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{{Quotation|'''The Administrator''' on fighting reanimated teammates.|Your friends are all dead... ''Good luck''...|sound=Announcer_am_lastmanalive01.wav}}
'''Zombie Fortress''' is a SourceMod plugin and unofficial [[maps|game mode]] for [[Team Fortress 2]]. Two teams face each other, the survivors ([[RED]]) and the zombies ([[BLU]]) who want to eat them. The survivors need to complete their objective, which can vary depending on the game mode. When a survivor is killed, they are converted into a zombie. When no survivors remain, the zombies win.
 
  
In this mod RED and BLU can only select certain clsses. The survivors (RED) can choose the ([[Soldier]], [[Pyro]], [[Demoman]], [[Engineer]], [[Medic]] and [[Sniper]]). The survivors are armed with regular weapons and several perk choices for improvements against the zombies (BLU) and can only choose the ([[Scout]], [[Heavy]] and [[Spy]]) who are only equipped with their [[melee]] weapons, some special objects, a choice of perks, and the ability to use taunt kills.
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[[File:Zombie Fortress Logo.png|200px|Zombie Fortress Logo|right]]
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{{Other uses|this=a custom game mode|Zombie game mode|Zombie (Disambiguation)}}
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'''Zombie Fortress''' is a [[SourceMod]] plugin and unofficial [[maps|game mode]] for ''[[Team Fortress 2]]''. There are two opposing teams: the Survivors ([[RED]]) and the Zombies ([[BLU]]), who wish to eat the Survivors. Survivors need to complete their objective, which may vary depending on the game mode. Survivors have the advantage of having ranged weaponry while the Zombies have the main advantage of having the ability to [[respawn]] and convert slain Survivors into Zombies. When a Survivor is killed, they are switched to the Zombie team. When no Survivor players remain, the Zombie team wins. One could compare the game mode to a mix between [[Arena]] and [[Medieval Mode|Medieval]] Modes, respectfully, each affecting a different team simultaneously.
  
Realistically a round begins with most players as the survivors. Each survivor is randomly assigned a class to play, however in most servers this can be quickly changed in a spawn room before the [[setup|setup phase]] has finished. Before the game starts, 2 or more players are chosen to become zombies. Once the map begins, players can only ever join the [[BLU]] zombie team. Each time a player is killed, that player automatically joins the Zombie team and must attempt to convert the remaining number of survivors to win.
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The Survivors and Zombies can only select certain classes. The Survivors can choose the [[Soldier]], [[Pyro]], [[Demoman]], [[Engineer]], [[Medic]], and [[Sniper]] classes. They are armed with regular weapons and several perk choices for modified effectiveness against the Zombies. The Zombies can only choose the [[Scout]], [[Heavy]], and [[Spy]] classes, which are only equipped with their [[melee]] weapons (there also can be servers with more or all classes who can be played as Zombies, but they are very rare) , most [[lunchbox]] items (such as [[Bonk! Atomic Punch]], and [[Sandvich]]), a choice of perks, and the ability to use [[Kill taunts]].
  
==Objectives==
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== Gameplay demonstration ==
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{{youtube|width=400|vSSxmfRx0Ro}}
  
Zombie Fortress has several game modes including:
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== Objectives ==
 +
Zombie Fortress is a very versatile mod that can work with many styles of gameplay. The following are a list of the major types of Zombie Fortress maps:
  
*''Capture points''- This mode has 2 variations. The first variation of control poimts is much like Defense except the survivors must try to defend two control points from the zombies. If the zombies capture both control points the survivors lose. This leads the survivors to stay around the control points in order to defend them. In the second variation, the survivors must attempt to capture a series of controls point in a linear fashion to escape and win. At the last point there is usually some kind of vehicle used to escape. For example, the rocket at the last control point in zf_cp_Dustbowl is used to escape the infected and overrun mining facility of [[Dustbowl]].
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'''Survival:'''
 +
In survival maps the Survivors attempt to live until the map timer runs out by running away, hiding, or mowing down the Zombies. The Zombies' goal is to kill every survivor before the timer runs out. Good survival maps tend to be enclosed and well laid out. They generally have lots of camping spots but make it easy for players to get around the map. This is currently the most popular type of map in Zombie Fortress.
  
*''Defense''-The defense game mode is simply a matter of defending and surviving anywhere in the map, until the round time depletes. Many of these defense maps often have props such as barrels, chairs and tables which can be used to form small barricades in order to keep the Zombie players away from the survivors, increasing their chance to survive. As the round progresses the survivors will usually find it harder to survive due to the zombies killing the smaller groups of survivors and gradually wearing down the survivors. Examples include zf_panic, zf_lake, and zf_industry.
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'''Attack/Defend:'''
 +
In attack/defend maps one team is charged with protecting various control points from the other team until the timer runs out. Normally in Zombie Fortress the survivors are the attacking team and the zombies are the defending team, due to the fact that the zombies have infinite lives and can simply charge en masse repeatedly to win. Good attack/defend maps have fair control point capture rates compared to the length of the map and usually contain a few traps here and there to snare unsuspecting survivors. The really good attack/defend maps have special kill triggers that kill survivors attempting to delay the round by hiding in spawn or well behind the attacking group.
  
*''Scavenge''-In the scavenge game mode, the RED team has to collect [[Intel]] that is scattered around the map while avoiding and killing the zombie team. Each Intelligence is unlocked in order. Examples include zf_siberia, and zf_lighthouse.
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'''Capture the Flag:'''
 +
In capture the flag maps one team is charged with protecting an information brief case (sometimes given a special model to be something else) while the other team hunts down the briefcase to return it to their home base. In Zombie Fortress this map style is widely unpopular due to the difficulty of pulling off a fair and balanced gameplay. Usually, however, survivors are charged with capture while zombies are charged with defense. There are currently no maps that have survivors and zombies both capturing and defending.
  
