Difference between revisions of "Zombie Escape"

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Midline classes are classes that don't have the staying power to be on the backline supporting the team, but shouldn't, or can't, be away from the front line for too long.
 
Midline classes are classes that don't have the staying power to be on the backline supporting the team, but shouldn't, or can't, be away from the front line for too long.
  
The midline classes are the Heavy (his speed, or lack thereof, makes it unwise to be on the backlines, but his shotgun can force enemies backward), Demoman, and Spy (due to the fact that the zombies can see cloaked players, and as such would have little reason to be on the backline to attempt a flank).
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The midline classes are the Heavy (his speed, or lack thereof, makes it unwise to be on the backlines, but his Shotgun can force enemies backward), Demoman, and Spy (due to the fact that the zombies can see cloaked players, and as such would have little reason to be on the backline to attempt a flank).
  
 
===Support===
 
===Support===

Revision as of 00:00, 11 November 2019

Move, move, move!
The Engineer, urging his teammates to run away from zombies.

Zombie Escape, not to be confused with Zombie Survival and Zombie Fortress is a gameplay modification of Zombie Mod.

Zombie Escape, as the name implies, is a mod where you escape from zombies.

Gameplay

The gameplay is a simple start-to-finish race between spawn and the final holdout, usually where either an escape vehicle is called or where the map makes up a reason to kill players (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, will 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 a limited amount of times.

There are two ways to finish the round: One is to get through the race, holding out at places that require you 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.

Classes

Classes are all diverse in their playstyle and offer a wide variety of outcomes when using them. Classes can best be summarised as push, midline, and support.

Push Classes

Push classes are classes that are at the front lines, furthest away from the zombies, activating objectives and setting up camp to lock down areas.

The push classes are the Soldier, Pyro, Medic, and Sniper; though, the Demoman does fall into this category when playing as the Demoknight, which is the most popular way to play Demoman in this mod, as sticky traps are not viable in this mod.

Midline

Midline classes are classes that don't have the staying power to be on the backline supporting the team, but shouldn't, or can't, be away from the front line for too long.

The midline classes are the Heavy (his speed, or lack thereof, makes it unwise to be on the backlines, but his Shotgun can force enemies backward), Demoman, and Spy (due to the fact that the zombies can see cloaked players, and as such would have little reason to be on the backline to attempt a flank).

Support

Support classes are classes that have a consistent and powerful way to cut off the advances of zombies.

The support classes are the Scout and Engineer.