Difference between revisions of "User:Lolimsogreat21/Sandbox2"
m (Reordering and restructuring attributes to increase consistency) |
m (Improving consistency and order of attributes.) |
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Line 386: | Line 386: | ||
{{Neutral}} Stock weapon. | {{Neutral}} Stock weapon. | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}171% damage bonus.<br> |
− | {{Pro}} | + | {{Pro}}25% shorter reload time.<br> |
− | {{Con}}50% | + | {{Con}}50% damage penalty '''against players'''.<br> |
{{Con}}Disabled self-knockback<br> | {{Con}}Disabled self-knockback<br> | ||
|- | |- | ||
Line 395: | Line 395: | ||
'''[[Direct Hit]]''' | '''[[Direct Hit]]''' | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}25% damage penalty.<br> |
− | {{Pro}} | + | {{Pro}}80% faster projectile speed.<br> |
{{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, [[Grappling Hook|grapple hook]], or enemy attack.<br> | {{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, [[Grappling Hook|grapple hook]], or enemy attack.<br> | ||
{{Con}}70% smaller splash damage radius.<br> | {{Con}}70% smaller splash damage radius.<br> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}204% damage bonus.<br> |
− | {{Pro}} | + | {{Pro}}100% faster projectile speed.<br> |
− | {{Pro}} | + | {{Pro}}25% shorter reload time.<br> |
{{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.<br> | {{Pro}}Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.<br> | ||
{{Pro}}Applies a strong downwards force on hit.<br> | {{Pro}}Applies a strong downwards force on hit.<br> | ||
− | {{Con}}25% | + | {{Con}}-25 max health on wearer.<br> |
+ | {{Con}}25% damage penalty '''against players'''.<br> | ||
{{Con}}70% smaller splash damage radius.<br> | {{Con}}70% smaller splash damage radius.<br> | ||
− | {{Con}} | + | {{Con}}100% more self damage from blast jumping.<br> |
− | |||
{{Con}}Disabled self-knockback.<br> | {{Con}}Disabled self-knockback.<br> | ||
|- | |- | ||
Line 415: | Line 415: | ||
'''[[Black Box]]''' | '''[[Black Box]]''' | ||
| | | | ||
− | On hit: restores up to 20 health | + | {{Pro}}On hit: restores up to +20 health.<br> |
− | {{Con}} | + | {{Con}}25% smaller clip size.<br> |
| | | | ||
− | {{Pro}}25% | + | {{Pro}}144% damage bonus.<br> |
+ | {{Pro}}Up to 20% damage bonus as rage increases.<br> | ||
+ | {{Pro}}25% shorter reload time.<br> | ||
+ | {{Pro}}On hit: restores up to +20 health.<br> | ||
{{Pro}}34% longer banner duration.<br> | {{Pro}}34% longer banner duration.<br> | ||
− | {{ | + | {{Con}}25% smaller clip size.<br> |
− | + | {{Con}}50% damage penalty '''against players'''.<br> | |
− | |||
− | {{Con}}50% | ||
{{Con}}15% slower firing speed.<br> | {{Con}}15% slower firing speed.<br> | ||
− | |||
{{Con}}Disabled self-knockback.<br> | {{Con}}Disabled self-knockback.<br> | ||
|- | |- | ||
Line 434: | Line 434: | ||
{{Pro}}+200% max primary ammo on wearer.<br> | {{Pro}}+200% max primary ammo on wearer.<br> | ||
{{Pro}} No self inflicted blast damage taken.<br> | {{Pro}} No self inflicted blast damage taken.<br> | ||
− | {{Con}} | + | {{Con}} 100% damage penalty.<br> |
{{Con}} No random critical hits.<br> | {{Con}} No random critical hits.<br> | ||
{{Con}} Unable to carry the intelligence and the PASS Time JACK.<br> | {{Con}} Unable to carry the intelligence and the PASS Time JACK.<br> | ||
| | | | ||
+ | {{Pro}}1011% damage bonus.<br> | ||
{{Pro}}25% larger splash damage radius.<br> | {{Pro}}25% larger splash damage radius.<br> | ||
− | + | {{Pro}}On direct hit: decreases enemy movement speed by 40% for 3 seconds.<br> | |
− | {{Pro}}On | ||
− | |||
− | |||
{{Con}}75% smaller clip size.<br> | {{Con}}75% smaller clip size.<br> | ||
− | + | {{Con}}50% damage penalty '''against players'''.<br> | |
− | |||
− | |||
{{Con}}50% slower projectile speed.<br> | {{Con}}50% slower projectile speed.<br> | ||
+ | {{Con}}63% longer reload time.<br> | ||
+ | {{Con}}337% slower firing speed.<br> | ||
{{Con}}150% slower deploy and holster speed.<br> | {{Con}}150% slower deploy and holster speed.<br> | ||
− | {{Con}} | + | {{Con}}When weapon is active: 20% slower movement speed on wearer.<br> |
+ | {{Con}}200% more self damage from blast jumping.<br> | ||
{{Con}}Disabled self-knockback.<br> | {{Con}}Disabled self-knockback.<br> | ||
|- | |- | ||
Line 456: | Line 455: | ||
'''[[Liberty Launcher]]''' | '''[[Liberty Launcher]]''' | ||
| | | | ||
− | + | {{Pro}}25% larger clip size.<br> | |
− | {{Pro}} | + | {{Pro}}40% faster projectile speed.<br> |
