Difference between revisions of "Zombie Survival"

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{{Other uses|this=a custom game mode|Zombie game mode|Zombie (Disambiguation)}}
  
{{hatnote|This article is about the custom game mode. For other uses, please see [[Zombie (Disambiguation)]].}}
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[[File:Zombie_Survival_logo.png‎|thumb|A Zombie Survival logo, used in some maps for the game mode between 2017 and early 2018.]]
  
[[Image:Zombie_Survival_logo.png‎|thumb|The official logo of Zombie Survival used in most ZS maps made from 2017 onwards.]]
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'''Zombie Survival''' is an unofficial game mode for ''[[Team Fortress 2]]'' (not to be confused with [[Zombie Fortress]] or [[Zombie Escape]]). It is also referred to as "Medic VS Engineer". The game mode has no officially recognized [[SourceMod]] plugin, requiring server owners to create and balance the game mode to their own liking. There are two opposing teams: the Survivors ([[RED]] [[Engineers]]) and the Zombies ([[BLU]] [[Medics]]). BLU's goal is to kill all the Survivors. RED's objective is for at least one Survivor to be alive after (usually) 7 minutes of gameplay. If all Survivors die before the end of the round, the Zombies win; otherwise, the Survivors win. When a Survivor is killed, they are immediately switched to the Zombie team, while killed Zombies simply respawn. It is unknown who created Zombie Survival.
  
Zombie Survival is an unofficial game mode for ''[[Team Fortress 2]]'' (not to be confused with [[Zombie Fortress]], Super Zombie Fortress or ZombieMod) that is also sometimes called "Medic VS Engineer". The game mode has no officially recognized [[SourceMod]] plugin, requiring server owners to create and balance the game mode to their own liking. There are two opposing teams: the Survivors ([[RED]] [[Engineers]]) and the Zombies ([[BLU]] [[Medics]]). BLU's goal is to kill all the RED Survivors. RED's objective is for at least one Survivor to still be alive after (usually) 7 minutes of gameplay. If all Survivors die before the end of the round, the Zombies win; otherwise, the Survivors win. When a Survivor is killed, they are switched to the Zombie team, while killed Zombies simply respawn. Zombie Survival was popularised by [https://www.youtube.com/user/MrMuselk Muselk], a previous TF2 YouTuber, but remained a basic and unchanged game mode until early 2017.
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In Zombie Survival, Survivors lack the ability to build [[Sentry Gun]]s, and Zombies are restricted to [[melee]] only; however, both teams have access to global perks to help balance the classes. Zombies gain the most perks, including increased jump height or double jump and increased speed during the last 2 minutes (on some servers). Survivors remain mostly vanilla, unless there are very few alive, upon which these Engineers gain a permanent [[Buff Banner]] effect (and sometimes other helpful effects). Random critical hits are disabled in Zombie Survival.
  
In Zombie Survival, Survivors lack the ability to build [[Sentry Gun]]s, and Zombies are restricted to [[melee]] only; however, both teams have access to global perks to help balance the classes. Zombies gain the most perks, including increased speed towards the end of the round and a double jump (of which the second jump's height also increases near the end of the round). Survivors remain mostly vanilla, unless there are two or less of them alive, upon which these Engineers will gain a permanent [[Buff Banner]] effect. Random critical hits are almost always turned off.
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During setup time, the Survivors are given the opportunity to safely build [[Dispensers]] and [[Teleporters]] as barricades, methods of escape or tools for killing (in the case of Teleporters) in an area they wish to fortify without the presence of the Zombies. The Zombies are frozen within their spawn (within which they are [[UberCharge|ÜberCharged]]) until setup time is over. Survivors can continue to build outside of setup time, though the horde of Zombies can make building difficult and dangerous.
 
 
During a 30 second setup time, the Survivors are given the opportunity to safely build [[Dispensers]] and [[Teleporters]] as barricades, methods of escape or tools for killing (in the case of Teleporters) in an area they wish to fortify, without the presence of the Zombies. The Zombies are frozen within their spawn until setup time is over. Survivors can build outside of setup time, though the horde of Zombies can make building difficult and dangerous.
 
