Difference between revisions of "Zombie Fortress"

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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) and can only choose the ([[Scout]], [[Heavy]] and [[Spy]]) who are only equipped with their [[melee]] weapons, some special objects, a choice of perks, and the ability to use taunt kills.
 
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) and can only choose the ([[Scout]], [[Heavy]] and [[Spy]]) who are only equipped with their [[melee]] weapons, some special objects, a choice of perks, and the ability to use taunt kills.
 
Realistically a round begins with most players as the survivors. 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. Before the game starts, 2 or more players are chosen to become zombies. Once the map begins, players can only ever join the [[BLU]] zombie 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.
 
 
==Objectives==
 
 
Zombie Fortress has several game modes including:
 
 
*''Capture points''- This mode has 2 variations. The first variation of control poimts is much like Defense except the survivors must try to defend two control points from the zombies. If the zombies capture both control points the survivors lose. This leads the survivors to stay around the control points in order to defend them. In the second variation, the survivors must attempt to capture a series of controls point in a linear fashion to escape and win. At the last point there is usually some kind of vehicle used to escape. For example, the rocket at the last control point in zf_cp_Dustbowl is used to escape the infected that have overrun mining facility of [[Dustbowl]].
 
 
*''Defense''-The defense game mode is simply a matter of defending and surviving anywhere in the map, until the round time depletes. Many of these defense 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 due to the zombies killing the smaller groups of survivors and gradually wearing down the survivors.  Examples include zf_panic, zf_lake, and zf_industry.
 
 
*''Scavenge''-In the scavenge game mode, the RED team has to collect [[Intelligence]] that is scattered around the map while avoiding and killing the zombie team. Each Intelligence is unlocked in order. Examples include zf_siberia, and zf_lighthouse.
 
 
*''Payload''-The Payload game mode sees RED team push a cart to the end of the map, much like normal Payload maps. Examples include zf_cave. Note to map makers: maps in this mode should be prefixed with zf_pl, to support the plugin.
 
 
*''Destruction''-The Destruction game mode sees the RED team trying to not only survive, but also defend a bomb that the zombies can hit enough to blow up and win the round. Examples include zf_vanguard.
 
 
==Teams==
 
===Survivors===
 
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====
 
 
The Soldier has no change in this mod.
 
 
====Pyro====
 
 
The Pyro receives a limit of 125 [[ammunition]] that his [[Flamethrower]] can hold. This is to ensure the player will not carelessly attack and must conserve his ammo. 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 125 at a moderate speed. Players using the Pyro class should be wary when [[compression blast]]ing; due to the limit of 125 Flamethrower ammunition, one single airblast uses one quarter of the player's ammunition.
 
 
====Demoman====
 
 
The Demoman has no change in this mod.
 
 
====Engineer====
 
 
In the Zombie Fortress the Engineer class has been severely modified. The [[Dispenser]] no longer provide [[health]] and [[ammunition]], but 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. It's ammo is about 30 % of the normal ammo. This cannot be circumvented and there is no way to repair the Sentry Gun's ammunition. Once the Sentry Gun'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 normally with no difference between the normal gamemodes and Zombie mod. However, the Engineer cannot upgrade any [[buildings]] past level 1; this means the Sentry Gun does not cause much push back, and Teleporters require a rather large recharge time.
 
 
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.
 
 
====Medic====
 
 
While the Medic's primary objective is to [[heal]] the other survivors, the Medic's [[Syringe Gun]] does not need to be reloaded; much alike to the Sniper's [[SMG]] in Zombie Fortress. Also, the overheal medics give out does not decay over time.
 
 
====Sniper====
 
 
The Sniper no longer has multiple clips for his [[SMG]], and instead has one large clip; therefore removing the requirement to reload.
 
 
===Zombies===
 
 
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. Zombies can use perks like the human team on some servers, but are limited to melee and some extra objects. 2 players are randomly chosen to be zombies before the rounds starts.
 
 
====Scout====
 
 
The Scout no longer has any primary weapons or his [[Pistol]]. The Scout must use either the standard metal [[bat]], the [[Sandman]] or the [[Holy Mackerel]]. 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. The Scout is still able to use Bonk and Crit-a-Cola, provided he has these in his inventory.
 
 
====Heavy====
 
 
The Heavy is much like the Scout, being limited to [[melee]] only. 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.
 
