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'''Zombie Fortress''' is a SourceMod plugin and unofficial [[maps|game mode]] for [[Team Fortress 2]]. Two teams face each other, the survivors ([[RED]]) and the zombies ([[BLU]]) who want to eat them. The survivors need to complete their objective, which is usually to survive a certain amount of time before they are all killed. When a survivor is killed, they are converted into a zombie. When there are no survivors left, the zombies win.
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{{Quotation|'''The Administrator''' on fighting reanimated teammates.|Your friends are all dead... ''Good luck''...|sound=Announcer_am_lastmanalive01.wav}}
  
Two distinct teams battle it out. The survivors ([[Soldier]], [[Pyro]], [[Demoman]], [[Engineer]], [[Medic]] and [[Sniper]]) are armed with regular weapons and several class improvements against the zombies ([[Scout]], [[Heavy]] and [[Spy]]) who are only equipped with their [[melee]] attacks and [[special]] abilities.  The Zombies also have the option to taunt kill.  The gameplay is similar enough to official Team Fortress 2 game modes that is easy to pick up but different enough to give a unique experience.
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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.
  
Currently this mod is highly inactive, with only a few servers running the game mode,and about a dozen of maps supporting the mode.
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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 ==
The Zombie game mode has only two objective modes. '''Escape''', and '''[[Defense]]'''.
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{{youtube|width=400|vSSxmfRx0Ro}}
  
In the escape mode, the survivors must make their way to a designated point in the map to survive and escape the wrath of the zombie players. This is often some sort of escape vehicle or safe house point. For example, the rocket at the last control point in ZF_Dustbowl is used to escape the infected and overrun mining facility of [[Dustbowl]].
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== Objectives ==
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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:
  
The defence game mode is simply a matter of defending and surviving anywhere in the map, until the round time depletes. Many of these defence maps often have props such as barrels, chairs and tables which can be used to form small barricades in order to keep the Zombie players away from the survivors, increasing their chance to survive. As the round progresses the survivors will usually find it harder to survive the nearer the round comes to finishing. Realistically the round begins with every player as a survivor. Each survivor is randomly assigned a class to play, however in most servers this can be quickly changed in a spawn room before the [[setup|setup phase]] has finished. After the setup phase ends, a small number of random players are selected to become Zombies, if no one has opted to join the Blu team. (Usually 1-3 players are automatically switched.) Once the map begins, players can only ever join the [[BLU]] team. Each time a player is killed, that player automatically joins the Zombie team and must attempt to convert the remaining number of survivors to win.
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'''Survival:'''
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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.
  
==Teams==
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'''Attack/Defend:'''
===Survivors===
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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.
Each surviving class has been given slight modifications and alterations in order to balance the way they are played and used within the Zombie Mod game mode. This is to ensure the classes are neither overpowered and too easy to dominate the Zombies or underpowered, and therefore struggling to survive for a small amount of time.
 
  
'''[[Soldier]]'''
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'''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.
  
Due to the [[Rocket Launcher]]'s small clip size, the Soldier is granted additional [[ammunition]] each time the player successfully kills a "Zombie". Each kill awards the Soldier two rockets, these additional rockets still need to be reloaded into the rocket launcher before they can be used. Therefore requiring the Soldier to avoid large groups of Zombies to avoid being mobbed in mid-reload.
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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.
  
'''[[Pyro]]'''
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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.
  
The Pyro has no bonus alterations or modifications. However the Pyro receives a limit of 100 [[ammunition]] that his [[flamethrower]] can hold. This is to ensure the player cannot carelessly attack all the time. Although the player can use ammo box [[pickups]], if the amount of ammunition given to the player exceeds to limit of one hundred, the gas canister starts to leak and the flamethrower ammunition will decrease down to 100 at a moderate speed. Players using the Pyro class should be wary when [[compression blast]]ing, due to the limit of 100 flamethrower ammunition, one single airblast uses one quarter of the player's ammunition.
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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.
  
'''[[Demoman]]'''
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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.
  
In the Zombie Game mode, the Demoman receives a small health boost of 25HP for using the [[bottle]] taunt each time. This creates a choice for the player to make. Guaranteed health given by the bottle taunt, or the small health boosts given by the [[Eyelander]] after each successful Zombie head is removed.
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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.
  
'''[[Engineer]]'''
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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.
  
In the Zombie Game mode the Engineer class has been severely modified. [[Dispenser]]s no longer provide [[health]] and [[ammunition]], and instead act as small area blocking devices. These blocking devices can be used to slow down the Zombies method of attack if placed in narrow doorways and stairways. The [[sentry gun]] still operates, however at a much lower and limited level. From the moment the Sentry gun fires a single bullet the sentry gun's health begins to slowly decrease. This cannot be circumvented and there is no way to repair the sentrygun's health or ammunition. Once the sentrygun's health or ammunition is depleted, it is automatically destroyed and thus the Engineer can build another, provided the player has enough [[metal]] and safety. [[Teleporter]]s still operate as a normal with no difference between the normal gamemodes and Zombie mod. However the Engineer cannot upgrade any [[buildings]] past level 1. Thus this means the Sentry gun does not cause much push back, and teleporters require a rather large recharge time.  
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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.
  