− | {{Pro}} | + | {{Pro}}25% less self damage from blast jumping.<br> |
− | {{Con}} | + | {{Con}}25% damage penalty.<br> |
| | | | ||
{{Pro}}25% larger clip size.<br> | {{Pro}}25% larger clip size.<br> | ||
+ | {{Pro}}204% damage bonus.<br> | ||
{{Pro}}40% faster projectile speed.<br> | {{Pro}}40% faster projectile speed.<br> | ||
− | {{Pro}} | + | {{Pro}}25% less self damage from blast jumping.<br> |
{{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br> | {{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br> | ||
:{{Pro}}15% faster projectile speed.<br> | :{{Pro}}15% faster projectile speed.<br> | ||
− | :{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased | + | :{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased by 15%.<br> |
− | {{ | + | {{Con}}50% damage penalty '''against players'''.<br> |
− | {{Con}} | + | {{Con}}25% longer reload time.<br> |
{{Con}}15% slower firing speed.<br> | {{Con}}15% slower firing speed.<br> | ||
− | |||
|- | |- | ||
| align="center" | [[File:Backpack Cow Mangler 5000.png|135px]]<br> | | align="center" | [[File:Backpack Cow Mangler 5000.png|135px]]<br> | ||
Line 476: | Line 475: | ||
'''[[Cow Mangler 5000]]''' | '''[[Cow Mangler 5000]]''' | ||
| | | | ||
− | {{ | + | {{Pro}}Does not use ammo (replaced with an ammo meter).<br> |
− | {{Con}} | + | {{Con}}80% damage penalty against buildings.<br> |
− | + | {{Con}}Mini-crits whenever it would normally crit.<br> | |
− | {{Con}} | + | {{Con}}No random critical hits.<br> |
{{Neutral}}Secondary fire is a charged shot that:<br> | {{Neutral}}Secondary fire is a charged shot that:<br> | ||
− | :{{Pro}} | + | :{{Pro}} Guarantees mini-crits on players<br> |
:{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br> | :{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br> | ||
:{{Pro}} Disables buildings for 4 seconds.<br> | :{{Pro}} Disables buildings for 4 seconds.<br> | ||
Line 487: | Line 486: | ||
:{{Con}} Cannot be used unless ammo meter is full.<br> | :{{Con}} Cannot be used unless ammo meter is full.<br> | ||
| | | | ||
− | {{ | + | {{Pro}}155% damage bonus.<br> |
+ | {{Pro}}Up to 20% damage bonus as rage increases.<br> | ||
+ | {{Pro}}Does not use ammo (replaced with an ammo meter).<br> | ||
{{Pro}}67% longer banner duration.<br> | {{Pro}}67% longer banner duration.<br> | ||
− | |||
− | |||
{{Neutral}}Secondary fire is a charged shot that:<br> | {{Neutral}}Secondary fire is a charged shot that:<br> | ||
− | :{{Pro}} | + | :{{Pro}} Guarantees mini-crits on players<br> |
:{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br> | :{{Pro}} Causes enemies to suffer afterburn for 6 seconds.<br> | ||
:{{Pro}} Disables buildings for 4 seconds.<br> | :{{Pro}} Disables buildings for 4 seconds.<br> | ||
:{{Con}} Empties entire ammo meter.<br> | :{{Con}} Empties entire ammo meter.<br> | ||
:{{Con}} Cannot be used unless ammo meter is full.<br> | :{{Con}} Cannot be used unless ammo meter is full.<br> | ||
− | {{Con}}50% | + | {{Con}}50% damage penalty '''against players'''.<br> |
{{Con}}15% slower firing speed.<br> | {{Con}}15% slower firing speed.<br> | ||
− | {{Con}} | + | {{Con}}Mini-crits whenever it would normally crit.<br> |
{{Con}}Disabled self-knockback.<br> | {{Con}}Disabled self-knockback.<br> | ||
|- | |- | ||
Line 506: | Line 505: | ||
'''[[Beggar's Bazooka]]''' | '''[[Beggar's Bazooka]]''' | ||
| | | | ||
− | Hold Fire to load up to three rockets.<br> | + | {{Neutral}}Hold Fire to load up to three rockets.<br> |
− | :{{Pro}} Release Fire to unleash the barrage at 223% | + | :{{Pro}} Release Fire to unleash the barrage at 223% faster firing speed.<br> |
:{{Con}} +3 degrees random projectile deviation.<br> | :{{Con}} +3 degrees random projectile deviation.<br> | ||
:{{Con}} Overloading the chamber will cause a misfire.<br> | :{{Con}} Overloading the chamber will cause a misfire.<br> | ||
− | + | {{Con}}20% smaller splash damage radius.<br> | |
− | + | {{Con}}30% longer reload time.<br> | |
− | {{Con}} | + | {{Con}} Cannot collect ammo from dispensers while active.<br> |
| | | | ||
+ | {{Pro}}100% damage bonus.<br> | ||
{{Neutral}}Hold Fire to load up to three rockets.<br> | {{Neutral}}Hold Fire to load up to three rockets.<br> | ||
− | :{{Pro}} Release Fire to unleash the barrage at 180.7% | + | :{{Pro}} Release Fire to unleash the barrage at 180.7% faster firing speed.<br> |
:{{Con}} +1.5 degrees random projectile deviation.<br> | :{{Con}} +1.5 degrees random projectile deviation.<br> | ||
:{{Con}} Overloading the chamber will cause a misfire.<br> | :{{Con}} Overloading the chamber will cause a misfire.<br> | ||
