User:Lolimsogreat21/Sandbox2
“ | Move, move, move!
Click to listen
— The Engineer running from zombies
|
” |
Zombie Escape, not to be confused with Zombie Survival or Zombie Fortress, is a Community gameplay modification of Zombie Mod.
Zombie Escape, as the name implies, is a mod where you escape from zombies.
Contents
Gameplay
The gameplay is a simple start-to-finish race between spawn and the final holdout, where the map makes up a reason to kill players that have not yet escaped (as most maps have a simple story). After setup (the survivors' headstart), two players are chosen as the alpha zombies, incredibly resilient players with huge health pools (often referred to as simply alphas). The goal of an alpha is to kill all the runners without getting killed themselves. Runners, when infected, turn into zombies. Zombies, similarly to alphas, have an enormous health pool compared to their living counterparts. They only receive half health, however, as they are expendable and can respawn an unlimited amount of times.
There are two ways to finish the round: One is to get through the race, holding out at places that require players to wait (mostly doors opening and vehicles waiting to move), and the second is to kill the alphas. The latter is much harder due to the large amount of health alphas have, and as such should be only focused on as a secondary goal.
Gameplay Changes
A list of changes that affect gameplay:
- There is no standard gameplay objective.
- The round ends with a BLU team victory if all RED team members are dead at the same time.
- The round ends with a RED team victory if all players are on the RED team.
- The player's max ammo is infinite, but the clip is not; no weapons run out of ammunition, but still have to reload (this excludes weapons that draw from the Engineer's metal supply).
- Players on the BLU team have a cross permanently above their head, only visible to the RED team.
- Upon being killed or general death, BLU team members are automatically assigned to the RED team.
- Being killed by a zombie does not kill the player per-se; the player is immediately assigned to the RED team, without any respawn time and without producing a ragdoll.
- RED team members automatically have their class's Voodoo-Cursed Soul equipped. The Voodoo-Cursed Soul displays as Level 0 on inspection.
- Players on the RED team have an increased amount of health (commonly between 8000 and 12000) and take an increased amount of knockback.
- Any weapons with projectiles that do not function as their primary fire, such as the Sandman's baseball, are removed.
- Scouts are no longer able to double jump. Whether the Atomizer allows the Scout to double jump again varies between different Zombie Escape plugins.
- Engineers do not drain metal under any circumstance, except when shooting with the Widowmaker or Short Circuit. If metal is spent by the Engineer, they can still replenish their ammo supply with conventional methods, such as medium ammo pickups dropped by dead players or with a Dispenser; nonetheless, metal slowly regenerates on its own.
- Engineers can only build Combat Mini-Sentry Guns, regardless of what melee weapon they are using. There can also be only four or five Mini-Sentry Guns deployed at one time, depending on the map.
- Some classes have a limit of only 6 at a time for survivors. Which classes specifically heavily depends on the plugin/server, but the Scout is most commonly limited.
Weapon Rebalances
Scout
Scout Primaries | ||||
---|---|---|---|---|
Weapon | Vanilla Attributes | Zombie Escape Attributes | ||
Stock Weapon. |
25% damage bonus. | |||
On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique. |
100% larger clip size. | |||
42.4% faster firing speed. |
100% larger clip size. | |||
50% faster firing speed. |
100% larger clip size. | |||
On hit: builds Boost. |
On hit: builds Boost. | |||
Minicrits targets when fired at their back from close range. |
100% larger clip side. | |||
Scout Secondaries | ||||
Stock weapon. |
300% larger clip size. | |||
When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player. |
When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player. | |||
15% more damage. |
100% larger clip size. | |||
On Hit: Gain up to +3 health. |
200% larger clip size. | |||
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health. |
+25 max health on wearer. | |||
While under effect:
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again. |
While under effect:
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 16 seconds in order to be used again. | |||
Can be thrown to damage enemies. Recharges after 6 seconds. |
Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds. | |||
Scout Melees | ||||
Stock weapon. |
No changes. | |||
Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball will recharge over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet. |
Alt Fire: Launches a baseball that slows the enemy for 3 seconds by 40%, depending on distance. The baseball will recharge over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet. | |||
Grants the ability to triple jump while weapon is deployed. |
When weapon is active:
Melee attacks mini-crit while airborne. | |||
Guarantees Critical damage on burning targets. |
20% faster switch-to and switch-from speed on wearer. | |||
Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble will recharge over 7.5 seconds. |
Alt-Fire: Launches a festive ornament that shatters causing bleeding and on direct hit and explodes hurting everyone close to the explosion. The Bauble will recharge over 15 seconds.
