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{{Quotation|'''The Administrator''' on fighting reanimated teammates.|Your friends are all dead... ''Good luck''...|sound=Announcer_am_lastmanalive01.wav}}
 
{{Quotation|'''The Administrator''' on fighting reanimated teammates.|Your friends are all dead... ''Good luck''...|sound=Announcer_am_lastmanalive01.wav}}
  
[[Image:Zombie Fortress Logo.png|200px|Zombie Fortress Logo|right]]
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[[File:Zombie Fortress Logo.png|200px|Zombie Fortress Logo|right]]
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{{Other uses|this=a custom game mode|Zombie game mode|Zombie (Disambiguation)}}
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'''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. Survivors need to complete their objective, which may vary depending on the game mode. Survivors have the advantage of having ranged weaponry while the Zombies have the main advantage of having the ability to [[respawn]] and convert slain Survivors into Zombies. When a Survivor is killed, they are switched to the Zombie team. When no Survivor players remain, the Zombie team wins. One could compare the game mode to a mix between [[Arena]] and [[Medieval Mode|Medieval]] Modes, respectfully, each affecting a different team simultaneously.
  
'''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. The Survivors have the advantage of having ranged weaponry while the Zombies have the main advantage of having the ability to [[respawn]] and convert slayed Survivors into Zombies, hence, when a Survivor player is killed, they are converted into the Zombie team. When no Survivor players remain, the Zombie team wins. One could compare the game mode to a mix between [[Arena]] and [[Medieval Mode|Medieval]] Modes, respectfully, each affecting a different team simultaneously.
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The 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 modified effectiveness against the Zombies. The Zombies can only choose the [[Scout]], [[Heavy]], and [[Spy]] classes, which are only equipped with their [[melee]] weapons (there also can be servers with more or all classes who can be played as Zombies, but they are very rare) , most [[lunchbox]] items (such as [[Bonk! Atomic Punch]], and [[Sandvich]]), a choice of perks, and the ability to use [[Kill taunts]].
  
The 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 modified effectiveness against the Zombies. The Zombies can only choose the [[Scout]], [[Heavy]], and [[Spy]] classes (which are only equipped with their [[melee]] weapons), most [[lunchbox]] items (such as [[Bonk! Atomic Punch]], and [[Sandvich]]), a choice of perks, and the ability to use [[Kill taunts]].
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== Gameplay demonstration ==
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{{youtube|width=400|vSSxmfRx0Ro}}
  
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== Objectives ==
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Zombie Fortress is a very versatile mod that can work with many styles of gameplay. The following are a list of the major types of Zombie Fortress maps:
  
== Objectives ==
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'''Survival:'''
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:
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In survival maps the Survivors attempt to live until the map timer runs out by running away, hiding, or mowing down the Zombies. The Zombies' goal is to kill every survivor before the timer runs out. Good survival maps tend to be enclosed and well laid out. They generally have lots of camping spots but make it easy for players to get around the map. This is currently the most popular type of map in Zombie Fortress.
  
*'''Defense''': Where the Survivors have to stop the Zombies from capturing one or two control points while staying alive.
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'''Attack/Defend:'''
*'''Capture''': Where the Survivors have to capture all points while staying alive.
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In attack/defend maps one team is charged with protecting various control points from the other team until the timer runs out. Normally in Zombie Fortress the survivors are the attacking team and the zombies are the defending team, due to the fact that the zombies have infinite lives and can simply charge en masse repeatedly to win. Good attack/defend maps have fair control point capture rates compared to the length of the map and usually contain a few traps here and there to snare unsuspecting survivors. The really good attack/defend maps have special kill triggers that kill survivors attempting to delay the round by hiding in spawn or well behind the attacking group.
*'''Survival''': Where the 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.
 
  
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'''Capture the Flag:'''
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In capture the flag maps one team is charged with protecting an information brief case (sometimes given a special model to be something else) while the other team hunts down the briefcase to return it to their home base. In Zombie Fortress this map style is widely unpopular due to the difficulty of pulling off a fair and balanced gameplay. Usually, however, survivors are charged with capture while zombies are charged with defense. There are currently no maps that have survivors and zombies both capturing and defending.
  
 
== Strategy ==
 
== Strategy ==
*Not all servers use the perk system. The perk tidbits are there for people who play on perk-enabled servers.
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* Not all servers use the perk system. The perk tidbits are there for people who play on perk-enabled servers.
 
 
  
 
=== Survivor strategy ===
 
=== Survivor strategy ===
*'''All''': Survivors should stick together so that the cluster is more difficult to kill, and, on control point maps, to increase the speed at which points cap. In addition, some Survivor perks affect nearby teammates, letting a cluster receive boosts in attack, defense, and crit-chance.
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*'''All''': Survivors should stick together so that the cluster is more difficult to kill, and, on control point maps, to increase the speed at which points cap. In addition, some Survivor perks affect nearby teammates, letting a cluster receive boosts in attack, defense, and Crit-chance.
  
*'''Soldier''': In this mod, the Soldier is the best ally for the Medic while attacking, as the Heavy is a Zombie-only class. The Soldier is also the best class against hordes of Zombies due to his rockets' explosion radius (especially with crit rockets) and his ability to use either the [[Buff Banner]] or [[Battalions Backup]] to provide either mini-crits or a crit-negating defense boosts. In addition, like the Demoman, he can increase capture speed using the [[Pain Train]]. In Zombie Fortress, the Soldier will most likely use the "Tantrum" perk, so the 100% crits can be useful if dealing with a horde.
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* '''Soldier''': In Zombie Fortress, the Soldier is considered to be the best ally for the Medic when attacking. The Soldier is also the best class against hordes of Zombies due to his rockets' explosion radius (especially with Crit rockets) and his ability to use the [[Buff Banner]], [[Concherer]] or [[Battalions Backup]] to provide Mini-Crits, healing, or a Crit-negating defense boost. In addition, like the Demoman, he can increase capture speed using the [[Pain Train]]. In Zombie Fortress, the favored Soldier perk is ''"Wise"'' or ''"Tantrum"'' due to their ability to further increase the already high damage output of the Soldier.
  
*'''Pyro''': The Pyro is highly limited in the mod due to the fact that [[Flamethrower]] ammunition is restricted to 125 rather than the usual 200. Though since collecting ammo can increase Flamethrower ammo past 125, but will decrease 10 per second. The Pyro is useful against large hordes due to his [[airblast]] and [[afterburn]], however the Pyro uses up large amounts of his ammo every time he airblasts, so the Pyro has to be selective about how often the ability is used. The Pyro's survivability has increased since the [[Degreaser]] and [[Powerjack]] have been released. The Pyro is also useful for extinguishing survivors that have been set on fire by Combustible zombies. The Pyro can use Spy check when his ammo is above 125 because ammo does not decrease faster at above 125.
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* '''Pyro''': The Pyro is highly limited in the mod due to the fact that the [[Flamethrower]]'s ammunition is restricted to 125 rather than the usual 200. Collecting ammo can increase the Flamethrower's ammo past 125, but will decrease by 10 every second. The Pyro is useful against large hordes due to his [[airblast]] and [[afterburn]] abilities. However, the Pyro uses up large amounts of his ammo every time he airblasts, so the Pyro has to be selective about how often the ability is used. The Pyro's survivability has increased since the [[Degreaser]] and [[Powerjack]] have been released. The Pyro is also useful for extinguishing survivors that have been set on fire by ''"Scorching"'' zombies. The Pyro's ability to attack through Sentry Guns and Dispensers make them an exceptional ally to Engineers in Zombie Fortress survival maps. The favored Pyro perks include ''"Wise"'', ''"Resourceful"'', and ''"Psychotic"'' for the improved damage or for the ability to constantly spam their fire.
  
*'''Demoman''': The Demoman is the best ally for the Medic in defensive situations due to his ability to lay [[sticky]] traps over entrances. The 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]]. A Demoman will often use the "Juggernaut" perk. Its ability to make the user resistant to explosives allows the Demoman to trick the Zombies into attacking him while he stands in a carpet of sticky bombs.
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* '''Demoman''': The Demoman is the best ally for the Medic in defensive situations due to his ability to lay [[sticky]] traps over entrances. The 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]]. A Demoman will often use the ''"Juggernaught"'', ''"Selfless"'', or ''"Ninja"'' perks due to increased damage and their talents in melee combat.
  
*'''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. Due to balance issues, server administrators often disable the ability to teleport or enable reparation of buildings. The Engineer also cannot upgrade his buildings. An Engineer will often use the "Supplier" perk for he can gain additional metal to help build Sentry Guns and Dispensers when in times against a horde.
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* '''Engineer''': The Engineer is the most defensive class, 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 off with reduced ammo and cannot be upgraded past level 1, the [[Gunslinger]]'s Mini-Sentry starts with reduced ammo, loses ammo at 1 bullet per second, and cannot be repaired, the [[Dispenser]] is unable to heal or dispense [[health]] or [[ammo]] but can be used as a blockade, while the [[Teleporter]] works as it would normally but cannot be upgraded. Due to balance issues, server administrators often disable the ability to teleport. An Engineer will often use the ''"Supplier"'' perk for he can gain additional metal to help build Sentry Guns and Dispensers when in times against a horde, or the ''"Resourceful"'' perk due to its ability to restore ammo, metal, and health.
  
*'''Medic''': The Medic is an extremely useful asset in the mod. His [[Overheal]] does not decay and his [[Syringe Gun]] does not need to be reloaded. He can also use the [[Crusader's Crossbow]] to heal survivors out of range of his Medi Gun and his health regenerates. However, the Medic should constantly watch his primary ammo so he does not run out and leave himself vulnerable. A Medic will often use the "Charismatic" perk to increase his allies threat against the Zombies. With the [[Australian Christmas]] update, the Medic can also use the [[Amputator]] taunt to heal a group of Survivors without the need to use his [[Medi Gun]].
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* '''Medic''': The Medic is an extremely useful asset in Zombie Fortress. His [[Overheal]] does not decay and his [[Syringe Gun]] does not need to be reloaded. He can also use the [[Crusader's Crossbow]] to heal survivors out of range of his Medi Gun and his health regenerates. However, the Medic should constantly watch his primary ammo so he does not run out and leave himself vulnerable. A Medic will often use the ''"Charitable"'' perk to increase his allies threat against the Zombies or ''"Turtle"'' to allow them to withstand great punishment while their allies take care of the zombies. With the [[Australian Christmas]] update, the Medic can also use the [[Amputator]] taunt to heal a group of Survivors without the need to use his [[Medi Gun]] but will suffer slightly more damage from all sources while doing so.
 
 
*'''Sniper''': On open maps, the Sniper is extremely useful due to his long range of fire. In smaller maps, however, the Sniper may have to resort to using his [[Huntsman]] to deal with close-range threats. His ability to give teammates [[mini-crits]] by using [[Jarate]] and the [[Sydney Sleeper]] can come in handy when dealing with hordes. The Sniper's [[SMG]] does not need to be reloaded, although care should be taken not to run out of ammo in a critical situation. Snipers using both the [[Bushwacka]] and Jarate can defend themselves against most zombies with the Bushwacka's crit attribute. Using the [[Razorback]] while sniping is also a viable option since Spies will most often aim for Snipers.
 
  
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* '''Sniper''': On open maps, the Sniper is extremely useful due to his long range of fire. In smaller maps, however, the Sniper may have to resort to using his [[Huntsman]] to deal with close-range threats. His ability to give teammates [[Mini-Crits]] by using [[Jarate]] and the [[Sydney Sleeper]] can come in handy when dealing with hordes. The Sniper's [[SMG]] does not need to be reloaded, although care should be taken not to run out of ammo in a critical situation. Snipers using both the [[Bushwacka]] and Jarate can defend themselves against most zombies with the Bushwacka's Crit attribute. Using the [[Razorback]] while sniping is also a viable option since Spies will most often aim for Snipers. The favored Sniper perk is ''"Zenlike"'' in survival maps due to its ability to grant [[Sniper Rifle]]s nearly insta-kill capabilities against zombies (even with body-shots). In other maps most Snipers will resort to perks such as ''"Trapper"'' or ''"Leader"'' to improve the effect of their melee and support items.
  
 
=== Zombie strategy ===
 
=== 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 use [[Sandman]], [[Bonk! Atomic Punch]], and [[Crit-a-Cola]]. A Scout in Zombie Fortress will often use the Thieving perk, which can create havoc among survivors in maps with limited ammo packs.
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* '''Scout''': The [[Scout]] still maintains his speed and [[Jumping#Double Jump|double jump]]. The Scout excels at distracting [[Sentry Gun]]s and ambushing lone Survivors due to the ability to use [[Sandman]], [[Bonk! Atomic Punch]], [[Mad Milk]] and [[Crit-a-Cola]]. A Scout in Zombie Fortress will often use the ''"Thieving"'' perk, which can create havoc among survivors in maps with limited ammo packs, or the ''"Scorching"'' perk, which can be coupled with the [[Boston Basher]] to cause panic on survivor teams without a Medic. The [[Flying Guillotine]] is allowed, though limited, on many servers and can be used in conjunction with other perks for an even greater effect.
  
*'''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 [[Critical hits|Crits]] from the [[K.G.B.]].  
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* '''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 [[High Noon]] [[taunt kill]] and the [[Critical hits|Crits]] from the [[K.G.B.]]. The favored [[Heavy]] perks include ''"Alpha"'', ''"Vindictive"'', ''"Roar"'', and ''"Vampiric"'', all of which can either increase damage output or allow the Heavy to live far longer.
  
*'''Spy''': The Spy still remains a large threat in the mod due to retention of his [[Cloak]] (the maximum Cloak he can have is 80%) and [[backstab]], but is unable to [[disguise]], unless he uses [[Your Eternal Reward]], which then makes him an extremely deadly, and unexpected, threat to survivors. A Spy in Zombie Fortress will often use the "Magnetic perk" so they can disable Sentry Guns while cloaked with the [[Cloak and Dagger]]. The [[Dead Ringer]] can be used but is pointless because the Cloak can only recharge to 80% and it needs 100% to work.
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* '''Spy''': The [[Spy]] still remains a very large threat due to retention of his [[Cloak]] (the maximum Cloak he can have is 80%) and [[backstab]] but is unable to [[disguise]]. The [[Your Eternal Reward|Eternal Reward]] cannot grant a disguise due to it acting like the [[Knife]]. A Spy in Zombie Fortress will often use the Magnetic perk so they can disable Sentry Guns while cloaked with the [[Cloak and Dagger]] but ''"Thieving"'' is also a great favorite due to the Spy's [[Ambassador]] and [[Enforcer]] being incredibly useful. The [[Dead Ringer]] can be used but is pointless because it needs 100% Cloak to work.
  
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== Perks ==
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Perks are special abilities that both the Survivors and Zombies can use. They can change health, defense, attack, speed, and introduce new gameplay mechanics. Some perks stack up on each other when used by several players.
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Perks have been updated by various users, namely the original mod creator [http://forums.alliedmods.net/member.php?u=42089 Sirot], the person who took after him [http://forums.alliedmods.net/member.php?u=60915 Dirty Minuth], the most recent public updater [http://steamcommunity.com/profiles/76561198008789015 Weenie], and the current updater Requiesta de Silencia.
  
== Perks ==
 
Perks are special abilities that both the Survivors and Zombies can use. They can change health, defense, attack, speed, and introduce new gameplay mechanics (some perks stack upon each other when used by several players. e.g. inspirational + inspirational = Doubled effect of the radios or Sick + Sick = More damage done from the piles of vomit).
 
* Server administrators may disable certain perks (for balance issues or other possible reasons), or may even run Zombie Fortress without perks altogether by installing the ZF vanilla version of the plugin, ZF vanilla is the standard ZF that's been maintained and updated for almost a year. Think of it as the basic version of ZF.
 
  
 
{| class="wikitable grid collapsible collapsed" width="70%" style="text-align: center;"
 
{| class="wikitable grid collapsible collapsed" width="70%" style="text-align: center;"
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|-
 
|-
 
| Athletic
 
| Athletic
| You have innate speed and rate of fire bonuses. You have an innate attack and crit penalties.
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| You have innate speed and rate of fire bonuses. You have an innate attack and Crit penalties.
 
|-
 
|-
 
| Charitable
 
| Charitable
| Each kill or assist grants 'gift points.' Call for Medic to redeem these points and toss out a gift for other survivors (or zombies). Gifts grant various temporary bonuses.
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| Each kill or assist grants 'gift points.' Call for Medic to redeem these points and toss out a gift for other survivors (or zombies). Gifts grant various temporary bonuses and increase the Charitable's health. Zombies can steal gifts to absorb health.
 
|-
 
|-
 
| Carpenter
 
| Carpenter
| You have an innate defense bonus. You have an innate attack penalty. Call for Medic to place a barricade. Barricades have 350 health and can be destroyed by anyone. Ability has a cooldown of 30s.
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| You have an innate defense bonus. You have an innate attack penalty. Call for Medic to place a barricade. Barricades have 400 health and can be destroyed by anyone. Ability has a cooldown of 25s.
 
|-
 
|-
 
| Cowardly
 
| Cowardly
| -You have a passive 'panic' ability. When hit, you gain temporary speed and defense bonuses. Panic ability lasts 10s and has a cooldown of 30s.
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| You have a passive 'panic' ability. When hit, you gain temporary speed and defense bonuses. Panic ability lasts 10s and has a cooldown of 25s.
 
|-
 
|-
 
| Friend
 
| Friend
| Call for Medic to select a friend (must be looking at target, setup time only). Friend is randomly selected otherwise. When near your friend, you have attack and regen bonuses. You gain crit time for each kill or assist with your friend. Crit time is activated when your friend dies.
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| Call for Medic to select a friend (must be looking at target, setup time only). Friend is randomly selected otherwise. When near your friend, you have attack and regen bonuses. You gain Crit time for each kill or assist with your friend. Crit time is activated when your friend dies.
 
|-
 
|-
 
| Heroic
 
| Heroic
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|-
 
|-
 
| Holy
 
| Holy
| You have an innate attack penalty. When crouched and not moving, you heal yourself and nearby survivors.
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| When crouched and not moving, you heal yourself and nearby survivors.
 
|-
 
|-
 
| Juggernaut
 
| Juggernaut
| You have innate attack and defense bonuses. You have an innate speed penalty. You are immune to self and fall damage. You knockback zombies with melee hits and stun with fall damage impacts.
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| You have innate attack and defense bonuses. You have an innate speed penalty. You are immune to self and fall damage. You knockback zombies with melee hits and stun with fall damage impacts. When you avoid self damage you suffer a small attack penalty.
 
|-
 
|-
 
| Leader
 
| Leader
| You have an innate Crit bonus. You grant attack and defense bonuses to nearby survivors. Call for Medic to place a rally point. You gain attack and defense bonuses for each survivor near your rally point, and survivors gain attack and defense bonuses when they are near your rally point. Rally lasts 60s and has a cooldown of 120s.
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| You have an innate Crit bonus. You grant attack and defense bonuses to nearby survivors. Call for Medic to place a rally point. You gain attack and defense bonuses for each survivor near your rally point, and survivors gain attack and defense bonuses when they are near your rally point. Rally lasts 90s and has a cooldown of 120s.
 
|-
 
|-
 
| Ninja
 
| Ninja
| You have an innate speed bonus. You have an innate defense penalty. You are immune to fall damage. Call for Medic to place a decoy retreat point. When hit, you will retreat to that point. Decoy ability lasts 15s and has a cooldown of 30s. You can super jump over a normal jump. Super jump has a cooldown of 5s
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| You have an innate speed bonus. You have an innate defense penalty. Call for Medic to place a decoy retreat point. When hit, you will retreat to that point. Decoy ability lasts 7s and has a cooldown of 7s. You jump slightly higher than other survivors and inflict more damage with melee weapons.
 
|-
 
|-
 
| Nonlethal
 
| Nonlethal
 
| You have an innate attack penalty when using bullet-based weapons. Bullet damage causes knockback.
 
| You have an innate attack penalty when using bullet-based weapons. Bullet damage causes knockback.
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|-
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| Psychotic
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| You have an innate speed bonus and Crit penalty. Each kill grants you a temporary attack bonus and a temporary defense penalty. When your attack reaches 80% you will be surrounded by a green flaming aura which boosts your speed and slows the rate you lose your bonuses and penalties.
 
|-
 
|-
 
| Resourceful
 
| Resourceful
| You receive ammo, health, and metal from kills. You receive temporary attack bonuses from ammopacks and temporary defense bonuses from medpacks.
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| You receive ammo, health, and metal from kills. You receive temporary attack bonuses from ammopacks and temporary defense bonuses from medpacks and ammopacks.
 
|-
 
|-
 
| Selfless
 
| Selfless
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| Call for Medic to place a secret stash. Stash can't be placed near other stashes. Stash becomes active after 40s and grants ammo, health, and a temporary attack bonus. Ability has a cooldown of 30s.
 
| Call for Medic to place a secret stash. Stash can't be placed near other stashes. Stash becomes active after 40s and grants ammo, health, and a temporary attack bonus. Ability has a cooldown of 30s.
 
|-
 
|-
| Stir-crazy
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| Stir-crazy (depreciated, replaced with Psychotic)
| You have attack and defense penalties. You receive an attack bonus proportional to how much distance you travel.
 
 
|-
 
|-
 
| Supplier
 
| Supplier
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|-
 
|-
 
| Traitor
 
| Traitor
| You have a crit penalty. Zombies nearby get added Crit. If you are one of the two last survivors, you poison the other survivor.  
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| You have a Crit penalty. Zombies nearby get added Attack. When you die nearby survivors are poisoned for 30 seconds.
 
|-
 
|-
 
| Trapper
 
| Trapper
| Call for Medic to place proximity mines. You can place up to 3 mines. Ability has a cooldown of 30s.
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| Call for Medic to place proximity mines. You can place up to 3 mines. Ability has a cooldown of 10s.
 
|-
 
|-
 
| Wise
 
| Wise
| Bonuses are permanent. +Att on kill or Assist. Temporary defense bonus when hit.  
+
| Bonuses are permanent. +Att on kill or Assist. Defense bonus when hit in melee.  
 
|-
 
|-
 
| Zenlike
 
| Zenlike
| When crouched and not moving, you regenerate health and accumulate a Crit bonus. Crit bonus decreases after each attack.
+
| When crouched and not moving, you regenerate health and accumulate a Crit bonus. Crit bonus decreases after each attack or while moving around.
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
| Alpha
 
| Alpha
| You acquire minions by killing survivors or assisting existing minions in killing survivors. You receive attack and regen bonuses when near other zombies or minions. Call for Medic to summon up to 4 minions. Ability has a cooldown of 15s per minion summoned.
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| You acquire minions by killing survivors or assisting existing minions in killing survivors. You receive attack and regen bonuses when near other zombies or minions. Call for Medic to summon up to 3 minions. Ability has a cooldown of 7s per minion summoned.
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|-
 +
| Bloodlust
 +
| You have an innate attack penalty. As your health reaches 0 your attack bonus goes up to a maximum of 80%.
 
|-
 
|-
 
| Combustible
 
| Combustible
| You have an innate defense penalty. You explode on death (unless hit by a melee weapon). Can't [[Cloak]] or use [[Bonk! Atomic Drink|Bonk]].
+
| You have an innate defense penalty. You explode on death (unless hit by a melee weapon). Can't [[Cloak]] or use [[Bonk! Atomic Punch|Bonk!]]. By pressing E you can "prime" yourself to explode in 3 seconds. If you are killed before you explode after "priming" you will not explode.
|-
 
| Tarred
 
| Call for Medic to spit tar. Tar slicks last for 30s or until you die. You slow survivors with melee hits or when hit with melee.
 
 
|-
 
|-
 
| Horrifying
 
| Horrifying
| Each melee hit causes temporary defense, rate of fire, and speed penalties to the survivors.
+
| You have an innate attack penalty. Each melee hit causes temporary defense and attack penalties to survivors. If you are slain, nearby survivors affected by your curse rapidly recover from the effects.
 
|-
 
|-
 
| Hunter
 
| Hunter
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|-
 
|-
 
| Magnetic
 
| Magnetic
| Disable nearby Sentry Guns and proximity mines.
+
| You have an innate attack penalty. Disable nearby Sentry Guns and proximity mines. While disabling either Sentry Guns or mines your attack and health regeneration will rapidly increase.
 
|-
 
|-
 
| Marked
 
| Marked
| One survivor is randomly selected as your mark. You gain an attack bonus when attacking your mark and an attack penalty otherwise. New mark is chosen after current mark dies and there are more than 2 remaining survivors.
+
| One survivor is randomly selected as your mark. You gain an attack bonus when attacking your mark and an attack penalty otherwise. New mark is chosen after current mark dies. If your mark is the last remaining survivor your attack bonuses are cut in half.
 
|-
 
|-
 
| Rage
 
| Rage
| Call for Medic to active a 2-stage rage ability. First stage lasts 15s, during which some damage taken is converted to an attack bonus. Second stage lasts 5s, during which damage taken is delayed by 2s. Each stage grants speed and health bonuses. Ability has a cooldown of 20s.
+
| Call for Medic to active Rage. While Enraged you gain extra health and speed. When Rage fades you suffer a 50% attack penalty for 15 seconds.
 
|-
 
|-
 
| Roar
 
| Roar
| Call for Medic to push back nearby survivors in front of you and give them -Def. Ability has a cooldown of 30s.
+
| Call for Medic to push back nearby survivors in front of you and give them -Def. Ability has a cooldown of 15s.
 +
|-
 +
| Scorching
 +
| You have a speed bonus. You have an attack penalty. You are immune to fire sources. You ignite survivors when you hit them with melee or touch them. Can't [[Cloak]] or use [[Bonk! Atomic Punch|Bonk!]].
 +
|-
 +
| Shield
 +
| You have innate attack penalties and defense bonuses. Call for Medic to turn yourself into a beacon. While beaconed, the Shield zombie cannot move and suffers heavy attack and defense penalties, but grants nearby Zombies heavy defense and regeneration bonuses. If a beaconed zombie is killed by a survivor, the survivor gains a temporary attack buff. Shield zombies cannot Cloak or use [[Bonk! Atomic Punch|Bonk!]].
 
|-
 
|-
 
| Sick
 
| Sick
| You have an innate defense penalty. Call for Medic to spit acid. Acid lasts for 35s or until you die. Damage caused is proportional to distance between you and acid.
+
| You have an innate attack penalty. Call for Medic to spit acid. Acid lasts for 30s or until you die. Damage caused increases the longer survivors stand inside it.
 
|-
 
|-
 
| Swarming
 
| Swarming
| You have an innate speed bonus. You have innate attack and defense penalties. You have instant respawn, and zombies that die near you have instant respawn.
+
| You have an innate speed bonus. You have innate attack and defense penalties. You have instant respawn, and zombies that die near you have instant respawn. You cannot backstab survivors.
 +
|-
 +
| Tarred
 +
| You have an innate attack and speed penalty. Call for Medic to spit tar. Tar slicks last for 30s or until you die and slow enemies within them. You slow survivors with melee hits or when hit with melee.
 
|-
 
|-
 
| Thieving
 
| Thieving
| Destroy metal, Ammo, and ÜberCharge on each hit of that survivor. If there is no reserve ammo then you take the ammo that is equipped in that survivors weapon. Is possible to steal a gun from a survivor
+
| You have an innate attack penalty. Striking a survivor with melee allows you to steal a portion of their ammo, metal, and ubercharge. If a survivor using a primary weapon loses all their reserve ammo to a thieving, the zombie can steal their weapon. Stolen weapons disappear when they run out of their limited ammo supply. Thieving zombies can also steal weapons by killing survivors.
 
|-
 
|-
 
| Toxic
 
| Toxic
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|-
 
|-
 
| Vampiric
 
| Vampiric
| Leech HP per hit based on damage. You have a regen bonus.
+
| Suffer an attack penalty. Leech HP per hit based on damage. You have a regen bonus and can overheal while leeching health.
 
|-
 
|-
 
| Vindictive
 
| Vindictive
 
| +Att +Def on killing a survivor. Buffs carry when you respawn or change classes.
 
| +Att +Def on killing a survivor. Buffs carry when you respawn or change classes.
|-
 
| Scorching
 
| You have a speed bonus. You have an attack penalty. You are immune to fire sources. You ignite survivors when you hit them with melee or touch them. Can't [[Cloak]] or use [[Bonk! Atomic Punch|Bonk!]]
 
 
|-
 
|-
 
|}
 
|}
Line 181: Line 192:
  
 
== Super Zombie Fortress ==
 
== Super Zombie Fortress ==
'''Super Zombie Fortress''' is a remake of [[Zombie Fortress]] and was developed by [http://steamcommunity.com/id/mechatheslag/ Mecha The Slag]. This includes many differences, including at the start, you can choose your weapons that're for the same class as you.
+
'''Super Zombie Fortress''' is a remake of Zombie Fortress and was developed by [http://steamcommunity.com/id/mechatheslag/ Mecha The Slag].  
  
=== Videos ===
+
Super Zombie Fortress works the same as perk-less Zombie Fortress. Survivors only start with melee weapons and collect randomly generated weapons from spawn and from certain areas around the map. Players can only pick up class-specific weapons (multi-class weapons such as the [[Shotgun]]s can be picked up by all classes who can use this weapon). This makes class variety and teamwork even more important due to limited firepower (and for the Medic, healing power) and distribution of weapons. Not all servers can run this private mechanic, but Super Zombie Fortress is still playable without it.
{{youtube|width=400|KZqhCkqxmfs}}
 
  
=== Servers ===
+
It is not uncommon for survivors to lack key weapons such as the [[Medi Gun]] or the [[Rocket Launcher]] for the majority of the map, especially on smaller teams. Therefore teams should have a variety of different classes to ensure that most weapons can be used and less weapons need to be passed up due to the lack of the corresponding class in the team.
'''SLAG Gaming #1 - Gamemode Madness - [steam://connect/slag1.mechatheslag.net slag1.mechatheslag.net]'''<br/>
+
 
'''SLAG Gaming #3 - Gamemode Madness - [steam://connect/slag3.mechatheslag.net slag3.mechatheslag.net]'''<br/>
+
Most popular Super Zombie Fortress maps are Attack-type maps where the survivors capture points from zombies. Other map types such as survival-based maps are usually used in Zombie Fortress instead.
'''SLAG Gaming #5 - Gamemode Madness - [steam://connect/slag5.mechatheslag.net slag5.mechatheslag.net]'''<br/>
 
'''SLAG Gaming #7 - Super Zombie Fortress - [steam://connect/slag7.mechatheslag.net slag7.mechatheslag.net]'''<br/>
 
'''intox Gaming - Super Zombie Fortress - [steam://connect/szf.intoxgaming.com szf.intoxgaming.com]'''
 
  
 
== External links ==
 
== External links ==
* [http://www.zombiefortress.co.uk Zombie Fortress official website]
+
* [http://steamcommunity.com/groups/zfintox Zombie Fortress Steam Community Group]
* [http://www.gamebanana.com/maps/cats/4452 Game Banana]
+
* [http://forums.alliedmods.net/showthread.php?t=131282 Zombie Fortress Thread on AlliedMods]
* [http://teamfortress2.filefront.com/files/Team_Fortress_2/Maps/Zombie_Fortress;11307 TF2Files]
+
* [http://forums.alliedmods.net/showthread.php?p=1467101 Super Zombie Fortress Thread on AlliedMods]
* [http://forums.alliedmods.net/showthread.php?t=131282 Alliedmods]
+
* [http://www.gamebanana.com/maps/cats/4452 Zombie Fortress maps on GameBanana]
 
 
 
 
 
{{ModNav}}
 
{{ModNav}}

Latest revision as of 20:30, 26 June 2024

Your friends are all dead... Good luck...
The Administrator on fighting reanimated teammates.
Zombie Fortress Logo
This article is about a custom game mode. For other uses, see Zombie game mode and Zombie (Disambiguation).

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. Survivors need to complete their objective, which may vary depending on the game mode. Survivors have the advantage of having ranged weaponry while the Zombies have the main advantage of having the ability to respawn and convert slain Survivors into Zombies. When a Survivor is killed, they are switched to the Zombie team. When no Survivor players remain, the Zombie team wins. One could compare the game mode to a mix between Arena and Medieval Modes, respectfully, each affecting a different team simultaneously.

The 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 modified effectiveness against the Zombies. The Zombies can only choose the Scout, Heavy, and Spy classes, which are only equipped with their melee weapons (there also can be servers with more or all classes who can be played as Zombies, but they are very rare) , most lunchbox items (such as Bonk! Atomic Punch, and Sandvich), a choice of perks, and the ability to use Kill taunts.

Gameplay demonstration

Objectives

Zombie Fortress is a very versatile mod that can work with many styles of gameplay. The following are a list of the major types of Zombie Fortress maps:

Survival: In survival maps the Survivors attempt to live until the map timer runs out by running away, hiding, or mowing down the Zombies. The Zombies' goal is to kill every survivor before the timer runs out. Good survival maps tend to be enclosed and well laid out. They generally have lots of camping spots but make it easy for players to get around the map. This is currently the most popular type of map in Zombie Fortress.

Attack/Defend: In attack/defend maps one team is charged with protecting various control points from the other team until the timer runs out. Normally in Zombie Fortress the survivors are the attacking team and the zombies are the defending team, due to the fact that the zombies have infinite lives and can simply charge en masse repeatedly to win. Good attack/defend maps have fair control point capture rates compared to the length of the map and usually contain a few traps here and there to snare unsuspecting survivors. The really good attack/defend maps have special kill triggers that kill survivors attempting to delay the round by hiding in spawn or well behind the attacking group.

Capture the Flag: In capture the flag maps one team is charged with protecting an information brief case (sometimes given a special model to be something else) while the other team hunts down the briefcase to return it to their home base. In Zombie Fortress this map style is widely unpopular due to the difficulty of pulling off a fair and balanced gameplay. Usually, however, survivors are charged with capture while zombies are charged with defense. There are currently no maps that have survivors and zombies both capturing and defending.

Strategy

  • Not all servers use the perk system. The perk tidbits are there for people who play on perk-enabled servers.