 
====Spy====
 
 
The Spy has two weapons, the [[Butterfly knife]] and [[Your Eternal Reward]]. 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. The Spy cannot disguise, exception being backstabbing someone with Your Eternal Reward, turning you into the player you killed. Most survivors won't expect a disguised Spy, allowing you to deal some heavy damage.
 
 
====Health regeneration====
 
 
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.
 
 
==Perks==
 
Some servers hosting this mod use the "Perks System". This gives optional special abilities to each player, be it RED or BLU. These abilities can change how each class will play completely. Servers running the perks system lack some class modifications, most notably the survivors' morale boost.
 
 
===Dirtyminuth's perk system===
 
{| class="wikitable grid"
 
! class="header" | Perk
 
! class="header" | Team
 
! class="header" | Description
 
|-
 
! Angelic
 
| Survivor
 
| You receive lower gravity at lower health.
 
|-
 
! Athletic
 
| Survivor
 
| You move more quickly.
 
|-
 
! Brothers
 
| Survivor
 
| You receive a combat bonus, ammo, and metal from nearby survivors of the same class. Ammo and metal are received once every 10s.
 
|-
 
! Charismatic
 
| Survivor
 
| You provide combat bonuses to nearby survivors. You receive a permanent Crit bonus.
 
|-
 
! Cowardly
 
| Survivor
 
| When you are attacked by a zombie, you receive speed and defense bonuses. You receive a permanent attack penalty. Ability has a cooldown time of 30s.
 
|-
 
! Heroic
 
| Survivor
 
| When zombies outnumber survivors, you receive a combat bonus. when you are the last survivor, you recieve 100% Crits.
 
|-
 
! Inspirational
 
| Survivor
 
| You can place a radio by crouching and calling for Medic. Survivors near your radio receive attack and Crit bonuses and a defense penalty. Ability has a cooldown of 30s, this perk's effect stack with other radios.
 
|-
 
! Juggernaut
 
| Survivor
 
| You receive no fall damage and no damage from your own explosives. You stun nearby enemies when falling from a high distance. You knock enemies away on melee hits. You receive attack and defense bonuses and a speed penalty.
 
|-
 
! Medieval
 
| Survivor
 
| Melee only. You receive attack and defense bonuses.
 
|-
 
! Relentless
 
| Survivor
 
| You receive ammo and metal bonuses for each kill.
 
|-
 
! Sadistic
 
| Survivor
 
| You receive health and combat bonuses when you are near a survivor that dies.
 
|-
 
! Selfless
 
| Survivor
 
| You cause massive damage to nearby zombies when you die.
 
|-
 
! Stash
 
| Survivor
 
| Place a secret stash of supplies by calling for Medic. Stash becomes ready after 40s. You receive full ammo, full metal, and health and attack bonuses for grabbing your stash. Stash can't be placed when other survivors are nearby. Ability has a cooldown of 75s.
 
|-
 
! Stir-crazy
 
| Survivor
 
| You receive attack and defense bonuses based on how much you're on the move. The more distance you cover, the greater the bonuses you'll receive.
 
|-
 
! Survivalist
 
| Survivor
 
| You receive extra health and a defense bonus from medpacks. You receive extra ammo and an attack bonus from ammopacks. You can place one proximity fire mine by crouching and calling for Medic. Ability has a cooldown of 30s.
 
|-
 
! Tantrum
 
| Survivor
 
| Start a tantrum by calling for Medic. When ability is active, you receive 100% Crits. Ability has a cooldown time of 45s. During cooldown period, you receive a speed penalty.
 
|-
 
! Traitor
 
| Survivor
 
| You receive a Crit penalty and provide Crit bonuses to nearby zombies. When you and one other survivor are the only survivors alive, you poison the other survivor.
 
|-
 
! Turtle
 
| Survivor
 
| You receive a permanent defense bonus, permanent speed penalty, and permanent attack penalty. You prevent four backstabs.
 
|-
 
! Wise
 
| Survivor
 
| You receive a permanent attack bonus for each kill. You receive a permanent defense bonus when hit.
 
|-
 
! Zenlike
 
| Survivor
 
| You regenerate health and eliminate poison when crouched and not moving.
 
|-
 
! Alpha
 
| Zombie
 
| Survivors killed become your minions. You receive a defense bonus for each survivor killed. You receive health regeneration and Crit bonuses for each nearby zombie. Nearby minions provide even greater bonuses. You can summon up to four minion Scouts or Heavies by calling for Medic. Ability has a cooldown of 60s.
 
