP 12/36/72, 1911 8/32/64, W1200(pump shotgun) 7/28/56
Melee Reward Upgrade Chainsaw 300 fuel that resupplies itself
-Engineer;
Primary MP44 30/60/120, W1200(pump shotgun)7/28/56, M-14 20/60/120,M1014(auto shotgun) 7/28/56)
Secondary Claymores 2/4 has a special cool joke on it, C-4 2/4/5, RPG-7 1/2/4 ATA-4 1/2/5
Melee reward is the Crossbow with Red Dot1/20 bolts(arrows) that resupplies its own ammo
-Scout;
Primary M40A3 5/15/40, Dragunov 10/30/60 R-700 4/16/32 ,Barrett 50cal 10/30/60 *all are Sniper rifles
Secondary M9 15/30/90, USP12/36/72, 1911 8/32/64, GOLD Desert Eagle 7/21/42
Melee Reward is the Crossbow with Red Dot 1/20 Bolts(arrows) resupplies its own ammo after each shot
Special note, this player has the most decorative guns in the game
-Medic;
Primary Skorpion 20/60/160, UZI Pistol32/96/192/combined with M9 is 282, AK-74U 30/90/180, P-90 50/150/300
Secondary M9 15/30/90 , USP12/36/72, 1911 8/32/64, Desert Eagle 7/21/42
Melee Crossbow with Red Dot 1/20 Arrows(bolts) resupplies itself as it reloads the next arrow. Example, Take the
Soldier's last Primary Gun upgrade which is the
M4 Carbine in 5.56x45mm which with the secondary weapon's upgraded to the max is the
G36C also in 5.56x45mm so that would look like 30(your magazine aka mag)/90(what was just bought) or 30(mag)/180(the original reloaded max) but now when you have both together (after an ammo refill) it would be 30(mag size)/360 combined ammo. Because the new upgraded gun is chambered in the same caliber with your secondary gun . You will only see this on your screen " 30/360 " for both guns when you have refilled the ammo. That 30 /360 will have the 360 number being reduced from reloading, which will be what ammo is left for both guns, minus the magazine that and its current ammo amount located in the other gun. If you have not yet upgraded the
1911 to the
G36C then you would have the maximum 180 rounds for the
M4 Carbine as the
Colt 1911 is in .45 caliber. So when to upgrade each weapon varies for the various classes. In the
"Soldier" Class it works at the end but for both the
Stealth and
Medic Classes you will see that not upgrading the secondary as soon as possible, but waiting & upgrading the primary instead a little sooner will work out in your favor for more ammo for the
UZI and
M9 combinations..
TIPS and RemindersYour
Class's Special Ability triggered by Tapping "F" (default key for use, will refill itself by a count down timer. Only time , no special actions needed, cause it to ready for use again.
Basically each kill earns you
10 points in game currency which white colored.. So that is 400 points to the first upgrade for your primary weapon is only 40 kills or you can start at 200 points or 20 kills for your secondary weapon's first upgrade.
I failed at trying to make a table below with the zombie numbers per wave. Basically the first wave is 25 Zombies and they increase by 10 more Zombies per wave if playing alone. The specials wave number vary as do the types. Expect about 16 special zombies for the first special wave, due the harder type with more risks special waves have less zombies than normal waves. The first Special Wave will occur at the 4th or 5th wave then the next special between the 8th-10th wave and so on . The game varies that wave number on the same map by the same class. Only the regular Zombies increase by Wave numbers was the same enough time times to call it a constant, instead of a pattern. Waves will last until you kill the zombies, all of them. If even one is left alive there is no "Meat Grinder" to finish them off. You most draw them out of any spawn point/building or you can sit on you lazy butt while camping out the remaining time of the game.
