Salvation came... But time flows like a river, and history repeats itself...
Created by Big Boy 2013

Ten years after the last Gralle leader was destroyed, sightings were again seen all over the icy planet. They even made starships, and have breached and destroyed the main town that homed the OMEGA team. The last remaining people in that village must fight to survive... Five hours and help will finally come... But holding them off is not as easy as it seems, these Gralle are much stronger then the first ones, but they have taken the observatory, and have spawned a portal to lead them there... They wish not to leave anyone alive.
Overview
You must live 5 minutes, and you are saved. The map has nothing special, except I geomerged almost everything, and made it look like the rest of the geometry as much as possible. The zombies spawning place is impossible to spawn kill them. The village was supposed to be attacked at night, so I gave it a nice nightvision fx.
Gametype
The zombies have 10% damage resitance, but 4x overshield, so it is pretty hard to kill them. They have a sword and a laser to destroy campers, so beware, this might just be the hardest 5 minutes of your life.
(But still not the hardest yet...) Starting zombies (25%) get a shotgun instead of a laser.
Description
I increased the siding on the buildings, so the walkways are much longer, so high elevation can help the Gralle spot their prey... Aton of stuff is geomerged, but not interlocked. Trust me, you might just have trouble deciphering between map parts and forge parts. The whole walkways were also changed so the mongeese the humans get can more easily get aroudn the map too. I also added scenery behind the walls that must be turret glitched for even a nicer destroyed village effect. The zombies start in a building with fence walls, then shield dorrs to block spawn killers. To reduce it even more, they can either go throught the "chute" that leads them straight out the door, or go into the teleport that can lead to any of the five teleports.
Pictures
This is a part of the siding, with a bridge and barricades that were accuratley placed to create a seamless, larger walkway:

A close up of the walkway to show you the precision level:

This is one of the interlocked places, (notice, the barrier near the back is not part of the map, it was put there.):

This is the biggest building, with the barrier part I fixed up a bit (Remember I tried to make the map look as original as possible, but add tons more cover.):

This is the back of the barriers:

Near the pipe tunnels, is more geomerging. Everything here but the movable objects and the wooden ramp is geomerged:

Another geomerged place, the watchtower base and the practically hidden short barrier in the dirt mound are not part of the map:

This is another view of that same spot so you can also see the single open box:

This is ANOTHER goemerged spot on the map, near the broken wall:

Heres more of the walkway, and the ramp near the end that goes up into the air, like a floating platform:

This is the bridge over the bridge opening in the bottom, with fence walls for a gate feel, and a ramp for vehicle access. There is also more barricades near the edge of the bridge to the right:

The human base is wide open, has 3 mongeese for "scouting", and a small single open box armory with a handful of useful weapons:

This is one of the sides of the zombie base. It is in the building with the broken floor, and is innaccesible for humans. Two ways out, no way in:

This is the FX used on the map. It is just olde timey to give a nightvision feeling:

There are also a few things I have not shown, but are not very important. Also, there are things in the air, if you wonder why those were put there, you wont know just yet...
Comments
If you thought Part 3 was the last part of the series, upon request, the series continues... Part 5 is already being made...
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