Difference between revisions of "Zombie Survival"
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{{hatnote|This article is about the custom game mode. For other uses, please see [[Zombie (Disambiguation)]].}} | {{hatnote|This article is about the custom game mode. For other uses, please see [[Zombie (Disambiguation)]].}} | ||
− | [[Image:Zombie_Survival_logo.png|thumb| | + | [[Image:Zombie_Survival_logo.png|thumb|A Zombie Survival logo, used in ZS maps between 2017 and early 2018.]] |
− | Zombie Survival is an unofficial game mode for ''[[Team Fortress 2]]'' (not to be confused with any variant of [[Zombie Fortress]]) that is also sometimes called "Medic VS Engineer". The game mode has no officially recognized [[SourceMod]] plugin, requiring server owners to create and balance the game mode to their own liking. There are two opposing teams: the Survivors ([[RED]] [[Engineers]]) and the Zombies ([[BLU]] [[Medics]]). BLU's goal is to kill all the Survivors. RED's objective is for at least one Survivor to be alive after (usually) 7 minutes of gameplay. If all Survivors die before the end of the round, the Zombies win; otherwise, the Survivors win. When a Survivor is killed, they are immediately switched to the Zombie team, while killed Zombies simply respawn | + | Zombie Survival is an unofficial game mode for ''[[Team Fortress 2]]'' (not to be confused with any variant of [[Zombie Fortress]]) that is also sometimes called "Medic VS Engineer". The game mode has no officially recognized [[SourceMod]] plugin, requiring server owners to create and balance the game mode to their own liking. There are two opposing teams: the Survivors ([[RED]] [[Engineers]]) and the Zombies ([[BLU]] [[Medics]]). BLU's goal is to kill all the Survivors. RED's objective is for at least one Survivor to be alive after (usually) 7 minutes of gameplay. If all Survivors die before the end of the round, the Zombies win; otherwise, the Survivors win. When a Survivor is killed, they are immediately switched to the Zombie team, while killed Zombies simply respawn. Zombie Survival was popularised by Muselk, a previous TF2 YouTuber, but remained a basic and unchanged game mode until early 2017. |
− | In Zombie Survival, Survivors lack the ability to build [[Sentry Gun]]s, and Zombies are restricted to [[melee]] only; however, both teams have access to global perks to help balance the classes. Zombies gain the most perks, including longer melee attack range, | + | In Zombie Survival, Survivors lack the ability to build [[Sentry Gun]]s, and Zombies are restricted to [[melee]] only; however, both teams have access to global perks to help balance the classes. Zombies gain the most perks, including longer melee attack range, an increased jump height or double jump, and a potential speed boost during the last 2 minutes. Survivors remain mostly vanilla, unless there are very few alive, upon which these Engineers gain a permanent [[Buff Banner]] effect. Random critical hits are disabled in Zombie Survival. |
− | During | + | During setup time, the Survivors are given the opportunity to safely build [[Dispensers]] and [[Teleporters]] as barricades, methods of escape or tools for killing (in the case of Teleporters) in an area they wish to fortify without the presence of the Zombies. The Zombies are frozen within their spawn (within which they are [[ÜberCharge]]d) until setup time is over. Survivors can continue to build outside of setup time, though the horde of Zombies can make building difficult and dangerous. |
== Gameplay demonstration == | == Gameplay demonstration == | ||
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==== Bonus rounds ==== | ==== Bonus rounds ==== | ||
− | Bonus rounds | + | Bonus rounds may happen on the last round of a map. Each bonus can have varying effects on Survivors, Zombies or both. Some common bonus rounds include: |
− | * | + | * Zombies are unfrozen immediately, and are given a speed boost for the first 10 seconds after they have been released. |
− | + | * Survivors are stripped down to their melee weapons, but are given guaranteed critical hits so long as they are not being healed by a Dispenser. | |
− | * | + | * Survivors can only build Teleporters, but get passive health and metal regeneration as compensation. |
− | * | + | * Zombies can jump four times in a row instead of only twice. |
− | * | + | * One Engineer is designated to be the King (tinted yellow) and is given passive health and metal regeneration, as well as permanent mini-crits. However, if the King dies the Survivors automatically lose. |
− | * | + | * Survivors are now able to build Sentry Guns, but they cannot fire and cannot be upgraded. Essentially, the Sentry Guns become extra barricades or distractions, and should not be regarded as having a higher priority over Dispensers. |
