Difference between revisions of "Zombie Survival"

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{{hatnote|This article is about the custom game mode. For other uses, please see [[Zombie (Disambiguation)]].}}
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{{Other uses|this=a custom game mode|Zombie game mode|Zombie (Disambiguation)}}
  
[[Image:Zombie_Survival_logo.png‎|thumb|A Zombie Survival logo, used in ZS maps between 2017 and early 2018.]]
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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.]]
  
Zombie Survival is an unofficial game mode for ''[[Team Fortress 2]]'' (not to be confused with any variant of [[Zombie Fortress]]) 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 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. Zombie Survival was popularised by Muselk, a previous TF2 YouTuber, but remained a basic and unchanged game mode until early 2017.
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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.
  
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 longer melee attack range, an increased jump height or double jump, and a potential speed boost during the last 2 minutes. Survivors remain mostly vanilla, unless there are very few alive, upon which these Engineers gain a permanent [[Buff Banner]] effect. Random critical hits are disabled in Zombie Survival.
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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.
  
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 [[ÜberCharge]]d) 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.
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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.
  
 
== Gameplay demonstration ==
 
== Gameplay demonstration ==
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==== Bonus rounds ====
 
==== Bonus rounds ====
  
Bonus rounds may happen on the last round of a map. Each bonus can have varying effects on Survivors, Zombies or both. Some common bonus rounds include:
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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.
  
* Zombies are unfrozen immediately, and are given a speed boost for the first 10 seconds after they have been released.
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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.
 +
* 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.
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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.
 
* 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 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.
 
* Survivors can only build Teleporters, but get passive health and metal regeneration as compensation.
* Zombies can jump four times in a row instead of only twice.
 
* One Engineer is designated to be the King (tinted yellow) and is given passive health and metal regeneration, as well as permanent mini-crits. However, if the King dies the Survivors automatically lose.
 
* Survivors are now able to build Sentry Guns, but they cannot fire and cannot be upgraded. Essentially, the Sentry Guns become extra barricades or distractions, and should not be regarded as having a higher priority over Dispensers.
 
 
* The waists of the Zombies' models are stretched, in order to mimic the visual style of Muselk's later Zombie Survival videos.
 
* The waists of the Zombies' models are stretched, in order to mimic the visual style of Muselk's later Zombie Survival videos.
* Player deaths and building destructions emit various sound clips.
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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.
  
 
==== Juggernauts ====
 
==== 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, 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. This makes Juggernauts the perfect tool for leading Zombie rushes.
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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.
  
==== ZS maps ====
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==== Custom maps ====
  
[[Image:Zombie_Survival_Steel_mechanism.jpg|thumb|A picture of randomised spawning logic exclusive to Zombie Survival Steel.]]
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[[Image:Zombie_Survival_Steel_mechanism.jpg|thumb|A picture of randomized spawning logic in the Zombie Survival version of Steel.]]
  
Maps with the prefix "zs_" are built specifically for use on certain Zombie Survival servers (not to be confused with other similar prefixes). These maps need the help of server game mode logic in order to run properly. 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. Many of these maps are subject to heavy rebalancing to ensure they remain suitable for the game mode.
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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.
  
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 ZS 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.
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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.
  
 
== Strategies ==
 
== Strategies ==
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==== Telefragging and stair-trapping ====
 
==== Telefragging and stair-trapping ====
  
[[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, 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 [[Spinal Tap]] taunt or suffering a regular death (most prominently for the Engineer that built the Dispenser, since they cannot walk through it).
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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).
  
 
[[Image:Stair-trapping_example.png|thumb|An example of stair-trapping.]]
 
[[Image:Stair-trapping_example.png|thumb|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.
 
"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.
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==== Boosting ====
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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.
  
 
==== Rushing ====
 
==== Rushing ====
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==== Amping ====
 
==== Amping ====
  
"Amping" is an abbreviation for performing the [[Medicating Melody]] taunt with the [[Amputator]] during a Zombie rush, thereby increasing 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 a couple of Amps assisting a rush spells disaster for any Engineers in their path.
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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.
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==== Taunt killing ====
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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.
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==== Prop Glitching ====
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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.
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==== Short Circuting ====
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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]].
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==== Pixel Walking ====
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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.
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==== Bunnyhopping ====
  
== {{botignore|Weapon balances}} ==
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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]].
  