*''Payload''-The Payload game mode sees RED team push a cart to the end of the map, much like normal Payload maps. Examples include zf_cave. Note to map makers: maps in this mode should be prefixed with zf_pl, to support the plugin.
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== Strategy ==
 +
* Not all servers use the perk system. The perk tidbits are there for people who play on perk-enabled servers.
  
*''Destruction''-The Destruction game mode sees the RED team trying to not only survive, but also defend a bomb that the zombies can hit enough to blow up and win the round. Examples include zf_vanguard.
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=== Survivor strategy ===
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*'''All''': Survivors should stick together so that the cluster is more difficult to kill, and, on control point maps, to increase the speed at which points cap. In addition, some Survivor perks affect nearby teammates, letting a cluster receive boosts in attack, defense, and Crit-chance.
  
==Teams==
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* '''Soldier''': In Zombie Fortress, the Soldier is considered to be the best ally for the Medic when attacking. The Soldier is also the best class against hordes of Zombies due to his rockets' explosion radius (especially with Crit rockets) and his ability to use the [[Buff Banner]], [[Concherer]] or [[Battalions Backup]] to provide Mini-Crits, healing, or a Crit-negating defense boost. In addition, like the Demoman, he can increase capture speed using the [[Pain Train]]. In Zombie Fortress, the favored Soldier perk is ''"Wise"'' or ''"Tantrum"'' due to their ability to further increase the already high damage output of the Soldier.
===Survivors===
 
Each surviving class has been given slight modifications and alterations in order to balance the way they are played and used within the Zombie Mod game mode. This is to ensure the classes are neither overpowered and too easy to dominate the Zombies or underpowered, and therefore struggling to survive for a small amount of time.
 
  
====Soldier====
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* '''Pyro''': The Pyro is highly limited in the mod due to the fact that the [[Flame Thrower]]'s ammunition is restricted to 125 rather than the usual 200. Collecting ammo can increase the Flame Thrower's ammo past 125, but will decrease by 10 every second. The Pyro is useful against large hordes due to his [[airblast]] and [[afterburn]] abilities. However, the Pyro uses up large amounts of his ammo every time he airblasts, so the Pyro has to be selective about how often the ability is used. The Pyro's survivability has increased since the [[Degreaser]] and [[Powerjack]] have been released. The Pyro is also useful for extinguishing survivors that have been set on fire by ''"Scorching"'' zombies. The Pyro's ability to attack through Sentry Guns and Dispensers make them an exceptional ally to Engineers in Zombie Fortress survival maps. The favored Pyro perks include ''"Wise"'', ''"Resourceful"'', and ''"Psychotic"'' for the improved damage or for the ability to constantly spam their fire.
  
The Soldier has no change in this mod.
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* '''Demoman''': The Demoman is the best ally for the Medic in defensive situations due to his ability to lay [[sticky]] traps over entrances. The Demoman is also deadly in [[melee]] fights, especially if he gets a few heads with his [[Eyelander]]. In addition, on CP maps he can help increase the cap speed by using the [[Pain Train]]. A Demoman will often use the ''"Juggernaught"'', ''"Selfless"'', or ''"Ninja"'' perks due to increased damage and their talents in melee combat.
  
====Pyro====
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* '''Engineer''': The Engineer is the most defensive class, but can be useful when attacking by using the [[Gunslinger]]. The Engineer's [[buildings]] are also changed in the name of balance. The [[Sentry Gun]] starts off with reduced ammo and cannot be upgraded past level 1, the [[Gunslinger]]'s Mini-Sentry starts with reduced ammo, loses ammo at 1 bullet per second, and cannot be repaired, the [[Dispenser]] is unable to heal or dispense [[health]] or [[ammo]] but can be used as a blockade, while the [[Teleporter]] works as it would normally but cannot be upgraded. Due to balance issues, server administrators often disable the ability to teleport. An Engineer will often use the ''"Supplier"'' perk for he can gain additional metal to help build Sentry Guns and Dispensers when in times against a horde, or the ''"Resourceful"'' perk due to its ability to restore ammo, metal, and health.
  
The Pyro receives a limit of 125 [[ammunition]] that his [[Flamethrower]] can hold. This is to ensure the player will not carelessly attack and must conserve his ammo. Although the player can use ammo box [[pickups]], if the amount of ammunition given to the player exceeds to limit of one hundred, the gas canister starts to leak and the Flamethrower ammunition will decrease down to 125 at a moderate speed. Players using the Pyro class should be wary when [[compression blast]]ing; due to the limit of 125 Flamethrower ammunition, one single airblast uses one quarter of the player's ammunition.
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* '''Medic''': The Medic is an extremely useful asset in Zombie Fortress. His [[Overheal]] does not decay and his [[Syringe Gun]] does not need to be reloaded. He can also use the [[Crusader's Crossbow]] to heal survivors out of range of his Medi Gun and his health regenerates. However, the Medic should constantly watch his primary ammo so he does not run out and leave himself vulnerable. A Medic will often use the ''"Charitable"'' perk to increase his allies threat against the Zombies or ''"Turtle"'' to allow them to withstand great punishment while their allies take care of the zombies. With the [[Australian Christmas]] update, the Medic can also use the [[Amputator]] taunt to heal a group of Survivors without the need to use his [[Medi Gun]] but will suffer slightly more damage from all sources while doing so.
  
====Demoman====
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* '''Sniper''': On open maps, the Sniper is extremely useful due to his long range of fire. In smaller maps, however, the Sniper may have to resort to using his [[Huntsman]] to deal with close-range threats. His ability to give teammates [[Mini-Crits]] by using [[Jarate]] and the [[Sydney Sleeper]] can come in handy when dealing with hordes. The Sniper's [[SMG]] does not need to be reloaded, although care should be taken not to run out of ammo in a critical situation. Snipers using both the [[Bushwacka]] and Jarate can defend themselves against most zombies with the Bushwacka's Crit attribute. Using the [[Razorback]] while sniping is also a viable option since Spies will most often aim for Snipers. The favored Sniper perk is ''"Zenlike"'' in survival maps due to its ability to grant [[Sniper Rifle]]s nearly insta-kill capabilities against zombies (even with body-shots). In other maps most Snipers will resort to perks such as ''"Trapper"'' or ''"Leader"'' to improve the effect of their melee and support items.
  