− | * | + | * The waists of the Zombies' models are stretched, in order to mimic the visual style of Muselk's later Zombie Survival videos. |
− | * | + | * Player deaths and building destructions emit various sound clips. |
− | |||
− | * | ||
==== Juggernauts ==== | ==== Juggernauts ==== | ||
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[[Image:Zombie_Survival_Steel_mechanism.jpg|thumb|A picture of randomised spawning logic exclusive to Zombie Survival Steel.]] | [[Image:Zombie_Survival_Steel_mechanism.jpg|thumb|A picture of randomised spawning logic exclusive to Zombie Survival Steel.]] | ||
− | Maps with the prefix "zs_" are built specifically for use on Zombie Survival servers (not to be confused with other similar prefixes). These maps need the help of server game mode logic in order to run properly. ZS maps range from optimisations of existing Valve or community maps (buffing or nerfing of defensible spots, moving of health and ammo packs, etc.) to completely new experiences. Many of these maps are subject to heavy rebalancing to ensure they remain suitable for the game mode. | + | Maps with the prefix "zs_" are built specifically for use on certain Zombie Survival servers (not to be confused with other similar prefixes). These maps need the help of server game mode logic in order to run properly. ZS maps range from optimisations of existing Valve or community maps (buffing or nerfing of defensible spots, moving of health and ammo packs, etc.) to completely new experiences. Many of these maps are subject to heavy rebalancing to ensure they remain suitable for the game mode. |
− | On the maps that stay close to standard gameplay, a secret area or function is usually placed within them to peak player interest, and in the case of optimisations, unreachable areas may be opened up. Some ZS maps, on the other hand, are radically different from the base game, serving as either a concept testing ground or an isolated experience incompatible with the base game mode | + | On the maps that stay close to standard gameplay, a secret area or function is usually placed within them to peak player interest, and in the case of optimisations, unreachable areas may be opened up. Some ZS maps, on the other hand, are radically different from the base game, serving as either a concept testing ground or an isolated experience incompatible with the base game mode. |
== Strategies == | == Strategies == | ||
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== {{botignore|Weapon balances}} == | == {{botignore|Weapon balances}} == | ||
− | + | This section of the article documents the weapon balances on the Rushy Servers version of Zombie Survival. Other server groups may be added in future if possible. | |
{| class="wikitable grid" width="100%" | {| class="wikitable grid" width="100%" | ||
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* [https://www.youtube.com/watch?v=PaZOuP-yRGw Muselk's first Zombie Survival video] | * [https://www.youtube.com/watch?v=PaZOuP-yRGw Muselk's first Zombie Survival video] | ||
* [https://steamcommunity.com/groups/rushyservers Rushy Servers] | * [https://steamcommunity.com/groups/rushyservers Rushy Servers] | ||
+ | * [https://steamcommunity.com/groups/lazyneersserversgroup Lazyneer's Server Group] | ||
* [http://steamcommunity.com/sharedfiles/filedetails/?id=685583078 Zombie Survival guide by awesomedog7] (contains some differing information) | * [http://steamcommunity.com/sharedfiles/filedetails/?id=685583078 Zombie Survival guide by awesomedog7] (contains some differing information) | ||
* [https://gamebanana.com/maps/cats/4452 ZS maps on GameBanana] | * [https://gamebanana.com/maps/cats/4452 ZS maps on GameBanana] | ||
{{ModNav}} | {{ModNav}} |
Revision as of 08:13, 26 August 2019
Zombie Survival is an unofficial game mode for Team Fortress 2 (not to be confused with any variant of Zombie Fortress) that is also sometimes called "Medic VS Engineer". The game mode has no officially recognized SourceMod plugin, requiring server owners to create and balance the game mode to their own liking. There are two opposing teams: the Survivors (RED Engineers) and the Zombies (BLU Medics). BLU's goal is to kill all the Survivors. RED's objective is for at least one Survivor to be alive after (usually) 7 minutes of gameplay. If all Survivors die before the end of the round, the Zombies win; otherwise, the Survivors win. When a Survivor is killed, they are immediately switched to the Zombie team, while killed Zombies simply respawn. Zombie Survival was popularised by Muselk, a previous TF2 YouTuber, but remained a basic and unchanged game mode until early 2017.