Each ball recharges one after the other (not all at the same time). | |||
On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds. |
No changes. | |||
A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy. |
When weapon is active:
On hit: restore 50 health points. | |||
On hit: causes bleed to enemy for 5 seconds. |
On hit: causes bleed to enemy for 5 seconds. |
Soldier
Soldier Primaries | ||||
---|---|---|---|---|
Weapon | Base Game Attributes | Zombie Escape Attributes | ||
Stock weapon. |
25% faster reload time. | |||
80% faster rocket speed. |
100% faster rocket speed. | |||
On hit: restores up to 20 health points. |
25% faster reload time. | |||
+200% max primary ammo on wearer. |
25% larger splash damage radius.
63% slower reload time. | |||
+25% clip size. |
25% larger clip size.
204% more damage. | |||
Does not use ammo (replaced with an ammo meter).
|
Does not use ammo (replaced with an ammo meter).
50% less damage against players. | |||
Hold Fire to load up to three rockets.
30% slower reload time. |
Hold Fire to load up to three rockets.
100% more damage. | |||
-15% damage from rocket jumps. |
134% more damage.
Hold Fire to load up to four rockets.
50% less damage against players. | |||
Soldier Secondaries | ||||
Stock weapon. |
200% larger clip size. | |||
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter. |
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter. | |||
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Passively increases max health by 20 points (220 total) on wearer. |
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Passively increases max health by 20 points (220 total) on wearer. | |||
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Passively grants a health regeneration depending on recent damage taken; max is +4. |
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Passively grants a health regeneration depending on recent damage taken; max is +4. | |||
–75% reduction in push force taken from enemy damage. |
Weapon is banned. | |||
Shoots an electric projectile instead of shotgun pellets. |
Shoots an electric projectile instead of shotgun pellets. | |||
20% faster weapon switch-to speed.
Has 34% smaller clip size. |
100% larger clip size.
60% faster firing speed. | |||
+50% bullets per shot. |
200% larger clip size. | |||
Grants 60% less self-damage from rocket jumping.
|
Grants 60% less self-damage from rocket jumping.
Wearer receives a default stock shotgun. | |||
Allows player to activate a parachute whilst midair, slowing their descent. |
Weapon is banned. | |||
Soldier Melees | ||||
Stock weapon. |
No changes. | |||
When weapon is active: |
No changes. | |||
Deals crits while the wielder is rocket jumping. |
No changes. | |||
Increases user's capture rate by 1 for points and carts. |
Increases user's capture rate by 1 for points and carts.
Raises bullet vulnerability by 10%. | |||
50% longer melee range. |
50% longer melee range. | |||
70% longer melee range. |
70% longer melee range. | |||
When weapon is active: |
When weapon is active: |
Pyro
Pyro Primaries | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Stock weapon |
Airblast costs 50% more ammo to fire (30 instead of 20). | |||
Guarantees Critical hits when attacking from behind. |
Guarantees Critical hits when attacking from behind.
Airblast costs 350% more ammo to fire (80 instead of 20). | |||
+60% faster switch-to speed. |
+60% faster switch-to speed. | |||
Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt. |
Upon dealing 300 fire damage, secondary fire initiates 'Mmmph', which gives guaranteed Critical hits over a short period of time. No damage and knockback is taken during the taunt. | |||
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies.
