# New start mod a little easy?

**URL:** https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327
**Category:** The Drawing Board
**Created:** [July 21, 2013, 12:17am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327 "2013-07-21T00:17:16Z")
**Posts on this page:** 10
**Page:** 1

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### Author: ![pedr](https://avatars.discourse-cdn.com/v4/letter/p/0ea827/32.png) [@pedr](https://discourse.cataclysmdda.org/u/pedr)
#### Post date: [July 21, 2013, 12:17am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/1 "2013-07-21T00:17:16Z")

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I think would be good if we could choose another mods in how the game starts. I know about Static Spawn True/False, but I feel that having to fight mutated zombies since the start is a little too hard. Sometimes I spawn next to a lot of super-ubber-power zbs who eat my ass just to see me.

What I would like to see is a option like the Static Spawn false, but spawning just normal zombies when the game starts and just after 90 min, or anything like that, those other superstronk brain eaters showing.

I’m sorry if I suggesting a silly thing, I’m a new player and I’m not sure how the community feels about how the game should progress.

Thanks for the amazing work.

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### Author: ![stone94](https://avatars.discourse-cdn.com/v4/letter/s/f9ae1b/32.png) [@stone94](https://discourse.cataclysmdda.org/u/stone94)
#### Post date: [July 21, 2013, 1:33am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/2 "2013-07-21T01:33:17Z")

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check your map, and move in the opposite direction of the cities until you know how to handle yourself 😛

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### Author: ![Inquisitor\_Dust](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/inquisitor_dust/32/119_2.png) [@Inquisitor\_Dust](https://discourse.cataclysmdda.org/u/Inquisitor_Dust)
#### Post date: [July 21, 2013, 1:59am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/3 "2013-07-21T01:59:45Z")

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The idea of special zeds only spawning until later actually sounds pretty interesting, not quite as easy as dynamic spawns spawn delay, but not as hard as static spawn ALL the zombies. In the meantime, the wiki has a bunch of guides to help you start.

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### Author: ![Rivet](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rivet/32/11_2.png) [@Rivet](https://discourse.cataclysmdda.org/u/Rivet)
#### Post date: [July 21, 2013, 2:30am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/4 "2013-07-21T02:30:55Z")

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A system wherein static spawn could start out with standard zeds and gradually replace some with special types as they ‘mutate’ would actually be really cool.

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### Author: ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)
#### Post date: [July 21, 2013, 4:37am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/5 "2013-07-21T04:37:24Z")

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this is the eventual plan actually.

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### Author: ![Rivet](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rivet/32/11_2.png) [@Rivet](https://discourse.cataclysmdda.org/u/Rivet)
#### Post date: [July 21, 2013, 7:45am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/6 "2013-07-21T07:45:49Z")

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Awesome! I very much look forward to seeing it implemented.

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### Author: ![vultures](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/vultures/32/69_2.png) [@vultures](https://discourse.cataclysmdda.org/u/vultures)
#### Post date: [July 21, 2013, 3:08pm UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/7 "2013-07-21T15:08:10Z")

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Oh yes, mutated Zed hounds. Sooo residentevilish.

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### Author: ![Inquisitor\_Dust](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/inquisitor_dust/32/119_2.png) [@Inquisitor\_Dust](https://discourse.cataclysmdda.org/u/Inquisitor_Dust)
#### Post date: [July 21, 2013, 5:39pm UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/8 "2013-07-21T17:39:17Z")

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> [@vultures](#):
>
> Oh yes, mutated Zed hounds. Sooo residentevilish.

We already have tentacle dogs. Let’s just go full Resident Evil/Parasite Eve on the game!

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### Author: ![KA101](https://avatars.discourse-cdn.com/v4/letter/k/278dde/32.png) [@KA101](https://discourse.cataclysmdda.org/u/KA101)
#### Post date: [July 22, 2013, 5:10am UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/9 "2013-07-22T05:10:06Z")

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> [@Inquisitor Dust](#):
>
> [quote=“vultures, post:7, topic:2327”]Oh yes, mutated Zed hounds. Sooo residentevilish.

We already have tentacle dogs. Let’s just go full Resident Evil/Parasite Eve on the game![/quote]

Having climbed the Chrysler Building and achieved not only S but L rank, yeah, that could be interesting.

(I’m not interested in that other PE knockoff. Amnesia + clothing-destruction = Aya deserved better.)

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### Author: ![vultures](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/vultures/32/69_2.png) [@vultures](https://discourse.cataclysmdda.org/u/vultures)
#### Post date: [July 22, 2013, 8:49pm UTC](https://discourse.cataclysmdda.org/t/new-start-mod-a-little-easy/2327/10 "2013-07-22T20:49:16Z")

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I know, that’s why I think Bella should forget about Edward to come and play CataDDA with us. 🙂  
It’s the wolfsuit card we should draw for that matter.