  
 
== Gameplay demonstration ==
 
== Gameplay demonstration ==
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==== Bonus rounds ====
 
==== Bonus rounds ====
  
Bonus rounds commonly happen on the last round of a map and can have varying effects on Survivors, Zombies or both. Server statistics are usually disabled for the duration of a bonus round, preventing biased data from being saved. Bonuses fall into one of three categories: '''Silly''', '''Gameplay''' (makes a significant change to the base game) or '''Hardcore''' (makes the game more difficult for one team or both).
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Bonus rounds may happen on the last round of a map. Each bonus can have varying effects on Survivors, Zombies or both. Below are examples of bonuses that keep both teams' classes the same. There are some bonuses where classes are changed per team, but these are not common.
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* Both Survivors and Zombies are given the [[Thermal Thruster]].
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* Both Survivors and Zombies have their weapons randomised each life.
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* Certain unique features from ZS maps are given their own bonus rounds, allowing for other maps to use them.
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* Gravity is lowered by a significant amount, allowing for very high jumps.
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* One Engineer is designated to be a King and is given passive health and metal regeneration, as well as permanent mini-crits, but if they die the Survivors automatically lose.
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* One Engineer is designated to be a Traitor who explodes 3 seconds after setup time is over.
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* Player deaths and building destructions emit various sound clips.
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* Survivors are able to build Sentry Guns; either the Sentry Guns cannot fire or be upgraded and thus act as secondary barricades, or they can shoot slowly but the Zombies are given [[Medi Gun]]s with ÜberCharge for rushing purposes.
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* Survivors are stripped down to their melee weapons, but are given guaranteed critical hits so long as they are not being healed by a Dispenser.
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* Survivors can only build Teleporters, but get passive health and metal regeneration as compensation.
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* The waists of the Zombies' models are stretched, in order to mimic the visual style of Muselk's later Zombie Survival videos.
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* Zombie models are changed to static props, and [[voice commands]] are adjusted accordingly, such as saying "Moo" instead of "MEDIC!".
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* Zombies are unfrozen immediately.
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* Zombies can jump four times in a row or more, instead of just once or twice.
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* All survivors are invisible, but the medics can tell how far or close Engineers are.
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==== Juggernauts ====
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Juggernauts are an optional feature for Zombie Survival, much like bonus rounds. They are Zombies that are tinted green, and only two Medics are selected to have this power. If one disconnects, another will replace them. Juggernauts can't do much on their own, merely having a small speed boost and health regeneration increase. However, non-Juggernauts can inherit the health regeneration increase so long as they are within the Juggernaut's range. This makes Juggernauts the perfect tool for leading Zombie rushes.
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==== Custom maps ====
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[[Image:Zombie_Survival_Steel_mechanism.jpg|thumb|A picture of randomized spawning logic in the Zombie Survival version of Steel.]]
  
'''''Silly Bonuses'''''
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Some maps built specifically for use on certain Zombie Survival servers. These maps need the help of server game mode logic in order to run properly, and range from optimisations of existing Valve or community maps (buffing or nerfing of defensible spots, moving of health and ammo packs, etc.) to completely new experiences. Many of these maps are subject to heavy rebalancing to ensure they remain suitable for the game mode.
  
* '''Curious Feeling''': All players are given tiny heads.
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On the maps that stay close to standard gameplay, a secret area or function is usually placed within them to peak player interest, and in the case of optimisations, unreachable areas may be opened up. Some maps, on the other hand, are radically different from the base game, serving as either a concept testing ground or an isolated experience incompatible with the base game mode.
* An Internet meme related bonus round where the destruction of buildings and player deaths emit sound clips gathered from various popular sources.
 
* A bonus round where the waists of the Zombies' models are stretched, in order to mimic the visual style of Muselk's later Zombie Survival videos.
 
  
'''''Gameplay Bonuses'''''
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== Strategies ==
  
* A low gravity bonus round.
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==== Telefragging and stair-trapping ====
* '''Rancho Reign''': One Engineer is designated to be the King (tinted yellow), and is given health and metal regeneration, as well as permanent mini-crits. If the King dies, the Survivors automatically lose.
 
* '''Sentries Allowed''': Survivors are now able to build Sentry Guns, but they cannot fire, and usually cannot be upgraded. Essentially, the Sentry Guns become extra barricades or distractions, and should not be regarded as having a higher priority over Dispensers.
 
* '''Melee Battle''': Survivors are stripped down to their melee weapons as well, but are given guaranteed critical hits so long as they are not being healed by a Dispenser.
 
* '''Tick Tock''': Round time is reduced from 7 minutes to 4.
 
