Creating Zeus Gimmicks 

 

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Select the Gimmicks file from the resources menu and type in a gimmick name which is already in the folder to edit that particular gimmick or type in a new name to create a brand new gimmick.

Locations are places where the wrestlers can fight. This could happen in a wrestling ring, In a swimming pool, In a block of flats or even in a shopping mall!

Each gimmick can have up to 10 locations. Only the ones defined, will be used in the match. The first location must be defined and is where the match begins. Double click the first location and it will open the location editor.

Here you type the name, floor, transitions to other locations and info about the location. The name of the location should be written in such a way that On his way to NAME makes sense. the ring is better than ring, but ringside is better than the ringside.

On his way to ring. <--BAD
On his way to the ring. <-- GOOD
On his way to ringside. <--GOOD
On his way to the ringside. <--BAD

So it depends on the location how it should be phrased.

Pin falls at loc. - Check this box if a wrestler can win by pin fall at this location.
Submissions at loc. - Check this box if a wrestler can win by submission here.
ATT wins if here. - Whoever has the advantage when the match moves here wins. The top of a ladder in a ladder match. The inside of a casket in a casket match. You'll figure it out.
This option must NOT be selected at the initial location.
Can tag here - Tags are legal at this location (e.g. the ring, but not the aisle)

Count out at location - The ref counts them out while here.
DQ at Loc - A wrestler can be disqualified here if he cheats.
Weapons at Loc - Wrestlers have access to weapons at this location.
Can fight here - Wrestlers can fight here. If your making a ladder match try and get as many rungs as possible as the locations as this will mean they can fight while climbing up each step of the ladder.

The floor should be phrased so he hits the FLOOR makes sense.
He hits the #GND# might yield:
He hits the mat.
He hits the ground.
He hits the tacks.

Add all your locations. Then go back and create transitions between the locations. Example:
If you've got one location called the ring and another location called ringside you would want a transition from the ring to ringside:
#ATT# and #REC# leave the ring.

#ATT# takes #REC# to the floor.
#ATT# takes #REC# out of the ring.

and a transition from ringside to the ring
#ATT# takes #REC# back into the ring.
#ATT# is going back into the ring. #REC# follows.

If you don't have a way to get to each location in your gimmick other than the first your gimmicks won't work right and will most likely have weird transitions without telling you. You might also find a weird ending, if your making an inferno match you might have wrestler A being knocked down by wrestler B as the ending.

Many people wonder what the hell Tweak Gimmick does and so did I until I played around with it. I'm not sure if this is 100% correct but I'm pretty sure.

Please remember that the number in brackets next to each title is the original number and is recommended for a normal singles match. And that the lower the number the less it will happen unless otherwise stated.

CALLMOVE (3) - This determines how often the commentators will call the moves during the match.

TRYPIN (3) - This determines how often the wrestlers try and pin there opponent.

RECSTAND (4) - This determines how often a wrestler tries to get off the floor after being knocked down.

ADVANTAGE (2) - This determines how often the advantage can turn during a match.

TRYSUB (4) - This determines how often the wrestlers try and make there opponent submit.

COUNTOUT (10) - This is how high the ref has to count for a count out to happen.

STAYOUT (5) - This is how long a wrestler will be counted out before thinking about returning to the ring.

WEAPON (3) - This determines how often the weapons are used.

RANDOM (3) - This determines how often the commentators say a random line which you gave them.

DOTAG (3) - How often the wrestlers will tag each other.

CHANGEPOS (3) - How often the wrestlers move from one location to another.

STRENGTH (6) - This is how long the match takes. The higher the strength is, the longer the match goes on.

There are a lot of different types of gimmicks you can make in Zeus, and there are also different types of matches you can have. Here are a few and how to bring them about...

Ladder Matches - I know that there is a ladder match gimmick already in Zeus, but here's what to do if you want a flaming ladder, barbed wire ladder, etc.

First, you could start from scratch, which I would not suggest. There is a better way. You could copy the .z3g file and rename it to whatever you would like.
In a ladder match, you need to have each rung of the ladder as a separate location.

4-Way Elimination Match - Yes, there is a way to get a 4-way elimination match, like at Wrestlemania 2000. First, you start a regular Battle Royal. Insert the number of participants you would like, and change the gimmick to a Standard Match. 

Cage Matches - Zeus does already come with the cage match but its not brilliant, so this section will tell you how to make a decent cage match.

First off, make all the locations in the above picture...and make sure that the floor is where #ATT# wins.

In Zeus, they give you the option of using up to 10 different weapons of YOUR CHOICE. You may use anything from a table to a shotgun! In making weapons, you must name the weapon "The...", "A...". If you just name a chair "chair", then during the match, it will say "Wrestler A hits Wrestler B with chair!"
There are exceptions to weapons, such as barbed wire, tacks (sometimes), and many more that I'm sure you could think of.

Jamie MacDonald

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