If the Engineer is resourceful, [[teleporter]]s can be used to serve as a means of emergency exits. In Zombie Fortress, a player may find themselves cornered into a dead-end. With the use of a well placed teleporter exit and entrance, the player maybe able to escape certain death and survive.
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* '''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.
  
'''[[Medic]]'''
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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.
  
Whilst the Medic's primary objective is to [[heal]] the other survivors, the Medic's [[syringe gun]]s do not need to be [[reload]]ed. Much alike to the Sniper's [[SMG]] in Zombie Fortress.
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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.
  
'''[[Sniper]]'''
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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.
  
The sniper is given additional primary [[ammunition]] each time the player successfully kills a Zombie player. The sniper no longer has multiple clips for his [[SMG]], and instead has one large clip. Therefore removing the requirement to [[reload]].
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== 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.
  
====Morale====
 
If a survivor manages to kill a large number of zombies, they gain a "morale" boost which significantly increases the amount of [[critical]] attacks the player makes. These "morale" moments are most commonly seen when one of the last remaining survivors is surrounded by a large group of zombie players. For instance attempting to capture one of the last control points in an escape map. Or in the final minute of a defend map. The most common survivor classes that usually receive "morale" boosts are the Pyro, with no requirement to [[reload]] with the [[flamethrower]]. Along with the [[Chargin' Targe]] and Eyelander Demomen. Medics using their syringe guns also have a good chance at receiving the morale boost, due to the change in the [[syringe gun]]'s clip style for Zombie Fortress. This allows Medics to spray large numbers of syringes into oncoming waves of zombie players. These "morale" moments can be viewed as a last stand against the zombie players, usually making tense moments for the player in question receiving the "morale" boost.
 
  
===Zombies===
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{| class="wikitable grid collapsible collapsed" width="70%" style="text-align: center;"
The Zombie game mode only offers three playable Zombie [[classes]]. These three classes can only be selected and used by joining the [[Blu]]] team. Survivors that are either killed by a Zombie, or commit a form of [[suicide]] are automatically switched to the [[Blu]] Zombie team. Zombie players can use the "Medic!" key to receive a "Rage" boost. Whilst under the effects of the rage boost, the player moves faster and receives a large over[[heal]]. After a small period of time, the rage effect wears off and the player becomes tired. Much similar to the effects of the [[Bonk! Energy Drink]]. The rage boost can only be activated with full [[health]] to avoid circumventing [[death]]. Trying to activate the rage boost without full health, will cause the player's current character to automatically play [[voice commands]] and responses from the "Negative" and "Jeers" voice command menu.
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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'''
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|-
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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.
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|-
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| Charitable
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| Each kill or assist grants 'gift points.' Call for Medic to redeem these points and toss out a gift for other survivors (or zombies). Gifts grant various temporary bonuses and increase the Charitable's health. Zombies can steal gifts to absorb health.
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|-
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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.
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|-
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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.
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|-
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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.
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|-
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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.
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|-
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| Holy
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| When crouched and not moving, you heal yourself and nearby survivors.
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|-
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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.
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|-
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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.
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|-
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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.
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|-
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| Nonlethal
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| You have an innate attack penalty when using bullet-based weapons. Bullet damage causes knockback.
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|-
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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.
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|-
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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.
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|-
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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.
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|-
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| Stash
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| 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.
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|-
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| Stir-crazy (depreciated, replaced with Psychotic)
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|-
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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.
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|-
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| Tantrum
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| 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.
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|-
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| Traitor
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| You have a Crit penalty. Zombies nearby get added Attack. When you die nearby survivors are poisoned for 30 seconds.
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|-
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| Trapper
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| Call for Medic to place proximity mines. You can place up to 3 mines. Ability has a cooldown of 10s.
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|-
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| Wise
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| Bonuses are permanent. +Att on kill or Assist. Defense bonus when hit in melee.
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|-
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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.
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|-
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|}
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<br/>
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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" | Zombie Perks
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|-
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! width="15%" | '''Perk'''
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! width="85%" | '''Description'''
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|-
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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.
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|-
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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%.
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|-
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| Combustible
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| 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.
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|-
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| Horrifying
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| 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.
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|-
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| Hunter
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| 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.
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|-
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| Leap
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| 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..
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|-
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| Magnetic
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| 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.
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|-
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| Marked
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| 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.
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|-
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| Rage
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| 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.
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|-
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| Roar
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| Call for Medic to push back nearby survivors in front of you and give them -Def. Ability has a cooldown of 15s.
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|-
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| Scorching
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| 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!]].
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|-
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| Shield
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| 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!]].
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|-
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| Sick
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| 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.
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|-
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| Swarming
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| 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.
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|-
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| Tarred
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| 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.
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|-
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| Thieving
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| 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.
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|-
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| Toxic
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| Poison survivors on hit. More hits = more time poisoned. Damage near survivors when not moving. -100%Att.
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|-
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| Vampiric
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| Suffer an attack penalty. Leech HP per hit based on damage. You have a regen bonus and can overheal while leeching health.
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|-
 +
| Vindictive
 +
| +Att +Def on killing a survivor. Buffs carry when you respawn or change classes.
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|-
 +
|}
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<br/>
  
'''[[Scout]]''' [[File:ZombieFortressScout.png|thumb|upright=0.36|right|]]
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== Super Zombie Fortress ==
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'''Super Zombie Fortress''' is a remake of Zombie Fortress and was developed by [http://steamcommunity.com/id/mechatheslag/ Mecha The Slag].  
  