The Demoman has no change in this mod.
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=== Zombie strategy ===
 +
* '''Scout''': The [[Scout]] still maintains his speed and [[Jumping#Double Jump|double jump]]. The Scout excels at distracting [[Sentry Gun]]s and ambushing lone Survivors due to the ability to use [[Sandman]], [[Bonk! Atomic Punch]], [[Mad Milk]] and [[Crit-a-Cola]]. A Scout in Zombie Fortress will often use the ''"Thieving"'' perk, which can create havoc among survivors in maps with limited ammo packs, or the ''"Scorching"'' perk, which can be coupled with the [[Boston Basher]] to cause panic on survivor teams without a Medic. The [[Flying Guillotine]] is allowed, though limited, on many servers and can be used in conjunction with other perks for an even greater effect.
  
====Engineer====
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* '''Heavy''': The [[Heavy]] in the mod functions much the same as he does in regular gameplay. The Heavy excels at picking off stragglers in a Survivor group and then attacking the bulk of the Survivors using his [[High Noon]] [[taunt kill]] and the [[Critical hits|Crits]] from the [[K.G.B.]]. The favored [[Heavy]] perks include ''"Alpha"'', ''"Vindictive"'', ''"Roar"'', and ''"Vampiric"'', all of which can either increase damage output or allow the Heavy to live far longer.
  
In the Zombie Fortress the Engineer class has been severely modified. The [[Dispenser]] no longer provide [[health]] and [[ammunition]], but instead act as small area blocking devices. These blocking devices can be used to slow down the Zombies method of attack if placed in narrow doorways and stairways. The [[Sentry Gun]] still operates, however at a much lower and limited level. It's ammo is about 30 % of the normal ammo. This cannot be circumvented and there is no way to repair the Sentry Gun's ammunition. Once the Sentry Gun's health or ammunition is depleted, it is automatically destroyed and thus the Engineer can build another, provided the player has enough [[metal]] and safety. [[Teleporter]]s still operate normally with no difference between the normal gamemodes and Zombie mod. However, the Engineer cannot upgrade any [[buildings]] past level 1; this means the Sentry Gun does not cause much push back, and Teleporters require a rather large recharge time.  
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* '''Spy''': The [[Spy]] still remains a very large threat due to retention of his [[Cloak]] (the maximum Cloak he can have is 80%) and [[backstab]] but is unable to [[disguise]]. The [[Your Eternal Reward|Eternal Reward]] cannot grant a disguise due to it acting like the [[Knife]]. A Spy in Zombie Fortress will often use the Magnetic perk so they can disable Sentry Guns while cloaked with the [[Cloak and Dagger]] but ''"Thieving"'' is also a great favorite due to the Spy's [[Ambassador]] and [[Enforcer]] being incredibly useful. The [[Dead Ringer]] can be used but is pointless because it needs 100% Cloak to work.
  
If the Engineer is resourceful, [[teleporter]]s can be used to serve as a means of emergency exits. In Zombie Fortress, a player may find themselves cornered into a dead-end. With the use of a well placed teleporter exit and entrance, the player maybe able to escape certain death and survive.
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== Perks ==
 +
Perks are special abilities that both the Survivors and Zombies can use. They can change health, defense, attack, speed, and introduce new gameplay mechanics. Some perks stack up on each other when used by several players.
 +
Perks have been updated by various users, namely the original mod creator [http://forums.alliedmods.net/member.php?u=42089 Sirot], the person who took after him [http://forums.alliedmods.net/member.php?u=60915 Dirty Minuth], the most recent public updater [http://steamcommunity.com/profiles/76561198008789015 Weenie], and the current updater Requiesta de Silencia.
  
====Medic====
 
  
While the Medic's primary objective is to [[heal]] the other survivors, the Medic's [[Syringe Gun]] does not need to be reloaded; much alike to the Sniper's [[SMG]] in Zombie Fortress. Also, the overheal medics give out do not decay over time.
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{| class="wikitable grid collapsible collapsed" width="70%" style="text-align: center;"
 
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! class="header" width="100%" colspan="2" | Survivor Perks
====Sniper====
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|-
 
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! width="15%" | '''Perk'''
The Sniper no longer has multiple clips for his [[SMG]], and instead has one large clip; therefore removing the requirement to reload.
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! width="85%" | '''Description'''
 
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|-
===Zombies===
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| Athletic
 
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| You have innate speed and rate of fire bonuses. You have an innate attack and Crit penalties.
The Zombie game mode only offers three playable Zombie [[classes]]. These three classes can only be selected and used by joining the [[BLU]] team. Survivors that are either killed by a Zombie, or commit a form of [[suicide]] are automatically switched to the [[BLU]] Zombie team. Zombies can use perks like the human team on some servers, but are limited to melee and some extra objects. 2 players are randomly chosen to be zombies before the rounds starts.
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|-
 
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| Charitable
====Scout====
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| Each kill or assist grants 'gift points.' Call for Medic to redeem these points and toss out a gift for other survivors (or zombies). Gifts grant various temporary bonuses and increase the Charitable's health. Zombies can steal gifts to absorb health.
 
+
|-
The Scout no longer has any primary weapons or his [[Pistol]]. The Scout must use either the standard metal [[bat]], the [[Sandman]] or the [[Holy Mackerel]]. The Sandman's baseball is the only zombie [[melee]] weapon within the Zombie Fortress game mode which retains the ability to inflict [[damage]] from afar. The Scout is still able to use Bonk and Crit-a-Cola, provided he has these in his inventory.
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| Carpenter
 
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| You have an innate defense bonus. You have an innate attack penalty. Call for Medic to place a barricade. Barricades have 400 health and can be destroyed by anyone. Ability has a cooldown of 25s.
====Heavy====
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|-
 
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| Cowardly
The Heavy is much like the Scout, being limited to [[melee]] only. The player can choose whether to equip the [[Fists]], or the [[Killing Gloves of Boxing]]. In the Zombie Fortress game mode, the Heavy's Fists possess the only [[taunt]] on the zombie team that can act as an instant kill from a distance. This is proven useful when survivors decide to defend from high and exposed ledges. The Killing Gloves of Boxing also serves as a useful tool when targeting large groups of survivors in close areas. Once the player manages to take down one survivor, preferably a low [[health]] class such as an [[Engineer]], The player can use the extended [[critical]] effect and target the rest of the survivors.  
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| You have a passive 'panic' ability. When hit, you gain temporary speed and defense bonuses. Panic ability lasts 10s and has a cooldown of 25s.
 