− | + | {{Con}}50% damage penalty '''against players'''<br> | |
− | + | {{Con}}20% smaller splash damage radius.<br> | |
− | + | {{Con}}30% longer reload time.<br> | |
− | |||
− | {{Con}}30% | ||
{{Con}}15% slower firing speed,<br> | {{Con}}15% slower firing speed,<br> | ||
− | {{Con}} | + | {{Con}}Cannot collect ammo from dispensers while active.<br> |
{{Con}}Disabled self-knockback.<br> | {{Con}}Disabled self-knockback.<br> | ||
|- | |- | ||
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'''[[Air Strike]]''' | '''[[Air Strike]]''' | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}185% faster firing speed while blast jumping.<br> |
− | {{Pro}} | + | {{Pro}}On kill: +1 larger clip size ( Up to 4).<br> |
− | {{Pro}} | + | {{Pro}}15% less self-damage from blast jumping.<br> |
{{Con}}15% damage penalty.<br> | {{Con}}15% damage penalty.<br> | ||
{{Con}}10% smaller splash damage radius radius.<br> | {{Con}}10% smaller splash damage radius radius.<br> | ||
{{Con}}20% smaller splash damage radius while blast jumping.<br> | {{Con}}20% smaller splash damage radius while blast jumping.<br> | ||
| | | | ||
− | {{Pro}}134% | + | {{Pro}}134% damage bonus.<br> |
− | |||
{{Pro}}40% faster projectile speed.<br> | {{Pro}}40% faster projectile speed.<br> | ||
− | {{Pro}} | + | {{Pro}}On kill: +1 larger clip size ( Up to 4).<br> |
+ | {{Pro}}15% less self-damage from blast jumping.<br> | ||
{{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br> | {{Pro}}1 point of [[Upgrade Station#Primary|Rocket Specialist]].<br> | ||
:{{Pro}}15% faster projectile speed.<br> | :{{Pro}}15% faster projectile speed.<br> | ||
:{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.<br> | :{{Pro}}On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.<br> | ||
{{Neutral}}Hold Fire to load up to four rockets.<br> | {{Neutral}}Hold Fire to load up to four rockets.<br> | ||
− | :{{Pro}} Release Fire to unleash the barrage at | + | :{{Pro}} Release Fire to unleash the barrage at 180% increased fire rate.<br> |
:{{Con}} +1 degrees random projectile deviation.<br> | :{{Con}} +1 degrees random projectile deviation.<br> | ||
− | + | {{Con}}50% damage penalty '''against players'''.<br> | |
− | + | {{Con}}50% longer reload time.<br> | |
− | {{Con}} | + | {{Con}}10% smaller splash damage radius.<br> |
− | {{Con}} | + | {{Con}}Cannot collect ammo from dispensers while active.<br> |
{{Con}}Disabled self-knockback.<br> | {{Con}}Disabled self-knockback.<br> | ||
|- | |- |
Latest revision as of 04:30, 11 January 2025
“ | Move, move, move!
Click to listen
— The Engineer running from zombies
|
” |
Zombie Escape, not to be confused with Zombie Survival or Zombie Fortress, is a Community gameplay modification of Zombie Mod.
Zombie Escape, as the name implies, is a mod where you escape from zombies.
Contents
Gameplay
The gameplay is a simple start-to-finish race between spawn and the final holdout, where the map makes up a reason to kill players that have not yet escaped (as most maps have a simple story). After setup (the survivors' headstart), two players are chosen as the alpha zombies, incredibly resilient players with huge health pools (often referred to as simply alphas). The goal of an alpha is to kill all the runners without getting killed themselves. Runners, when infected, turn into zombies. Zombies, similarly to alphas, have an enormous health pool compared to their living counterparts. They only receive half health, however, as they are expendable and can respawn an unlimited amount of times.
There are two ways to finish the round: One is to get through the race, holding out at places that require players to wait (mostly doors opening and vehicles waiting to move), and the second is to kill the alphas. The latter is much harder due to the large amount of health alphas have, and as such should be only focused on as a secondary goal.
Gameplay Changes
A list of changes that affect gameplay:
- There is no standard gameplay objective.
- The round ends with a BLU team victory if all RED team members are dead at the same time.
- The round ends with a RED team victory if all players are on the RED team.
- The player's max ammo is infinite, but the clip is not; no weapons run out of ammunition, but still have to reload (this excludes weapons that draw from the Engineer's metal supply).
- Players on the BLU team have a cross permanently above their head, only visible to the RED team.
- Upon being killed or general death, BLU team members are automatically assigned to the RED team.
