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{{Quotation|'''The Heavy''' on being a zombie.|"Ooohhhh, run, ''run'', I'm coming for you!".|sound=Heavy_specialcompleted08_Ooohhhh%2C_run%2C_run%2C_I%27m_coming_for_you!.wav}}
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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]]. There are two opposing teams: the Survivors ([[RED]]), and the Zombies ([[BLU]]) who wish to eat the Survivors. 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.
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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.
  
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 improved effectiveness against the Zombies. The Zombies can only choose the [[Scout]], [[Heavy]] and [[Spy]] classes (which are only equipped with their [[melee]] weapons), some special items (such as [[Bonk]] and [[Sandvich]]), a choice of perks, and the ability to use taunt kills.
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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}}
  
On most maps the goal is to survive until the timer runs out. On certain maps however, specific objectives also need to be achieved in order for the Survivors to win. Some of these possible objectives are:
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== Objectives ==
*'''Defense''': Where the Survivors have to stop the Zombies from capturing one or two control points while staying alive.
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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''': Where the Survivors have to capture all points while staying alive.
 
*'''Survival''': Where Survivors must hold out for a certain amount of time.
 
*'''Capture the Flag''': Where the Survivors must travel around the level and grab intelligence briefcases from various places in the level and return each case to the center point.
 
  
==Strategy==
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'''Survival:'''
'''Survivor Strategy'''
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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.
  
*'''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.
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'''Attack/Defend:'''
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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.
  
*'''Soldier''': In the Mod the Soldier is the best ally for a Medic in attacking situations, due to the Heavy being a Zombie-only class. He is also the best class against hordes due to his rockets' explosion radius (especially when he fires a crocket), and his ability to use either the [[Buff Banner]] or [[Battalions Backup]] to provide either Mini-Crits or a Crit-negating defense boost. In addition, like the Demoman he can increase capture speed using the [[Pain Train]].
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'''Capture the Flag:'''
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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.
  
*'''Pyro''': The Pyro is highly limited in this mod due to the fact that [[Flamethrower]] ammunition is restricted to 125 rather than the usual 200. The Pyro is useful against large hordes due to his [[airblast]] and [[afterburn]], however the Pyro uses up 1/5th 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.
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== Strategy ==
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* Not all servers use the perk system. The perk tidbits are there for people who play on perk-enabled servers.
  
*'''Demoman''': The Demoman is the best ally for a Medic in defensive situations due to his ability to lay [[sticky]] traps over entrances. A 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]].
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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.
  
*'''Engineer''': The Engineer is the most defensive class of the Mod 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 with half ammo and cannot be repaired, the [[Dispenser]] is unable to heal or dispense [[health]] or [[ammo]] but is used as a blockade, while the [[Teleporter]] works the same way. The Engineer also cannot upgrade his buildings.
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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.
  
*'''Medic''': The Medic is an extremely useful asset in the Mod. His [[overheal]] does not decay, his [[Syringe Gun]] does not need to be reloaded and his health regenerates. However the Medic should constantly watch his primary ammo so he does not run out and leave himself vulnerable.
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* '''Pyro''': The Pyro is highly limited in the mod due to the fact that the [[Flamethrower]]'s ammunition is restricted to 125 rather than the usual 200. Collecting ammo can increase the Flamethrower'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.
  
*'''Sniper''': On open maps the Sniper is extremely useful due to his long range of fire and his ability to [[headshot]] attacking zombies. Against hordes he is useful when combined with his ability to give teammates [[Mini-Crits]] on soaked enemies using his Jarate. The Sniper's [[SMG]] also does not need to be reloaded, since the Mann-Conomy update the  Sniper can now use the [[Sydney Sleeper]] to Jarate far off enemeies.
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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.
  
'''Zombie Strategy'''
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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.
  
*'''Scout''': In the mod, the Scout maintains his [[speed]] and [[double jump]]. The Scout excels at distracting Sentry Guns and ambushing lone Survivors due to the ability to use [[The Sandman]], [[Bonk! Atomic Punch]], and [[Crit-a-Cola]].
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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.
  
*'''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 [[Showdown]] [[taunt kill]] and the [[Crits]] from the [[K.G.B.]].
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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.
  
*'''Spy''': The Spy still remains a large threat in the mod due to his abilities. The Spy is still able to [[Cloak]] (the maximum Cloak he can have is 80%) and [[backstab]], but is unable to [[disguise]] without the help of [[Your Eternal Reward]], which then makes him an extremely deadly threat unless the survivors keep a good eye on the kill feed.
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=== Zombie strategy ===
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* '''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.
  
==Perks==
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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.
  
