[TF2] Zombie Mod

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Server Info:
Zombie Mod expands on the classic mod originally for CS:Source by adding mechanics for TF2 classes and weapons, maps, music and sounds!

Server Rules:
1. Listen to members & admins
2. Do not spam chat or on mic
3. Do not hack, script, exploit, or glitch, or stall. This includes maps and the server itself
4. Do not advertise or recruit
5. Do not wear the intox tag, or impersonate members or admins
6. Do not harass players over text or voice chat

Game Tips:
  1. Zombies can see humans through walls and objects.
  2. Some attacks require two hits to infect a human.
  3. Access in-game help and settings by typing !zm.
  4. Getting fully healed is the only way to remove zombie marks.
  5. Killing zombies will regenerate some of your health and ammo.
  6. Using a shield as a Demoman grants strength from several zombie attacks.
  7. Charging as a Demoman increases damage taken by 75%.
  8. The razorback blocks one hit from zombies.
  9. Humans will always critically hit while ubercharged.
  10. Players may only play as engineer once per session.
  11. Leaving the server as a zombie increases your queue points.
  12. The Ullapool Caber does not deal splash damage to humans.
  13. Zombies can jump higher and run faster than humans.
  14. Zombies can use the Sandman to hit humans from a distance.
  15. The last man standing will take consecutive damage after not killing a zombie within 10 seconds.
  16. The last man standing can not cloak.
  17. Some taunts are disabled for zombies.
  18. The round time is determined by each teams win rates.
  19. Burning zombies are weaker against pyros.
  20. Sentries are capped to level 1 until there are 8 or more players in-game.
  21. Every infection adds 15 seconds to the round timer

Maplist (updated 3/15):
zm_anubis_catharsis_fix
zm_blood_gulch
zm_campground
zm_castle_siege_fix
zm_chapel
zm_crevice
zm_degroot_keep_fix
zm_desert
zm_egypt_rm
zm_flame_town
zm_flame_town_fix
zm_harbour
zm_harvest
zm_harvest_fix
zm_helmsdeep_v2
zm_king
zm_lumberyard
zm_rooftops_rmv1_intox
zom_egypt_v4
zom_lostisle_rm_ig
zom_rage
zm_manor
zm_scaryfort
zom_floating_city_v1
zom_mannworks
zom_ravine_v3
zm_moonshine
zm_scorched
zom_floating_rock_ig
zom_military_cl1
zom_rooftops_v5
zm_mountainhome_sp1_ig
zm_scorched_fix1
zom_gravelpit_v5
zom_military_rm
zom_wild_cbble_rm2
zm_nomercy
zm_spookytown_v1a
zom_gultch_v3
zom_office_horror_ig_v3
zom_zoleus_v3
zm_panic2014_v3
zm_watermill
zom_halo_up_ig
zom_panic_apartment_a_ig
zm_persia
zm_woodland_v1_intox
zom_indoor
zom_panic_fixv2_ig
zm_polar
zom_asylum_ig
zom_lila_panic_v9
zom_planks_v2
Map suggestions for Zombie Mod may be posted in this thread.
 
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Changelog
2.0.9 - 2022/07/19

Zombie infections now add 10 seconds to the round timer

If there are less than 8 players in-game, the round timer will be set to 2 minutes and 30 seconds. Otherwise the round time will be calculated by:
Code:
((players * multiplier) *2)
where multiplier has a base of 10, going up or down by 1 depending on whether zombies win (-1) or humans win (+1).

Last human alive now has 30 seconds to kill a zombie before incurring a damage penalty instead of 15 seconds.

Sentries are limited to level 1 when there are less than 8 players in-game. Teleporters, & Dispensers spawn at level 3 with 100 health.

Class caps are now dynamic, if there are 16 or less people in-game class caps are as follows: 2 engineers, 4 heavies, and 6 pyros. When there are more than 16 players in-game class caps are increased: 3 engineers, 6 heavies, and 8 pyros. Caps can be adjusted on a per map basis.
 
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