- Being killed by a zombie does not kill the player per-se; the player is immediately assigned to the RED team, without any respawn time and without producing a ragdoll.
- RED team members automatically have their class's Voodoo-Cursed Soul equipped. The Voodoo-Cursed Soul displays as Level 0 on inspection.
- Players on the RED team have an increased amount of health (commonly between 8000 and 12000) and take an increased amount of knockback.
- Any weapons with projectiles that do not function as their primary fire, such as the Sandman's baseball, are removed.
- Scouts are no longer able to double jump. Whether the Atomizer allows the Scout to double jump again varies between different Zombie Escape plugins.
- Engineers do not drain metal under any circumstance, except when shooting with the Widowmaker or Short Circuit. If metal is spent by the Engineer, they can still replenish their ammo supply with conventional methods, such as medium ammo pickups dropped by dead players or with a Dispenser; nonetheless, metal slowly regenerates on its own.
- Engineers can only build Combat Mini-Sentry Guns, regardless of what melee weapon they are using. There can also be only four or five Mini-Sentry Guns deployed at one time, depending on the map.
- Some classes have a limit of only 6 at a time for survivors. Which classes specifically heavily depends on the plugin/server, but the Scout is most commonly limited.
Weapon Rebalances
Scout
Scout Primaries | ||||
---|---|---|---|---|
Weapon | Vanilla Attributes | Zombie Escape Attributes | ||
Stock Weapon. |
200% larger clip size. | |||
On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique. |
100% larger clip size. | |||
100% damage bonus per pellet. |
100% larger clip size. | |||
On hit:Build Hype. |
100% larger clip size. | |||
On hit: builds Boost. |
On hit: builds Boost. | |||
Minicrits targets when fired at their back from close range. |
Mini-crits targets when fired at their back from close range. | |||
Scout Secondaries | ||||
Stock weapon. |
300% larger clip size. | |||
When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback. |
When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback. | |||
15% damage bonus. |
100% larger clip size. | |||
On Hit: Gain up to +3 health. |
On Hit: Gain up to +3 health. | |||
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health. |
+25 max health on wearer. | |||
When consumed, user receives the following effects:
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again. |
When consumed, user receives the following effects:
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 15 seconds in order to be used again. | |||
Can be thrown to damage enemies. Recharges after 6 seconds. |
Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds. | |||
Scout Melees | ||||
Stock weapon. |
No changes. | |||
Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet. |
Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet. | |||
When weapon is active: +1 extra air jump on wearer. |
When weapon is active:
Guaranteed mini crits while the user is airborne. | |||
Guaranteed crits on burning players. |
20% faster universal deploy and holster speed on wearer. | |||
Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 7.5 seconds. |
Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 15 seconds. | |||
On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds. |
No changes. | |||
A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy. |
When weapon is active: Up to +3 health regenerated per second. | |||
On hit: inflicts bleed to enemy for 5 seconds. |
On hit: inflicts bleed to enemy for 5 seconds. |
Soldier
Soldier Primaries | ||||
---|---|---|---|---|
Weapon | Base Game Attributes | Zombie Escape Attributes | ||
Stock weapon. |
171% damage bonus. | |||
25% damage penalty. |
204% damage bonus. | |||
On hit: restores up to +20 health. |
144% damage bonus. | |||
+200% max primary ammo on wearer. |
1011% damage bonus. | |||
25% larger clip size. |
25% larger clip size.
50% damage penalty against players. | |||
Does not use ammo (replaced with an ammo meter).
|
155% damage bonus.
50% damage penalty against players. | |||
Hold Fire to load up to three rockets.
20% smaller splash damage radius. |
100% damage bonus.
50% damage penalty against players | |||
185% faster firing speed while blast jumping. |
134% damage bonus.
Hold Fire to load up to four rockets.
50% damage penalty against players. | |||
Soldier Secondaries | ||||
Stock weapon. |
200% larger clip size. | |||
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter. |
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter. | |||
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Passively increases max health by 20 points (220 total) on wearer. |
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Passively increases max health by 20 points (220 total) on wearer. | |||
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Passively grants a health regeneration depending on recent damage taken; max is +4. |
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Passively grants a health regeneration depending on recent damage taken; max is +4. | |||
–75% reduction in push force taken from enemy damage. |
Weapon is banned. | |||
Shoots an electric projectile instead of shotgun pellets. |
Shoots an electric projectile instead of shotgun pellets. | |||
20% faster weapon switch-to speed.
Has 34% smaller clip size. |
100% larger clip size.
60% faster firing speed. | |||
+50% bullets per shot. |
200% larger clip size. | |||
Grants 60% less self-damage from rocket jumping.
|
Grants 60% less self-damage from rocket jumping.
Wearer receives a default stock shotgun. | |||
Allows player to activate a parachute whilst midair, slowing their descent. |
Weapon is banned. | |||
Soldier Melees | ||||
Stock weapon. |
No changes. | |||
When weapon is active: |
No changes. | |||
Deals crits while the wielder is rocket jumping. |
No changes. | |||
Increases user's capture rate by 1 for points and carts. |
Increases user's capture rate by 1 for points and carts.