+50% repressurization rate on hit. |
A single-shot flamethrower that launches a fast moving projectile that briefly ignites enemies. | |||
Pyro Secondaries | ||||
Stock weapon. |
200% larger clip size. | |||
On hit: ignites enemy. |
On hit: ignites enemy. | |||
On hit: ignites enemy. |
On hit: ignites enemy. | |||
On hit: ignites enemy. |
On hit: ignites enemy. | |||
On hit: ignites enemy. |
Fires rockets instead of Flares. | |||
Pushes nearby enemies away upon landing. |
Weapon is banned. | |||
Creates a horrific visible gas that coats enemies with a flammable material. |
Throws an incendiary grenade instead of a gas canister.
50% faster weapon switch to and from speed. | |||
20% faster weapon switch-to speed.
Has 34% smaller clip size. |
100% larger clip size.
60% faster firing speed. | |||
+50% bullets per shot. |
200% larger clip size. | |||
Pyro Melees | ||||
Deals double damage against enemy buildings. |
||||
On Hit: target is engulfed in flames. |
No changes. | |||
On attack: dishes out two consecutive slaps. |
No changes. | |||
Deals 25% more damage. |
No changes. | |||
100% critical hit vs wet players. |
No changes. | |||
Damage transfers to all players connected by Medic beams. |
No changes. | |||
Stock weapon. |
No changes. | |||
Mini-crits burning targets and extinguishes them. |
No changes. | |||
On kill: restores 25 health points. |
On kill: restores 25 health points. |
Demoman
Heavy
Heavy Primaries | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Secondary fire spins-up the barrel without firing. |
Secondary fire spins-up the barrel without firing. | |||
Secondary fire spins-up the barrel without firing.
+20% damage resistance when spun up and health is less than 50% of max. |
Secondary fire spins-up the barrel without firing. | |||
Secondary fire spins-up the barrel without firing. |
Secondary fire spins-up the barrel without firing. | |||
Secondary fire deploys the barrel without firing. |
Secondary fire deploys the barrel without firing. | |||
Secondary fire deploys the barrel without firing. |
Secondary fire deploys the barrel without firing. | |||
Heavy Secondaries | ||||
Stock weapon. |
200% larger clip size. | |||
With primary fire or taunt key, restores 300 health over about 4 seconds. |
100% faster weapon switch to and switch from speed.
| |||
+50% bullets per shot. |
200% larger clip size. | |||
With primary fire or taunt key, restores 100 health over about 4 seconds |
Passively increases max health by 50 points (350 total) on wearer. | |||
33% largerclip size. |
300% larger clip size. | |||
With primary fire or taunt key, activate the effect after about 4 seconds.
Effects last for 16 seconds. |
100% faster weapon switch to and switch from speed.
Effects last for 16 seconds. | |||
With primary fire or taunt key, restores 200 health over about 4 seconds |
With primary fire or taunt key, restores 200 health over about 2 seconds
100% slower weapon switch to and switch from speed. | |||
Heavy Melees | ||||
Stock weapon. |
No changes. | |||
On kill: grants 5 seconds of guaranteed Critical hits for all weapons. |
2% faster movement speed on wearer. | |||
When active, grants 30% faster speed movement. |
When active, grants 20% faster speed movement. | |||
+30% damage bonus. |
+30% damage bonus.
+30% damage vulnerability while active. | |||
–40% damage from ranged sources while active. |
No changes. | |||
+40% faster firing speed. |
+8% faster movement speed on wearer. | |||
Critical hit forces victim to laugh. |
No changes. |
Engineer
Engineer Primaries | ||||
---|---|---|---|---|
Weapon | Stock Attributes | Zombie Escape Attributes | ||
Stock weapon. |
200% larger clip size. | |||
Stores 2 guaranteed critical shots for every Sentry Gun kill. |
50% larger clip size. | |||
On hit: damage dealt is returned as ammo. |
On hit: damage dealt is returned as ammo. | |||
+50% bullets per shot. |
200% larger clip size. | |||
Shoots an electric projectile instead of shotgun pellets. |
Shoots an electric projectile instead of shotgun pellets. | |||
Alt-Fire: Use 100 metal to pick up buildings from long range. |
66% larger clip size. | |||
Engineer Secondaries | ||||
Stock weapon. |
300% larger clip size. | |||
Enables manual control of own Sentry Gun. |
Enables manual control of own Sentry Gun. | |||
No reload necessary.
|
No reload necessary.
| |||
Engineer Melees | ||||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
10% Sentry Gun damage bonus. | |||
Hitting friendly buildings upgrades, repairs and rearms them.