Perks are special abilities that both Survivors and Zombies can use. They can change your health, defense, attack, speed and introduce new gameplay mechanics (some perks stack upon each other for example: inspirational + inspirational = Doubled effect of the radios or Inspirational + Charismatic = increased attack and not as badly lowered defense).
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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.
  
{| class="wikitable collapsible collapsed"
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== Perks ==
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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.
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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.
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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
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|-
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! width="15%" | '''Perk'''
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! width="85%" | '''Description'''
 
|-
 
|-
! colspan="2"|Survivor Perks
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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.
 
|-
 
|-
|'''Angelic'''||Lower gravity at lower health points
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| Charitable
 +
| 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.
 
|-
 
|-
|'''Athletic'''||Faster speed at all times
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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.
 
|-
 
|-
|'''Brothers'''||+Att +Def and +Ammo/10s from nearby survivors of the same class
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| Cowardly
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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.
 
|-
 
|-
|'''Charismatic'''||+Att +Def to nearby survivors, permanent +Crit to you
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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.
 
|-
 
|-
|'''Cowardly'''||-Att, when hit you gain a large amount of speed temporarily. Possible glitch prevents backstabs while perk is off cooldown
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| Heroic
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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.
 
|-
 
|-
|'''Heroic'''||+Att +Def when outnumbered, +100% Crit when last survivor alive
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| Holy
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| When crouched and not moving, you heal yourself and nearby survivors.
 
|-
 
|-
|'''Inspirational'''||Place radio by calling for Medic. Radio adds +Att +Crit -Def for nearby survivors.
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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.
 
|-
 
|-
|'''Juggernaut'''||No self or fall damage, -Speed +Att + Def
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| Leader
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| 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.
 
|-
 
|-
|'''Medieval'''||Melee only. +Att +Def
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| Ninja
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| 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.
 
|-
 
|-
|'''Relentless'''||+HP upon killing a zombie
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| Nonlethal
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| You have an innate attack penalty when using bullet-based weapons. Bullet damage causes knockback.
 
|-
 
|-
|'''Resourceful'''||+Ammo and metal upon killing a zombie
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| Psychotic
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| 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.
 
|-
 
|-
|'''Sadistic'''||+Att +Def +Crit +Health (large overheal) when a survivor dies. Bonuses semi-permanent, go down roughly 1 per minute.
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| Resourceful
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| You receive ammo, health, and metal from kills. You receive temporary attack bonuses from ammopacks and temporary defense bonuses from medpacks and ammopacks.
 
|-
 
|-
|'''Selfless'''||Massive damage to nearby zombies upon death
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| Selfless
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| You have attack and defense penalties. You grant a defense bonus to nearby survivors. You explode on death.
 
|-
 
|-
|'''Stash'''||Only placeable when no nearby survivors, place by calling for Medic. After waiting 30s you can pick it up. +Att +Large HP Overheal and full ammo and metal upon pickup.
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| Stash
 +
| 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.
 
|-
 
|-
|'''Stir-crazy'''||Gives +Att +Def when moving. Greater distance = better bonuses. When you stop moving, bonuses go down.
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| Stir-crazy (depreciated, replaced with Psychotic)
 
|-
 
|-
|'''Survivalist'''||More HP and +Def when picking up health packs, +Att and more ammo when picking up ammo boxes. Call for Medic to place proximity mine.
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| Supplier
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| 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.
 
|-
 
|-
|'''Tantrum'''||When you call for Medic you get 30s of 100% Crit. When it is on cooldown you have -Speed.
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| Tantrum
 +
| 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.
 
|-
 
|-
|'''Traitor'''||You have -100% Crit. Zombies nearby get added Crit. You poison the last survivor, but if lucky he can live through it.
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| Traitor
 +
| You have a Crit penalty. Zombies nearby get added Attack. When you die nearby survivors are poisoned for 30 seconds.
 
|-
 
|-
|'''Turtle'''||+Def -Speed -Att, prevent 4 backstabs.
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| Trapper
 +
| Call for Medic to place proximity mines. You can place up to 3 mines. Ability has a cooldown of 10s.
 
|-
 
|-
|'''Wise'''||Bonuses are permanent. +Att on kill +Def when getting hit.
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| Wise
 +
| Bonuses are permanent. +Att on kill or Assist. Defense bonus when hit in melee.  
 
|-
 
|-
|'''Zenlike'''||+5hp/s when crouched and not moving.
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| Zenlike
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| When crouched and not moving, you regenerate health and accumulate a Crit bonus. Crit bonus decreases after each attack or while moving around.
 