Raises bullet vulnerability by 10%. | |||
50% longer melee range. |
50% longer melee range. | |||
70% longer melee range. |
70% longer melee range. | |||
When weapon is active: |
When weapon is active: |
Pyro
Pyro Primaries | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Stock weapon |
Airblast costs 50% more ammo to fire (30 instead of 20). | |||
Guarantees Critical hits when attacking from behind. |
Guarantees Critical hits when attacking from behind.
Airblast costs 350% more ammo to fire (80 instead of 20). | |||
+60% faster switch-to speed. |
+60% faster switch-to speed. | |||
Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt. |
Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt. | |||
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
+50% repressurization rate on hit. |
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies. | |||
Pyro Secondaries | ||||
Stock weapon. |
200% larger clip size. | |||
On hit: ignites enemy. |
On hit: ignites enemy. | |||
On hit: ignites enemy. |
On hit: ignites enemy. | |||
On hit: ignites enemy. |
On hit: ignites enemy. | |||
On hit: ignites enemy. |
Fires rockets instead of Flares. | |||
Pushes nearby enemies away upon landing. |
Weapon is banned. | |||
Creates a horrific visible gas that coats enemies with a flammable material. |
Throws an incendiary grenade instead of a gas canister. | |||
20% faster weapon switch-to speed.
Has 34% smaller clip size. |
100% larger clip size.
60% faster firing speed. | |||
+50% bullets per shot. |
200% larger clip size. | |||
Pyro Melees | ||||
Deals double damage against enemy buildings. |
||||
On Hit: target is engulfed in flames. |
No changes. | |||
On attack: dishes out two consecutive slaps. |
No changes. | |||
Deals 25% more damage. |
No changes. | |||
100% critical hit vs wet players. |
No changes. | |||
Damage transfers to all players connected by Medic beams. |
No changes. | |||
Stock weapon. |
No changes. | |||
Mini-crits burning targets and extinguishes them. |
No changes. | |||
On kill: restores 25 health points. |
On kill: restores 25 health points. |
Demoman
Heavy
Heavy Primaries | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Secondary fire spins-up the barrel without firing. |
Secondary fire spins-up the barrel without firing. | |||
Secondary fire spins-up the barrel without firing.
+20% damage resistance when spun up and health is less than 50% of max. |
Secondary fire spins-up the barrel without firing. | |||
Secondary fire spins-up the barrel without firing. |
Secondary fire spins-up the barrel without firing. | |||
Secondary fire deploys the barrel without firing. |
Secondary fire deploys the barrel without firing. | |||
Secondary fire deploys the barrel without firing. |
Secondary fire deploys the barrel without firing. | |||
Heavy Secondaries | ||||
Stock weapon. |
200% larger clip size. | |||
With primary fire or taunt key, restores 300 health over about 4 seconds. |
100% faster weapon switch to and switch from speed.
| |||
+50% bullets per shot. |
200% larger clip size. | |||
With primary fire or taunt key, restores 100 health over about 4 seconds |
Passively increases max health by 50 points (350 total) on wearer. | |||
33% largerclip size. |
300% larger clip size. | |||
With primary fire or taunt key, activate the effect after about 4 seconds.
Effects last for 16 seconds. |
100% faster weapon switch to and switch from speed.
Effects last for 16 seconds. | |||
With primary fire or taunt key, restores 200 health over about 4 seconds |
With primary fire or taunt key, restores 200 health over about 2 seconds
100% slower weapon switch to and switch from speed. | |||
Heavy Melees | ||||
Stock weapon. |
No changes. | |||
On kill: grants 5 seconds of guaranteed Critical hits for all weapons. |
2% faster movement speed on wearer. | |||
When active, grants 30% faster speed movement. |
When active, grants 20% faster speed movement. | |||
+30% damage bonus. |
+30% damage bonus.
+30% damage vulnerability while active. | |||
–40% damage from ranged sources while active. |
No changes. | |||
+40% faster firing speed. |
+8% faster movement speed on wearer. | |||
Critical hit forces victim to laugh. |
No changes. |
Engineer
Engineer Primaries | ||||
---|---|---|---|---|
Weapon | Stock Attributes | Zombie Escape Attributes | ||
Stock weapon. |
200% larger clip size. | |||
Stores 2 guaranteed critical shots for every Sentry Gun kill. |
50% larger clip size. | |||
On hit: damage dealt is returned as ammo. |
On hit: damage dealt is returned as ammo. | |||
+50% bullets per shot. |
200% larger clip size. | |||
Shoots an electric projectile instead of shotgun pellets. |
Shoots an electric projectile instead of shotgun pellets. | |||
Alt-Fire: Use 100 metal to pick up buildings from long range. |
66% larger clip size. | |||
Engineer Secondaries | ||||
Stock weapon. |
300% larger clip size. | |||
Enables manual control of own Sentry Gun. |
Enables manual control of own Sentry Gun. | |||
No reload necessary.
|
No reload necessary.
| |||
Engineer Melees | ||||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
10% Sentry Gun damage bonus. | |||
Hitting friendly buildings upgrades, repairs and rearms them.
Increases maximum health by 25 points. |
Hitting friendly buildings upgrades, repairs and rearms them.