+
|-
====Spy====
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| Friend
 
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| Call for Medic to select a friend (must be looking at target, setup time only). Friend is randomly selected otherwise. When near your friend, you have attack and regen bonuses. You gain Crit time for each kill or assist with your friend. Crit time is activated when your friend dies.
The Spy has two weapons, the [[Butterfly knife]] and [[Your Eternal Reward]]. The Spy's original [[Invisibility Watch]] can only hold eighty percent of it's maximum [[Cloak]]. The Spy can still restore Cloak by picking up fallen weapons from converted survivors, or [[Ammo]] pick-ups. The [[Cloak and Dagger]] watch also retains the eighty percent [[Cloak]] limit. However it can still be used to stay cloaked permanently until the player spots a moment of weakness, presenting the chance to [[backstab]] and convert survivors into zombies. The [[Dead Ringer]] watch cannot be used in the Zombie mode at all, if the player tries to equip and use the Dead Ringer, the player will simply lack any ability to Cloak at all. The Spy cannot disguise, exception being backstabbing someone with Your Eternal Reward, turning you into the player you killed. Most survivors won't expect a disguised Spy, allowing you to deal some heavy damage.
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|-
 
+
| Heroic
====Health regeneration====
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| You have innate attack and defense bonuses. You gain Crit time for each kill or assist. Crit time is activated when you're the last remaining survivor.
 
+
|-
The Zombie team has it's own unique team ability. After taking [[damage]], the Zombie players will slowly begin to regenerate their health over time. The same regeneration method that a [[Medic]] has after taking no damage with the [[Blutsauger]] equipped. The base regeneration starts at 3HP every two to three seconds. However, once a large group of Zombie players are in nearby range of each other. They begin to regenerate health at a much more intense rate. This is an incentive for the Zombie team to attack in large groups and outnumber the survivors.
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| Holy
 
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| When crouched and not moving, you heal yourself and nearby survivors.
==Perks==
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|-
Some servers hosting this mod use the "Perks System". This gives optional special abilities to each player, be it RED or BLU. These abilities can change how each class will play completely. Servers running the perks system lack some class modifications, most notably the survivors' morale boost.
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| Juggernaut
 
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| You have innate attack and defense bonuses. You have an innate speed penalty. You are immune to self and fall damage. You knockback zombies with melee hits and stun with fall damage impacts. When you avoid self damage you suffer a small attack penalty.
===Dirtyminuth's perk system===
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|-
{| class="wikitable grid"
+
| Leader
! class="header" | Perk
+
| You have an innate Crit bonus. You grant attack and defense bonuses to nearby survivors. Call for Medic to place a rally point. You gain attack and defense bonuses for each survivor near your rally point, and survivors gain attack and defense bonuses when they are near your rally point. Rally lasts 90s and has a cooldown of 120s.
! class="header" | Team
 
! class="header" | Description
 
|-  
 
! Angelic
 
| Survivor
 
| You receive lower gravity at lower health.
 
 
|-
 
|-
! Athletic
+
| Ninja
| Survivor
+
| You have an innate speed bonus. You have an innate defense penalty. Call for Medic to place a decoy retreat point. When hit, you will retreat to that point. Decoy ability lasts 7s and has a cooldown of 7s. You jump slightly higher than other survivors and inflict more damage with melee weapons.
| You move more quickly.
 
 
|-
 
|-
! Brothers
+
| Nonlethal
| Survivor
+
| You have an innate attack penalty when using bullet-based weapons. Bullet damage causes knockback.
| You receive a combat bonus, ammo, and metal from nearby survivors of the same class. Ammo and metal are received once every 10s.
 
 
|-
 
|-
! Charismatic
+
| Psychotic
| Survivor
+
| You have an innate speed bonus and Crit penalty. Each kill grants you a temporary attack bonus and a temporary defense penalty. When your attack reaches 80% you will be surrounded by a green flaming aura which boosts your speed and slows the rate you lose your bonuses and penalties.
| You provide combat bonuses to nearby survivors. You receive a permanent Crit bonus.
 
 
|-
 
|-
! Cowardly
+
| Resourceful
| Survivor
+
| You receive ammo, health, and metal from kills. You receive temporary attack bonuses from ammopacks and temporary defense bonuses from medpacks and ammopacks.
| When you are attacked by a zombie, you receive speed and defense bonuses. You receive a permanent attack penalty. Ability has a cooldown time of 30s.
 
 
|-
 
|-
! Heroic
+
| Selfless
| Survivor
+
| You have attack and defense penalties. You grant a defense bonus to nearby survivors. You explode on death.
| When zombies outnumber survivors, you receive a combat bonus. when you are the last survivor, you recieve 100% Crits.
 
 
|-
 
|-
! Inspirational
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| Stash
| Survivor
+
| Call for Medic to place a secret stash. Stash can't be placed near other stashes. Stash becomes active after 40s and grants ammo, health, and a temporary attack bonus. Ability has a cooldown of 30s.
| You can place a radio by crouching and calling for Medic. Survivors near your radio receive attack and Crit bonuses and a defense penalty. Ability has a cooldown of 30s.
 
 
|-
 
|-
! Juggernaut
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| Stir-crazy (depreciated, replaced with Psychotic)
| Survivor
 
| You receive no fall damage and no damage from your own explosives. You stun nearby enemies when falling from a high distance. You knock enemies away on melee hits. You receive attack and defense bonuses and a speed penalty.
 
