Difference between revisions of "Zombie Infection"

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m (Gonna turn the abilities into a table instead, this is temporary)
m (Zombie abilities)
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== Zombie abilities ==
 
== Zombie abilities ==
=== {{Class link|Scout}} ===
+
{{Zombie Infection abilities}}
[[File:Scout Zombie Infection ability.png|thumb|right|100px|Scout's ability HUD icon]]
 
* {{pro}} Passive: Increased movement speed.
 
** Scout moves 75% faster than normal (520 [[Hammer unit|Hu]]/s).<ref name="ScoutSpeed" />
 
* {{con}} Passive: 50 less max health (75 max health).<ref name="Attributes" />
 
 
 
=== {{Class link|Soldier}} ===
 
[[File:Soldier Zombie Infection ability.png|thumb|right|100px|Soldier's ability HUD icon]]
 
* {{pro}} Ability: Leap into the air, in the direction the player is looking. Landing on a player's head results in a stomp similar to the [[Mantreads]]. This leap counts as blast jumping.<ref>vscripts\infection\ability.nut:L225</ref>
 
* {{pro}} Passive: 10 extra max health (210 max health).<ref name="Attributes" />
 
 
 
=== {{Class link|Pyro}} ===
 
[[File:Pyro Zombie Infection ability.png|thumb|right|100px|Pyro's ability HUD icon]]
 
* {{pro}} Passive: Immunity to all [[Fire|flames]] and liquids, explodes into a [[Gas Passer]] cloud.<ref>vscripts\infection\infection.nut:L349</ref>
 
* {{pro}} Passive: Every hit ignites Humans for a total of 3 seconds, dealing 8 damage per second.<ref>vscripts\infection\infection.nut:L695-713</ref>
 
* {{con}} Passive: 30% damage penalty.<ref name="damage" />
 
 
 
=== {{Class link|Demoman}} ===
 
[[File:Demoman Zombie Infection ability.png|thumb|right|100px|Demoman's ability HUD icon]]
 
* {{pro}} Ability: [[Charging|charge]], similar to the Charge when wearing a [[Demoman shield|shield]]. This ability has a 6 second cooldown.<ref name="cooldowns" />
 
** The charge ability deals 275 damage in a 150 Hammer unit radius.<ref name="DemoCharge" />
 
* {{pro}} Passive: 10 extra max health (185 health).<ref name="Attributes" />
 
 
 
=== {{Class link|Heavy}} ===
 
[[File:Heavy Zombie Infection ability.png|thumb|right|100px|Heavy's ability HUD icon]]
 
* {{pro}} Ability: Instantly destroy [[buildings]].<ref name="Attributes" />
 
* {{pro}} Passive: Deal double damage, immune to knockback<ref name="damage" />, 300 extra max health (600 health)<ref name="Attributes" />, and increased knockback dealt.<ref>vscripts\infection\const.nut:L229</ref>
 
* {{con}} Passive: 10% slower move speed (207 Hu/s).<ref name="Attributes" />
 
 
 
=== {{Class link|Engineer}} ===
 
[[File:Engineer Zombie Infection ability.png|thumb|right|100px|Engineer's ability HUD icon]]
 
* {{Pro}} Ability: Throw an EMP bomb, temporarily disabling any buildings in a 500 Hammer units radius. This ability has a 10 second cooldown.<ref name="cooldowns" />
 
** The EMP explodes after 3.5 seconds, disables buildings for 6.5 seconds, and shakes the screen of players near it.<ref name="EngiEMP" />
 
* {{pro}} Passive: 10 extra max health (135 max health).<ref name="Attributes" />
 
* {{con}} Passive: If an Engineer dies with an unused EMP grenade, he drops a medium ammo pack.<ref>vscripts\infection\const.nut:L334-335</ref>
 
 
 
=== {{Class link|Medic}} ===
 
[[File:Medic Zombie Infection ability.png|thumb|right|100px|Medic's ability HUD icon]]
 
* {{pro}} Ability: Heals and ÜberCharges himself and teammates around him. This ability has an 11 second cooldown.<ref name="cooldowns" />
 
** The ability heals players in a 275 Hammer unit radius. The healing and ÜberCharge effect is identical to the [[Magic Spells#Overheal|Overheal magic spell]].<ref name="MedicHeal" /><ref>vscripts\infection\ability.nut:L320</ref> Forces the player into a third person perspective when used, but still allows attacking, even during the ÜberCharge.
 
