Joe's Gungame is the eighth map to be added to Michael's Zombies. It is unique among all the other maps as it is the first map to not be wave survival based.
Objective and Map Overview
Objective
The gamemode consists of other players in a free-for-all style game trying to beat each other to the top. If a player dies then they will respawn, although being reset back to the Colt M1911. However, if a player is revived, after going down, they'll only be set back a single tier.
Despite its competitiveness, Joe's Gungame is still however a PvE gamemode at its core and players cannot damage each other through direct means. Only one player can win and the set win condition is getting 35 points through getting a set amount of kills using all weapons that are given.
Map Overview
Joe's Gungame is a map set in a place that resembles a part of a equatorial or desert town. The map itself is monolithic in design, as there are no doors that are required to be opened and the entire map is interwoven and interconnected. The most unique parts of the map is the crane with a purple shipping container that goes over a large hole in the middle of the map, as well as the zipline at connects the more elevated north side of the map with the south side.
The only perk that is available and can be purchased is the Second Life perk, it can be found at four different locations on the map with one machine corresponding to each cardinal direction. There is also only a single wallbuy available, the Anti-Player Mine, which locations also correspond to each cardinal direction on the map.
Unique Mechanics
As the gamemode is not the traditional round based PvE that Michael's Zombies is based upon there are many different mechanics that are different from every other map inside of Joe's Gungame.
Gun Progression
The most obvious change with this gamemode compared to traditional maps is the way the player receives new weapons. Instead of using points to acquire new weapons, the player must get a certain amount of zombie kills corresponding to the set kills the weapon requires in order to gain newer weapons and advance the game. The game ends once one player gets the corresponding amount of kills with all weapons that are available.
Weapons list
There are 34 weapons that can be obtained and are used to advance in Joe's Gungame, in order and the amount of kills needed to progress are as follows:
- M1911: 4 kills
- Mauser C96: 8 kills
- Walther P99: 12 kills
- Gewehr 43: 8 kills
- Kar98k: 10 kills
- M1 Garand: 12 kills
- B93 Raffica: 8 kills
- Sawed Off: 10 kills
- M14: 20 kills
- M1 Thompson: 20 kills
- MP5: 20 kills
- .357 Magnum: 16 kills
- Famas F1: 20 kills
- Panzerschreck: 20 kills
- MP40: 20 kills
- B.A.R: 20 kills
- FG42: 20 kills
- RPK: 20 kills
- AK-74u: 20 kills
- Type 100: 20 kills
- M16-M: 20 kills
- STG-44: 20 kills
- M4A4: 20 kills
- PPSH: 20 kills
- AUG-A1: 20 kills
- M2 Flamethrower: 20 kills
- M1919 Browning: 20 kills
- Super-Shorty: 20 kills
- MG42: 20 kills
- Saiga-12: 20 kills
- PTRS-41: 20 kills
- Raygun: 40 kills
- Wunderwaffe-DG2: 40 kills
- Classic Pistol: 4 kills
If a player starts to fall behind compared to other players in the gamemode, the player will receive perks to help them catch up to others depending on how far behind the player is, however once the player does catch up, perks will slowly start to get removed.
Perks and Wallbuys
Second Life
The only perk that is available to be purchased inside of Joe's Gungame is the Second Life perk and costs 7500 points to obtain. The Second Life perk functions just like the Quick Revive perk does when playing solo and gives you a self-revive when you go down.
Anti-Player Mine
The only wallbuy in the map that is available as well is the Anti-Player Mine. It is the only utility that is available to the player and costs 2000 points to buy, it functions just like the Bouncing Betty with a few major differences, those being:
- Players can shoot the Anti-Player Mine causing it to explode and damage any zombies and players surrounding it.
- When a player goes over the Anti-Player Mine it explodes, damaging the player and surrounding zombies
Power Ups
The zombies has a chance to drop one of the four power ups when killed, which being Max ammo, Speed up, Rapid fire and Double points
Rounds and Enemies
Round number were instead used to display your current points, zombie health is permanently set at 100 and has 8-9 walkspeed. Every once a while, a Panzer Michael will spawn in the map that also has reduced health. Since the panzer's walkspeed has been reduced like the zombies, and it was not as strong as before, the only thing to beware of were its grapple attack.
Soundtracks
Name | Audio |
---|---|
TBA | |
JGG Fail | |
JGG win |
Miscellaneous
Trivia
- Joe's Gungame also brought many new weapons exclusive to the map as of current, those being the M14, the Famas F1, the RPK, the M16-M, and the Super-Shorty.
- There are many posters that are scattered around the map, the most notable ones being the bounty on 1Joeb poster for 10000 emeralds and the no knifing poster.
- If no one wins and all players end up dying the game will end with a text that says "SERIOUSLY? THAT WAS PATHETIC..."
- It is unknown why the Model 680 and Trench Shotgun does not make an appearance
- There is a hidden body in the sewer pipe resembling Saddam Hussein's Hiding Place.
- Rather than the usual teleport animation, the player is first shown to a cutscene of an elevator reaching the 4th floor (Virtual Training) and was greet with 4 ROBLOXians before the actual teleport animation begins
- The 4 ROBLOXians were 1Joeb, C4rpye, Joey and (TBA)
- Kills you made from last gun carries over to the progression of this gun (Ex You need 1 more kill to promote, if your shot has killed 3 enemies via penetration, the excess 2 scores will be carried over)
- A total of three art works can be found on the walls around the map, which has won the 2023 MZ fall art competition/has been honorably mentioned in the conclusion, the artworks being: