Difference between revisions of "Zombie Infection"

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{{Quotation|'''The Medic'''|Back from zhe dead!|sound=Medic mvm resurrect02.wav}}
 
{{Quotation|'''The Medic'''|Back from zhe dead!|sound=Medic mvm resurrect02.wav}}
'''Zombie Infection''' is a [[Steam Workshop|community-created]] [[List of game modes|game mode]] added in {{update link|Scream Fortress 2023}} with the {{Patch name|10|9|2023}}. It features the [[RED]] team (also referred to as "Humans" or "Survivors") fighting to survive against the undead hordes of [[BLU]] team Zombies. If a RED member dies, they are moved to the BLU team and play as an infected. BLU wins if they manage to infect all Humans, while RED wins if the Humans hold out long enough with all being infected. Each Zombie class features a unique ability or passive.
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'''Zombie Infection''' is a [[Steam Workshop|community-created]] [[List of game modes|game mode]] added in {{update link|Scream Fortress 2023}} with the {{Patch name|10|9|2023}}. It features the [[RED]] team (also referred to as "Humans" or "Survivors") fighting to survive against the undead hordes of [[BLU]] team Zombies.
  
== Zombies ==
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== Gameplay ==
 +
At the start of a round, all players will begin on RED team and be 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 will randomly be 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.
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=== Zombies ===
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* Zombies are 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).<ref name="Attributes" />
 
* 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).<ref name="Attributes" />
 
* Zombies never take fall damage.<ref>vscripts\infection\infection.nut:L525-526</ref>
 
* Zombies never take fall damage.<ref>vscripts\infection\infection.nut:L525-526</ref>
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* Zombies explode on death and drop a small health kit.<ref>vscripts\infection\infection.nut:L378 (gib explode) and L360 (gas passer drop)</ref>
 
* Zombies explode on death and drop a small health kit.<ref>vscripts\infection\infection.nut:L378 (gib explode) and L360 (gas passer drop)</ref>
  
== Zombie abilities ==
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=== Zombie abilities ===
=== {{Class link|Scout}} ===
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==== {{Class link|Scout}} ====
 
* {{pro}} Passive: Increased movement speed.
 
* {{pro}} Passive: Increased movement speed.
 
** Scout moves 75% faster than normal (520 Hu/s).<ref name="ScoutSpeed" />
 
** Scout moves 75% faster than normal (520 Hu/s).<ref name="ScoutSpeed" />
** {{con}} Passive: 50 less max health (75 max health).<ref name="Attributes" />
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* {{con}} Passive: 50 less max health (75 max health).<ref name="Attributes" />
  
=== {{Class link|Soldier}} ===
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==== {{Class link|Soldier}} ====
 
* {{pro}} Ability: Leap into the air, in the direction you're looking. This leap counts as blast jumping.<ref>vscripts\infection\ability.nut:L225</ref>
 
* {{pro}} Ability: Leap into the air, in the direction you're looking. 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" />
 
* {{pro}} Passive: 10 extra max health (210 max health).<ref name="Attributes" />
  
=== {{Class link|Pyro}} ===
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==== {{Class link|Pyro}} ====
 
* {{pro}} Passive: Immunity to all [[Fire|flames]] and liquids, explodes into a [[Gas Passer]] cloud.<ref>vscripts\infection\infection.nut:L349</ref>
 
* {{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>
 
* {{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" />
 
* {{con}} Passive: 30% damage penalty.<ref name="damage" />
  
=== {{Class link|Demoman}} ===
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==== {{Class link|Demoman}} ====
 
* {{pro}} Ability: [[Charging|charge]], similar to the Charge when wearing a [[Demoman shields|shield]]. This ability has a 6 second cooldown.<ref name="cooldowns" />
 
* {{pro}} Ability: [[Charging|charge]], similar to the Charge when wearing a [[Demoman shields|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" />
 
** 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" />
 
* {{pro}} Passive: 10 extra max health (185 health).<ref name="Attributes" />
  
=== {{Class link|Heavy}} ===
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==== {{Class link|Heavy}} ====
 
