Difference between revisions of "Zombie Fortress"

From Team Fortress Wiki
Jump to: navigation, search
(Clean up)
m (A few corrections and alterations, e.g. "survivors" and "zombies" should be capitalised as they are used as proper nouns in this context, etc.)
Line 1: Line 1:
 
{{Quotation|'''The Heavy''' on being a zombie.|"Ooohhhh, run, ''run'', I'm coming for you!".|sound=Heavy_specialcompleted08_Ooohhhh%2C_run%2C_run%2C_I%27m_coming_for_you!.wav}}
 
{{Quotation|'''The Heavy''' on being a zombie.|"Ooohhhh, run, ''run'', I'm coming for you!".|sound=Heavy_specialcompleted08_Ooohhhh%2C_run%2C_run%2C_I%27m_coming_for_you!.wav}}
  
'''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 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.
+
'''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. 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.
  
Survivors and zombies can only select certain classes. The survivors can choose the [[Soldier]], [[Pyro]], [[Demoman]], [[Engineer]], [[Medic]] and [[Sniper]]. They are armed with regular weapons and several perk choices for improvements against the zombies. 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.
+
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 improved effectiveness against the Zombies. The Zombies can only choose the [[Scout]], [[Heavy]] and [[Spy]] classes (which are only equipped with their [[melee]] weapons), some special items (such as [[Bonk]] and [[Sandvich]]), a choice of perks, and the ability to use taunt kills.
  
 
==Objective==
 
==Objective==
  
On most maps 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:
+
On most maps the goal is to survive until the timer runs out. On certain maps however, specific objectives also need to be achieved in order for the Survivors 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.
+
*'''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.
+
*'''Capture''': Where the Survivors have to capture all points while staying alive.
*'''Survival''': Where survivors must hold out for a certain amount of time.
+
*'''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.
+
*'''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==
 
==Strategy==
 
'''Survivor Strategy'''
 
'''Survivor Strategy'''
  
*'''All''': Survivors should stick together to increase the survivability factor, or to increase the speed at which points cap during maps with capture points, also if one survivor is using a certain perk the others will receive a boost in attack, defense and Crit.
+
*'''All''': Survivors should stick together to increase the survivability factor, or to increase the speed at which points cap during maps with capture points. In addition, if one Survivor is using a certain perk the others will receive a boost in attack, defense and crit-chance.
  
*'''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, as with the Demoman he can increase cap speed using the [[Pain Train]].
+
*'''Soldier''': In the Mod the Soldier is the best ally for a Medic in attacking situations, due to the Heavy being a Zombie-only 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. In addition, like the Demoman he can increase capture speed using the [[Pain Train]].
  
*'''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.
+
*'''Pyro''': The Pyro is highly limited in this mod due to the fact that [[Flamethrower]] ammunition is restricted to 125 rather than the usual 200. 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 selective about how often the ability is used.
  
*'''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]], Also on cp maps he can help increase the cap speed by using the [[Pain Train]].
+
*'''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]]. In addition, on cp maps he can help increase the cap speed by using the [[Pain Train]].
  
*'''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.
+
*'''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]] but is used as a blockade, while the [[Teleporter]] works the same way. 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.
+
*'''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 and leave himself vulnerable.
  
*'''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.
+
*'''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'''
 
''''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.
+
*'''All''': In most of the versions of the mod, Zombies get ''rage'' by pressing "E". Rage gives Zombies a slight speed boost and overheal, but can be only used when at full health. This ability should be used when attacking a large group of Survivors. Zombies also have a slow rate of health regeneration, similarly 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 Md the Scout maintains his [[speed]] and [[double jump]]. The Scout excels at distracting Sentry Guns and ambushing lone Survivors due to the ability to 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.]].
+
*'''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]].
+
*'''Spy''': The Spy still remains a large threat in the mod due to his abilities. The Spy is still able to [[Cloak]] (the maximum Cloak he can have is 80%) and [[backstab]], but is unable to [[disguise]] without the help of [[Your Eternal Reward]].
  
 
==External links==
 
==External links==

Revision as of 03:24, 9 November 2010

"Ooohhhh, run, run, I'm coming for you!".
The Heavy on being a zombie.

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. 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.

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 improved effectiveness against the Zombies. The Zombies can only choose the Scout, Heavy and Spy classes (which are only equipped with their melee weapons), some special items (such as Bonk and Sandvich), a choice of perks, and the ability to use taunt kills.

Objective

On most maps the goal is to survive until the timer runs out. On certain maps however, specific objectives also need to be achieved in order for the Survivors 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

  • All: Survivors should stick together to increase the survivability factor, or to increase the speed at which points cap during maps with capture points. In addition, if one Survivor is using a certain perk the others will receive a boost in attack, defense and crit-chance.
  • Soldier: In the Mod the Soldier is the best ally for a Medic in attacking situations, due to the Heavy being a Zombie-only 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. In addition, like the Demoman he can increase capture speed using the Pain Train.
  • Pyro: The Pyro is highly limited in this mod due to the fact that Flamethrower ammunition is restricted to 125 rather than the usual 200. 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 selective about how often the ability is used.
  • 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. In addition, on cp maps he can help increase the cap speed by using the Pain Train.
  • 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 but is used as a blockade, while the Teleporter works the same way. 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 and leave himself vulnerable.
  • 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 Zombies a slight speed boost and overheal, but can be only used when at full health. This ability should be used when attacking a large group of Survivors. Zombies also have a slow rate of health regeneration, similarly to Medic.
  • 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 is still able to Cloak (the maximum Cloak he can have is 80%) and backstab, but is unable to disguise without the help of Your Eternal Reward.

External links