* {{pro}} Passive: 10 extra max health (160 HP).<ref name="Attributes" />
 
 
 
=== {{Class link|Sniper}} ===
 
[[File:Sniper Zombie Infection ability.png|thumb|right|100px|Sniper's ability HUD icon]]
 
* {{pro}} Ability: Spit an acid ball that, when it lands, damages any Human that walks on it. This ability has a 5 second cooldown.<ref name="cooldowns" />
 
** The initial acid ball hit deals 45 damage and the acid pool deals 25 damage per tick (50 damage per second) and stays for 5 seconds. The acid pool has a 130 Hammer unit radius.<ref name="SniperSpit" />
 
** The acid ball can be held for a maximum of 5 seconds.<ref name="SniperSpit" />
 
* {{pro}} Passive: 10 extra max health (135 HP).<ref name="Attributes" />
 
 
 
=== {{Class link|Spy}} ===
 
[[File:Spy Zombie Infection ability.png|thumb|right|100px|Spy's ability HUD icon]]
 
* {{pro}} Ability: Mark Humans in a radius around him, revealing their location similar to the spawn outlines. This ability has a 10 second cooldown.<ref name="cooldowns" />
 
** The ability has a radius 1000 Hammer units and reveals Humans for 20 seconds.<ref name="SpyReveal" />
 
* {{pro}} Passive: 10 extra max health (135 HP).<ref name="Attributes" />
 
  
 
== Strategy ==
 
== Strategy ==

Revision as of 17:28, 10 October 2023

This article is about the official game mode. For community versions with a similar name and concept, see Zombie game mode.
Murky's swamp town.
Back from zhe dead!
The Medic

Zombie Infection is a community-created game mode added in Scream Fortress XV with the October 9, 2023 Patch. It features the RED team (also referred to as "Humans" or "Survivors") fighting to survive against the undead hordes of BLU team Zombies.

Gameplay

At the start of a round, all players begin on RED team and are given a small period of time to prepare their defenses. After a short countdown, a certain number of players based on the amount of players on RED team are randomly chosen to become infected. If a RED player dies, they are moved to the BLU team and play as a Zombie. BLU team wins if they manage to infect all Humans, while RED team wins if the remaining Humans hold out long enough without all being infected.

Humans

  • When there are 3 Humans left, all surviving Humans deal mini-crit damage.[1] When there is 1 Human left, the last surviving Human deals full critical hits.[2]

Weapon modifications

Zombies

  • Zombies are mostly limited to only using melee attacks, however, each Zombie class features a unique ability or passive.
  • Zombies cannot deal Critical hits, pick up Ammo or Health packs, and do not drop ammo on death (except for the Engineer if he has an unused EMP grenade).[4]
  • Zombies never take fall damage.[5]
  • Except for Heavy and Scout Zombies, if a Zombie is not considered in combat, they receive a small movement speed speed buff. This goes away after hitting a Human or being hit by a Human.[6]
  • All Zombies wear a Voodoo-Cursed Soul, have a green footstep Halloween Spell effect, and have a voice modifier applied that deepens their voice.
  • Zombies explode on death and drop a small health kit.[7]

Zombie abilities

Class Ability name Abilities Cooldown HUD icon
Icon scout zombie.jpg Zombie Scout Speed Demon

Pictogram plus.png  Passive: 75% faster movement speed (520 Hu/s) and 25% extra jump height.[8]

Pictogram plus.png  Passive: Triple jump.[9]

Pictogram minus.png  Passive: 50 less max health (75 total max health).[4]

N/A Scout Zombie Infection ability.png
Icon soldier zombie.jpg Zombie Soldier Pounce

Pictogram plus.png  Ability: Leap into the air, in the direction the player is looking. Landing on a player's head results in a stomp similar to the Mantreads.

Pictogram info.png  This leap counts as blast jumping.[10]

Pictogram plus.png  Passive: 25 extra max health (225 total max health).[4]

5 seconds[11] Soldier Zombie Infection ability.png
Icon pyro zombie.jpg Zombie Pyro Dragon's Breath

Pictogram plus.png  Ability: Shoot a Dragon's Fury fireball. The initial cast of the fireball can reflect projectiles and airblast enemies.

Pictogram plus.png  Passive: Immunity to all flames and liquids. Explodes upon death and knocks back enemies in a 125 Hammer unit radius.[12]

Pictogram plus.png  Passive: Every hit ignites Humans for a total of 3 seconds, dealing 8 damage per second. Burning enemies take Mini-Crits.[13]

Pictogram plus.png  Passive: 75 extra max health (250 total max health).

Pictogram minus.png  Passive: 30% damage penalty.[14]

Pictogram minus.png  Passive: Drop a medium health kit upon death.

5 seconds[11] Pyro Zombie Infection ability.png
Icon demoman zombie.jpg Zombie Demoman Blast Charge

Pictogram plus.png  Ability: Explosive Charge, similar to the Charge when wearing a shield, dealing 275 damage in a 150 Hammer unit radius.[15]

Pictogram info.png  The player is made invulnerable to damage and immobile for a short time before the charge.

Pictogram plus.png  Passive: 25 extra max health (200 total max health).[4]

6 seconds[11] Demoman Zombie Infection ability.png
Icon heavy zombie.jpg Zombie Heavy The Tank

Pictogram plus.png  Passive: Deals 220% damage, immune to knockback,[14] 35% damage resistance, 50% resistance to Sentry Gun damage, and increased knockback dealt.[16]

Pictogram plus.png  Passive: Instantly destroy buildings in a single hit.[4]

Pictogram plus.png  Passive: 225 extra max health (525 total max health).[4]

Pictogram minus.png  Passive: 10% slower move speed (207 Hu/s).[4]

Pictogram minus.png  Passive: Drop a medium health kit upon death.