* A bonus round where Zombies can jump more than 2 times in a row.
 
  
'''''Hardcore Bonuses'''''
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[[Telefrag]]ging is a method of quickly eliminating Zombies, and is most effective in narrow areas where Medics must step on a Teleporter exit in order to reach a Dispenser barricade. In order for a proper telefrag to be set up, a Teleporter exit is placed directly in front of a Dispenser, and the associated Teleporter entrance is placed within a non-intrusive and close-by area (but not directly behind the Dispenser, as this prevents Engineers from using it as cover). In less narrow areas, Medics can easily destroy telefrags by crouching some distance away from the Teleporter exit and attacking it directly. Engineers using the telefrag also open themselves to being killed by the [[Uberslice]] taunt or suffering a regular death (most prominently for the Engineer that built the Dispenser, since they cannot walk through it).
  
* A high gravity bonus round. The gravity is high enough so that Medics can only reach the top of a Dispenser and be able to stand on it after performing a double jump.
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[[Image:Stair-trapping_example.png|thumb|An example of stair-trapping.]]
* '''Early Outbreak''': Zombies are unfrozen immediately.
 
* '''No Dispensers''': Survivors can now only build Teleporters, but they get passive health and metal regeneration to compensate.
 
* '''Hot Potato''': If a player on either team stands still during this bonus round, they will rapidly begin to lose health.
 
* '''Terrorist Town''': An Engineer is selected to be the Terrorist (suicide bomber), and must blend in with the other Survivors before they explode shortly after the end of setup time.
 
  
==== Juggernauts ====
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"Stair-trapping" is a usage of Teleporters prominently used in Zombie Survival and can be performed on most sloped surfaces. By placing a teleporter at the bottom or top of a slope, as close to the middle of the slope as allowed, the increment from the floor up to the teleporter may be so great that a jump is required. Stair-trapping is useful for temporarily denying Zombies access to a defense at the top of a slope. A stair-trap can also be part of a telefrag.
  
Juggernauts are Zombies that are tinted green, and usually, only two Medics are selected at the start of the round to have this power. Juggernauts can't do much on their own, merely having a small speed and health regeneration increase. However, while these green Zombies are close to other Medics, non-Juggernauts can inherit the health regeneration increase so long as they are within the Juggernaut's range. Paired with the [[Amputator]]'s healing power, this makes Juggernauts the perfect tool for leading Zombie rushes.
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==== Boosting ====
  
==== ZS maps ====
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"Boosting" is a strategy where a Survivor, while standing on a Dispenser or elevated geometry, jumps and places a teleporter exit on a otherwise unreachable surface. This allows all nearby Survivors to teleport to the newly placed exit, causing the Zombies to expend more time trying to reach them. Boosting is also used to describe the act of an Engineer being hit upward into an unreachable area by a Medic (a.k.a. Medic-boosting). However, due to the effectiveness of Medic-boosting and how it can assure an Engineer's victory on maps that haven't been patched to prevent this, servers tend to have rules banning this type of boosting.
  
[[Image:Zombie_Survival_Steel_mechanism.jpg|thumb|A picture of the "spawn lockout" feature exclusive to Zombie Survival Steel.]]
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==== Rushing ====
  
Maps with the prefix "zs_" are built specifically for use on Zombie Survival servers (not to be confused with "zf_" or "zm_"). These maps usually need the help of a server's game mode logic in order for them to run, and certain ZS maps completely prevent play unless they are on a certified server. ZS maps range from optimisations of existing Valve or community maps (buffing or nerfing of defensible spots, moving of health and ammo packs, etc.) to completely new experiences, often wacky in their own right, but they are always subject to heavy rebalancing to ensure the maps are suitable for the game mode. Usually, a secret area or function is contained within these maps in order to peak player interest.
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"Rushing" is a term used to describe the grouping up and simultaneous attacking of Zombies, in order to completely overthrow an otherwise impenetrable Survivor defense. The leader of a rush is usually the person that requests one, unless Engineers get too close to the group and participating Medics are forced to intervene on their own. It is important to have a microphone for [[voice chat]] or know how to effectively use team chat in order to command a rush, since players of Zombie Survival often do not listen to [[Voice commands|calls for Medic]].
  