 
|-
 
|-
! Medieval
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| Supplier
| Survivor
+
| Your reserve ammo is resupplied periodically, and can hold twice the normal limit. Call for Medic to place supply boxes. Other survivors can resupply ammo from these boxes. Supply ability has a cooldown of 10s.
| Melee only. You receive attack and defense bonuses.
 
 
|-
 
|-
! Relentless
+
| Tantrum
| Survivor
+
| Call for Medic to throw a tantrum. Tantrum grants 100% Crits and lasts 15s. Ability has a cooldown of 30s, during which you have a speed penalty.
| You receive ammo and metal bonuses for each kill.
 
 
|-
 
|-
! Sadistic
+
| Traitor
| Survivor
+
| You have a Crit penalty. Zombies nearby get added Attack. When you die nearby survivors are poisoned for 30 seconds.
| You receive health and combat bonuses when you are near a survivor that dies.
 
 
|-
 
|-
! Selfless
+
| Trapper
| Survivor
+
| Call for Medic to place proximity mines. You can place up to 3 mines. Ability has a cooldown of 10s.
| You cause massive damage to nearby zombies when you die.
 
 
|-
 
|-
! Stash
+
| Wise
| Survivor
+
| Bonuses are permanent. +Att on kill or Assist. Defense bonus when hit in melee.  
| Place a secret stash of supplies by calling for Medic. Stash becomes ready after 40s. You receive full ammo, full metal, and health and attack bonuses for grabbing your stash. Stash can't be placed when other survivors are nearby. Ability has a cooldown of 75s.
 
 
|-
 
|-
! Stir-crazy
+
| Zenlike
| Survivor
+
| When crouched and not moving, you regenerate health and accumulate a Crit bonus. Crit bonus decreases after each attack or while moving around.
| You receive attack and defense bonuses based on how much you're on the move. The more distance you cover, the greater the bonuses you'll receive.
 
 
|-
 
|-
! Survivalist
+
|}
| Survivor
+
<br/>
| You receive extra health and a defense bonus from medpacks. You receive extra ammo and an attack bonus from ammopacks. You can place one proximity fire mine by crouching and calling for Medic. Ability has a cooldown of 30s.
+
{| class="wikitable grid collapsible collapsed" width="70%" style="text-align: center;"
 +
! class="header" width="100%" colspan="2" | Zombie Perks
 
|-
 
|-
! Tantrum
+
! width="15%" | '''Perk'''
| Survivor
+
! width="85%" | '''Description'''
| Start a tantrum by calling for Medic. When ability is active, you receive 100% Crits. Ability has a cooldown time of 45s. During cooldown period, you receive a speed penalty.
 
 
|-
 
|-
! Traitor
+
| Alpha
| Survivor
+
| You acquire minions by killing survivors or assisting existing minions in killing survivors. You receive attack and regen bonuses when near other zombies or minions. Call for Medic to summon up to 3 minions. Ability has a cooldown of 7s per minion summoned.
| You receive a Crit penalty and provide Crit bonuses to nearby zombies. When you and one other survivor are the only survivors alive, you poison the other survivor.
 
 
|-
 
|-
! Turtle
+
| Bloodlust
| Survivor
+
| You have an innate attack penalty. As your health reaches 0 your attack bonus goes up to a maximum of 80%.
| You receive a permanent defense bonus, permanent speed penalty, and permanent attack penalty. You prevent four backstabs.
 
 
|-
 
|-
! Wise
+
| Combustible
| Survivor
+
| You have an innate defense penalty. You explode on death (unless hit by a melee weapon). Can't [[Cloak]] or use [[Bonk! Atomic Punch|Bonk!]]. By pressing E you can "prime" yourself to explode in 3 seconds. If you are killed before you explode after "priming" you will not explode.
| You receive a permanent attack bonus for each kill. You receive a permanent defense bonus when hit.
 
 
|-
 
|-
! Zenlike
+
| Horrifying
| Survivor
+
| You have an innate attack penalty. Each melee hit causes temporary defense and attack penalties to survivors. If you are slain, nearby survivors affected by your curse rapidly recover from the effects.
| You regenerate health and eliminate poison when crouched and not moving.
 
 
|-
 
|-
! Alpha
+
| Hunter
| Zombie
+
| Call for Medic to place a spawn mark. If there are survivors near when you spawn, the point is destroyed. Att bonus temporarily on spawn.
| Survivors killed become your minions. You receive a defense bonus for each survivor killed. You receive health regeneration and Crit bonuses for each nearby zombie. Nearby minions provide even greater bonuses. You can summon up to four minion Scouts or Heavies by calling for Medic. Ability has a cooldown of 60s.
 
 
|-
 
|-
! Cocoon
+
| Leap
| Zombie
+
| You have innate attack and defense penalties. You are immune to fall damage. Call for Medic to perform a long jump. Scouts have a cooldown of 2 seconds, while other classes have a cooldown of 4 seconds..
| Evolve into a powerful zombie by calling for Medic. You must remain still and be near survivors to evolve. Evolutionary stages include, in order, Larva (speed and defense penalties), Adult (attack and speed bonuses), and Elder (attack, Crit, and speed bonuses).
 
 
|-
 
|-
! Combustible
+
| Magnetic
| Zombie
+
| You have an innate attack penalty. Disable nearby Sentry Guns and proximity mines. While disabling either Sentry Guns or mines your attack and health regeneration will rapidly increase.
| You cause damage to and ignite nearby survivors when you die. You also ignite survivors by hitting them. You receive a permanent defense penalty
 
 
|-
 
|-
! Follower
+
| Marked
| Zombie
+
| One survivor is randomly selected as your mark. You gain an attack bonus when attacking your mark and an attack penalty otherwise. New mark is chosen after current mark dies. If your mark is the last remaining survivor your attack bonuses are cut in half.
| You spawn on a random heavy. You receive temporary combat bonuses from the heavy on which you spawn. If there are no valid Heavies on which to spawn, you will spawn normally
 
 
|-
 
|-
! Horrifying
+
| Rage
| Zombie
+
| Call for Medic to active Rage. While Enraged you gain extra health and speed. When Rage fades you suffer a 50% attack penalty for 15 seconds.
| You give combat and speed penalties to survivors by hitting them. You also give an attack penalty to nearby survivors.
 
