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Adlersbrunn Crusade (Original Eichenwalde Zombies)

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Gameplay Non-critical kills = 100 points from Brig, 200 from Rein. Critical/Melee kills = 300 points from Brig, 400 from Rein. Every 100 points of healing to your teammates = 100 points. Use points to purchase more areas in the map or new heroes to play. If an ally dies, you can revive them by standing in the circle left at the position they died. The time it takes to revive a teammate increases with each revive, and resets each round.


Enemies Enemies scale in strength, health, and speed with each player, as well as the round number. Enemies have a chance to drop powerups, which include 3x Points, Increased Speed, Increased Damage, Unlimited Ultimate, a Passive Heal, a Freezing Zone around each player, an Overshield, and Endless Ammo.


Challenge Rounds Every 5th round is an "Adrenaline Round" where enemies spawn with close to 100% ultimate charge. Other rounds have a chance to be one of 7 other challenge rounds. They modify the round and make it more, well.. challenging! In exchange you are rewarded with points that scale up with the Round number. The 7 possible challenge rounds are as follows:

  • Levitation Rounds - Players and enemies levitate for a few seconds upon taking damage.
  • Team Up Rounds - Players take extra damage when they are separated from their teammates.
  • Volatile Air Rounds - Players and enemies take damage over time if they are in the air at any time.
  • Ghost Rounds - Enemies rotate between being visible and invisible for seconds at a time.
  • Juggernaut Rounds - One enemy gains a lot of health and a little more damage for the entire round.
  • Self Destruct Rounds - Every enemy explodes upon death, dealing damage to nearby players.
  • Tiny Crusader Rounds - All enemies are scaled down in size for the duration of the round.

Bonus Objectives Occasionally a random bonus objective will spawn somewhere in the world. You have a limited amount of time to activate the objective. Successfully completing the objective will grant points based on how well you performed.

Control Point
Stand in the control point to gain progress. Reaching 100% progress completes the objective, and awards points based on how much time is left. If the timer reaches 0 the objective is failed. Capture progress is scaled based on how many players are in the game.

Headshots
Secure a set amount of headshot eliminations before the timer reaches 0. Progress is scaled based on how many players are in the game. Points are awarded based on how much time is left upon completion.

Delivery
Deliver 4 objects randomly placed in the world to the objective location. Points are awarded based on how much time is left upon completion.

Defend
Defend the objective position from incoming bots for 2 minutes. Bots reaching the objective location reduces the objective health. If objective health reaches 0, the objective is lost. If the objective is still standing when the timer reaches 0, points are awarded based on how much health is left. Damage to the objective is scaled based on how many players are in the game.


Power In the bonfire room, you can activate the "Power" which enables the use of the Teleporter next to the final payload destination. Once the teleporter appears, you can activate it by finding the switch (a turquoise circle) placed randomly on the map. The teleporter stays open for a minute, and transports you to a saferoom where you can purchase Sombra for a high price, as well as increase your Damage, Healing Output, or Max Health for points.


Mystery Tank Whenever the power is activated, several upgrades appear across the map. One upgrade is a "Mystery Tank", which appears in a random spot on the map. Here you can spend points to gain a tank character and a certain amount of energy based on the current Round number. You can hold reload to swap between your hero and your tank. Killing an enemy as your tank reduces your energy by 1. Upon depleted energy, the tank is lost. Upon dying as your tank, your tank is lost and you get instantly revived. After the store is used a certain amount of times, however, it moves to a new random location.


Nano-Upgrade
Another upgrade you can purchase is "Nano-Upgrade", which provides a hero-specific upgrade until you go down.