This section of the article documents the weapon balances on large Zombie Survival server groups in order of table creation. Other server groups may be added in future.
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{{youtube|width=400|xGthVr30Afg}}
  
{| class="wikitable grid collapsible autocollapse" width="100%"
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==== Noclip Spots ====
! colspan="4" class="header" | Rushy Servers weapon balances
 
|-
 
! class="header" width="10%" | Class
 
! class="header" width="15%" | Weapon
 
! class="header" width="30%" | Balances (on top of stock stats)
 
! class="header" width="45%" | Notes
 
|-
 
| align="center" rowspan="15" | {{Icon class|class=Engineer|link=Engineer}}<br>[[Engineer]]
 
| align="center" | [[File:Item_icon_Shotgun.png|100px]]<br>
 
'''[[Shotgun]]'''
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
The Shotgun, while part of the meta, is considered second to the Widowmaker due to its need to reload after firing.
 
|-
 
| align="center" | [[File:Item_icon_Frontier_Justice.png|100px]]<br>
 
'''[[Frontier Justice]]'''
 
|
 
{{buff|100% faster reload speed}}
 
{{buff|3 extra reserve ammo}}
 
|
 
The Frontier Justice was originally a straight downgrade from the Shotgun because of its inability to deal revenge criticals due to the lack of Sentry Guns within the game mode. This has been rectified with the Frontier Justice's increased reload speed and reserve ammo. As a result, the Frontier Justice is able to put out more sustained fire than the Shotgun.
 
|-
 
| align="center" | [[File:Item_icon_Widowmaker.png|100px]]<br>
 
'''[[Widowmaker]]'''
 
|
 
{{nerf|10% slower firing speed}}
 
|
 
The Widowmaker is hailed as the penultimate primary weapon, since its use of metal instead of ammo means that it will not need to reload while near a Dispenser and hitting targets. Because of its incredible versatility, its fire rate has been nerfed, however this has had little impact on the weapon's performance.
 
|-
 
| align="center" | [[File:Item_icon_Pomson_6000.png|100px]]<br>
 
'''[[Pomson 6000]]'''
 
|
 
{{buff|10% damage bonus}}
 
{{buff|10% faster reload speed}}
 
{{buff|80% faster firing speed}}
 
|
 
The Pomson 6000 was the most underused primary weapon due to the large delay between shots and slow-traveling projectiles, making aiming very difficult. Post-balance, the Pomson can be fired more quickly and deals more damage, but the Pomson's projectiles are blocked by teammates, making it an unfavorable weapon in cramped spots.
 
|-
 
| align="center" | [[File:Item_icon_Rescue_Ranger.png|100px]]<br>
 
'''[[Rescue Ranger]]'''
 
|
 
{{buff|50% larger clip size}}
 
|
 
The changes to the Rescue Ranger bring it on par with other weapons, although it still requires more guesswork to aim. As a projectile weapon, it suffers very little damage falloff. Its ability to fire bolts through teammates makes it a useful tool to fight and heal buildings in situations where body blocking is common.
 
|-
 
| align="center" | [[File:Item_icon_Panic_Attack.png|100px]]<br>
 
'''[[Panic Attack]]'''
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
Before the [[Jungle Inferno Update]], the Panic Attack was a balanced alternative to the Shotgun and Widowmaker, thereby also being part of the meta. However, the update removed the weapon's unique shooting mechanic, and replaced it with sub-par non-unique attributes that caused the weapon to be discredited. A major balance is planned for this weapon.
 
|-
 
| align="center" | [[File:Item_icon_Pistol.png|100px]]<br>
 
'''[[Pistol]]'''<br>
 
<small>and its [[Engineer#Secondary|reskins]]</small>
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
The Pistol was the original meta secondary in the Engineer's arsenal, due to there being no good alternatives before the first major weapon balances. By default, it continues to be the most used secondary.
 