N/A Heavy Zombie Infection ability.png
Icon engineer zombie.jpg Zombie Engineer EMP Grenade

Pictogram plus.png  Ability: Throw an EMP bomb, temporarily disabling any buildings for 6.5 seconds and doing 110 damage after 3.5 seconds in a 500 Hammer units radius.[17]

Pictogram info.png  EMP explosion shakes the screen of players near it.[17]

Pictogram plus.png  Passive: 25 extra max health (150 total max health).[4]

Pictogram minus.png  Passive: If an Engineer dies with an unused EMP grenade, he drops a medium ammo pack.[18]

9 seconds[11] Engineer Zombie Infection ability.png
Icon medic zombie.jpg Zombie Medic Heal

Pictogram plus.png  Ability: Heals and grants damage invulnerability to himself and teammates in a 275 Hammer units radius around him. Cannot attack while using this ability.

Pictogram info.png  The healing and damage invulnerability effect is identical to the Overheal magic spell.[19][20]

Pictogram info.png  Forces the player into a third person perspective when used.

Pictogram plus.png  Passive: Heal nearby teammates passively.

Pictogram plus.png  Passive: 25 extra max health (175 total max health).[4]

7 seconds[11] Medic Zombie Infection ability.png
Icon sniper zombie.jpg Zombie Sniper Spit

Pictogram plus.png  Ability: Spit an acid ball that, when it lands, damages any Human and building that stands on it. The acid deals fire damage, which melts the Spy-Cicle, and deals half damage to buildings.

Pictogram info.png  The initial acid ball hit deals 45 damage, and the acid pool deals 25 damage per tick (50 damage per second) and stays for 5 seconds. Standing on the acid as a Human shows a green burning overlay on the HUD.

Pictogram info.png  The acid pool has a 130 Hammer unit radius.[21]

Pictogram info.png  The acid ball can be held for a maximum of 5 seconds.[21]

Pictogram plus.png  Passive: Drop a pool of acid on death.

Pictogram plus.png  Passive: 25 extra max health (150 total max health).[4]

10 seconds[11] Sniper Zombie Infection ability.png
Icon spy zombie.jpg Zombie Spy Reveal

Pictogram plus.png  Ability: Mark Humans in a radius around the player, revealing their location with an outline.

Pictogram info.png  Reveal has a radius 1000 Hammer units and reveals Humans for 20 seconds.[22]

Pictogram plus.png  Passive: Automatically cloak. Attacking or using Reveal uncloaks the Zombie Spy for 3 seconds.

Pictogram plus.png  Passive: 25 extra max health (150 total max health).[4]

10 seconds[11] Spy Zombie Infection ability.png

Strategy

Main article: Community Zombie Infection strategy

Maps

See also: List of maps

Zombie Infection maps carry the zi_ prefix; community maps are identified with an italic font.

Template:Zombie Infection maps

Update history

October 9, 2023 Patch #1 (Scream Fortress 2023)

  • Added maps: Atoll, Devastation, Murky, Sanitarium, and Woods.

Bugs

  • Afterburn caused by the Pyro Zombie's on-hit ignite does not trigger hitsounds.[23]

Unused content

  • Zombies under the effect of Jarate were originally meant to take Critical Hits instead of Mini-Crits, as suggested by some commented out code.[24]

Gallery

References

  1. Chat message when 3 Humans are left.
  2. Chat message when 1 Human is left.
  3. a b c d e vscript\infection\infection.nut:L563-670
  4. a b c d e f g h i j k vscripts\infection\const.nut:L167-210
  5. vscripts\infection\infection.nut:L525-526
  6. vscripts\infection\infection.nut:L516-531
  7. vscripts\infection\infection.nut:L378 (gib explode) and L360 (gas passer drop)
  8. vscripts\infection\const.nut:L99
  9. Cite error: Invalid <ref> tag; no text was provided for refs named ScoutTripleJump
  10. vscripts\infection\ability.nut:L225
  11. a b c d e f g vscripts\infection\const.nut:L17-28
  12. vscripts\infection\infection.nut:L349
  13. vscripts\infection\infection.nut:L695-713
  14. a b vscripts\infection\const.nut:L42-50
  15. vscripts\infection\ability.nut:L64-67
  16. vscripts\infection\const.nut:L229
  17. a b vscripts\infection\ability.nut:L10-29
  18. vscripts\infection\const.nut:L334-335
  19. vscripts\infection\ability.nut:L59-62
  20. vscripts\infection\ability.nut:L320
  21. a b vscripts\infection\ability.nut:L32-50
  22. vscripts\infection\ability.nut:L53-56
  23. Video showing bug.
  24. vscripts\infection\infection.nut:L548