|-
 
|-
 
|}
 
|}
{| class="wikitable collapsible collapsed"
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<br/>
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{| class="wikitable grid collapsible collapsed" width="70%" style="text-align: center;"
 +
! class="header" width="100%" colspan="2" | Zombie Perks
 
|-
 
|-
! colspan="2"|Zombie Perks
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! width="15%" | '''Perk'''
 +
! width="85%" | '''Description'''
 
|-
 
|-
|'''Alpha'''||+Def when survivor is killed by you, and up to 4 survivors become your minions and can be summoned at any time to you. Nearby zombies get +perk bonuses and when you are near survivors, the greater the number near you the higher you get +Att and +Crit
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| Alpha
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| 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.
 
|-
 
|-
|'''Cocoon'''||When you start evolving by calling for Medic, you get -200Def and -200Speed. This evolves faster the more survivors you are near, and eventually, goes through to have +50Speed +150Att +100Crit.
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| Bloodlust
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| You have an innate attack penalty. As your health reaches 0 your attack bonus goes up to a maximum of 80%.
 
|-
 
|-
|'''Combustible'''||Explode when killed, ignite survivors when hitting them, explosions do not ignite survivors, -Def.
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| Combustible
 +
| 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.
 
|-
 
|-
|'''Follower'''||You spawn on Heavies. Temporary +Att
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| Horrifying
 +
| 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.
 
|-
 
|-
|'''Horrifying'''||Survivors -Att -Def - Speed when you hit them. -Att when near them as well.
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| Hunter
 +
| 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.
 
|-
 
|-
|'''Hunter'''||Call for Medic to place a spawn mark. If there are survivors near when you spawn, the point is destroyed. +Def +Speed temporarily on spawn.
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| Leap
 +
| 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..
 
|-
 
|-
|'''Leap'''||Jump incredibly far by calling for Medic. Scouts have higher jump and reduced cooldown. -Att -Def
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| Magnetic
 +
| 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.
 
|-
 
|-
|'''Magnetic'''||Disable nearby Sentry Guns and proximity mines.
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| Marked
 +
| 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.
 
|-
 
|-
|'''Marked'''||You mark a random survivor. Call for Medic to see marked and class. You Mini-Crit the marked survivor but do less damage to non marked.
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| Rage
 +
| 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.
 
|-
 
|-
|'''Rage'''||When above 80% HP you can activate by calling for Medic to gain +HP +Speed
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| Roar
 +
| Call for Medic to push back nearby survivors in front of you and give them -Def. Ability has a cooldown of 15s.
 
|-
 
|-
|'''Roar'''||Call for Medic to push back nearby survivors in front of you and give them -Def
+
| Scorching
 +
| 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!]].
 
|-
 
|-
|'''Sick'''||Hurl bombs that create patches of sick that damage survivors in the piles. -Att
+
| Shield
 +
| 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!]].
 
|-
 
|-
|'''Swarming'''||Instant respawn, -Att -Def +Speed
+
| Sick
 +
| 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.
 
|-
 
|-
|'''Theiving'''||Destroy metal, Ammo, and ÜberCharge on each hit of that survivor.  
+
| Swarming
 +
| 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.
 
|-
 
|-
|'''Toxic'''||Poison survivors on hit. More hits = more time poisoned. Damage near survivors when not moving. -100%Att.
+
| Tarred
 +
| 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.
 
|-
 
|-
|'''Vampiric'''||Leech HP per hit based on damage. Increased HP regen.
+
| Thieving
 +
| 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.
 
|-
 
|-
|'''Vindictive'''||+Crit +Def on killing a survivor. Buffs carry when you respawn or change classes.
+
| Toxic
 +
| Poison survivors on hit. More hits = more time poisoned. Damage near survivors when not moving. -100%Att.
 +
|-
 +
| Vampiric
 +
| Suffer an attack penalty. Leech HP per hit based on damage. You have a regen bonus and can overheal while leeching health.
 +
|-
 +
| Vindictive
 +
| +Att +Def on killing a survivor. Buffs carry when you respawn or change classes.
 
|-
 
|-
 
|}
 
|}
 +
<br/>
 +
 +
== Super Zombie Fortress ==
 +
'''Super Zombie Fortress''' is a remake of Zombie Fortress and was developed by [http://steamcommunity.com/id/mechatheslag/ 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 [[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.
  
==External links==
+
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.
* [http://www.zombiefortress.co.uk Zombie fortress official website]
 
* [http://www.fpsbanana.com/mapcats/4452 FPSBanana]
 
* [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 ==
 +
* [http://steamcommunity.com/groups/zfintox Zombie Fortress Steam Community Group]
 +
* [http://forums.alliedmods.net/showthread.php?t=131282 Zombie Fortress Thread on AlliedMods]
 +
* [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]
 
{{ModNav}}
 
{{ModNav}}
[[Category:Mods]]
 
{{Languages}}
 

Latest revision as of 20:30, 26 June 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 Flamethrower's ammunition is restricted to 125 rather than the usual 200. Collecting ammo can increase the Flamethrower'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