Zombie Fortress
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.
Objective
In all maps of this mod the goal is to survive until the timer runs out. On certain maps however, certain objective 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.
Strategy
Survivor Startegy
- 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.
- 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 everytime he airblasts, so the Pyro has to be careful of how mush 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, espicially if he gets a few heads with his highlander.
- Engineer- The Engineer is the most defensive class of the Mod but can be useful when attacking by using the [Gunslinger]. The Engineer's building are also changed in the name of balance, the sentry 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 extremly useful asset in the Mod. His overheals do 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 extremly 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. The Sniper's SMG also does not need to be reloaded.
Zombie Strategy
- 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!, 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 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 cannot use the Dead Ringer) and backstab but is unable to disguise without the help of [Your Eternal Reward].
External links
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