== Strategies ==
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==== Amping ====
  
==== Engineer weapon choice ====
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"Amping" is an abbreviation for performing the [[Medicating Melody]] taunt with the [[Amputator]] during a Zombie rush. This increases the health regeneration rate of surrounding Zombies and decreasing an Engineer's chance of survival. Medics using the taunt are referred to as "Amps" by Survivors, and are considered a high priority to kill due to their immense power. In order to avoid being singled out, these Medics often shield themselves behind walls, other obstacles and sometimes their own teammates. Additionally, the Amputator's healing power stacks with other Amputators, so multiple Amputator-wielding Medics can help keep each other alive.
  
====== Primary ======
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==== Taunt killing ====
  
The [[Widowmaker]] is the penultimate primary weapon, since it is the only weapon that graciously rewards Survivors for staying in a group and remaining close to their Dispensers. This is due to its upside of not needing to reload. The downsides of the Widowmaker only become a problem when not near a Dispenser and missing shots, in which case an Engineer's secondary and melee weapons can be just as effective.
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[[Taunts#Taunt kills|Taunt killing]] is possible as a Medic with the [[Uberslice]] taunt using the [[Ubersaw]] (and as an Engineer with the [[Frontier Justice]]'s [[Guitar Smash]] and [[Gunslinger]]'s [[Arm Blender]]). Zombies can use their killing taunt most effectively during a rush. The strategy involves taunting outside of the vicinity of a Survivor base in an attempt to kill them through their buildings, most common in situations where Zombies are unable to push past Survivor defenses. This strategy rarely works and is easily countered by knockback, but there is a high chance that the Engineer killed will be the owner of the front-most building, resulting in its destruction.
  
A good alternative to the Widowmaker is the [[Panic Attack]] thanks to its heavily increased firing speed. However, the Panic Attack suffers during gameplay from its downsides of needing to hold shots before firing, and its weapon spread which increases based on player health. The Panic Attack, therefore, should be used sparingly.
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==== Prop Glitching ====
  
Apart from the stock [[Shotgun]], which is merely an average contender in comparison to the main two primaries, all other primary-slot weapons are useless. This is especially the case for the [[Frontier Justice]], a straight downgrade from stock because of the lack of sentries within the game mode, which is picked so often by Survivors transitioning from [[Casual Mode]] to Zombie Survival.
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"Prop Glitching" is hiding inside a prop which are usually barrels, which can be found near the first point in the control point map called [[Steel]]. This can be done by holding w and using a low damage weapon (melee weapons usually destroy the barrel in one hit). When the barrel is moving, it does not have collision, which allows for the Engineer to walk inside and hide in the barrel. Keep in mind that weapons can stick out when looking at certain angles.
  
====== Secondary ======
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==== Short Circuting ====
  
The stock [[Pistol]] and all of its reskins are the best secondary weapons in this game mode, because they are a valid backup to a Survivor's primary weapon, as demonstrated by their longer range and consistent damage. The [[Short Circuit]] is the only other secondary that would have a chance of matching the Pistol's usability, but in mid-2017 Zombie Survival servers added a patch that disabled the secondary fire of the Short Circuit, and since the primary fire of this weapon deals less damage than the Pistol, this secondary is rendered useless.
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"Short Circuting" is the act of using the [[Short Circuit]]'s alt fire within close proximity to a Medic. This causes both the Medic and the Engineer to take damage, but the Engineer can use this damage to boost up to certain locations which are impossible to get on. This strategy is useful when you have no people to help manually jump boost upward, and you can use this to bait new players to try and melee you, which allows for a quick damage boost up in otherwise normally unreachable places. Spots like these include, but not limited to, the second blu spawn in the control point map [[Gorge]], the spot above the entrance to the middle point in [[Sawmill]], the island outside the map in [[Suijin]], the roofs in the middle point in [[Suijin]], and the metal bars inside the Intelligence room in [[Well]].
  
====== Melee ======
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==== Pixel Walking ====
  
The [[Gunslinger]] is the most used melee in the Survivor's arsenal, and overshadows every other melee with its impressive +25 health bonus and the third-hit-guaranteed-crit, making it a game mode veteran's personal choice. The Gunslinger can even partially bypass the loss of critical hits during the '''Melee Battle''' bonus round. The no random critical hits downside is negated, since random crits are commonly disabled, and the Mini-Sentry, when available for use, is just as effective as a normal Sentry Gun.
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"Pixel Walking" is the act of glitching inside a wall and standing on a small ledge, like the ledge near the blu spawn in [[Badwater Basin]], or the speakers in [[Well]]. This is a good strategy as you can get on a glitched ledge to jump onto another ledge that is unreachable to medics. Even if the Medic gets on the ledge, they can easily fall off when pushed by damage or one of their own teammates.
  