When upgrading you'll want to think about the caliber of each weapon. For example by holding off on upgrading the
M9 in 9mm, you have more ammo for the
UZI and/or the
MP5, which may or may not be worth it. By having the 2 different
MP5s in
Stealth class, you will have maxed out the 2ndary weapon upgrades and with the primary having only 1 upgrade away from maxed out for upgrades. With that you'll have double the ammo for the
MP-5, with 1
MP5 Silenced (secondary)and the other 2nd gun is the
MP5 ACOG (primary weapon). The combine ammo gives you more ammo for the Primary or the Secondary Silenced one but when you run out you no longer have a secondary weapon with a stash of ammo in reserve, minus that one last magazine in it. Doing this with
M9 in 9mm, means you may also not have a stronger secondary weapon to do as much damage to the zombies. Both the
USP and
Colt 1911 are .45 cal. weapons. 45cal beats 9mm in this mod, let the Boommers and FUDDs start their screeching about my caliber's stopping power.
As each wave increases, the Zombies' health hit points becomes a bigger issue. You might also want to skip a certain gun model upgrade due to slow performance, low ammunition, so save up the points and then buy 2 upgrades in a row hence why the prices are listed. I dislike the W1200 pump shotgun, so I use the lesser gun to better affect then skip over it.
This
ROTU 1.15 isn't
ROZO , nor is it more popular
ROTU (formally 2.#or 2.X aka "Rotu Revolution") where buying items is as fast as you click on them. The ammo refills will take time( 5 seconds) with a dreaded progress bar that immobilizes you as the zombies come for you, However when upgrading the weapons, that is instant.
Buying an upgraded gun is instant, although it does trigger the zombies and cancels the effect if in Stealth Mode from the
SPY from the subclass, even if you just hit "F" to buy and there are no upgrades left for that option. If you do not see a red number for price at the upgrade box, don't bother. You've maxed that weapon option's slot out for upgrades, swap and check the other weapon, unless you want to "ring the alarm" to regroup zombies if in
Spy subclass's stealth. That saves firing a shot(bullets cost) to trigger them to home in on you for an attack. Sometimes you need them to come out of buildings or spawn points to kill them, zombies are known aimbot'ing, wall hacking, glitchers and deserve to be ganged up upon.
If buying ammo it takes 5 seconds and there is progress bar. If you stop before it is completes, you'll have to start all over and the zombies will already be there attacking. A tip is kill the dogs on that wave they'll keep repawning but you'll get so you have only human zombies filling the max total allowed on map at once. Since you have the human slower zombies now , lead them away and then sprint back to buy that ammo refill before the horde gets to you... So you have to draw them far away and hopefully run back without one staying behind, because all it takes is one to do you in when playing
Rotu 1.15.Buying ammo is great place to trigger the
Medic's special Ability, you'll heal while waiting for that progress bar. Healing happens in sections or bursts instead of a continuous moving bar. Medic earns points during and from healing pool of green light. You must be on the center and wait a few seconds to start healing. The points earned increase by the more healing bursts you get a in a row. Healing in this special will not out run the damage zombies can do however. Deploying the
MEDIC's classes special a healing pool, then healing partially and then drawing zombies back away to come back and get another few health increases may be how you have to refill your health.
You can not look around or move while engaged in any action with the timer progress bar. This includes buying ammunition, fixing barricades, reviving other players. So chose a good direction looking towards the threat or angled to watch the threat and give you good sprint path away. Switching to your secondary weapon before repairing it, will allow you greater speed when running away and/or the ability for quicker melee knife strike.
These white points at the bottom that only comes in at 10 per kill are in game points for spendable currency in game (that does not carry over to the next), you will start with the same 100 on the next map/game. There are other points in game are to help for raising your level to unlock the
SUB Classes mentioned above. Such as doing damage that doesn't kill a zombie, repairing a barricade and few others options.