|-
 
| align="center" | [[File:Item_icon_Wrangler.png|100px]]<br>
 
'''[[Wrangler]]'''<br>
 
<small>and its [[Engineer#Secondary|reskins]]</small>
 
|
 
{{buff|10% faster move speed while deployed}}
 
{{buff|35% damage resistance while deployed}}
 
{{nerf|50% slower deploy time}}
 
|
 
Originally, the Wrangler was useless in nearly all rounds of Zombie Survival, its only ability arising during the bonus round where Sentry Guns are allowed, in which it could shield them from a small amount of incoming damage. The balances it has received have catapulted it into the meta playstyle, offering an easy escape for Engineers in serious danger.
 
|-
 
| align="center" | [[File:Item_icon_Short_Circuit.png|100px]]<br>
 
'''[[Short Circuit]]'''
 
|
 
{{buff|50% damage increase}}
 
{{nerf|Secondary fire disabled}}
 
|
 
The Short Circuit was nerfed initially due to its secondary fire, which gave Survivors an unfair advantage due to the alt-fire passing through Dispensers. Even after the [[Jungle Inferno Update]], this function is still overpowered. The weapon has been updated to make it viable without relying on its secondary fire.
 
|-
 
| align="center" | [[File:Item_icon_Wrench.png|100px]]<br>
 
'''[[Wrench]]'''<br>
 
<small>and its [[Engineer#Melee|reskins]]</small>
 
|
 
{{buff|10% faster swing speed}}
 
{{buff|25 more health on wearer}}
 
|
 
The stock Wrench's swing speed buff was made to give the weapon a reason to be used, for it had no upsides at all and generally performed poorly in matches at the time. All Engineer melee weapons except the Gunslinger were buffed with 25 extra health to reduce the shift the meta towards stock.
 
|-
 
| align="center" | [[File:Item_icon_Gunslinger.png|100px]]<br>
 
'''[[Gunslinger]]'''
 
|
 
{{buff|One Punch: One guaranteed crit per two killing non-crit punches}}
 
{{nerf|No third-hit-guaranteed-crit}}
 
|
 
The Gunslinger was originally the most used melee in the Engineer's arsenal with its impressive bonus 25 health and third-hit-guaranteed-crit. This mechanic was changed to benefit players of a lower skill level. Instead of needing to hit three punches in a row to get a critical, a single critical hit is stored if an Engineer first kills two Medics with regular punches.
 
|-
 
| align="center" | [[File:Item_icon_Southern_Hospitality.png|100px]]<br>
 
'''[[Southern Hospitality]]'''
 
|
 
{{buff|25 more health on wearer}}
 
|
 
The Southern Hospitality denies any Medic it hits from healing back lost health for a short time. This weapon should be used sparingly.
 
|-
 
| align="center" | [[File:Item_icon_Jag.png|100px]]<br>
 
'''[[Jag]]'''
 
|
 
{{buff|25 more health on wearer}}
 
|
 
The Jag is the least used Survivor melee weapon. Engineers that equip it use its fast construction time to their advantage, but the weapon suffers in the heat of battle, unable to repair buildings effectively and having low damage per second. A major balance is planned for this weapon.
 
|-
 
| align="center" | [[File:Item_icon_Eureka_Effect.png|100px]]<br>
 
'''[[Eureka Effect]]'''
 
|
 
{{buff|25 more health on wearer}}
 
{{nerf|Teleport has 0.5 second delay}}
 
{{nerf|On Teleport: Cannot teleport for 10s}}
 
{{nerf|On Teleport: Marked for death for 10s}}
 
|
 
The Eureka Effect is most commonly used to build Teleporters without much metal and teleport away from danger, however the melee has had a troubled history. It is regularly abused by [[Griefing|griefers]] in order to kill teammates by teleporting them into danger, and also to escape damage themselves. This has resulted in the teleport ability being nerfed heavily.
 