The [[Southern Hospitality]] does not provide an Engineer with a health or crit boost, but it does deny any Medic it hits from healing back lost health. Similarly to the Gunslinger, its downsides of +20% fire damage vulnerability and no random critical hits are nullified. Even so, this weapon should be used sparingly.
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==== Bunnyhopping ====
  
All other melees are useless due to the Gunslinger's double benefit and lack of downsides. Previously, the [[Eureka Effect]] used to be a valid alternative because of its escape mechanism, however during mid-2017, Zombie Survival servers added a patch that made the teleport mechanism take 2.5 seconds to activate, resetting the clock if another activation attempt is made before the teleportation.
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"Bunnyhopping" is the act of hopping and air strafing repeatedly to gain momentum and slightly higher speeds. This can be used by the zombies to get onto one of the Dispenser boost spots in [[Harvest]].
  
==== Medic weapon choice ====
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{{youtube|width=400|xGthVr30Afg}}
  
The Medic's [[Bonesaw]] is the most used Zombie weapon by both amateurs and experts due to its accessibility and consistent swing speed. It deals the most damage per second of all of the Medic's melee weapons and therefore has the highest chance of killing Survivors. This also applies to all the reskins of the Bonesaw. The [[Ubersaw]], on the other hand, does not deal as much damage per second but is useful because of the [[Spinal Tap|taunt]] associated with it, which can stun and kill Survivors instantly if positioned correctly.
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==== Noclip Spots ====
  
Unlike all the other melee weapons Zombies have at their disposal, the [[Amputator]] is a special case in that it is able to heal fellow Zombies within a radius. This saw is extremely useful when accompanied with a horde of Zombies, as the horde can shelter Zombies using the Amputator whilst attacking Survivors and thus continually regenerate their health, making for a partially damage-resistant rush. Weapons that is discouraged from use in Zombie Survival is the [[Vita-Saw]], which has no positives since Zombies cannot use any weapon other than melee, and the [[Solemn Vow]], which is unnecessary because Engineers always take two to three hits to kill when prone.
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"Noclip spots" are spots with broken geometry which allows for players to hide inside the geometry without being seen. Spots include the tires under the stairs in the koth map [[Sawmill]] (note that the tires in the ctf map do have collision), and the rock formation near the waterfall in [[Sawmill]].
  
 
== External links ==
 
== External links ==
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'''References'''
 
'''References'''
  
* [https://www.youtube.com/watch?v=PaZOuP-yRGw Muselk's first Zombie Survival video]
 
 
* [http://steamcommunity.com/sharedfiles/filedetails/?id=685583078 Zombie Survival guide by awesomedog7] (contains some differing information)
 
* [http://steamcommunity.com/sharedfiles/filedetails/?id=685583078 Zombie Survival guide by awesomedog7] (contains some differing information)
 
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* [https://gamebanana.com/maps/cats/4452 Zombie game mode maps on GameBanana]
'''Notable Zombie Survival server groups'''
 
 
 
* [https://steamcommunity.com/groups/rushyservers Rushy Servers]
 
* [https://steamcommunity.com/groups/lazyneersserversgroup Lazyneer's Server Group]
 
  
 
{{ModNav}}
 
{{ModNav}}

Latest revision as of 03:13, 17 March 2024

This article is about a custom game mode. For other uses, see Zombie game mode and Zombie (Disambiguation).
A Zombie Survival logo, used in some maps for the game mode between 2017 and early 2018.

Zombie Survival is an unofficial game mode for Team Fortress 2 (not to be confused with Zombie Fortress or Zombie Escape). It is also referred to as "Medic VS Engineer". The game mode has no officially recognized SourceMod plugin, requiring server owners to create and balance the game mode to their own liking. There are two opposing teams: the Survivors (RED Engineers) and the Zombies (BLU Medics). BLU's goal is to kill all the Survivors. RED's objective is for at least one Survivor to be alive after (usually) 7 minutes of gameplay. If all Survivors die before the end of the round, the Zombies win; otherwise, the Survivors win. When a Survivor is killed, they are immediately switched to the Zombie team, while killed Zombies simply respawn. It is unknown who created Zombie Survival.