-Engineer class's 2nd weapon upgrade issue Engineers needs at least 1 left of their secondary weapon for both the
Claymores and
C-4 packs weapon to be able to switch to it, so they will be able buy the next upgrade. Upgrade boxes work on the weapon you have out, if you have none left you can't switch to it. If you are out of
Claymores or
C-4 packs, you'll have to buy a refill before being able to upgrade those weapons. Which you will loose any inventory left over, when it swaps out the new upgraded weapon. So place those
Claymores and /or
C-4 items until all but that very last one or you'll lose them when buying the upgrade. To trigger the
C4 packs you dropped use the Clicker or Double Tap "
F " key quickly. However this is also how you use your Class Special is activated, which can cause the explosion to hurt or kill you. If you drop
C-4 packs on the map and then upgrade to the
RPG-7 you'll lose the Clicker to detonate them, however that doesn't mean they can't still go BOOM! at your command.

You are just left with shooting (you or
Engineer's class's special Sentry Gun) the
C4 packs, explosions setting them off ( exploding zombies, grenades, cars exploding, and/or Rocket style weapons), and/or that double tapping "F" quickly option. Which is how you deploy that CLASS Special Sentry Gun as an
Engineer, which could mean dropping it somewhere less than ideal. If planning ahead and placing C-4 packs so the Sentry Gun will hit them when shooting at zombies, you can be too close to their blast radius when dropping a Sentry Gun by use of your special from double tapping "F" key too quickly.
All your explosive options can hurt you, no matter the class. Drop a
grenade(s) and stay within the blast radius you will take damage up to and including death. Same thing with
Claymores, C4, RPG-7 and ATA-4 blasts. At least your Engineer class special Sentry Gun weapon doesn't hurt you with friendly fire. Well except if you have special flaming zombies that blow up and one gets killed too near to you, then goes boom. Rotu 1.15 is less forgiving for not taking cover and backing away from blast zones.
When you make it finally to the
SPY sub class option Level 55 minimum, you'll first want to get your 10 knife kills to unlock your special melee weapon, then you can still knife to weaken or kill zombies without becoming visible. During the first 10 kills, your weakening knife cut , while in Spy Stealth, will not make you visible and/or in turn a zombie target but when you kill one, all their zombie buddies will becoming to get you. Knifing a dog is 1 hit kill, others take 2 strikes and/or more on later waves. You will want to cut and run, then when you go back to invisible let them settle or go get that lone straggler. Then run until invisible, pick your target and strike like lighting again. Once you have your
Melee Weapon Upgraded, you can knife without kicking the up that zombie hornet's nest as a
SPY. The
Cross Bow tends to not alert the entire zombie horde on the whole map, less than using the
Chainsaw Melee upgrade weapon does. The
Cross Bow can also kill up to 3 zombies with 1 shot from an arrow/bolt. The
Chain Saw can be swung back and forth (being better than the Cross Bow's 1 shot and then has to be reloaded but it often takes multiple hits/cuts to kill the non tank zombies and while the tank is taking multiple CHAIN SAW hits, meanwhile they will be trying to hit and hurting you during that. As you get to higher wave zombies, their hit points go up so bullets do less damage and eventually your knife isn't that magic kill weapon. However that
Cross Bow is 1 shot Kill Weapon, if you don't get a multi kill... At about
Wave 12 even
dogsDingoes take 2 knife hits to kill. Lucky for you the timer will be running out soon and you'll have saved the human race.
These zombies will swarm and grab you making it harder to break free and they do deadly damage faster. On the the "Piramides" map look behind the tower before patching the barricade as one can wander through and hurt you from behind while watching the map for the ones coming towards you. Other than that, the map is one of the easier maps to play with plenty of room and few choke points for you. Along with more barricades, far enough away, you can rebuild without zombies being drawn to you from across the map.
The 4 main types Zombies are listed below (will try to add pictures later). If playing by yourself only 20 zombies will be on the map at one time, if you kill one, another will spawn until you decrease number below 20 zombies remaining for that wave.
