Difference between revisions of "Zombie Fortress"
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'''Zombie Strategy''' | '''Zombie Strategy''' | ||
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+ | *''All''- In most of the versions of the mod, zombies get ''rage'' by pressing E. Rage gives you a slight speed boost and overheal but can be only used when at full health. Use this when going for big group of survivors. Zombies also have small health regeneration, similar to medic. | ||
*''Scout''- In the mod the Scout maintains his [[speed]] and [[double jump]]. The Scout excels at distracting Sentry Guns and ambushing lone survivors due to the ability to still use [[The Sandman]], [[Bonk! Atomic Punch]], and [[Crit-a-Cola]]. | *''Scout''- In the mod the Scout maintains his [[speed]] and [[double jump]]. The Scout excels at distracting Sentry Guns and ambushing lone survivors due to the ability to still use [[The Sandman]], [[Bonk! Atomic Punch]], and [[Crit-a-Cola]]. |
Revision as of 10:41, 7 November 2010
“ | "Ooohhhh, run, run, I'm coming for you!".
Click to listen
— The Heavy on being a zombie.
|
” |
Zombie Fortress is a SourceMod plugin and unofficial 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 can vary depending on the game mode. When a survivor is killed, they are converted into a zombie. When no survivors remain, the zombies win.
In this mod RED and BLU can only select certain classes. The survivors (RED) can choose the Soldier, Pyro, Demoman, Engineer, Medic and Sniper. The survivors are armed with regular weapons and several perk choices for improvements against the zombies (BLU). The zombies can only choose the Scout, Heavy and Spy who are only equipped with their melee weapons, some special objects (such as Bonk and Sandvich), a choice of perks, and the ability to use taunt kills.
Objective
In most maps of this mod the goal is to survive until the timer runs out. On certain maps however, certain objectives need to be achieved for the survivors that are still alive to win. Some of these possible objectives are:
- Defense- Where the survivors have to stop the zombies from capturing two control points while staying alive.
- Capture- Where the survivors have to capture all points while staying alive.
- Survival- Where survivors must hold out for a certain amount of time.
- Capture the Flag- Where the survivors must travel around the level and grab intelligence briefcases from various places in the level and return each case to the center point.
Strategy
Survivor Strategy
- Soldier- In the Mod the Soldier is the best ally for a Medic in attacking situations, due to the heavy being zombie class. He is also the best class against hordes due to his rockets explosion radius especially when he fires a crocket, and his ability to use either the Buff Banner or Battalions Backup to provide either Mini-Crits or a Crit negating defense boost.
- Pyro- The Pyro is highly limited in this mod due to the Flamethrower ammo being capped at 125. The Pyro is useful against large hordes due to his airblast and afterburn, however the Pyro uses up 1/5th of his ammo every time he airblasts, so the Pyro has to be careful of how much he airblasts.
- Demoman- The Demoman is the best ally for a Medic in defensive situations due to his ability to lay sticky traps over entrances. A Demoman is also deadly in melee fights, especially if he gets a few heads with his Eyelander.
- Engineer- The Engineer is the most defensive class of the Mod but can be useful when attacking by using the Gunslinger. The Engineer's buildings are also changed in the name of balance, the Sentry Gun starts with half ammo and cannot be repaired, the Dispenser is unable to heal or dispense health or ammo and is used as a blockade while the Teleporter works the same. The Engineer also cannot upgrade his buildings.
- Medic- The Medic is an extremely useful asset in the Mod. His overheal does not decay, his Syringe Gun does not need to be reloaded and his health regenerates. However the Medic should constantly watch his primary ammo so he does not run out of ammo.
- Sniper- On open maps the Sniper is extremely useful due to his long range of fire and his ability to headshot attacking zombies. Against Hordes he is useful when combined with his ability to give teammates Mini-Crits on soaked enemies using his Jarate. The Sniper's SMG also does not need to be reloaded.
Zombie Strategy
- All- In most of the versions of the mod, zombies get rage by pressing E. Rage gives you a slight speed boost and overheal but can be only used when at full health. Use this when going for big group of survivors. Zombies also have small health regeneration, similar to medic.
- Scout- In the mod the Scout maintains his speed and double jump. The Scout excels at distracting Sentry Guns and ambushing lone survivors due to the ability to still use The Sandman, Bonk! Atomic Punch, and Crit-a-Cola.
- Heavy- The Heavy in the mod functions much the same as he does in regular gameplay. The Heavy excels at picking off stragglers in a survivor group and then attacking the bulk of the survivors using his Showdown taunt kill and the Crits from the K.G.B..
- Spy- The Spy still remains a large threat in the mod due to his abilities. The Spy remains able to Cloak (but the maximum Cloak he can have is 80%) and backstab but is unable to disguise without the help of Your Eternal Reward.
External links
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