 
|-
 
|-
! Leap
+
| Roar
| Zombie
+
| Call for Medic to push back nearby survivors in front of you and give them -Def. Ability has a cooldown of 15s.
| You execute a long, fast jump by calling for Medic. Scouts receive a jump bonus. Ability has a cooldown time of 8s. You receive a permanent attack and defense penalty.
 
 
|-
 
|-
! Magnetic
+
| Scorching
| Zombie
+
| You have a speed bonus. You have an attack penalty. You are immune to fire sources. You ignite survivors when you hit them with melee or touch them. Can't [[Cloak]] or use [[Bonk! Atomic Punch|Bonk!]].
| Disable all nearby Sentry Guns and proximity mines.
 
 
|-
 
|-
! Marked
+
| Shield
| Zombie
+
| You have innate attack penalties and defense bonuses. Call for Medic to turn yourself into a beacon. While beaconed, the Shield zombie cannot move and suffers heavy attack and defense penalties, but grants nearby Zombies heavy defense and regeneration bonuses. If a beaconed zombie is killed by a survivor, the survivor gains a temporary attack buff. Shield zombies cannot Cloak or use [[Bonk! Atomic Punch|Bonk!]].
| You 'mark' a random survivor. Marked survivor has a faint light at their feet. You do extra damage to your marked target, but less damage to all other survivors. New mark is selected 15s after current mark dies.
 
 
|-
 
|-
! Rage
+
| Sick
| Zombie
+
| You have an innate attack penalty. Call for Medic to spit acid. Acid lasts for 30s or until you die. Damage caused increases the longer survivors stand inside it.
| Receive health and speed bonuses by calling for Medic. Ability can't be activated below 80% heath. Ability has a cooldown time of 30s
 
 
|-
 
|-
! Roar
+
| Swarming
| Zombie
+
| You have an innate speed bonus. You have innate attack and defense penalties. You have instant respawn, and zombies that die near you have instant respawn. You cannot backstab survivors.
| You execute a powerful roar that pushes away nearby survivors and gives them a temporary defense penalty. Heavies receive a roar power bonus. Roar power increased for closer targets. Ability has a cooldown time of 15s.
 
 
|-
 
|-
! Sick
+
| Tarred
| Zombie
+
| You have an innate attack and speed penalty. Call for Medic to spit tar. Tar slicks last for 30s or until you die and slow enemies within them. You slow survivors with melee hits or when hit with melee.
| Hurls an acidic bomb that leave acid puddles on impact. Any survivor near a puddle receives damage. Ability has a cooldown time of 40s.
 
 
|-
 
|-
! Swarming
+
| Thieving
| Zombie
+
| You have an innate attack penalty. Striking a survivor with melee allows you to steal a portion of their ammo, metal, and ubercharge. If a survivor using a primary weapon loses all their reserve ammo to a thieving, the zombie can steal their weapon. Stolen weapons disappear when they run out of their limited ammo supply. Thieving zombies can also steal weapons by killing survivors.
| Instant respawn. You receive a permanent speed bonus. You receive permanent attack and defense penalties.
 
 
|-
 
|-
! Thieving
+
| Toxic
| Zombie
+
| Poison survivors on hit. More hits = more time poisoned. Damage near survivors when not moving. -100%Att.
| You destroy ammo, metal, and a Medic's ÜberCharge when hitting a survivor
 
 
|-
 
|-
! Toxic
+
| Vampiric
| Zombie
+
| Suffer an attack penalty. Leech HP per hit based on damage. You have a regen bonus and can overheal while leeching health.
| You cause damage to nearby survivors when not moving. You poison survivors when hitting them. You also poison survivors when they hit you with melee.
 
 
|-
 
|-
! Vampiric
+
| Vindictive
| Zombie
+
| +Att +Def on killing a survivor. Buffs carry when you respawn or change classes.
| You leech health when hitting a survivor. Health leeched is proportional to damage done. You have increased health regeneration.
 
 
|-
 
|-
! Vindictive
 
| Zombie
 
| You receive permanent Crit and defense bonuses for each kill.
 
 
|}
 
|}
 +
<br/>
  
==Maps==
+
== Super Zombie Fortress ==
Zombie fortress maps carry the zf prefix. Some of the most commonly played Zombie Fortress maps are listed below:
+
'''Super Zombie Fortress''' is a remake of Zombie Fortress and was developed by [http://steamcommunity.com/id/mechatheslag/ Mecha The Slag].
  
* ZF_Asylum_b2
+
Super Zombie Fortress works the same as perk-less Zombie Fortress. Survivors only start with melee weapons and collect randomly generated weapons from spawn and from certain areas around the map. Players can only pick up class-specific weapons (multi-class weapons such as the [[Shotgun]]s can be picked up by all classes who can use this weapon). This makes class variety and teamwork even more important due to limited firepower (and for the Medic, healing power) and distribution of weapons. Not all servers can run this private mechanic, but Super Zombie Fortress is still playable without it.
* ZF_Alpine_b4_2
 
* ZF_Blockade_b2.1
 
* ZF_Cave_b1
 
* ZF_Canyon_fix_gfl
 
* ZF_Christmas_Panic_v1
 
* ZF_Chillchain_b1
 
* ZF_Cliff_v2_6
 
* ZF_Compound_b4
 
* ZF_Coyote_b6
 
* ZF_CP_Volcano_b1_c
 
* ZF_Dustbowl_b4
 
* ZF_Dest_Nuke_a2
 
* ZF_Desert_b2
 
* ZF_Drain_a1
 
* ZF_Fortress_v4
 
* ZF_Headquarters_v2_fix1
 
* ZF_Industry_rc1 + ZF_Industry_rc1_cpless + ZF_Industry_v2_1b2
 
* ZF_Lake_v4
 
* ZF_Maze_v4_5
 
* ZF_Panic_v5
 
* ZF_Panic_Mansion_cp
 
* ZF_Siberia_a4
 
* ZF_Stinks_v2
 
* ZF_Top_v2
 
* ZF_Twilight_v3
 
* ZF_Yard_v3
 
  
(''Note: The above list contains the used version prefixes for each map, such as b1, v2 etc.'')
+
It is not uncommon for survivors to lack key weapons such as the [[Medi Gun]] or the [[Rocket Launcher]] for the majority of the map, especially on smaller teams. Therefore teams should have a variety of different classes to ensure that most weapons can be used and less weapons need to be passed up due to the lack of the corresponding class in the team.
  
