NERD vs PUNK IMPOSTER ROLE in Among Us
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- Опубліковано 4 лют 2025
- Today @Zud is joined along with SSundee, Henwy, Sigils and Biffle to play the CUSTOM NERD to PUNK IMPOSTER ROLE in Among Us!
► My Twitter: / zudoia
► My Discord: / discord
► My Instagram: / zudoia
► Friends in this video:
@SSundee
@Henwy
@sigils
@BiffleWiffle
@Nicovald
@helloiamkate
@Siimii
@PatP_
@garryblox
#AmongUs #Gameplay #Mods
2:10 Bred (From "Final Fight"): *_OH! MY GOD!!_*
Brilliant video
Great video as always! Thanks for making these!
Cool vid zid
But I'm still going to watch it
Trolly Zuddy Buddy strikes yet again! ^_^
10th
hi
2
I have an idea for a mod: TF2 Mod
The imposter is Saxton Hale/The Administrator
The crewmate have to compete with the imposter by doing objectives(CTF,Payload,Control point,etc)(These objective you can respawn infinitely in this but have to defend/attack the enemy and completing the objective (push the payload, defend the control points etc.))
Everyone has health bar, the imposter has 100000000 health.
Each crewmate can choose to be a Scout,Soldier,Pyro,Demoman,Heavy,Engineer,Medic,Sniper,Spy and they can choose to change into a different class when they go to where they spawned(The crewmates has a certain amount of lives)
Scout health-125
Soldier health-200
Pyro health-175
Demoman health-175
Heavy health-300
Engineer health-125
Medic-150
Sniper-125
Spy-125
You can choose how long the cooldown is.
Scout can move fast(Damage from Primary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading, it will need ammo)(Scattergun) Damage from Secondary Weapon: 15 (Fire 12 times before going on a cooldown and after 3 times of firing and then reloading it will need ammo)(Pistol) Damage from Melee Weapon: 35 (No cooldown)(Bat)
Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health(He can teleport around the map with the cost of his health)(Rocket Launcher)
Damage from Primary Weapon: 90 (Fire 4 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo) Damage from Secondary Weapon: 60(Fire 6 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Shovel)
Pyro can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy Damage from Primary Weapon: 153, afterburn: 80/sec(Afterburn is 10 secs)(Automatic but short ranged before going on a cooldown and need ammo after/during the cooldown)(Flamethrower) Damage from Secondary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Fire Axe)
Demoman can place traps from the (Secondary weapon)that are quite hard for the imposter to see, when step over or the owner of the traps set it off, it will explode. Damage from Primary Weapon: 100 (Fire 4 times before going on a cooldown and after 4 times of firing and then reloading it will need ammo)(Grenade launcher) Damage from Secondary Weapon: 103-138 (Fire 8 times before going on a cooldown and after 3 times of firing and then reloading)(Stickybomb launcher) Damage from Melee Weapon: 65 (No cooldown)(Bottle)
Heavy is tanky(Most health and the slowest) Damage from Primary Weapon: 9 (Fire 200 times before going on a cooldown and need ammo)(Minigun) Damage from Secondary Weapon: 60 (Fire 6 times before going on a cooldown and then after 5 times of firing and then reloading)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Fists)
Engineer can build buildings. He can build Sentry,Dispenser and Teleporters. To upgrade a building, the engineer has to hit the building until it reaches the next level. (The engineer can see the upgrade progress and the buildings’ health)(It take 200 metal to reach the next level and the engineer can carry maximum 200 metal). The engineer also can destroy his own buildings. When the engineer hit a buildings, it cost him 25 metal.)When a building is destroyed, the engineer can rebuild that same destroyed building and has to upgrade that building from level 1.(Sentry automatically fire at the imposter but they will run out of ammo,hit it with the wrench to restock them)(Level 1 does 71-84 damage per second,level 2 is 119-141 damage per second and Level 3 is 119-141 damage per second and does 53-141 damage from the level 3 sentry rockets.)(Dispensers give health and ammo to the owner and his/her teammates)(Teleporters are buildings that the owner can place entrance and exit to teleport. The owner has to place an entrance then exit and go to the entrance and it will teleport the owner to the exit. The teammates can also use the teleporter. When the owner upgrade one teleporter, other teleporter automatically upgrades)
Stats:
Sentry level 1: 130 metal to build/upgrade, 150 health,
Level 2: 330 metal to build/upgrade, 180 health,
Level 3: 530 metal to build/upgrade, 216 health,
Dispenser Level 1:100 metal to build/upgrade, 150 health, Health: 10/sec,Ammo: 20%/sec, Metal:40/5 sec,
Level 2:300 metal to build/upgrade, 180 health, Health: 15/
sec, Ammo: 30%/sec, Metal:50/5 sec,
Level 3:500 metal to build/upgrade, 216 health, Health:20/sec, Ammo: 40%/sec, Metal:60/5 sec,
Teleporter Level 1, 100 metal to build/upgrade, 150
health, recharge: 10 sec,
