Difference between revisions of "Zombie Fortress"

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(Zombie strategy)
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=== 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''': In the mod, 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.
  
*'''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 [[Showdown]] [[taunt kill]] and the [[Critical hits|Crits]] from the [[K.G.B.]]. A Heavy may too use the Thieving perk so that he can steal a gun from a survivor causing total havoc amongst the survivors.  
 
 
*'''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.
 
  
 +
*'''Spy''': The [[Spy]] still remains a very 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]]. Plus the [[Your Eternal Reward|Eternal Reward]] cannot give 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]]. The [[Dead Ringer]] can be used but is too pointless because the Cloak can only recharge to 80% and it needs 100% to work.
  
 
== Perks ==
 
== Perks ==

Revision as of 15:01, 19 May 2012

Your friends are all dead... Good luck...
The Administrator on fighting reanimated teammates.
Zombie Fortress Logo

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. 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 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), most lunchbox items (such as Bonk! Atomic Punch, and Sandvich), a choice of perks, and the ability to use Kill taunts.


Objectives

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 one or two control points while staying alive.
  • Capture: Where the Survivors have to capture all points while staying alive.
  • 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.


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 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.
  • 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. The Pyro'd often use the Wise perk to take down a whole horde of zombies.
  • 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.
  • 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.
  • 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.
  • 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.

Zombie strategy

  • 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.. A Heavy may too use the Thieving perk so that he can steal a gun from a survivor causing total havoc amongst the survivors.
  • Spy: The Spy still remains a very 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. Plus the Eternal Reward cannot give 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. The Dead Ringer can be used but is too pointless because the Cloak can only recharge to 80% and it needs 100% 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 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.



Super Zombie Fortress

Super Zombie Fortress is a remake of Zombie Fortress and was developed by Mecha The Slag. This includes many differences, including at the start, you can choose your weapons that're for the same class as you.

Videos

Servers

SLAG Gaming #1 - Gamemode Madness - slag1.mechatheslag.net
SLAG Gaming #3 - Gamemode Madness - slag3.mechatheslag.net
SLAG Gaming #5 - Gamemode Madness - slag5.mechatheslag.net
SLAG Gaming #7 - Super Zombie Fortress - slag7.mechatheslag.net
intox Gaming - Super Zombie Fortress - szf.intoxgaming.com

External links