Ana (Sleep Dart+) - Sleep dart now knocks down victim, and causes damage over time.
Ashe (Viper+) - Each primary fire hit stuns the victim for 1 second.
Baptiste (Biotic Launcher+) - Each heal with secondary fire grants immortality for 5 seconds.
Bastion (Sentry+) - Each primary fire hit in sentry mode deals knockback to the victim
Brigitte (Repair Pack+) - Healing with repair pack grants half of target's regular health in armor.
Doomfist (Rocket Punch+) - Successfully landing a rocket punch causes the victim to be knocked down for 5 seconds, and decreases Rocket Punch cooldown.
Echo (Focus Beam+) - Damaging enemies with the BIG-BEAM-BIG-DAMAGE-LASER instantly freezes the enemies. Securing an elimination with it resets the cooldown.
Genji (Dragonblade+) - Dragonblade deals 50% of the enemy's health in damage on top of the base damage.
Hanzo (Stormbow+) - Stormbow damage resets the stormbow ability, and damages all enemies near the victim.
Junkrat (Steel Trap+) - Steel trap stuns enemy for 8 seconds, and resets trap cooldown.
Lucio (Emote+) - Emoting causes bursts of healing for teammates, and damage/knockback for enemies.
McCree (Roll+) - Rolling nearby enemies trips them and knocks them down for 5 seconds, and dealing damage.
Mei (Endothermic Blaster+) - Each secondary fire hit instantly freezes the victim for 2 seconds.
Mercy (Resurrect+) - Resurrect is instant, and heavily damages nearby enemies.
Moira (Biotic Orb+) - Healing with biotic orb grants phased out for 5 seconds. Damaging with biotic orb puts the victim to sleep for 8 seconds.
Pharah (Concussive Blast+) - Dealing knockback with concussive blast knocks victim up in the air, and applies the "Hacked" status.
Reaper (Shadowstep+) - Using shadowstep grants phased out for the duration, and stuns nearby enemies for 3 seconds. Also roots nearby enemies for 6 seconds.
Soldier: 76 (Biotic Rifle+) - Primary fire hits to an enemy below 25% health instantly kills them.
Sombra (Stealth+) - Become phased out while invisible, and hack enemies by walking through them.
Symmetra (Photon Barrier+) - During Symmetra's ultimate, all enemy barriers will be shrunk significantly. (Brigitte's will not appear to be shrunk, but it is. This has been a known bug since barrier scaling was introduced to the workshop)
Torbjorn (Forge Hammer+) - Dealing damage with the forge hammer deals increased damage, stuns the enemy for 1 second, and resets Overload cooldown.
Tracer (Pulse Bomb+) - Tracer's ultimate charge starts at 50%. Throwing Pulse bomb hacks nearby enemies, and Pulse Bomb damage instantly kills enemies.
Widowmaker (Widow's Kiss+) - Dealing a scoped headshot reduces the enemy's health to 1.
Zenyatta (Harmony Orb+) - Dealing healing with Harmony Orb instantly brings target back to full health.
D.va (Self Destruct+) - Self destruct nukes all enemies on the map.
Orisa (Fusion Driver+) - All primary fire hits teleport nearby enemies to the victim, clumping them together.
Reinhardt (Firestrike+) - Firestrike lights victim on fire, and damages over time.
Roadhog (Whole Hog+) - Ultimate damage briefly stuns enemy, roots them for 30 seconds.
Sigma (Kinetic Grasp+) - Kinetic Grasp pulls enemies within view angle and holds them in front of Sigma for the duration of the ability.
Winston (Primal Rage+) - Using Primal rage terrifies all enemies and causes them to run away from the nearest ulting Winston.
Wrecking Ball (Roll+) - Dealing damage while rolling knocks the victim down for 3 seconds, and deals additional damage after 2 seconds.
Zarya (Particle Barrier+) - Shielding self instantly grants charge, and adds shields to Zarya's health. Shielding ally adds additional shiels to ally's health.


Two other upgrades are available as well, "Lucio Headphones" and "Akande Gloves". Each of these have 3 levels you can purchase, which get more expensive and more powerful with each level. Lucio Headphones increase your movement speed, while Akande Gloves increase your quick melee damage.