Level 2, 250 metal to build/upgrade, 180 health, recharge: 5 sec,
Level 3, 450 metal to build/upgrade, 180 health, recharge: 3 sec,
Damage from Primary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading, it will need ammo)(Shotgun) Damage from Secondary Weapon: 15 (Fire 12 times before going on a cooldown and after 17 times of firing and then reloading, it will need ammo)(Pistol) Damage from Melee Weapon: 65 (Weapon that upgrade the buildings and remove enemy sapper in two hits(No cooldown)) (Wrench)
Medic can heal a rate of 24 health per second and as the Medi Gun heals, its ÜberCharge bar gradually fills. The ÜberCharge meter fills at a rate of 2.5% per second when healing injured players (which includes not fully overhealed players). An injured Medic begins regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second. When the ÜberCharge meter is full, it can be activated by the medic. The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for nine seconds. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. Damage from Primary Weapon: 10 (Fire 40 times before going on a cooldown and after 4 times of firing and then reloading, it will need ammo) (Syringe Gun) Damage from Secondary Weapon: - (Heals 24 health per second for the person the medic is healing.(No Cooldown)) (Medigun) Damage from Melee Weapon: 65 (No cooldown)(Bonesaw)
Sniper can zoom out around him/her and shoots bullets in a straight line. Damage from Primary Weapon: Base:50-150 Headshot: 150-450(Fire 25 times before going on a cooldown and need ammo)(Sniper Rifle) Damage from Secondary Weapon: 8 (Fire 25 times before going on a cooldown and after 3 times of firing and then reloading, it will need ammo)(SMG) Damage from Melee Weapon: 65 (No cooldown)(Kukri)
Spy can go invisible with a cloak ability for about 9 seconds(You can change how long the cloak is.) (To faster refill(The cloak slowly refill on its own after the cooldown) or extend the duration when you are using it)Damage from Primary/Melee Weapon: Base:40 Backstab: 705 (No cooldown)(Knife)
Damage from Secondary Weapon: 24 (Fire 6 times before going on a cooldown and after 4 times of firing and then reloading, it will need ammo.)(Revolver)
Other Info
↓
Imposter Abilities: The Imposter can use the same abilities and weapons as the crewmate(Being fast(Scout),Teleporting at some cost of health(Soldier),airblast(Pyro),place stickybomb traps(Demoman), Being Tanky(Heavy),Build and destroy buildings(Engineer),Heal teammates and slowly heal himself(Medic),Zoom out to look around/shoot(Sniper),can cloak(Spy)) but with 1/2 more abilities(Jump over walls(Scout), does more damage/have more resistance to damage(Soldier), Flare Jump(Set crewmates on fire and Pyro jumps up in the air and quickly fall back down to hurt them even more(Flare jump cannot jump around the map like soldier)(Pyro), sprint/dash across the map at fast speed, dealing large damage if hit a crewmate(Demoman/Demoknight), eating a sandvich that heals 300 health(goes on a cooldown)(Heavy), take control of where the sentry is shooting using the wrangler(Engineer), gets 25% of uber completed using ubersaw(medic), Use Jarate to reveal enemy Spies and short out their Cloaking duration, does a little more damage to the enemy who has jarate on them, it can also be used to extinguish afterburn on oneself and teammates; the user and teammates are immune to the negative effects of Jarate, whereas enemies cannot benefit from its positive effects and razorback prevents the imposter from receiving backstabs(Must activate it first, after a duration, it will disappeared.(Sniper), Use sapper to disable and slowly destroy the engineer’s buildings and Spy can also disguise as other people(Cooldown/no cooldown)(Spy))(The imposter have to be the class to perform the other abilities)
Other Imposter Abilities:
AutoBalance:One time/long cooldown ability where the imposter can pick a crewmate to join their side(The imposter/the chosen crewmate can use the medigun to heal each other)(The autobalanced crewmate can only use his weapons to attack, does not have other abilities)
Bonk!: Stun a crewmate
Kazotsky Kick/Conga:Slows down the crewmates while they do the taunt(The crewmates cannot shoot during this time but the sentry can still shoot!)
Bot Swarm: Gives an alert that the ability was activated and if the crewmate are outside/not in certain rooms, they will have massive damage done to them.
Competitive Mode: The imposter selects a mode(Capture the Flag, Payload, Control points, etc.) and who/how much people are fighting him, they have to fight with their mercenaries(Imposter can choose before the match starts), complete the objective, if the imposter wins, he will get a major buff, if he lose, a gigantic amount of health would be taken away.(the more people he choose, the more buff/amount of health gone would be given to him)
Cloak and Dagger: Acts like the normal cloak from spy but when no motion is sensed, the duration of the cloak increase.
Breadchester:A bread pops out of everyone ,stunning them for a short while and dealing damage.