Dogs aka Dingoes. Dingoes are evil, they steal babies. To avoid my educational rant on this just see
https://en.wikipedia.org/wiki/Death_of_Azaria_Chamberlain and pay attention about what happened to her mom. These Dingoes are the weakest zombies but are the fastest zombies, only the
Scout with their special activated has any chance of out running them. You can run but remember this fact from
"The Walking Dead : World Beyond" "
...The rat always gets tired......."
The Brown guys have 3 different versions. All are are the same strength and they are the lowest of the human zombies for hit points and social status... All have that "first day at a new school, lost looking for their classroom" look in their eyes, until they find you. Then it is love at first bite.
The 1st Brown Clothing Guy Version- He in his uniform and has on a fuzzy warm hat that keeps his head warm while he steals valor for the Badge on his hat. Hat is cool comrade, stealing valor isn't, teach him a lesson.
2nd Version of the Brown Clothing guy- is a poor, he wears uniform with a helmet but can't afford a set of NODs( Night Optical Devices aka NVG Night Vision Devices), so he wanders around in the dark not knowing where he is going. However if you make noise and/or kill his dead friends, he'll hunt you down. He is a Poor because he doesn't even have even fake cheap knock offs to LARP being a real human solider. At least he has a helmet and isn't stealing valor with the hat.
The 3rd brown guy in brown uniform is wearing a helmet with NODs. Basically a LARP'ing guy with NODs is the weakest/lower health (hit points) Zombie . Probably wears his night vision goggles in his mom's basement closet reading "Spider Man" comics (re-reading the "One More Day" story arc, can you get more loser than that?) with the light off. So he can actually use the NODs in real life. All the Airsoft & Paintball fields kicked them off for LARP'ing too much....
The T-Shirt muscular guy is a middle strength/health Zombie. Spends lots of time doing far too many push ups. Apparently no one ever taught them about deodorant...
The Grey Clothing Guy with Suspenders which is a Tank Zombies . Tanks having the highest health(hit point level) and requiring the most damage to kill. Usually is the slowest moving until damage has been done and gets upset about it. When alive, probably ate more pizza than me. When alive they took all the slices of the good pizza off the buffet, without leaving at least 1 slice for you. So not cool dude...
Special waves have less zombies and barely have enough points to replace the ammo expended. They are
Burning Zombies that explode leaving fire on the map and/or a wave of nothing but
Dogs/Dingoes in overwhelming numerous fastest drones style of attack.
On 1 player the 1st wave starts with 25 zombies and each wave increases by 10 additional zombies not counting the "Specials" wave of 1 type of zombie which can vary for being wave 4 or 5 then 8-10. So 25 zombies wave 1 than 35 zombies wave 2, 45 zombies on wave 3, 55 zombies on wave 4(if not a Special zombie wave) and so on
There is 20 second break between Zombie Waves
The first special wave has 16 zombies, no matter which wave number it falls on. While there is no toxic puddles or gas clouds, not counting the explosion of flaming zombies. Good news their left fire on the map does not hurt you, just obstructs your vision for seeing other flamers. Do not discount these for the low number as being easy.
When you start a game there is 60 minutes count down, how many waves you get to is based on your skill and aggressiveness in killing zombies. Sometime when you join the map, it may have had the timer started and you start with it already at some reduced level of remaining time.
As courtesy to other players , and to keep from having to wait the present 15KB/sec roughly 20 minute wait time to download the next map , please select/vote to replay that map before leaving and/or select one of the easier, better more common maps and wait for the voting countdown to end, so the server selects that map and then leave. So it is waiting for you to come back or for the next person to play.
Two of the good and better maps options to vote for are
Piramides and
FNRP . Please don't use the other ROZO and ROTU mods to influence you for same name maps, they are often very different. Then thank our
Map Mod'ers for all that they've improved over the years for us.
Piramides Map is the one with triangular(pyramid) spawn buildings on the outer edge and train car boogies in between those buildings, With a 2 story Center building with a ramp on one side. That has both purchase boxes options at it. This map helps by having multiple rebuild barriers that will help get the player's level up faster.
