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High-Pressure Co-op

Not0721 High-Pressure Co-op: A Config Cheat Sheet

The same family has 3 SI and 28 SI. The wrong pick is torture, not a challenge. Read the parameters before you join.

What Not0721 is

Not0721 runs from base campaign to Mutation, Death's Door, and Realism. Gaps are mostly SI count, spawn interval, ammo multiplier, player cap, and down rules. Similar names, not similar intensity. Check parameters in the room.

The campaign line

  • Base campaign (base):3 SI / 35s, supports 4+. Learn the parameters here.
  • Hard:8 SI / 15s, 3x special ammo, 3.5s revives, with auto-respawn support.
  • Fire:8 SI / 0s, up to 6 survivors, unlimited primary ammo, can still shoot while down.
  • Himiko:14 SI / 15s, 3x ammo, up to 4. Down fire rate and revive are stronger.
  • WTF:Up to 6 players, 10x ammo, higher Tank HP. High pressure in the literal sense.

The Mutation and Death's Door lines

  • Mutation (mutation4) line:NoobPlus and EZ are the entries (8 to 14 SI / 15s). Standard is 14 SI. Except pushes 28 SI / 15s with 4x ammo.
  • Death's Door (community5) line:Mostly 0-second continuous spawns. NoobPlus 5 SI suits pickups, EZ is 12 SI with a 2 DPS SI cap, standard is 10 SI, Himiko is 24 SI with 7x ammo and respawns, Multi supports 6 players.
  • The Realism line:Miaomei Realism Witch HP is 4000. Agree before you fight. Solo is single-player Realism.

What those parameters actually change

Menu entries like "8 specials / 15 s / 3× ammo" leave you guessing at difficulty from the name if you cannot read them. Broken down:

Special Count
The cap on how many can exist at once, anywhere from 3 to 28. Doubling the number is not a linear change — six at once and twelve at once are different problems, and the second one cannot be solved by movement.
Respawn interval
How often a new batch arrives. Zero seconds means continuous spawning — no breathing window, and the next wave is already on its way as you finish the last.
Ammo multiplier
More reserve ammo. It sounds like a gift, but it is there to offset the first two entries — a high multiplier usually means the config expects you to fire a lot.
Player cap
Some allow six, some lock to four. More players does not mean easier — the special count usually rises with it.
Incap rules
Whether you can shoot while down, whether you auto-revive, how many seconds a pick-up takes. This one often affects how a round feels more than the special count does.

So the gap between "8 specials / 15 s" and "14 specials / 15 s" is not just six bodies — it is also how long each wave takes you to handle. Glancing at these numbers before you join beats complaining after the round.

Not0721 and AnneHappy are different animals

Both count as "co-op harder than vanilla", but they are hard in completely different ways, and one approach does not fit both.

AnneHappyNot0721
Source of difficultyDynamic: follows team condition and historical PPMStatic: parameters hard-coded in the cfg
Pace16 seconds per cycle, with a clear wave structureTops up on the respawn interval; a zero-second config has no notion of waves
Can play style ease itYes. Grouping, pushing and not stalling all helpLimited. Parameters do not relax because you played well
SuppliesStandardHigh multipliers, but a lot more shooting to do
Best forPractising coordination and pacingA pure firepower stress test

So people coming from AnneHappy struggle most with "nothing we do makes it easier". Going the other way, people from Not0721 tend to neglect condition management — over there being down just costs you a gun, here it directly changes the pressure that follows.

How to choose

  1. Play base campaign or NoobPlus first, then touch Hard, EZ, Except, Himiko, WTF.
  2. At start, confirm player cap, supply multiplier, and whether solo is allowed.
  3. Death's Door 0-second spawns have no breathing room. Decide who leads first.

The gameplay guide and !xx are the source of truth for full parameters