In Zombie Survival, Survivors lack the ability to build Sentry Guns, and Zombies are restricted to melee only; however, both teams have access to global perks to help balance the classes. Zombies gain the most perks, including increased jump height or double jump and increased speed during the last 2 minutes (on some servers). Survivors remain mostly vanilla, unless there are very few alive, upon which these Engineers gain a permanent Buff Banner effect (and sometimes other helpful effects). Random critical hits are disabled in Zombie Survival.

During setup time, the Survivors are given the opportunity to safely build Dispensers and Teleporters as barricades, methods of escape or tools for killing (in the case of Teleporters) in an area they wish to fortify without the presence of the Zombies. The Zombies are frozen within their spawn (within which they are ÜberCharged) until setup time is over. Survivors can continue to build outside of setup time, though the horde of Zombies can make building difficult and dangerous.

Gameplay demonstration

Special additions

Bonus rounds

Bonus rounds may happen on the last round of a map. Each bonus can have varying effects on Survivors, Zombies or both. Below are examples of bonuses that keep both teams' classes the same. There are some bonuses where classes are changed per team, but these are not common.

  • Both Survivors and Zombies are given the Thermal Thruster.
  • Both Survivors and Zombies have their weapons randomised each life.
  • Certain unique features from ZS maps are given their own bonus rounds, allowing for other maps to use them.
  • Gravity is lowered by a significant amount, allowing for very high jumps.
  • One Engineer is designated to be a King and is given passive health and metal regeneration, as well as permanent mini-crits, but if they die the Survivors automatically lose.
  • One Engineer is designated to be a Traitor who explodes 3 seconds after setup time is over.
  • Player deaths and building destructions emit various sound clips.
  • Survivors are able to build Sentry Guns; either the Sentry Guns cannot fire or be upgraded and thus act as secondary barricades, or they can shoot slowly but the Zombies are given Medi Guns with ÜberCharge for rushing purposes.
  • Survivors are stripped down to their melee weapons, but are given guaranteed critical hits so long as they are not being healed by a Dispenser.
  • Survivors can only build Teleporters, but get passive health and metal regeneration as compensation.
  • The waists of the Zombies' models are stretched, in order to mimic the visual style of Muselk's later Zombie Survival videos.
  • Zombie models are changed to static props, and voice commands are adjusted accordingly, such as saying "Moo" instead of "MEDIC!".
  • Zombies are unfrozen immediately.
  • Zombies can jump four times in a row or more, instead of just once or twice.
  • All survivors are invisible, but the medics can tell how far or close Engineers are.

Juggernauts

Juggernauts are an optional feature for Zombie Survival, much like bonus rounds. They are Zombies that are tinted green, and only two Medics are selected to have this power. If one disconnects, another will replace them. Juggernauts can't do much on their own, merely having a small speed boost and health regeneration increase. However, non-Juggernauts can inherit the health regeneration increase so long as they are within the Juggernaut's range. This makes Juggernauts the perfect tool for leading Zombie rushes.

Custom maps

A picture of randomized spawning logic in the Zombie Survival version of Steel.

Some maps built specifically for use on certain Zombie Survival servers. These maps need the help of server game mode logic in order to run properly, and range from optimisations of existing Valve or community maps (buffing or nerfing of defensible spots, moving of health and ammo packs, etc.) to completely new experiences. Many of these maps are subject to heavy rebalancing to ensure they remain suitable for the game mode.

On the maps that stay close to standard gameplay, a secret area or function is usually placed within them to peak player interest, and in the case of optimisations, unreachable areas may be opened up. Some maps, on the other hand, are radically different from the base game, serving as either a concept testing ground or an isolated experience incompatible with the base game mode.

Strategies

Telefragging and stair-trapping

Telefragging is a method of quickly eliminating Zombies, and is most effective in narrow areas where Medics must step on a Teleporter exit in order to reach a Dispenser barricade. In order for a proper telefrag to be set up, a Teleporter exit is placed directly in front of a Dispenser, and the associated Teleporter entrance is placed within a non-intrusive and close-by area (but not directly behind the Dispenser, as this prevents Engineers from using it as cover). In less narrow areas, Medics can easily destroy telefrags by crouching some distance away from the Teleporter exit and attacking it directly. Engineers using the telefrag also open themselves to being killed by the Uberslice taunt or suffering a regular death (most prominently for the Engineer that built the Dispenser, since they cannot walk through it).