Also
SURV FNRP that is the city block that you play around a center square. Lots of room and long paths. Plus these are maps most people probably waited to download, instead of the server sitting empty because no one wants to wait 20-30 minutes to just end the bad maps and if the voting options don't have a map they have, will they invest that long again to help out? So please at least wait until the voting for the maps with selecting "play again" has ended/won before leaving.
Guns and their calibers and other weapons for your reference Ammo is listed above(if requested I'll add it here)
AK-47 7.62x39mm
AK-74u 5.45 x 39 mm
ATA-4 84 mm caliber Pronounce name so it sounds like ei-ght-a 4
Barrett 50cal 12.7×99mm
C-4 (packs) a lot better than their ugly little sister C-3
Claymores they say curved side towards enemy but amazing candy comes out if detonated....
Colt 1911 45.cal
Chain Saw - This has a round blade (WTFrak?) so there is no bar length but the disk is 14-18 inches roughly
Cross Bow with a Magnified Red Dot- Bolts ,not Arrows , oh crap the archery community is coming to kill me now.....
Deseret Eagle .50AE most likely
Dragunov 7.62x54R
G-3 7.62x51mm H&K ripped off the earlier & better C.E.T.M.E.
http://www.imfdb.org/wiki/CETME_RifleG36C 5.45x45mm ACOG (more red dot due to the reticle in tube)Primary does higher damage
G36C 5.45x45mm Has Iron sights sight is secondary weapon does less damage but has faster run time and knife/melee cutting speed
M1014 Semi-Auto Shotgun 12 gauge
M-16A4 5.45x45mm Has 3 round burst fire
M-249 SAW 5.45x45mm (belted and varies on compatibility doesn't overlap here)
M40A3 7.62x51mm
M4 Carbine 5.45mmx45mm
M9 9mm (technically 9mmx19mm, not all 9mm is the same seriously IRL check that crap)
M-60 7.62x51mm (Belted and varies on compatibility doesn't overlap here)
M-21 7.62x51mm Battle rifle version open Iron Sights
M-21 Sniper Silenced 7.62x51mm
MP-5 ACOG 9mm Primary
MP-5 Silenced 9mm Secondary
MP44 (STG-44) 7.92×33mm Kurz
P-90 5.7×28mm
R-700 7.62x51mm
RPD 7.62x39mm (Belted usually not compatible in game with AK-47 for stupid reasons)
RPG-7 40 caliber, warhead is 40mm - 105 mm caliber
Skorpion 7.65×17mm aka .32 ACP
USP .45 cal
UZI 9mm
UZI Silenced 9mm
W1200 Pump Action shotgun 12 gauge
Neat weapon facts aka the modders went that extra mile/kilometer...
Claymores have a cool NES Game Boy with Super Mario Bros 2 on the back(towards you side in game).
Feel free to point out any errors or add tips.
Multi day editing workspace is now below.Last update modify 2/14/2022 This section has information worth reading as I re-work out the information I missed and/or should have included above. This information will be moved upwards when completed and verified for accuracy, especially the timers for on multiple maps and for each class.
Spoiler for Hiden:
Barriers are worth 30 points for your overall score as used in the leveling up and unlocking the Sub Classes , not the white in game currency points. This is different than the other Rotu, in Rotu 1.15 only kills (10 points each) earn you in game currency points. Extra gun shots and/or knife strikes that do not kill but weaken zombies will only earn points for leveling up. Moving the yellow bar at bottom of screen.
Zombie Waves will have have a 20 second break between them.
Mosque MAP Timer variations noted times minutes:sec format
Engineer special SENTRY GUN Full timer 2:15 until 45 seconds left
Medic special 1:40 with 20 seconds of healing pool
BOMB SUBCLASS Yellow Suitcase Bomb (detonate by pressing " 6 " Key or double tapping "F" quickly note CLASS's Special and C-4 risks )for time until re-available ___?