|-
 
| align="center" | [[File:Backpack_PDA_builder.png|100px]]<br>
 
'''[[PDA]]'''
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
Dispensers and Teleporters continue to cost 100 and 50 metal with the PDA respectively.
 
|-
 
| align="center" rowspan="5" | {{Icon class|class=Medic|link=Medic}}<br>[[Medic]]
 
| align="center" | [[File:Item_icon_Bonesaw.png|100px]]<br>
 
'''[[Bonesaw]]'''<br>
 
<small>and its [[Medic#Melee|reskins]]</small>
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
The Bonesaw is the most well-rounded Zombie weapon, as well as the most accessible. It deals the standard amount of damage per second, has no downsides, and thus is part of the Zombie meta.
 
|-
 
| align="center" | [[File:Item_icon_Ubersaw.png|100px]]<br>
 
'''[[Ubersaw]]'''
 
|
 
{{buff|On Hit: Gain 10 health}}
 
|
 
The Ubersaw does not deal as much damage per second as the stock melee, but is useful because of its Spinal Tap taunt, which can stun and kill Engineers instantly if positioned correctly. Additionally, it now provides health to a Zombie attacking a Survivor directly.
 
|-
 
| align="center" | [[File:Item_icon_Vita-Saw.png|100px]]<br>
 
'''[[Vita-Saw]]'''
 
|
 
{{buff|15% damage increase vs. buildings}}
 
{{nerf|10 less health on wearer}}
 
|
 
The Vita-Saw used to be an undesirable melee because it gave Zombies 10 less health with no upsides. Post-balance, the Vita-Saw brings a Medic's health down to 130 in exchange for dealing more damage to buildings, so it is a practical choice in situations where Survivors may struggle to see over their own buildings.
 
|-
 
| align="center" | [[File:Item_icon_Amputator.png|100px]]<br>
 
'''[[Amputator]]'''
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
The Amputator is a special case in that it is able to heal fellow Medics within a radius. This melee is extremely useful when accompanied by a horde of Zombies, as the horde can shelter those using the Amputator whilst attacking Survivors, thus continually regenerating the horde's health, making for a partially damage-resistant rush.
 
|-
 
| align="center" | [[File:Item_icon_Solemn_Vow.png|100px]]<br>
 
'''[[Solemn Vow]]'''
 
|
 
{{buff|50% knockback resistance on wearer}}
 
{{nerf|10% slower swing speed}}
 
|
 
The Solemn Vow was the least used Zombie melee overall during the first few weapon balances updates, used exclusively by Medics that had become too used to the weapon's upside of seeing enemy health to use anything else. The melee now has a secondary purpose, to dampen knockback and thereby make attacking roaming Engineers easier.
 
|-
 
|}
 
  
{| class="wikitable grid collapsible autocollapse" width="100%"
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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]].
! colspan="4" class="header" | Lazyneer's Zombie Servers weapon balances
 
|-
 
! class="header" width="10%" | Class
 
! class="header" width="15%" | Weapon
 
! class="header" width="30%" | Balances (on top of stock stats)
 
! class="header" width="45%" | Notes
 
|-
 
| align="center" rowspan="15" | {{Icon class|class=Engineer|link=Engineer}}<br>[[Engineer]]
 
| align="center" | [[File:Item_icon_Shotgun.png|100px]]<br>
 
'''[[Shotgun]]'''
 
|
 
{{buff|On Hit: 100% chance to slow target}}
 
|
 
The Shotgun is the default primary weapon for Engineers. All primaries have the ability to slow down shot Zombies, encouraging Medics to adopt a flank-heavy playstyle.
 
|-
 
| align="center" | [[File:Item_icon_Frontier_Justice.png|100px]]<br>
 
'''[[Frontier Justice]]'''
 
|
 
{{buff|On Hit: 100% chance to slow target}}
 
{{buff|On Kill: Crits for 4 seconds}}
 
|
 
Because Sentry Guns are disabled, the Frontier Justice cannot get the revenge crits. Instead, the Frontier Justice excels at clearing hordes of Zombies. Using the [[Dischord]] taunt is a great way to earn crits.
 