Increases maximum health by 25 points. |
Hitting friendly buildings upgrades, repairs and rearms them.
Increases maximum health by 25 points. | |||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
On hit: causes opponent to bleed for 5 seconds. | |||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
20% Faster swing speed. | |||
Hitting friendly buildings upgrades, repairs and rearms them. |
Hitting friendly buildings upgrades, repairs and rearms them.
37.5% Sentry Gun damage bonus. |
Melee | Sentry Gun | Dispenser | |||||||
---|---|---|---|---|---|---|---|---|---|
Cost | Damage | Health | Deploy Time | Cost | Healing | Health | Deploy Time | ||
Wrench | |||||||||
Jag | |||||||||
Eureka Effect | |||||||||
Souther Hospitality | |||||||||
Gunslinger |
Medic
Medic Primaries | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Stock Weapon |
150% damage bonus. | |||
Heals 3 health points on hit. |
Heals 3 health points on hit. | |||
Fires special bolts that heal teammates and deal damage based on distance traveled.
This weapon reloads automatically when not active. |
Fires special bolts that heal teammates and deal damage based on distance traveled.
20% faster reload speed. | |||
When active, ÜberCharge percentage increases movement speed by up to 20%. |
When active, ÜberCharge percentage increases movement speed by up to 20%. | |||
Medic Secondaries | ||||
Match the speed of any faster heal target. |
ÜberCharge grants Medic and patient 4 seconds of guaranteed invulnerability. | |||
ÜberCharge grants patient 8 seconds of guaranteed critical damage. |
ÜberCharge grants patient 6 seconds of guaranteed critical damage. | |||
Über effect: Megaheal
Heal rate increased 40%. |
Über effect: Megaheal
Heal rate increased 100%. | |||
Reload: Cycle through resist types.
Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient. |
Reload: Cycle through resist types.
Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient. | |||
Medic Melees | ||||
Stock weapon. |
When active: 3% faster movement speed. | |||
A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%. |
Increases charge rate by 33%. | |||
Allows the Medic to see an enemy's health. |
Increases Medigun heal rate by 20%. | |||
When active, +3 health regenerated per second on wearer.
Deals 20% less damage. |
When active, +3 health regenerated per second on wearer.
Deals 20% less damage. | |||
On Hit: 25% ÜberCharge added. |
On Hit: 50% ÜberCharge added. |
Sniper
Sniper Primaries | ||||
---|---|---|---|---|
Weapon | Base Game Attributes | Zombie Escape Attributes | ||
Stock weapon. |
Charges while zoomed. | |||
Charges while zoomed. |
Charges while zoomed. | |||
Charges while zoomed. |
Charges while zoomed. | |||
Charges while zoomed. |
Charges while zoomed. | |||
Charges while zoomed.
-20% damage penalty on body shot. |
Charges while zoomed.
33.3% damage penalty against players (98 uncharged, 295 fully charged). | |||
Does not automatically start charging when zoomed. |
Charged shots will gib victims. | |||
Bullets replaced with an arrow projectile.
-48% total ammo. |
Bullets replaced with an arrow projectile. | |||
Sniper Secondaries | ||||
Stock weapon. |
100% larger clip size. | |||
Doused enemies take mini-crits on hit. |
Doused enemies take mini-crits on hit. | |||
Nullifies a single backstab attempt, temporarily "shocking" the Spy, preventing him from switching weapons or attacking (Spy can still cloak). |
No changes. | |||
+50% fire damage resistance on wearer. |
No changes. | |||
No flinching when aiming and primary weapon is fully charged. |
No changes. | |||
Dealing damage charges a "Crikey" meter.
-20% clip size. |
320% damage bonus.