CLASS Special Info, activated by double tapping "F"
When you use your class's special, the effects length along with the effect's action while vary by class. The good news is while the Special's Effect is in use, you have also started the counting down the time until you can reuse it again. The time for the full recharge is 1 minute 40 seconds or 100 seconds total, most maps/classes. During this you will have use of that special, so the time remaining for when the special's effect(s) is of use again will be less. However the length of the special's effects and duration varies by class.
Count down to a full recharge is 1 minute 40 seconds , during this time the Class's special will work for a certain amount of seconds, as listed below. Then you are waiting for it to recharge itself. You just need to stay alive and let time pass to get that Special Ability recharged and ready for reuse.
Time length variations noted on at least one map, however these are more the most common.
-Soldier; Fast reload(Sleight of hand) + Increased Fire Rate(Double Tap) Go into a "rage mode" of shooting faster and with faster reloads aka "quick hands" Lasts 20 seconds leaving 1:20 (minutes:seconds) or 80 seconds until fully recharged and available again to use. *Accuracy may be slightly increased for less recoil?
-Stealth; Go invisible for 15 seconds Effect lasts until 1:25 (min/sec) or 85 seconds until recharged and available again. This is different than Level 60 SPY's SUB CLASS Stealth mode. Combine both is a waste has the small stealth advantage out ways other various perks due to SPY's stealth being automatic and no limit or delay for reuse other than silence for 5 seconds.
-Armored; Go invincible for 15 seconds Creates a barrier effect the zombies can't get through but you can move to edge and they can hurt you. So not as use for knife killing. Effect lasts until 1:25 (min/sec) or 85 seconds until recharged and available again.
Engineer drops A sentry gun that lasts for about 45 seconds(?) leaving only 55 seconds left until until your special is recharged (to that full 1:40 Minutes &seconds restore time) and able to drop another sentry gun again, when desired. This class has the longest use of their special ability with the least amount of time until the ability is recharged for reuse. Map Mosqur not time was until 45 seconds from the original and full recharge 2:15 (min:sec aka 135 seconds total)counter. That would be 90 seconds of in game usage on that map.
-Scout; Increase your speed by a lot for 15 seconds Running very vast until the count down timer hits 1:25 min/sec or 85 seconds until full recharge
Medic Healing Circle of health last for 20 seconds for section of the health bar it heals the points go increase (leveling up not in game currency points) At 1:20 the healing green circle will disappear. Then you have 1:20 min/sec or 80 seconds left of that 1:40 recharge time left until you have the Special's healing aura spot again.
SUB CLASS INFORMATION and what level they unlock at
-Spiritualist; You can heal after you die *Worthless if by yourself as last human down ends the game, if the only human playing you go down game ends. Occurs/unlocks at at level 0-9
-Specialist; You have last stand Occurs/unlocks at at level 10 Takes longer to die even in single player, which at least lets you earn points for leveling up to unlock higher sub classes
-First Aid; Can revive a friend to full health by pressing use (F by default). Occurs/unlocks at at level 15. Useless as single player as there is no one to revive, can not be used on self
-Gunmaster; Reload faster (Sleight of Hand) Reloads faster next useful subclass if playing alone Occurs/unlocks at at level 25
-Bomb Expert; Equipped with a mini bomb Yellow suit case that triggers by pressing KEY "6" *Note Claymores replaces your Class's normal secondary weapon in other classes (verifying for all classes on multiple maps still) . The Upgrade path seems to follow Engineer's secondary weapon Occurs/unlocks at at level 30
-Captain; Skin changed, Now looking like Captain Price! I Can not see the effect of character/avatar skin change in the single player game , not sure if it is there with multiplayer. Unlocks at Level 35
-Supplier; When used you can resupply your ammo *notes needs more testing did not appear to work or have not found the right key, may require more than 1 player to work Occurs/unlocks at at level 45
-Pyromaniac; Turn your weapon into a flamethrower Have not seen this occur in single player for any class (verifying possible keys and other maps still) Occurs/unlocks at at level 50
-SPY level 55 unlock and final subclass that your level matters, as there are no more unlocks.