Increases maximum health by 25 points. | |||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
On hit: causes opponent to bleed for 5 seconds. | |||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
20% Faster swing speed. | |||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
37.5% Sentry Gun damage bonus. |
Melee | Sentry Gun | Dispenser | |||||||
---|---|---|---|---|---|---|---|---|---|
Cost | Damage | Health | Deploy Time | Cost | Healing | Health | Deploy Time | ||
Wrench | |||||||||
Jag | |||||||||
Eureka Effect | |||||||||
Souther Hospitality | |||||||||
Gunslinger |
Medic
Medic Primaries | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Stock Weapon |
150% damage bonus. | |||
Heals 3 health points on hit. |
Heals 3 health points on hit. | |||
Fires special bolts that heal teammates and deal damage based on distance traveled.
This weapon reloads automatically when not active. |
Fires special bolts that heal teammates and deal damage based on distance traveled.
20% faster reload speed. | |||
When active, ÜberCharge percentage increases movement speed by up to 20%. |
When active, ÜberCharge percentage increases movement speed by up to 20%. | |||
Medic Secondaries | ||||
Match the speed of any faster heal target. |
ÜberCharge grants Medic and patient 4 seconds of guaranteed invulnerability. | |||
ÜberCharge grants patient 8 seconds of guaranteed critical damage. |
ÜberCharge grants patient 6 seconds of guaranteed critical damage. | |||
Über effect: Megaheal
Heal rate increased 40%. |
Über effect: Megaheal
Heal rate increased 100%. | |||
Reload: Cycle through resist types.
Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient. |
Reload: Cycle through resist types.
Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient. | |||
Medic Melees | ||||
Stock weapon. |
When active: 3% faster movement speed. | |||
A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%. |
Increases charge rate by 33%. | |||
Allows the Medic to see an enemy's health. |
Increases Medigun heal rate by 20%. | |||
When active, +3 health regenerated per second on wearer.
Deals 20% less damage. |
When active, +3 health regenerated per second on wearer.
Deals 20% less damage. | |||
On Hit: 25% ÜberCharge added. |
On Hit: 50% ÜberCharge added. |
Sniper
Sniper Primaries | ||||
---|---|---|---|---|
Weapon | Base Game Attributes | Zombie Escape Attributes | ||
Stock weapon. |
Charges while zoomed. | |||
Charges while zoomed. |
Charges while zoomed. | |||
Charges while zoomed. |
Charges while zoomed. | |||
Charges while zoomed. |
Charges while zoomed. | |||
Charges while zoomed.
-20% damage penalty on body shot. |
Charges while zoomed.
33.3% damage penalty against players (98 uncharged, 295 fully charged). | |||
Does not automatically start charging when zoomed. |
Charged shots will gib victims. | |||
Bullets replaced with an arrow projectile.
-48% total ammo. |
Bullets replaced with an arrow projectile. | |||
Sniper Secondaries | ||||
Stock weapon. |
100% larger clip size. | |||
Doused enemies take mini-crits on hit. |
Doused enemies take mini-crits on hit. | |||
Nullifies a single backstab attempt, temporarily "shocking" the Spy, preventing him from switching weapons or attacking (Spy can still cloak). |
No changes. | |||
+50% fire damage resistance on wearer. |
No changes. | |||
No flinching when aiming and primary weapon is fully charged. |
No changes. | |||
Dealing damage charges a "Crikey" meter.
-20% clip size. |
320% damage bonus.
25% less accurate. | |||
Sniper Melees | ||||
Stock weapon. |
No changes. | |||
Crits whenever it would normally mini-crit. |
No changes. | |||
On hit: causes bleed for 6 seconds. |
No changes. | |||
+25% increase in damage when health is less than 50% of max. |
No changes |
Spy
Spy Primaries | ||||
---|---|---|---|---|
Weapon | Base Game Attributes | Zombie Escape Attributes | ||
Stock weapon. |
200% larger clip size. | |||
Critical hits are guaranteed for headshots. |
Critical hits are guaranteed for headshots. Critical damage is affected by range. | |||
+40% cloak duration |
82.5% faster firing speed. | |||
+20% damage bonus while disguised. |
100% larger clip size. | |||
Earns 1 crit shot for each backstab kill and each building destroyed with a Sapper attached (can hold up to 35). |
Earns 1 crit shot for each backstab kill (can hold up to 35). | |||
Spy Secondaries | ||||
Disables enemy Engineer buildings. |
Disables enemy Engineer buildings.