In Zombie Survival, Survivors lack the ability to build Sentry Guns, and Zombies are restricted to melee only; however, both teams have access to global perks to help balance the classes. Zombies gain the most perks, including longer melee attack range, an increased jump height or double jump, and a potential speed boost during the last 2 minutes. Survivors remain mostly vanilla, unless there are very few alive, upon which these Engineers gain a permanent Buff Banner effect. Random critical hits are disabled in Zombie Survival.
During setup time, the Survivors are given the opportunity to safely build Dispensers and Teleporters as barricades, methods of escape or tools for killing (in the case of Teleporters) in an area they wish to fortify without the presence of the Zombies. The Zombies are frozen within their spawn (within which they are ÜberCharged) until setup time is over. Survivors can continue to build outside of setup time, though the horde of Zombies can make building difficult and dangerous.
Contents
Gameplay demonstration
Special additions
Bonus rounds
Bonus rounds may happen on the last round of a map. Each bonus can have varying effects on Survivors, Zombies or both. Some common bonus rounds include:
- Zombies are unfrozen immediately, and are given a speed boost for the first 10 seconds after they have been released.
- Survivors are stripped down to their melee weapons, but are given guaranteed critical hits so long as they are not being healed by a Dispenser.
- Survivors can only build Teleporters, but get passive health and metal regeneration as compensation.
- Zombies can jump four times in a row instead of only twice.
- One Engineer is designated to be the King (tinted yellow) and is given passive health and metal regeneration, as well as permanent mini-crits. However, if the King dies the Survivors automatically lose.
- Survivors are now able to build Sentry Guns, but they cannot fire and cannot be upgraded. Essentially, the Sentry Guns become extra barricades or distractions, and should not be regarded as having a higher priority over Dispensers.
- The waists of the Zombies' models are stretched, in order to mimic the visual style of Muselk's later Zombie Survival videos.
- Player deaths and building destructions emit various sound clips.
Juggernauts
Juggernauts are an optional feature for Zombie Survival much like bonus rounds. They are Zombies that are tinted green, and only two Medics are selected to have this power. If one disconnects, another will replace them. Juggernauts can't do much on their own, merely having a small speed boost and health regeneration increase. However, while these green Zombies are close to other Medics, non-Juggernauts can inherit the health regeneration increase so long as they are within the Juggernaut's range. This makes Juggernauts the perfect tool for leading Zombie rushes.
ZS maps
Maps with the prefix "zs_" are built specifically for use on certain Zombie Survival servers (not to be confused with other similar prefixes). These maps need the help of server game mode logic in order to run properly. ZS maps range from optimisations of existing Valve or community maps (buffing or nerfing of defensible spots, moving of health and ammo packs, etc.) to completely new experiences. Many of these maps are subject to heavy rebalancing to ensure they remain suitable for the game mode.
On the maps that stay close to standard gameplay, a secret area or function is usually placed within them to peak player interest, and in the case of optimisations, unreachable areas may be opened up. Some ZS maps, on the other hand, are radically different from the base game, serving as either a concept testing ground or an isolated experience incompatible with the base game mode.
Strategies
Telefragging and stair-trapping
Telefragging is a method of quickly eliminating Zombies, and is most effective in narrow areas where Medics must step on a Teleporter exit in order to reach a Dispenser barricade. In order for a proper telefrag to be set up, a Teleporter exit is placed directly in front of a Dispenser, and the associated Teleporter entrance is placed within a non-intrusive and close-by area (but not directly behind the Dispenser, this prevents Engineers from using it as cover). In less narrow areas, Medics can easily destroy telefrags by crouching some distance away from the Teleporter exit and attacking it directly. Engineers using the telefrag also open themselves to being killed by the Spinal Tap taunt or suffering a regular death (most prominently for the Engineer that built the Dispenser, since they cannot walk through it).