|-
 
| align="center" | [[File:Item_icon_Widowmaker.png|100px]]<br>
 
'''[[Widowmaker]]'''
 
|
 
{{buff|On Hit: 100% chance to slow target}}
 
{{nerf|15% slower firing speed}}
 
{{nerf|Cannot be crit boosted}}
 
|
 
Unlike the other shotguns, the Widowmaker does not get crits when an Engineer gets the last Survivors boost. This can be used to remain hidden, for the critical sound will not play.
 
|-
 
| align="center" | [[File:Item_icon_Pomson_6000.png|100px]]<br>
 
'''[[Pomson 6000]]'''
 
|
 
{{buff|On Hit: 100% chance to slow target}}
 
|
 
The Pomson 6000 is the only Shotgun that does not require ammo. This makes it useful in spots where building a Dispenser is not possible. With the last Survivor criticals, it can instantly kill any Zombie, with the exception of Medics using the Amputator.
 
|-
 
| align="center" | [[File:Item_icon_Rescue_Ranger.png|100px]]<br>
 
'''[[Rescue Ranger]]'''
 
|
 
{{buff| On Hit: Slow target movement by 40% for 1.5 seconds }}
 
|
 
The Rescue Ranger's buff allow Engineers to stop Zombies in midair whenever they are jumping. This is useful for spots that require a jump to get to.
 
|-
 
| align="center" | [[File:Item_icon_Panic_Attack.png|100px]]<br>
 
'''[[Panic Attack]]'''
 
|
 
{{buff|20% faster firing speed}}
 
|
 
{{Explain}}
 
|-
 
| align="center" | [[File:Item_icon_Pistol.png|100px]]<br>
 
'''[[Pistol]]'''<br>
 
<small>and its [[Engineer#Secondary|reskins]]</small>
 
|
 
{{buff|25% damage bonus}}
 
| rowspan="3" | The Pistol's damage has been increased to make it a more viable weapon when an Engineer is out of primary ammo. The Engineer's other secondaries are banned for their lackluster stats do not complement the Pistol.
 
|-
 
| align="center" | [[File:Item_icon_Wrangler.png|100px]]<br>
 
'''[[Wrangler]]'''<br>
 
<small>and its [[Engineer#Secondary|reskins]]</small>
 
| rowspan="2" | {{info|These weapons are banned}}
 
|-
 
| align="center" | [[File:Item_icon_Short_Circuit.png|100px]]<br>
 
'''[[Short Circuit]]'''
 
|-
 
| align="center" | [[File:Item_icon_Wrench.png|100px]]<br>
 
'''[[Wrench]]'''<br>
 
<small>and its [[Engineer#Melee|reskins]]</small>
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
The Wrench is the default melee for Engineer. {{Explain}}
 
|-
 
| align="center" | [[File:Item_icon_Gunslinger.png|100px]]<br>
 
'''[[Gunslinger]]'''
 
|
 
{{nerf|10% slower swing speed}}
 
{{nerf|25 less health on wearer}}
 
|
 
The Gunslinger's health nerf puts an Engineer back to 125 HP to be in line with the other weapons. If the extra health was not removed, an Engineer would be able to survive two hits instead of one with no downsides.
 
|-
 
| align="center" | [[File:Item_icon_Southern_Hospitality.png|100px]]<br>
 
'''[[Southern Hospitality]]'''
 
|
 
{{nerf|10% slower swing speed}}
 
{{nerf|On Miss: Hit yourself. Idiot.}}
 
|
 
{{Explain}}
 
|-
 
| align="center" | [[File:Item_icon_Jag.png|100px]]<br>
 
'''[[Jag]]'''
 
|
 
{{info|No balances apply to this weapon}}
 
|
 
The Jag is left normal to continue to support Survivors that are more concerned about quickly building than maintaining their Dispensers and Teleporters.
 