Next one is complicated as it overlaps with the Stealth Classes's special ability. The screen color is different between their stealth modes and they have different rules and conditions. -SPY; turn invisible when not attacking zombies Works in single player, you will go into a special stealth mode(screen changes to yellowish tone). If you do any of the following actions listed below, then the Spy's Stealth effect is temporarily suspended. Meaning the zombies see, will target(head for you), and attack you. If the Spy Stealth reactivates zombies head to the spot you were last visible. You will need to silently run around waiting about 5-10 seconds to return to Spy's stealth mode. The following actions make noise and cancel the SPY's stealth and will restart the count down clock for the sub class effect to return if you do them, these actions are any of the following. If you shoot a gun, use the upgraded melee weapon (ether the CROSSBOW or CHAIN SAW) , place an item(Claymores or C-4), buy ammo, upgrade a gun/weapon(or try to when no upgrades remain, the buy action attempt triggers the sound), repair a barricade and/or kill a zombie by a knife strike, then this "stealth"effect with be canceled for about 10 seconds . When knifing zombies, if your knife hits do not kill but only weaken(2 strike not counting dog/dingoes in the early waves), those knife strikes do not cause your SPY's stealth effect to disappear. Using your Classes special by double tapping "F" will also cancel the SPY's stealth mode effects.
If you are playing as the Class-Stealth and using the combined SPY subclass, when use your special( Stealth's "stealth special" is a different than the Spy's ""stealth mode"" which creates its own stealth mode that is separate from SPY's stealth/invisibility, which will then be in effect and your actions during may have caused noise delaying the Spy's stealth effect to engage again making you visible to zombies when the Stealth's special wears out its timed effect. There are about 5(?) seconds between length of Stealth special and Spy Stealth effect engagement. During the STEALTH's Special "stealth" you can do all the trigger actions above without drawing the zombies attention during that class's special's stealth ability, but the last time you made noise will have reset the Spy's stealth "quietness needed to get invisibility" count down timer. Occurs/unlocks at at level 55
After this SPY Sub class level, there are no more unlocks or prestige modes I have found yet. as 2-14-22 level 120
There is no Scav! (Scavenger) game in this mod.
Grenades are only the 5 second cook off model. You can cook off the timer to more accurately get a group of zombies when throwing the grenade, but you risk being to close if it explodes in air and/or bounces off one back towards you. Zombies also randomly change running paths and may not be where your dropped grenade explodes. Throwing into spawns best work when they are grouping up trapped behind (rebuilt) Barricade.
Behind this spoiler is a Work chart for me to fill in about missing information in above spoiler and now has the start of various maps names and descriptions.
Spoiler for Hiden:
Sub Classes:
-Spiritualist; You can heal after you die Unlocks at Level 0 (start)0-9
-Specialist; You have last stand Unlocks at Level 10
-First Aid; Can revive a friend to full health by pressing use (F by default). Unlocks at Level 15
-Gunmaster; Reload faster (Sleight of Hand) Unlocks at Level 25
-Bomb Expert; Equipped with a mini bomb (use by "6" key) and claymores Unlocks at Level 30
-Captain; Skin changed, Now looking like Captain Price! Unlocks at Level 35
-Supplier; When used you can resupply your ammo Unlocks at Level 45
-Pyromaniac; Turn your weapon into a flamethrower Unlocks at Level 50
-Spy; Can turn invisible when not attacking zombies Unlocks at Level 55
MAP NAMES & NOTES ( will add best class later but that is also subjective and some classes are there to help the team more than be the main attacking force) Rating is based on single player information unless noted.