Beer: Affects one or everybody to have drunken controls
Miss Pauling/Contract time: Must do 2 tasks in 20 seconds or have only 1 health left
Yeti Smash: The imposter jumps up in the air and suddenly a yeti appears and the imposter smash the yeti, causing shockwaves across the map, the crewmates have to jump over it or some health will be deducted
Australium: Pulls a chosen crewmate to the australium pile placed by the imposter. Stuck there until someone save him
Taunt Kill: The closest crewmate when the ability was activated would get taunt killed by its own class( If the closest crewmate was a spy, they will get taunt kill by the spy)
SFM: All the crewmate would be stuck in an animation task, they have to do something(create your own task) and if they do not finished it in a timer, they died.
Minigame: The crewmates and imposter has to destroy as much robots as possible before the time runs out. The winner can choose who to kill
Others:
Health:
Health pickups are items that can be collected in the various places . They restore a set amount of the user's health when picked up and automatically regenerate after ten seconds. There are three different types of health pickups (small, medium, and large) that can be found, with each restoring a different amount of hitpoints depending on the size of the pickup and the class' max health. All health kits have a 10 second respawn time.
Scout-Small(26),Medium(63), Large(125)
Soldier-Small(41),Medium(100), Large(200)
Pyro-Small(36),Medium(88), Large(175)
Demoman-Small(36),Medium(88), Large(175)
Heavy-Small(62),Medium(150), Large(300)
Engineer-Small(26),Medium(63), Large(125)
Medic-Small(31),Medium(75), Large(150)
Sniper-Small(26),Medium(63), Large(125)
Spy-Small(26),Medium(63, Large(125)
Ammo:
Ammo, or ammunition, is a resource that contributes to a player's weapon ammunition supply. Reloading cannot be performed without having reserve ammunition. Should the player expend all ammunition with a weapon, it will be automatically switched to another and will be unavailable for use until more ammo is obtained. Replacement ammunition can be found in the form of Ammo pickups that spawn on maps or drop from player deaths. Classes other than the Engineer may also pick up destroyed buildings parts for ammo. The amount of ammo in a pickup is applied to all weapons equipped, not just the one currently held. Ammo pickups come in three different sizes. Each one refills a different percentage of a player's total ammo capacity (a weapon's magazine capacity is not factored into this percentage), as well as an Engineer's Metal supply, and the Spy’s Cloak charge . All spawning Ammo crates have a 10 second respawn time.
Small Ammo Pickup: Refills a fifth (20%) of each weapon's ammo capacity.
Medium Ammo Pickup: Refills half (50%) of each weapon's ammo capacity.
Large Ammo Pickup: Refills all (100%) of each weapon's ammo capacity.
Debris
With the exception of Stickybomb debris, each piece provides 50% of each weapon's ammo capacity and Cloak, but considerably less Metal.
Metal scraps created by broken stickybombs: 1 unit of ammo each.
Broken Dispenser parts.
Broken Teleporter parts.
Broken Sentry Gun parts.
Other sources
Dispensers
Level 1 - 20% / sec
Level 2 - 30% / sec
Level 3 - 40% / sec
Note: Enemy Dispensers will also refill Ammo and Cloak if a Spy disguises as the enemy team. Disguise has no effect on the operation of friendly Dispensers.
Metal:
Metal is a resource exclusive and unique to the Engineer and is used in the construction, upgrade, or repair of buildings. The Engineer spawns with a full supply of 200 Metal. Metal can be acquired through various means, including picking up ammo boxes, weapons, and pieces of destroyed buildings.
All ammo crates have a 10 second respawn time.
Small Ammo Pickup: 40 Metal
Medium Ammo Pickup: 100 Metal
Large Ammo Pickup: 200 Metal
Debris
Broken Dispensers parts: 10 Metal each, 5 parts per Dispenser, total of 50 Metal.
Broken Teleporters parts: 3 parts 6 Metal each, 1 part 7 Metal, per Teleporter, total of 25 Metal.
Broken Sentry Gun parts: 3 parts 16 Metal each, 1 part 17 Metal, per Sentry Gun, total of 65 Metal.
Other sources
Dispensers: can hold a maximum of 400 metal at once; generates Metal every 6 seconds and can dispense an equivalent amount every second
Level 1 - produces 40 Metal at once
Level 2 - produces 50 Metal at once
Level 3 - produces 60 Metal at once
Imposter Win: The crewmates will all respawn and their weapons confiscated, and hands surrendering while the imposter can have a fun time killing all the crewmates
Crewmate Win: When the crewmates depleted all of the imposter’s health, The imposter will stand defeated, and all crewmates will taunt kill the imposter.
You can add/remove/change anything about this
If confused, ask me questions, or visit wiki.teamfortress.com
Credits:TF2
The imposter can be heavy
@@Rod2-9 Da
Hit the Like Button to be one of "Zud's Bud's"!!!!
First
Is it just me or is the quality really low???
Mine did the same just go to settings < quality< advance then hit the highest one available
Idk
I'm sorry your poor I sub you
bruh 360 graphics isnt a option
13 and ???
The quantity of the video is very poor
Mine did the same just go to settings < quality< advance then hit the highest one available
@@leslinoriega only 144p and 1080are available