25% less accurate. | |||
Sniper Melees | ||||
Stock weapon. |
No changes. | |||
Crits whenever it would normally mini-crit. |
No changes. | |||
On hit: causes bleed for 6 seconds. |
No changes. | |||
+25% increase in damage when health is less than 50% of max. |
No changes |
Spy
Spy Primaries | ||||
---|---|---|---|---|
Weapon | Base Game Attributes | Zombie Escape Attributes | ||
Stock weapon. |
200% larger clip size. | |||
Critical hits are guaranteed for headshots. |
Critical hits are guaranteed for headshots. Critical damage is affected by range. | |||
+40% cloak duration |
82.5% faster firing speed. | |||
+20% damage bonus while disguised. |
100% larger clip size. | |||
Earns 1 crit shot for each backstab kill and each building destroyed with a Sapper attached (can hold up to 35). |
Earns 1 crit shot for each backstab kill (can hold up to 35). | |||
Spy Secondaries | ||||
Disables enemy Engineer buildings. |
Disables enemy Engineer buildings.
Does not damage buildings. | |||
Stock weapon. |
Stock weapon.
| |||
Spy Melees | ||||
Stock weapon |
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost. | |||
Upon a kill, the Spy gains 30% of his cloak meter. |
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost. | |||
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds. |
Upon a successful backstab, spy instantly becomes ÜberCharged and gains a speed boost. | |||
On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points. |
On Backstab: Gain a speedboost | |||
Upon a successful backstab, the Spy instantly disguises as the backstab victim. |
Upon a successful backstab, the Spy instantly disguises as the backstab victim. | |||
Spy Watches | ||||
Cloak type: Motion sensitive |
Cloak type: Motion sensitive | |||
Cloak type: Timed |
Cloak type: Timed | |||
Cloak type: Feign death |
Cloak type: Feign death |
Environmental hazards
Maps
Map name | Port? | Stages? | NPCs? | Bosses? | Soundtrack |
---|---|---|---|---|---|
A_E_S_T_H_E_T_I_C_p3 |
CSS Port | Single | Gondola King Gondola |
All-Seeing-Eye | Moanin, Cowboy Bebop OST 1 - Too Good Too Bad, Cowboy Bebop OST 4 - Yo pumpkin head, Retrofit, Genetic Scale (Goh Hotoda Mix), Moliendo cafe, Town of the Fisherman (extended), Tong-Nou (Upscale V3), Transmigration (Tong-Nou Ending Theme). |
ascension_v6b |
TF2 Original | Two | |||
atix_apocalypse_12 |
CSS Port | Single with variations | No | No | NA |
atix_panic_5 |
CSS Port | Single | No | No | NA |
bathroom_8 |
CSS Port | Two | No | Rubber Ducky Sponge |
I see fire, Two Steps From Hell - For the Win, Reanne |
best_korea_4 |
CSS Port | Three | North Korean Soldier Suicide Bomber |
Baby Kim Jong Un | Chollima on the Wing, Aurora (Downshifted), The Mt.Paektu Wind Blows, Defend the Headquarters of the Revolution!, Snowstorm of the Revolution, Witch Doctor |
bioluminescent_v2 |
CSS Port | Three | No | Omnipotent Cube | Roller Mobster, T-Rex Echoes, Ethereal, Endless Reflections, Physical Nature, A Picture in Motion |
bowser_in_the_fire_sea_6 |
CSS Port | Four | No | Bowser | NA |
breezy_v5 |