An example of stair-trapping.

"Stair-trapping" is a usage of Teleporters prominently used in Zombie Survival and can be performed on most sloped surfaces. By placing a teleporter at the bottom or top of a slope, as close to the middle of the slope as allowed, the increment from the floor up to the teleporter may be so great that a jump is required. Stair-trapping is useful for temporarily denying Zombies access to a defense at the top of a slope. A stair-trap can also be part of a telefrag.

Boosting

"Boosting" is a strategy where a Survivor, while standing on a Dispenser or elevated geometry, jumps and places a teleporter exit on a otherwise unreachable surface. This allows all nearby Survivors to teleport to the newly placed exit, causing the Zombies to expend more time trying to reach them. Boosting is also used to describe the act of an Engineer being hit upward into an unreachable area by a Medic (a.k.a. Medic-boosting). However, due to the effectiveness of Medic-boosting and how it can assure an Engineer's victory on maps that haven't been patched to prevent this, servers tend to have rules banning this type of boosting.

Rushing

"Rushing" is a term used to describe the grouping up and simultaneous attacking of Zombies, in order to completely overthrow an otherwise impenetrable Survivor defense. The leader of a rush is usually the person that requests one, unless Engineers get too close to the group and participating Medics are forced to intervene on their own. It is important to have a microphone for voice chat or know how to effectively use team chat in order to command a rush, since players of Zombie Survival often do not listen to calls for Medic.

Amping

"Amping" is an abbreviation for performing the Medicating Melody taunt with the Amputator during a Zombie rush. This increases the health regeneration rate of surrounding Zombies and decreasing an Engineer's chance of survival. Medics using the taunt are referred to as "Amps" by Survivors, and are considered a high priority to kill due to their immense power. In order to avoid being singled out, these Medics often shield themselves behind walls, other obstacles and sometimes their own teammates. Additionally, the Amputator's healing power stacks with other Amputators, so multiple Amputator-wielding Medics can help keep each other alive.

Taunt killing

Taunt killing is possible as a Medic with the Uberslice taunt using the Ubersaw (and as an Engineer with the Frontier Justice's Guitar Smash and Gunslinger's Arm Blender). Zombies can use their killing taunt most effectively during a rush. The strategy involves taunting outside of the vicinity of a Survivor base in an attempt to kill them through their buildings, most common in situations where Zombies are unable to push past Survivor defenses. This strategy rarely works and is easily countered by knockback, but there is a high chance that the Engineer killed will be the owner of the front-most building, resulting in its destruction.

Prop Glitching

"Prop Glitching" is hiding inside a prop which are usually barrels, which can be found near the first point in the control point map called Steel. This can be done by holding w and using a low damage weapon (melee weapons usually destroy the barrel in one hit). When the barrel is moving, it does not have collision, which allows for the Engineer to walk inside and hide in the barrel. Keep in mind that weapons can stick out when looking at certain angles.

Short Circuting

"Short Circuting" is the act of using the Short Circuit's alt fire within close proximity to a Medic. This causes both the Medic and the Engineer to take damage, but the Engineer can use this damage to boost up to certain locations which are impossible to get on. This strategy is useful when you have no people to help manually jump boost upward, and you can use this to bait new players to try and melee you, which allows for a quick damage boost up in otherwise normally unreachable places. Spots like these include, but not limited to, the second blu spawn in the control point map Gorge, the spot above the entrance to the middle point in Sawmill, the island outside the map in Suijin, the roofs in the middle point in Suijin, and the metal bars inside the Intelligence room in Well.

Pixel Walking

"Pixel Walking" is the act of glitching inside a wall and standing on a small ledge, like the ledge near the blu spawn in Badwater Basin, or the speakers in Well. This is a good strategy as you can get on a glitched ledge to jump onto another ledge that is unreachable to medics. Even if the Medic gets on the ledge, they can easily fall off when pushed by damage or one of their own teammates.

Bunnyhopping

"Bunnyhopping" is the act of hopping and air strafing repeatedly to gain momentum and slightly higher speeds. This can be used by the zombies to get onto one of the Dispenser boost spots in Harvest.

Noclip Spots

"Noclip spots" are spots with broken geometry which allows for players to hide inside the geometry without being seen. Spots include the tires under the stairs in the koth map Sawmill (note that the tires in the ctf map do have collision), and the rock formation near the waterfall in Sawmill.

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