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Update Log (7)

  • So. Many. Optimizations. (I went from 327 to 240 rules...)
  • Added a "Pack-A-Punch" equivalent, "Nano-Upgrades". It is only buyable after power is turned on. Each hero has their own unique upgrade upon purchase. This effect lasts until the player goes down (Without Mercy's blessing)
  • Added a "Lucio's Headphones" powerup, purchasable after power is turned on. Purchasing this upgrade will increase your speed until you go down (Without Mercy's Blessing). There are 3 levels that can be purchased, each more expensive than the last.
  • Added a "Akande Gloves" powerup, purchasable after power is turned on. This upgrade increases the amount of damage your quick melee does until you go down (Without Mercy's Blessing). There are 3 levels, each more expensive than the last.
  • Made Mercy's blessing available all the time, not just in singleplayer.
  • Added "Tiny Crusaders" challenge round. All bots are scaled down for the duration of the round.
  • Added several Bonus Objectives. These objectives are randomly placed around the map from time to time. Completing them within the time limit grants points. The points are scaled on how well you did with the objective (Time bonuses, Objective Health bonuses)
  • Added a modifier menu in Workshop settings. At the moment, you can increase your Point scalar by up to 10x, and you can unlock all Non-tank heroes from the beginning. (Tanks are disabled because of Mystery Tank.)
  • Changed "Hammond's Rent-A-Tank" to "Mystery Tank" to better note what it is.
  • Bots no longer receive the "Burning" status during adrenaline rounds. Instead they are outlined in orange.
  • Adjusted bot stats to accommodate Reinhardt's buff
  • Bots now shield one-by-one instead of all at once when a player is using their ultimate
  • Disabled Mercy's damage boost detector. (Sorry Mercy players, but it's too intensive on the server compared to the benefit it provides. Hopefully someday we'll get a "Damage Boost Target" value in the workshop)
  • Opened up the last 2 defender spawn rooms. You can now freely walk into the last 2 defender spawns, bots can access them as well so be careful!
  • Adjusted blocked areas allowing flying heroes to access locked areas prematurely.
  • Removed last door blocking the Power.
  • Self Healing no longer provides points.
  • Replaced old bot spawnpoints. Bots will no longer spawn inside walls/ceilings.
  • Ending area now has a flag icon to notify players of its existence.
  • Ending can now be purchased at round 20 instead of 30.
  • Challenge rounds will only happen after Round 5.
  • "Juggernaut Round" Juggernaut is slighty scaled up in size, has an outline instead of an icon, and is slightly stronger.
  • The last bot alive in the round will no longer teleport to a new location when out of sight.
  • Swapping heroes with Mystery Tank no longer damages the player, but instead sets their health to the proper amount. This means no more accidental deaths from setting your health back to where it should be.
  • Revive circles now disappear properly if the downed player leaves the game.
  • The Revive Timer Indicator Circle will no longer reset if a new player enters the circle while someone else was already in it.
  • Being Revived with Mercy's Blessing now teleports you to the nearest walkable position, so if you fell of the map with it you aren't revived right into the fall zone again.
  • Raised max number of bots to 8
  • Added "Overshields" Powerup, which functions similar to Symmetra's Shield Generator. Lasts 60 seconds and grants +25% of the player's Max Health.
  • Added "Endless Ammo" Powerup, which grants infinite(1000) ammo for 60 seconds.
  • Decreased the cooldown for the teleporter to 1 minute instead of 2. Just experimenting with this for now, I might change this again.
  • Made challenge rounds significantly less common
  • Volatile Air challenge round only sets you on fire if you jump, rather than falling, being knocked into the air, etc.
  • Team Up challenge round's radius was increased from 10m to 20m, allowing you to be a little further away from your teammates without suffering penalties.
  • Enemies will now have a cloud to show where they are at during the Ghost challenge rounds, so they are no longer completely invisible.
  • The force and duration of the levitation during the Levitation challenge round has been reduced.
  • Bots now randomly strafe side to side when in sight, making them harder to hit.
  • Melee Kills now award bonus points similar to headshot kills, making it possible for non-headshot heroes to accumulate extra points.
  • Added a zone that prevents players from entering the second defender spawn via Symmetra's teleporter.
  • Bots attack radius increased from 4m to 6m
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