An additional list of Zombie Fortress maps can be found on [http://www.fpsbanana.com/mapcats/4452 FPSBanana] and [http://teamfortress2.filefront.com/files/Team_Fortress_2/Maps/Zombie_Fortress;11307 TF2Files].
+
Most popular Super Zombie Fortress maps are Attack-type maps where the survivors capture points from zombies. Other map types such as survival-based maps are usually used in Zombie Fortress instead.
  
==External links==
+
== External links ==
* [http://www.zombiefortress.co.uk Zombie fortress official website]
+
* [http://steamcommunity.com/groups/zfintox Zombie Fortress Steam Community Group]
* [http://www.fpsbanana.com/mapcats/4452 FPSBanana]
+
* [http://forums.alliedmods.net/showthread.php?t=131282 Zombie Fortress Thread on AlliedMods]
* [http://teamfortress2.filefront.com/files/Team_Fortress_2/Maps/Zombie_Fortress;11307 TF2Files]
+
* [http://forums.alliedmods.net/showthread.php?p=1467101 Super Zombie Fortress Thread on AlliedMods]
 +
* [http://www.gamebanana.com/maps/cats/4452 Zombie Fortress maps on GameBanana]
  
[[Category:Mods]]
+
{{ModNav}}
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Latest revision as of 10:19, 5 October 2024

Your friends are all dead... Good luck...
The Administrator on fighting reanimated teammates.
Zombie Fortress Logo
This article is about a custom game mode. For other uses, see Zombie game mode and Zombie (Disambiguation).

Zombie Fortress is a SourceMod plugin and unofficial game mode for Team Fortress 2. There are two opposing teams: the Survivors (RED) and the Zombies (BLU), who wish to eat the Survivors. Survivors need to complete their objective, which may vary depending on the game mode. Survivors have the advantage of having ranged weaponry while the Zombies have the main advantage of having the ability to respawn and convert slain Survivors into Zombies. When a Survivor is killed, they are switched to the Zombie team. When no Survivor players remain, the Zombie team wins. One could compare the game mode to a mix between Arena and Medieval Modes, respectfully, each affecting a different team simultaneously.

The Survivors and Zombies can only select certain classes. The Survivors can choose the Soldier, Pyro, Demoman, Engineer, Medic, and Sniper classes. They are armed with regular weapons and several perk choices for modified effectiveness against the Zombies. The Zombies can only choose the Scout, Heavy, and Spy classes, which are only equipped with their melee weapons (there also can be servers with more or all classes who can be played as Zombies, but they are very rare) , most lunchbox items (such as Bonk! Atomic Punch, and Sandvich), a choice of perks, and the ability to use Kill taunts.

Gameplay demonstration

Objectives

Zombie Fortress is a very versatile mod that can work with many styles of gameplay. The following are a list of the major types of Zombie Fortress maps:

Survival: In survival maps the Survivors attempt to live until the map timer runs out by running away, hiding, or mowing down the Zombies. The Zombies' goal is to kill every survivor before the timer runs out. Good survival maps tend to be enclosed and well laid out. They generally have lots of camping spots but make it easy for players to get around the map. This is currently the most popular type of map in Zombie Fortress.

Attack/Defend: In attack/defend maps one team is charged with protecting various control points from the other team until the timer runs out. Normally in Zombie Fortress the survivors are the attacking team and the zombies are the defending team, due to the fact that the zombies have infinite lives and can simply charge en masse repeatedly to win. Good attack/defend maps have fair control point capture rates compared to the length of the map and usually contain a few traps here and there to snare unsuspecting survivors. The really good attack/defend maps have special kill triggers that kill survivors attempting to delay the round by hiding in spawn or well behind the attacking group.

Capture the Flag: In capture the flag maps one team is charged with protecting an information brief case (sometimes given a special model to be something else) while the other team hunts down the briefcase to return it to their home base. In Zombie Fortress this map style is widely unpopular due to the difficulty of pulling off a fair and balanced gameplay. Usually, however, survivors are charged with capture while zombies are charged with defense. There are currently no maps that have survivors and zombies both capturing and defending.

Strategy

  • Not all servers use the perk system. The perk tidbits are there for people who play on perk-enabled servers.