Survivor strategy

  • All: Survivors should stick together so that the cluster is more difficult to kill, and, on control point maps, to increase the speed at which points cap. In addition, some Survivor perks affect nearby teammates, letting a cluster receive boosts in attack, defense, and Crit-chance.
  • Soldier: In Zombie Fortress, the Soldier is considered to be the best ally for the Medic when attacking. The Soldier is also the best class against hordes of Zombies due to his rockets' explosion radius (especially with Crit rockets) and his ability to use the Buff Banner, Concherer or Battalions Backup to provide Mini-Crits, healing, or a Crit-negating defense boost. In addition, like the Demoman, he can increase capture speed using the Pain Train. In Zombie Fortress, the favored Soldier perk is "Wise" or "Tantrum" due to their ability to further increase the already high damage output of the Soldier.
  • Pyro: The Pyro is highly limited in the mod due to the fact that the Flamethrower's ammunition is restricted to 125 rather than the usual 200. Collecting ammo can increase the Flamethrower's ammo past 125, but will decrease by 10 every second. The Pyro is useful against large hordes due to his airblast and afterburn abilities. However, the Pyro uses up large amounts of his ammo every time he airblasts, so the Pyro has to be selective about how often the ability is used. The Pyro's survivability has increased since the Degreaser and Powerjack have been released. The Pyro is also useful for extinguishing survivors that have been set on fire by "Scorching" zombies. The Pyro's ability to attack through Sentry Guns and Dispensers make them an exceptional ally to Engineers in Zombie Fortress survival maps. The favored Pyro perks include "Wise", "Resourceful", and "Psychotic" for the improved damage or for the ability to constantly spam their fire.
  • Demoman: The Demoman is the best ally for the Medic in defensive situations due to his ability to lay sticky traps over entrances. The 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. A Demoman will often use the "Juggernaught", "Selfless", or "Ninja" perks due to increased damage and their talents in melee combat.
  • Engineer: The Engineer is the most defensive class, 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 off with reduced ammo and cannot be upgraded past level 1, the Gunslinger's Mini-Sentry starts with reduced ammo, loses ammo at 1 bullet per second, and cannot be repaired, the Dispenser is unable to heal or dispense health or ammo but can be used as a blockade, while the Teleporter works as it would normally but cannot be upgraded. Due to balance issues, server administrators often disable the ability to teleport. An Engineer will often use the "Supplier" perk for he can gain additional metal to help build Sentry Guns and Dispensers when in times against a horde, or the "Resourceful" perk due to its ability to restore ammo, metal, and health.
  • Medic: The Medic is an extremely useful asset in Zombie Fortress. His Overheal does not decay and his Syringe Gun does not need to be reloaded. He can also use the Crusader's Crossbow to heal survivors out of range of his Medi Gun and his health regenerates. However, the Medic should constantly watch his primary ammo so he does not run out and leave himself vulnerable. A Medic will often use the "Charitable" perk to increase his allies threat against the Zombies or "Turtle" to allow them to withstand great punishment while their allies take care of the zombies. With the Australian Christmas update, the Medic can also use the Amputator taunt to heal a group of Survivors without the need to use his Medi Gun but will suffer slightly more damage from all sources while doing so.
  • Sniper: On open maps, the Sniper is extremely useful due to his long range of fire. In smaller maps, however, the Sniper may have to resort to using his Huntsman to deal with close-range threats. His ability to give teammates Mini-Crits by using Jarate and the Sydney Sleeper can come in handy when dealing with hordes. The Sniper's SMG does not need to be reloaded, although care should be taken not to run out of ammo in a critical situation. Snipers using both the Bushwacka and Jarate can defend themselves against most zombies with the Bushwacka's Crit attribute. Using the Razorback while sniping is also a viable option since Spies will most often aim for Snipers. The favored Sniper perk is "Zenlike" in survival maps due to its ability to grant Sniper Rifles nearly insta-kill capabilities against zombies (even with body-shots). In other maps most Snipers will resort to perks such as "Trapper" or "Leader" to improve the effect of their melee and support items.

Zombie strategy

  • Scout: The Scout still maintains his speed and double jump. The Scout excels at distracting Sentry Guns and ambushing lone Survivors due to the ability to use Sandman, Bonk! Atomic Punch, Mad Milk and Crit-a-Cola. A Scout in Zombie Fortress will often use the "Thieving" perk, which can create havoc among survivors in maps with limited ammo packs, or the "Scorching" perk, which can be coupled with the Boston Basher to cause panic on survivor teams without a Medic. The Flying Guillotine is allowed, though limited, on many servers and can be used in conjunction with other perks for an even greater effect.
  • 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 High Noon taunt kill and the Crits from the K.G.B.. The favored Heavy perks include "Alpha", "Vindictive", "Roar", and "Vampiric", all of which can either increase damage output or allow the Heavy to live far longer.
  • Spy: The Spy still remains a very large threat due to retention of his Cloak (the maximum Cloak he can have is 80%) and backstab but is unable to disguise. The Eternal Reward cannot grant a disguise due to it acting like the Knife. A Spy in Zombie Fortress will often use the Magnetic perk so they can disable Sentry Guns while cloaked with the Cloak and Dagger but "Thieving" is also a great favorite due to the Spy's Ambassador and Enforcer being incredibly useful. The Dead Ringer can be used but is pointless because it needs 100% Cloak to work.

Perks

Perks are special abilities that both the Survivors and Zombies can use. They can change health, defense, attack, speed, and introduce new gameplay mechanics. Some perks stack up on each other when used by several players. Perks have been updated by various users, namely the original mod creator Sirot, the person who took after him Dirty Minuth, the most recent public updater Weenie, and the current updater Requiesta de Silencia.




Super Zombie Fortress

Super Zombie Fortress is a remake of Zombie Fortress and was developed by Mecha The Slag.

Super Zombie Fortress works the same as perk-less Zombie Fortress. Survivors only start with melee weapons and collect randomly generated weapons from spawn and from certain areas around the map. Players can only pick up class-specific weapons (multi-class weapons such as the Shotguns can be picked up by all classes who can use this weapon). This makes class variety and teamwork even more important due to limited firepower (and for the Medic, healing power) and distribution of weapons. Not all servers can run this private mechanic, but Super Zombie Fortress is still playable without it.

It is not uncommon for survivors to lack key weapons such as the Medi Gun or the Rocket Launcher for the majority of the map, especially on smaller teams. Therefore teams should have a variety of different classes to ensure that most weapons can be used and less weapons need to be passed up due to the lack of the corresponding class in the team.

Most popular Super Zombie Fortress maps are Attack-type maps where the survivors capture points from zombies. Other map types such as survival-based maps are usually used in Zombie Fortress instead.

External links