TF2 Original | Single plus Minigames/ZM mode | No | Electrical Box | Battle with Final Despair, Battle with True Despair, The Man With The Machine Gun, V3Gallery Music, Showdown, nonsensecondon, Black Mesa Surface Tension 3, Black Mesa Surface Tension 4, Fear Factory |
contra_b3 |
CSS Port | Armed Gate Alien Terminator |
Fortress of Flame, Horrible Heartbeat, The Final Gauntlet, Helicopter, Intro, Jungle Battle, The Foggy Cave in the Darkness, Creatures from Outer Space, Death Bed, Thunder Landing, The Dawn, Neo Kobe Steel Factory, Maza Fortress Stage 2, Stage Clear, Ground Zero, Invasion | ||
crazy_escape_2 |
CSS Port | Three | Aeon, Away From Home, Angelica, Can't Go Home Again, Baby, Dread and Bold, Dreamer's Dream, Fear, Forbidden Anguish, Naive Race, Rose of Sharon, Sleeping Volcano, TeMP it Up, TeMPoison, Tokyo Drift, Welcome Mr Hwang | ||
dark_souls_2 |
CSS Port | Three plus Bonus stage | They Hit Without Warning, Taurus Demon, A Moment's peace, Dance of the Boreal Valley, Gwyn, Lord of Cinder, Twin Princes, Nameless Song, Old Dragon Slayer, Firelink Shine, Fire Keepers, Old Demon King, Majula, Iron Golem, The Ancient Dragon, Dark Souls III | ||
deadcore_5 |
CSS Port | Four | Niflheimr, Anhedonia, Roarlis, Area184-Persona, PSYCHO-PASS, Axion Extended, Namae No Nai Kaibutsu (Instrumental), Cor puella, It's muzzle rules justice, Lax, At The Distant World of Stars, Truffle Shuffle, Galaxy Collapse | ||
defense3002_2 |
CSS Port | Two | Make It Bun Dem, I'm Sorry (Far Cry 3) | ||
diddle_6 |
CSS Port | Five plus Bonus stage and extreme | Floating Heads |
Diddler Slasher |
-HEAT UP- (8bit), -HEAT UP- (2nd mix), Miss Monomi's Practice Lesson, Beautiful Days (Piano Arrangement), STFU, Weeaboo song, All Star, Niko, Halloween Theme, Monster, Zodd, Sign II |
djinn_2 |
CSS Port | Single | War Horn Dark, Magic Mamaliga, Alfadhirhaiti, Baiana (CloZee Remix), Paul's Dream, Scattle-Shambles, Turbo Killer, You're mine | ||
DOOM_3 |
CSS Port | Three | At Doom's Gate, The Imps Song, Dark Halls, Sign Of Evil, Hiding the Secrets, I Sawed the Demons, The Demons from Adrians Pen, https://www.youtube.com/watch?v=vVRbEvPvF7A Intermission from Doom], Untitled | ||
dreamin_b2 |
CSS Port | Four | かねこちはる-絶対零度, World Fragments, Bloomin' Lights, Starry Blossom, Chronomia/Lime, Decipher (Long Version), dreamin' of u (long ver), Dreamin', Glorious Crown, Fractal, Pastel Subliminal, Physical Emotion, WHITEOUT | ||
evernight |
CSS Port | Three | |||
fall_guys_2 |
CSS Port | Two | |||
fapescape_rote_9 |
CSS Port | Six | |||
ffvii_cosmo_canyon_b1 |
CSS Port | Four plus ZM Mode | |||
ffvii_mako_reactor_13 |
CSS Port | Four | |||
ffvii_mako_reactor_v6_b5 |
CSS Port | Five difficulties plus ZM Mode | |||
ffxii_mt_bur_omisace_b1 |
CSS Port | Four plus ZM Mode | |||
ffxii_westersand_3 |
CSS Port | Four | |||
ffxiv_wanderers_palace_4 |
CSS Port | Four | |||
frostdrake_tower_3 |
CSS Port | Single | |||
frozen_abyss |
CSS Port | Two | |||
garten_of_banban_v2 |
TF2 Original | Single | |||
gris_5 |
CSS Port | Four plus Bonus stage | |||
halloween_house_4 |
CSS Port | ||||
hydroponic_garden_s_2 |