Survivor strategy

  • All: Survivors should stick together so that the cluster is more difficult to kill, and, on control point maps, to increase the speed at which points cap. In addition, some Survivor perks affect nearby teammates, letting a cluster receive boosts in attack, defense, and Crit-chance.
  • Soldier: In Zombie Fortress, the Soldier is considered to be the best ally for the Medic when attacking. The Soldier is also the best class against hordes of Zombies due to his rockets' explosion radius (especially with Crit rockets) and his ability to use the Buff Banner, Concherer or Battalions Backup to provide Mini-Crits, healing, or a Crit-negating defense boost. In addition, like the Demoman, he can increase capture speed using the Pain Train. In Zombie Fortress, the favored Soldier perk is "Wise" or "Tantrum" due to their ability to further increase the already high damage output of the Soldier.
  • Pyro: The Pyro is highly limited in the mod due to the fact that the Flame Thrower's ammunition is restricted to 125 rather than the usual 200. Collecting ammo can increase the Flame Thrower's ammo past 125, but will decrease by 10 every second. The Pyro is useful against large hordes due to his airblast and afterburn abilities. However, the Pyro uses up large amounts of his ammo every time he airblasts, so the Pyro has to be selective about how often the ability is used. The Pyro's survivability has increased since the Degreaser and Powerjack have been released. The Pyro is also useful for extinguishing survivors that have been set on fire by "Scorching" zombies. The Pyro's ability to attack through Sentry Guns and Dispensers make them an exceptional ally to Engineers in Zombie Fortress survival maps. The favored Pyro perks include "Wise", "Resourceful", and "Psychotic" for the improved damage or for the ability to constantly spam their fire.
  • Demoman: The Demoman is the best ally for the Medic in defensive situations due to his ability to lay sticky traps over entrances. The Demoman is also deadly in melee fights, especially if he gets a few heads with his Eyelander. In addition, on CP maps he can help increase the cap speed by using the Pain Train. A Demoman will often use the "Juggernaught", "Selfless", or "Ninja" perks due to increased damage and their talents in melee combat.
  • Engineer: The Engineer is the most defensive class, but can be useful when attacking by using the Gunslinger. The Engineer's buildings are also changed in the name of balance. The Sentry Gun starts off with reduced ammo and cannot be upgraded past level 1, the Gunslinger's Mini-Sentry starts with reduced ammo, loses ammo at 1 bullet per second, and cannot be repaired, the Dispenser is unable to heal or dispense health or ammo but can be used as a blockade, while the Teleporter works as it would normally but cannot be upgraded. Due to balance issues, server administrators often disable the ability to teleport. An Engineer will often use the "Supplier" perk for he can gain additional metal to help build Sentry Guns and Dispensers when in times against a horde, or the "Resourceful" perk due to its ability to restore ammo, metal, and health.
  • Medic: The Medic is an extremely useful asset in Zombie Fortress. His Overheal does not decay and his Syringe Gun does not need to be reloaded. He can also use the Crusader's Crossbow to heal survivors out of range of his Medi Gun and his health regenerates. However, the Medic should constantly watch his primary ammo so he does not run out and leave himself vulnerable. A Medic will often use the "Charitable" perk to increase his allies threat against the Zombies or "Turtle" to allow them to withstand great punishment while their allies take care of the zombies. With the Australian Christmas update, the Medic can also use the Amputator taunt to heal a group of Survivors without the need to use his Medi Gun but will suffer slightly more damage from all sources while doing so.
  • Sniper: On open maps, the Sniper is extremely useful due to his long range of fire. In smaller maps, however, the Sniper may have to resort to using his Huntsman to deal with close-range threats. His ability to give teammates Mini-Crits by using Jarate and the Sydney Sleeper can come in handy when dealing with hordes. The Sniper's SMG does not need to be reloaded, although care should be taken not to run out of ammo in a critical situation. Snipers using both the Bushwacka and Jarate can defend themselves against most zombies with the Bushwacka's Crit attribute. Using the Razorback while sniping is also a viable option since Spies will most often aim for Snipers. The favored Sniper perk is "Zenlike" in survival maps due to its ability to grant Sniper Rifles nearly insta-kill capabilities against zombies (even with body-shots). In other maps most Snipers will resort to perks such as "Trapper" or "Leader" to improve the effect of their melee and support items.

Zombie strategy

  • Scout: The Scout still maintains his speed and double jump. The Scout excels at distracting Sentry Guns and ambushing lone Survivors due to the ability to use Sandman, Bonk! Atomic Punch, Mad Milk and Crit-a-Cola. A Scout in Zombie Fortress will often use the "Thieving" perk, which can create havoc among survivors in maps with limited ammo packs, or the "Scorching" perk, which can be coupled with the Boston Basher to cause panic on survivor teams without a Medic. The Flying Guillotine is allowed, though limited, on many servers and can be used in conjunction with other perks for an even greater effect.
  • Heavy: The Heavy in the mod functions much the same as he does in regular gameplay. The Heavy excels at picking off stragglers in a Survivor group and then attacking the bulk of the Survivors using his High Noon taunt kill and the Crits from the K.G.B.. The favored Heavy perks include "Alpha", "Vindictive", "Roar", and "Vampiric", all of which can either increase damage output or allow the Heavy to live far longer.
  • Spy: The Spy still remains a very large threat due to retention of his Cloak (the maximum Cloak he can have is 80%) and backstab but is unable to disguise. The Eternal Reward cannot grant a disguise due to it acting like the Knife. A Spy in Zombie Fortress will often use the Magnetic perk so they can disable Sentry Guns while cloaked with the Cloak and Dagger but "Thieving" is also a great favorite due to the Spy's Ambassador and Enforcer being incredibly useful. The Dead Ringer can be used but is pointless because it needs 100% Cloak to work.

Perks

Perks are special abilities that both the Survivors and Zombies can use. They can change health, defense, attack, speed, and introduce new gameplay mechanics. Some perks stack up on each other when used by several players. Perks have been updated by various users, namely the original mod creator Sirot, the person who took after him Dirty Minuth, the most recent public updater Weenie, and the current updater Requiesta de Silencia.




Super Zombie Fortress

Super Zombie Fortress is a remake of Zombie Fortress and was developed by Mecha The Slag.

Super Zombie Fortress works the same as perk-less Zombie Fortress. Survivors only start with melee weapons and collect randomly generated weapons from spawn and from certain areas around the map. Players can only pick up class-specific weapons (multi-class weapons such as the Shotguns can be picked up by all classes who can use this weapon). This makes class variety and teamwork even more important due to limited firepower (and for the Medic, healing power) and distribution of weapons. Not all servers can run this private mechanic, but Super Zombie Fortress is still playable without it.

It is not uncommon for survivors to lack key weapons such as the Medi Gun or the Rocket Launcher for the majority of the map, especially on smaller teams. Therefore teams should have a variety of different classes to ensure that most weapons can be used and less weapons need to be passed up due to the lack of the corresponding class in the team.

Most popular Super Zombie Fortress maps are Attack-type maps where the survivors capture points from zombies. Other map types such as survival-based maps are usually used in Zombie Fortress instead.

External links