|-
 
| align="center" | [[File:Item_icon_Eureka_Effect.png|100px]]<br>
 
'''[[Eureka Effect]]'''
 
|
 
{{info|This weapon has been stripped of all its attributes}}
 
|
 
With its attributes removed, the Eureka Effect is effectively the same as the stock Wrench. {{Explain}}
 
|-
 
| align="center" | [[File:Backpack_PDA_builder.png|100px]]<br>
 
'''[[PDA]]'''
 
|
 
{{nerf|50% more expensive building costs}}
 
|
 
Dispensers cost 150 metal and Teleporters 75 metal. To use metal efficiently, you should focus on keeping your Dispenser alive, rather than build a new one when it gets destroyed.
 
|-
 
| align="center" rowspan="5" | {{Icon class|class=Medic|link=Medic}}<br>[[Medic]]
 
| align="center" | [[File:Item_icon_Bonesaw.png|100px]]<br>
 
'''[[Bonesaw]]'''<br>
 
<small>and its [[Medic#Melee|reskins]]</small>
 
|
 
{{buff|25% faster move speed on wearer}}
 
{{buff|40% greater jump height on wearer}}
 
{{buff|Allows you to see enemy health}}
 
|
 
The Bonesaw is the default weapon for Zombies. {{Explain}} All Medic melees except the Solemn Vow have been given extra move speed, jump height and the ability to see Engineer health. The aforementioned exception cannot see health, therefore making this feature inclusive rather than exclusive.
 
|-
 
| align="center" | [[File:Item_icon_Ubersaw.png|100px]]<br>
 
'''[[Ubersaw]]'''
 
|
 
{{buff|25% faster move speed on wearer}}
 
{{buff|40% greater jump height on wearer}}
 
{{buff|Allows you to see enemy health}}
 
|
 
The main use of the Ubersaw is to kill Engineers behind Dispensers that are hard to break through with its ability to kill using the [[Spinal Tap]] taunt. This method of killing still has a 20% swing speed penalty.
 
|-
 
| align="center" | [[File:Item_icon_Vita-Saw.png|100px]]<br>
 
'''[[Vita-Saw]]'''
 
|
 
{{buff|25% faster move speed on wearer}}
 
{{buff|40% greater jump height on wearer}}
 
{{buff|Allows you to see enemy health}}
 
{{buff|10 more health on wearer}}
 
|
 
The 4th buff is used to cancel out its normal downside. The Vita-Saw acts the same as the stock Bonesaw. {{Explain]}
 
|-
 
| align="center" | [[File:Item_icon_Amputator.png|100px]]<br>
 
'''[[Amputator]]'''
 
|
 
{{buff|25% faster move speed on wearer}}
 
{{buff|40% greater jump height on wearer}}
 
{{buff|Allows you to see enemy health}}
 
{{buff|50 more health on wearer}}
 
|
 
The extra health allows the Zombie to survive a critical Pomson shot, which instantly kills a Zombie using any other weapon. The major downside is that it takes 3 hits to kill an Engineer, instead of 2. The main use of the Amputator is to passively help their teammates by healing them. {{Explain}}
 
|-
 
| align="center" | [[File:Item_icon_Solemn_Vow.png|100px]]<br>
 
'''[[Solemn Vow]]'''
 
|
 
{{buff|25% faster move speed on wearer}}
 
{{buff|40% greater jump height on wearer}}
 
{{buff|10% faster swing speed}}
 
|
 
The 3rd buff is used to cancel out its normal downside. The Solemn Vow acts the same as the stock Bonesaw. {{Explain}}
 
|-
 
|}
 
  
 
== External links ==
 
== External links ==
Line 400: Line 99:
 
'''References'''
 
'''References'''
  
* [https://www.youtube.com/watch?v=PaZOuP-yRGw YouTuber Muselk's first Zombie Survival video]
 
* [https://steamcommunity.com/groups/rushyservers Rushy Servers]
 
* [https://steamcommunity.com/groups/lazyneersserversgroup Lazyneer's Server Group]
 
 
* [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)
* [https://gamebanana.com/maps/cats/4452 ZS maps on GameBanana]
+
* [https://gamebanana.com/maps/cats/4452 Zombie game mode maps on GameBanana]
  
 
{{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.

External links

References