The Scout no longer has any primary weapons or [[pistol]]. The scout must use either the standard metal [[bat]] or the [[Sandman]]. The Sandman's baseball is the only zombie [[melee]] weapon within the Zombie Fortress game mode which retains the ability to inflict [[damage]] from afar.
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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.
  
 +
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.
  
'''[[Heavy]]''' [[File:ZombieFortressHeavy.png|thumb|upright=0.36|left|]]
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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.
  
The Heavy much like the Scout, is also limited to [[melee]] only. The Heavy cannot use any type of [[minigun]] or the [[shotgun]]. The player can choose whether to equip the [[fists]], or the [[Killing Gloves of Boxing]]. In the Zombie Fortress game mode, the Heavy's Fists possess the only [[taunt]] on the zombie team that can act as an instant kill from a distance. This is proven useful when survivors decide to defend from high and exposed ledges. The Killing gloves of boxing also serves as a useful tool when targeting large groups of survivors in close areas. Once the player manages to take down one survivor, preferably a low [[health]] class such as an [[Engineer]]. The player can use the extended [[critical]] effect and target the rest of the survivors, resetting the critical countdown effect upon each kill.
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== External links ==
 
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* [http://steamcommunity.com/groups/zfintox Zombie Fortress Steam Community Group]
'''[[Spy]]''' [[File:ZombieFortressSpy.png|thumb|upright=0.36|right|]]
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* [http://forums.alliedmods.net/showthread.php?t=131282 Zombie Fortress Thread on AlliedMods]
 
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* [http://forums.alliedmods.net/showthread.php?p=1467101 Super Zombie Fortress Thread on AlliedMods]
The Spy has only one weapon, the [[Butterfly knife]]. The Spy's original [[invisibility watch]] can only hold eighty percent of it's maximum [[cloak]]. The spy can still restore cloak by picking up fallen weapons from converted survivors, or [[Ammo]] pick-ups. The [[Cloak and Dagger]] watch also retains the eighty percent [[cloak]] limit. However it can still be used to stay cloaked permanently until the player spots a moment of weakness, presenting the chance to [[backstab]] and convert survivors into zombies. The [[Dead Ringer]] watch cannot be used in the Zombie mode at all, if the player tries to equip and use the Dead Ringer, the player will simply lack any ability to cloak at all. Rendering them fairly useless, since the Spy must rely heavily upon his [[cloaking]] ability in the Zombie Fortress game mode.
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* [http://www.gamebanana.com/maps/cats/4452 Zombie Fortress maps on GameBanana]
 
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{{ModNav}}
====Health regeneration====
 
 
 
Whilst the survivor team possess the "Morale" ability within the Zombie Fortress game mode. The Zombie team has it's own unique team ability. After taking [[damage]], the Zombie players will slowly begin to regenerate their health over time. The same regeneration method that a [[Medic]] has after taking no damage with the [[Blutsauger]] equipped. The base regeneration starts at 3HP every two to three seconds. However, once a large group of Zombie players are in nearby range of each other. They begin to regenerate health at a much more intense rate. This is an incentive for the Zombie team to attack in large groups and outnumber the survivors.
 
 
 
==Maps==
 
 
 
Zombie fortress maps carry the zf prefix. Some of the most commonly played Zombie Fortress maps are listed below:
 
 
 
* ZF_Asylum_b1
 
* ZF_Alpine_b4_2
 
* ZF_Blockade_b2.1
 
* ZF_Cave_b1
 
* ZF_Canyon_fix_gfl
 
* ZF_Christmas_Panic_v1
 
* ZF_Cliff_v2_4
 
* ZF_Coyote_b6
 
* ZF_CP_Volcano_b1_c
 
* ZF_Dustbowl_b4
 
* ZF_Desert_b2
 
* ZF_Fortress_v4
 
* ZF_Industry_rc1 + ZF_Industry_rc1_cpless
 
* ZF_Lake_v4
 
* ZF_Panic_v5
 
* ZF_Panic_Mansion_cp
 
* ZF_Stinks_v2
 
* ZF_Top_fix
 
* ZF_Twilight_v3
 
* ZF_Yard_v3
 
(''Note: The above list contains the used version prefixes for each map, such as b1, v2 etc.'')
 
 
 
An additional list of Zombie Fortress maps can be found [http://www.fpsbanana.com/mapcats/4452 here].
 
 
 
[[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