Does not damage buildings. | |||
Stock weapon. |
Stock weapon.
| |||
Spy Melees | ||||
Stock weapon |
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost. | |||
Upon a kill, the Spy gains 30% of his cloak meter. |
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost. | |||
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds. |
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost. | |||
On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points. |
On Backstab: Gain a speedboost | |||
Upon a successful backstab, the Spy instantly disguises as the backstab victim. |
Upon a successful backstab, the Spy instantly disguises as the backstab victim. | |||
Spy Watches | ||||
Cloak type: Motion sensitive |
Cloak type: Motion sensitive | |||
Cloak type: Timed |
Cloak type: Timed | |||
Cloak type: Feign death |
Cloak type: Feign death |
Environmental hazards
Maps
Map name | Port? | Stages? | NPCs? | Bosses? | Soundtrack |
---|---|---|---|---|---|
A_E_S_T_H_E_T_I_C_p3 |
CSS Port | Single | Gondola King Gondola |
All-Seeing-Eye | Moanin, Cowboy Bebop OST 1 - Too Good Too Bad, Cowboy Bebop OST 4 - Yo pumpkin head, Retrofit, Genetic Scale (Goh Hotoda Mix), Moliendo cafe, Town of the Fisherman (extended), Tong-Nou (Upscale V3), Transmigration (Tong-Nou Ending Theme). |
ascension_v6b |
TF2 Original | Two | |||
atix_apocalypse_12 |
CSS Port | Single with variations | No | No | NA |
atix_panic_5 |
CSS Port | Single | No | No | NA |
bathroom_8 |
CSS Port | Two | No | Rubber Ducky Sponge |
I see fire, Two Steps From Hell - For the Win, Reanne |
best_korea_4 |
CSS Port | Three | North Korean Soldier Suicide Bomber |
Baby Kim Jong Un | Chollima on the Wing, Aurora (Downshifted), The Mt.Paektu Wind Blows, Defend the Headquarters of the Revolution!, Snowstorm of the Revolution, Witch Doctor |
bioluminescent_v2 |
CSS Port | Three | No | Omnipotent Cube | Roller Mobster, T-Rex Echoes, Ethereal, Endless Reflections, Physical Nature, A Picture in Motion |
bowser_in_the_fire_sea_6 |
CSS Port | Four | No | Bowser | NA |
breezy_v5 |
TF2 Original | Single plus Minigames/ZM mode | No | Electrical Box | Battle with Final Despair, Battle with True Despair, The Man With The Machine Gun, V3Gallery Music, Showdown, nonsensecondon, Black Mesa Surface Tension 3, Black Mesa Surface Tension 4, Fear Factory |
contra_b3 |
CSS Port | Armed Gate Alien Terminator |
Fortress of Flame, Horrible Heartbeat, The Final Gauntlet, Helicopter, Intro, Jungle Battle, The Foggy Cave in the Darkness, Creatures from Outer Space, Death Bed, Thunder Landing, The Dawn, Neo Kobe Steel Factory, Maza Fortress Stage 2, Stage Clear, Ground Zero, Invasion | ||
crazy_escape_2 |
CSS Port | Three | Aeon, Away From Home, Angelica, Can't Go Home Again, Baby, Dread and Bold, Dreamer's Dream, Fear, Forbidden Anguish, Naive Race, Rose of Sharon, Sleeping Volcano, TeMP it Up, TeMPoison, Tokyo Drift, Welcome Mr Hwang | ||
dark_souls_2 |
CSS Port | Three plus Bonus stage | They Hit Without Warning, Taurus Demon, A Moment's peace, Dance of the Boreal Valley, Gwyn, Lord of Cinder, Twin Princes, Nameless Song, Old Dragon Slayer, Firelink Shine, Fire Keepers, Old Demon King, Majula, Iron Golem, The Ancient Dragon, Dark Souls III | ||
deadcore_5 |
CSS Port | Four | Niflheimr, Anhedonia, Roarlis, Area184-Persona, PSYCHO-PASS, Axion Extended, Namae No Nai Kaibutsu (Instrumental), Cor puella, It's muzzle rules justice, Lax, At The Distant World of Stars, Truffle Shuffle, Galaxy Collapse | ||
defense3002_2 |
CSS Port | Two | Make It Bun Dem, I'm Sorry (Far Cry 3) | ||
diddle_6 |
CSS Port | Five plus Bonus stage and extreme | Floating Heads |
Diddler Slasher |
-HEAT UP- (8bit), -HEAT UP- (2nd mix), Miss Monomi's Practice Lesson, Beautiful Days (Piano Arrangement), STFU, Weeaboo song, All Star, Niko, Halloween Theme, Monster, Zodd, Sign II |
djinn_2 |
CSS Port | Single | War Horn Dark, Magic Mamaliga, Alfadhirhaiti, Baiana (CloZee Remix), Paul's Dream, Scattle-Shambles, Turbo Killer, You're mine | ||
DOOM_3 |