|-
 
! Cocoon
 
| Zombie
 
| Evolve into a powerful zombie by calling for Medic. You must remain still and be near survivors to evolve. Evolutionary stages include, in order, Larva (speed and defense penalties), Adult (attack and speed bonuses), and Elder (attack, Crit, and speed bonuses).
 
|-
 
! Combustible
 
| Zombie
 
| You cause damage to and ignite nearby survivors when you die. You also ignite survivors by hitting them. You receive a permanent defense penalty
 
|-
 
! Follower
 
| Zombie
 
| You spawn on a random heavy. You receive temporary combat bonuses from the heavy on which you spawn. If there are no valid Heavies on which to spawn, you will spawn normally
 
|-
 
! Horrifying
 
| Zombie
 
| You give combat and speed penalties to survivors by hitting them. You also give an attack penalty to nearby survivors.
 
|-
 
! Leap
 
| Zombie
 
| You execute a long, fast jump by calling for Medic. Scouts receive a jump bonus. Ability has a cooldown time of 8s. You receive a permanent attack and defense penalty.
 
|-
 
! Magnetic
 
| Zombie
 
| Disable all nearby Sentry Guns and proximity mines.
 
|-
 
! Marked
 
| Zombie
 
| You 'mark' a random survivor. Marked survivor has a faint light at their feet. You do extra damage to your marked target, but less damage to all other survivors. New mark is selected 15s after current mark dies.
 
|-
 
! Rage
 
| Zombie
 
| Receive health and speed bonuses by calling for Medic. Ability can't be activated below 80% heath. Ability has a cooldown time of 30s
 
|-
 
! Roar
 
| Zombie
 
| You execute a powerful roar that pushes away nearby survivors and gives them a temporary defense penalty. Heavies receive a roar power bonus. Roar power increased for closer targets. Ability has a cooldown time of 15s.
 
|-
 
! Sick
 
| Zombie
 
| Hurls an acidic bomb that leave acid puddles on impact. Any survivor near a puddle receives damage. Ability has a cooldown time of 40s.
 
|-
 
! Swarming
 
| Zombie
 
| Instant respawn. You receive a permanent speed bonus. You receive permanent attack and defense penalties.
 
|-
 
! Thieving
 
| Zombie
 
| You destroy ammo, metal, and a Medic's ÜberCharge when hitting a survivor
 
|-
 
! Toxic
 
| Zombie
 
| You cause damage to nearby survivors when not moving. You poison survivors when hitting them. You also poison survivors when they hit you with melee.
 
|-
 
! Vampiric
 
| Zombie
 
| You leech health when hitting a survivor. Health leeched is proportional to damage done. You have increased health regeneration.
 
|-
 
! Vindictive
 
| Zombie
 
| You receive permanent Crit and defense bonuses for each kill.
 
|}
 
 
==Maps==
 
Zombie fortress maps carry the zf prefix. Some of the most commonly played Zombie Fortress maps are listed below:
 
 
* ZF_Asylum_b2
 
* ZF_Alpine_b4_2
 
* ZF_Blockade_b2.1
 
* ZF_Cave_b1
 
* ZF_Canyon_fix_gfl
 
* ZF_Christmas_Panic_v1
 
* ZF_Chillchain_b1
 
* ZF_Cliff_v2_6
 
* ZF_Compound_b4
 
* ZF_Coyote_b6
 
* ZF_CP_Volcano_b1_c
 
* ZF_Dustbowl_b4
 
* ZF_Dest_Nuke_a2
 
* ZF_Desert_b2
 
* ZF_Drain_a1
 
* ZF_Fortress_v4
 
* ZF_Headquarters_v2_fix1
 
* ZF_Industry_rc1 + ZF_Industry_rc1_cpless + ZF_Industry_v2_1b2
 
* ZF_Lake_v4
 
* ZF_Maze_v4_5
 
* ZF_Panic_v5
 
* ZF_Panic_Mansion_cp
 
* ZF_Siberia_a4
 
* ZF_Stinks_v2
 
* ZF_Top_v2
 
* 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 on [http://www.fpsbanana.com/mapcats/4452 FPSBanana] and [http://teamfortress2.filefront.com/files/Team_Fortress_2/Maps/Zombie_Fortress;11307 TF2Files].
 
  
 
==External links==
 
==External links==

Revision as of 22:19, 20 October 2010

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) and can only choose the (Scout, Heavy and Spy) who are only equipped with their melee weapons, some special objects, a choice of perks, and the ability to use taunt kills.

External links