ARENA 3 spawn points, 1 dead end tunnel at far end and two side doors in a large coliseum arena with a center raised platform(zombies can glitch attack from below) and at 2 back tunnel rooms. Has 4 ammo refills boxes 1 weapons upgrade. 2 barricade doors to rebuild. Zombies may hang up under center of arena's wooden deck, varies if a turkey shoot or your shots will break them out of that travel to point on the map.
ASYLUM-
FNRP (may be Surv FNRP )Good Large map with Long sight lines/paths around a center square city block. The laying area is 2 lanes of traffic width and side walks each side of street. Hidden Danger in a few exploding cars. Also no barricades to repair, to help level up. Zombies can enter into buildings in center of map and at path collection point if no player target on map. Glitching zombies may also be seen in left side of building (only one you can go up multiple floors) and into by the left side round column.
ICE CREAM-
LEGO-
PIRAMIDES- Good Large map. Has lots of room and the outer edge is buildings with train car boogies, so you can use them to create and collect zombies into a zombie train. Lots of spawn locations but has the most barricades to repair. Able to repair barricades on on far side of map without triggering zombies mid map to far side. Purchase boxes are located on center 2 story building. Ammo box that takes 5 seconds to fill is on top so you can safely jump off to get away. Weapon upgrades is just in door way on ground floor. Zombies can block doorway.
RE4VILLAGE Good/Mid Size of a Village. with far less playable area than in ROZO and ROTU (2.#/Revolution). See where your favorite map began and thank the many map modders who kept improving them. This map, in ROTU 1.15 has no free, and/or purchasable guns. There is no center fire roasting a body on pike, so at least that can't hurt you. Multiple spawn paths with a couple barricades that can be rebuilt. A unique and difference experience than the 2 other FNRP Zombie servers RE4VILLAGE versions.
SKYFALL -Bad map small tight single box room, zombies fall from above.
SOCCER FIELD Harder/Bad/Small map. Although easier to understand when starting out. Zombies spawn on one side of small map in various spots (about 6)in an initial straight line grouping but far end(opposite of the purchase boxes and player spawn location) on 1/2 or 1/3 sized soccer field (no Goal structures). No Barricades to rebuild. Purchase boxes are located on far side. Rest of the 1/3 of walled in soccer field is just an open area. No items to run around or use as barriers between you and zombies Map is small enough a dropped Sentry Gun in the middle or even to the side covers the entire playing field.
Tunnel Mid quality, 2 spawn starts in traffic tunnel (few cars to get get stuck on in dark) at one end, then zombies ascended up ramp to house at rear with purchase boxes. House is 1 way trap with damage from jumping out of second floor windows. Possible 2 more zombie spawn points on higher levels at top of ramp mid way to house) Has on 2 barricade at tunnel end. Width is two lanes of traffic. Low maneuvering room options especially on the higher harder waves as zombies fill entire width of map, if top of hill spawn points are used you have less room before pushed back into house.
NAME? Mid to large map. Middle Eastern looking sandstone block construction with 2 multiple story building at each end, falling between floors instead of the ladder can hurt you. Zombies can trap you and glitch through floors. Good for multiple players, with someone to watch your backs and/or keep the zombies drawn out in the field in front of the forward facing (only windows) There are 6(?) zombie spawn points 2 that have barricades, although they are near other spawn entry points that can not be closed. The Ammo and upgrade boxes are in the middle of the map out in the open away from spawn paths. Beside the barricade doorways, there is what looks to be a covered ladder path on each end, zombies come up from the pits, and the other 2, 1 at each end behind /beside the buildings is broken war entrance that can't be rebuilt just claymore'ed. In the middle on one side is middle offering some barricades path restrictions to form the zombies up. On the ground between the buildings are few boxes that are more hindrance to you than zombies.
At end of each Game is special Soundtrack (music) with summary of who got the Most kills, Most Head Shots(in game audible ping sound is heard), Knife Kills and the Highest Score (combined kill points (white in game currency) and other points earned (that count toward the leveling up).