CSS Port | Three | At Doom's Gate, The Imps Song, Dark Halls, Sign Of Evil, Hiding the Secrets, I Sawed the Demons, The Demons from Adrians Pen, https://www.youtube.com/watch?v=vVRbEvPvF7A Intermission from Doom], Untitled | ||
dreamin_b2 |
CSS Port | Four | かねこちはる-絶対零度, World Fragments, Bloomin' Lights, Starry Blossom, Chronomia/Lime, Decipher (Long Version), dreamin' of u (long ver), Dreamin', Glorious Crown, Fractal, Pastel Subliminal, Physical Emotion, WHITEOUT | ||
evernight |
CSS Port | Three | |||
fall_guys_2 |
CSS Port | Two | |||
fapescape_rote_9 |
CSS Port | Six | |||
ffvii_cosmo_canyon_b1 |
CSS Port | Four plus ZM Mode | |||
ffvii_mako_reactor_13 |
CSS Port | Four | |||
ffvii_mako_reactor_v6_b5 |
CSS Port | Five difficulties plus ZM Mode | |||
ffxii_mt_bur_omisace_b1 |
CSS Port | Four plus ZM Mode | |||
ffxii_westersand_3 |
CSS Port | Four | |||
ffxiv_wanderers_palace_4 |
CSS Port | Four | |||
frostdrake_tower_3 |
CSS Port | Single | |||
frozen_abyss |
CSS Port | Two | |||
garten_of_banban_v2 |
TF2 Original | Single | |||
gris_5 |
CSS Port | Four plus Bonus stage | |||
halloween_house_4 |
CSS Port | ||||
hydroponic_garden_s_2 |
CSS Port | Four | |||
icecap_escape_o2 |
CSS Port | Single | |||
johnny_nukem_6 |
CSS Port | Three | |||
kitchen_7 |
CSS Port | ||||
krusty_krab |
CSS Port | ||||
krusty_krab_4 |
TF2 Original | ||||
l0v0l |
CSS Port | Three plus Bonus stage | |||
laserheaven_v2a |
TF2 Original | ||||
laserhell_v1 |
TF2 Original | ||||
last_man_standing_b1 |
CSS Port | ||||
lotr_minas_tirith_14 |
CSS Port | ||||
lotr_mines_of_moria_4 |
CSS Port | Single | |||
lotr_mount_doom_s2_tf2 |
CSS Port | ||||
luciddreams_v3_6_f2 |
CSS Port | Single | |||
meatropolis_2 |
CSS Port | ||||
minecraft_adventure_6 |
CSS Port | Three | |||
minecraft_universe_2 |
CSS Port | Single | |||
mist_3 |
CSS Port | Single | |||
neochrome_b1 |
CSS Port | Single | |||
offliner |
CSS Port | ||||
otakuroom_4 |
CSS Port | Three plus ZM Mode | |||
outlast_6 |
CSS Port | ||||
palace_of_minolila_4 |
CSS Port | ||||
parkour_paradise_v3d |
TF2 Original | ||||
persona_v3 |
TF2 Original | ||||
peter_griffin's_burger_emporium |
TF2 Original | ||||
pirates_port_royal_12 |
CSS Port | Six | |||
pokemon_adventure_11 |
CSS Port | ||||
portal_story_6 |
CSS Port | Single | |||
predator_ultimate_3 |
CSS Port | Four | |||
quicksand_v1e |
TF2 Original | Four plus Bumper Car stage | |||
random_7 |
CSS Port | ||||
randomizer_b2 |
CSS Port | ||||
realm_h2 |
TF2 Original | Single | |||
rizomata_8 |
CSS Port | Five | |||
rooftop_runaway2_v5 |
CSS Port | ||||
rush_b_6 |
CSS Port | Single | |||
ryujin_v3 |
TF2 Original | ||||
S_A_M_9 |
CSS Port | Five plus ZM Mode | |||
sandstone_v2 |
TF2 Original | ||||
santassination_s4 |
CSS Port | Four plus the Truth | Raindeer, Elf Bender, Baby Bipedal Present, Beaver |
Slim Santa Fat Santa Socrates |
O Tannenbaum, A Mysterious Christmas, Fear Factor, Forest Dance #2, Seven Swords’ Victory, Carol of the Bells, What Child is This, Deck the Halls, We Wish You a Merry Christmas, Dripping that Sauce, The Lion King-Circle Of Life, Jingle Bells, One Winged Angel (Final Fantasy VII), The Lion King-Stampedo, Last Christmas, Santa Mixtape, A/G |
saw_final_8 |
CSS Port | ||||
scp_4 |
CSS Port | ||||
serpentis_temple_4 |
CSS Port | Five | |||
shroomforest_7 |
CSS Port | ||||
shroomforest2 |
CSS Port | Six plus ZM Mode | |||
shroomforest3 |
CSS Port | ||||
sonic_3_3 |
CSS Port | Two | |||
sorrento_escape_2 |
CSS Port | ||||
space_station |
CSS Port | ||||
squid_game_6 |
CSS Port | Single | |||
stalker_ultimate_s3 |
CSS Port | ||||
star_wars_prequel_10 |
CSS Port | Three | |||
subway_escape_9 |
TF2 Original | Single | |||
super_mario_64_3 |
CSS Port | ||||
surf_facility_b1 |
CSS Port | ||||
surf_froyo_b3 |
CSS Port | ||||
surf_sahok_4 |
CSS Port | ||||
surf_vortex_6 |
CSS Port | Single | |||
swamp_facility_b2d |
TF2 Original | ||||
tesv_skyrim_3 |
CSS Port | ||||
timesplitters_2 |
CSS Port | Single | |||
titanic_13 |
CSS Port | Single | |||
uchiha_legacy_8 |
CSS Port | Four | |||
v0u0v_b2 |
CSS Port | ||||
voodoo_islands_5 |
CSS Port | Single | |||
2012_s2_tf2 |
CSS Port | ||||
666_crazy_escape_v2 |
CSS Port |
Gallery
Bosses
NPCs
|