CSS Port | Four | |||
icecap_escape_o2 |
CSS Port | Single | |||
johnny_nukem_6 |
CSS Port | Three | |||
kitchen_7 |
CSS Port | ||||
krusty_krab |
CSS Port | ||||
krusty_krab_4 |
TF2 Original | ||||
l0v0l |
CSS Port | Three plus Bonus stage | |||
laserheaven_v2a |
TF2 Original | ||||
laserhell_v1 |
TF2 Original | ||||
last_man_standing_b1 |
CSS Port | ||||
lotr_minas_tirith_14 |
CSS Port | ||||
lotr_mines_of_moria_4 |
CSS Port | Single | |||
lotr_mount_doom_s2_tf2 |
CSS Port | ||||
luciddreams_v3_6_f2 |
CSS Port | Single | |||
meatropolis_2 |
CSS Port | ||||
minecraft_adventure_6 |
CSS Port | Three | |||
minecraft_universe_2 |
CSS Port | Single | |||
mist_3 |
CSS Port | Single | |||
neochrome_b1 |
CSS Port | Single | |||
offliner |
CSS Port | ||||
otakuroom_4 |
CSS Port | Three plus ZM Mode | |||
outlast_6 |
CSS Port | ||||
palace_of_minolila_4 |
CSS Port | ||||
parkour_paradise_v3d |
TF2 Original | ||||
persona_v3 |
TF2 Original | ||||
peter_griffin's_burger_emporium |
TF2 Original | ||||
pirates_port_royal_12 |
CSS Port | Six | |||
pokemon_adventure_11 |
CSS Port | ||||
portal_story_6 |
CSS Port | Single | |||
predator_ultimate_3 |
CSS Port | Four | |||
quicksand_v1e |
TF2 Original | Four plus Bumper Car stage | |||
random_7 |
CSS Port | ||||
randomizer_b2 |
CSS Port | ||||
realm_h2 |
TF2 Original | Single | |||
rizomata_8 |
CSS Port | Five | |||
rooftop_runaway2_v5 |
CSS Port | ||||
rush_b_6 |
CSS Port | Single | |||
ryujin_v3 |
TF2 Original | ||||
S_A_M_9 |
CSS Port | Five plus ZM Mode | |||
sandstone_v2 |
TF2 Original | ||||
santassination_s4 |
CSS Port | Four plus the Truth | Raindeer, Elf Bender, Baby Bipedal Present, Beaver |
Slim Santa Fat Santa Socrates |
O Tannenbaum, A Mysterious Christmas, Fear Factor, Forest Dance #2, Seven Swords’ Victory, Carol of the Bells, What Child is This, Deck the Halls, We Wish You a Merry Christmas, Dripping that Sauce, The Lion King-Circle Of Life, Jingle Bells, One Winged Angel (Final Fantasy VII), The Lion King-Stampedo, Last Christmas, Santa Mixtape, A/G |
saw_final_8 |
CSS Port | ||||
scp_4 |
CSS Port | ||||
serpentis_temple_4 |
CSS Port | Five | |||
shroomforest_7 |
CSS Port | ||||
shroomforest2 |
CSS Port | Six plus ZM Mode | |||
shroomforest3 |
CSS Port | ||||
sonic_3_3 |
CSS Port | Two | |||
sorrento_escape_2 |
CSS Port | ||||
space_station |
CSS Port | ||||
squid_game_6 |
CSS Port | Single | |||
stalker_ultimate_s3 |
CSS Port | ||||
star_wars_prequel_10 |
CSS Port | Three | |||
subway_escape_9 |
TF2 Original | Single | |||
super_mario_64_3 |
CSS Port | ||||
surf_facility_b1 |
CSS Port | ||||
surf_froyo_b3 |
CSS Port | ||||
surf_sahok_4 |
CSS Port | ||||
surf_vortex_6 |
CSS Port | Single | |||
swamp_facility_b2d |
TF2 Original | ||||
tesv_skyrim_3 |
CSS Port | ||||
timesplitters_2 |
CSS Port | Single | |||
titanic_13 |
CSS Port | Single | |||
uchiha_legacy_8 |
CSS Port | Four | |||
v0u0v_b2 |
CSS Port | ||||
voodoo_islands_5 |
CSS Port | Single | |||
2012_s2_tf2 |
CSS Port | ||||
666_crazy_escape_v2 |
CSS Port |
Gallery
Bosses
NPCs
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