"Stair-trapping" is a usage of Teleporters prominently used in Zombie Survival and can be performed on most sloped surfaces. By placing a teleporter at the bottom or top of a slope, as close to the middle of the slope as allowed, the increment from the floor up to the teleporter may be so great that a jump is required. Stair-trapping is useful for temporarily denying Zombies access to a defense at the top of a slope. A stair-trap can also be part of a telefrag.
Rushing
"Rushing" is a term used to describe the grouping up and simultaneous attacking of Zombies, in order to completely overthrow an otherwise impenetrable Survivor defense. The leader of a rush is usually the person that requests one, unless Engineers get too close to the group and participating Medics are forced to intervene on their own. It is important to have a microphone for voice chat or know how to effectively use team chat in order to command a rush, since players of Zombie Survival often do not listen to calls for Medic.
Amping
"Amping" is an abbreviation for performing the Medicating Melody taunt with the Amputator during a Zombie rush, thereby increasing the health regeneration rate of surrounding Zombies and decreasing an Engineer's chance of survival. Medics using the taunt are referred to as "Amps" by Survivors, and are considered a high priority to kill due to their immense power. In order to avoid being singled out, these Medics often shield themselves behind walls, other obstacles and sometimes their own teammates. Additionally, the Amputator's healing power stacks with other Amputators, so a couple of Amps assisting a rush spells disaster for any Engineers in their path.
Weapon balances
This section of the article documents the weapon balances on the Rushy Servers version of Zombie Survival. Other server groups may be added in future if possible.
Class | Weapon | Balances (on top of stock stats) | Notes |
---|---|---|---|
Engineer |
No balances apply to this weapon |
The Shotgun, while part of the meta, is considered second to the Widowmaker due to its need to reload after firing. It is typically used by Survivors that prefer to roam the map rather than camp in a defensible area. | |
100% faster reload speed |
Balanced on July 28, 2018 | ||
10% slower firing speed |
Balanced on January 28, 2019, updated on August 3, 2019 | ||
10% damage increase |
Balanced on July 28, 2018, re-balanced on January 28, 2019 | ||
50% larger clip size |
Balanced on July 28, 2018 | ||
No balances apply to this weapon |
Before the Jungle Inferno Update, the Panic Attack was a balanced alternative to the Shotgun and Widowmaker, thereby also being part of the meta. However, the update removed the weapon's unique shooting mechanic, and replaced it with sub-par non-unique attributes that caused the weapon to be discredited. A major balance is planned for this weapon. | ||
No balances apply to this weapon |
The Pistol was the original meta secondary in the Engineer's arsenal, due to there being no good alternatives before the first major weapon balances. By default, it continues to be the most used secondary. | ||
Protection: Active while deployed |
Balanced on August 3, 2019 | ||
50% damage increase |
Balanced in mid-2017, updated on July 28, 2018 | ||
10% faster swing speed |
Balanced on July 28, 2018, re-balanced on January 28, 2019 | ||
One Punch: One guaranteed crit per two killing non-crit punches |
Balanced on January 28, 2019, updated on January 29, 2019 | ||
25 more health on wearer |
Balanced on January 28, 2019 | ||
25 more health on wearer |
Balanced on January 28, 2019 | ||
25 more health on wearer |
Balanced in mid-2017, re-balanced in January 28, 2019 and August 3, 2019 | ||
Medic |
No balances apply to this weapon |
The Bonesaw is the most well-rounded Zombie weapon, as well as the most accessible. It deals the standard amount of damage per second, has no downsides, and thus is part of the Zombie meta. | |
10 health gained on hit |
Balanced on July 28, 2018 | ||
15% damage increase vs. buildings |
Balanced on July 28, 2018, updated on August 3, 2019 | ||
No balances apply to this weapon |
The Amputator is a special case in that it is able to heal fellow Medics within a radius. This melee is extremely useful when accompanied by a horde of Zombies, as the horde can shelter those using the Amputator whilst attacking Survivors, thus continually regenerating the horde's health, making for a partially damage-resistant rush. | ||
50% knockback resistance on wearer |
Balanced on August 3, 2019 |
External links
References
- Muselk's channel
- Muselk's first Zombie Survival video
- Rushy Servers
- Lazyneer's Server Group
- Zombie Survival guide by awesomedog7 (contains some differing information)
- ZS maps on GameBanana
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