* {{pro}} Ability: Instantly destroy [[buildings]].<ref name="Attributes" />
 
* {{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>
 
* {{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" />
 
* {{con}} Passive: 10% slower move speed (207 Hu/s).<ref name="Attributes" />
  
=== {{Class link|Engineer}} ===
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==== {{Class link|Engineer}} ====
 
* {{Pro}} Ability: Throw an EMP bomb, temporarily disabling any buildings in a 500 [[Hammer unit]]s radius. This ability has a 10 second cooldown.<ref name="cooldowns" />
 
* {{Pro}} Ability: Throw an EMP bomb, temporarily disabling any buildings in a 500 [[Hammer unit]]s 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" />
 
** The EMP explodes after 3.5 seconds, disables buildings for 6.5 seconds, and shakes the screen of players near it.<ref name="EngiEMP" />
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* {{con}} Passive: If an Engineer dies with an unused EMP grenade, he will drop a medium ammo pack on death.<ref>vscripts\infection\const.nut:L334-335</ref>
 
* {{con}} Passive: If an Engineer dies with an unused EMP grenade, he will drop a medium ammo pack on death.<ref>vscripts\infection\const.nut:L334-335</ref>
  
=== {{Class link|Medic}} ===
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==== {{Class link|Medic}} ====
 
* {{pro}} Ability: Heals and ÜberCharges himself and teammates around him. This ability has an 11 second cooldown.<ref name="cooldowns" />
 
* {{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.
 
** 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" />
 
* {{pro}} Passive: 10 extra max health (160 HP).<ref name="Attributes" />
  
=== {{Class link|Sniper}} ===
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==== {{Class link|Sniper}} ====
 
* {{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" />
 
* {{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 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" />
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* {{pro}} Passive: 10 extra max health (135 HP).<ref name="Attributes" />
 
* {{pro}} Passive: 10 extra max health (135 HP).<ref name="Attributes" />
  
=== {{Class link|Spy}} ===
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==== {{Class link|Spy}} ====
 
* {{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" />
 
* {{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" />
 
** 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" />
 
* {{pro}} Passive: 10 extra max health (135 HP).<ref name="Attributes" />
  
== Humans ==
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=== Humans ===
 
* When there are 3 Humans left, all surviving Humans deal mini-crit damage.<ref>[https://web.archive.org/web/20231010023857/https://i.imgur.com/Byni81K.png Chat message] when 3 Humans are left.</ref> When there is 1 Human left, the last surviving Human deals full critical hits.<ref>[https://web.archive.org/web/20231010024043/https://i.imgur.com/MaGAify.png Chat message] when 1 Human is left.</ref>
 
* When there are 3 Humans left, all surviving Humans deal mini-crit damage.<ref>[https://web.archive.org/web/20231010023857/https://i.imgur.com/Byni81K.png Chat message] when 3 Humans are left.</ref> When there is 1 Human left, the last surviving Human deals full critical hits.<ref>[https://web.archive.org/web/20231010024043/https://i.imgur.com/MaGAify.png Chat message] when 1 Human is left.</ref>
  
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{{Zombie Infection maps}}
 
{{Zombie Infection maps}}
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 +
== Update history ==
 +
'''{{Patch name|10|9|2023}} #1''' ([[Scream Fortress 2023]])
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* Added maps: Atoll, Devastation, Murky, Sanitarium, and Woods.
  
 
== Bugs ==
 
== Bugs ==
 
* Afterburn caused by the Pyro Zombie's on-hit ignite does not trigger hitsounds.<ref>[https://youtu.be/LxX2qW06xEs Video] showing bug.</ref>
 
* Afterburn caused by the Pyro Zombie's on-hit ignite does not trigger hitsounds.<ref>[https://youtu.be/LxX2qW06xEs Video] showing bug.</ref>
  
== Trivia ==
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== Unused content ==
* Zombies under the effect of [[Jarate]] would originally take Critical Hits instead of Mini-Crits, as suggested by some commented out code.<ref>vscripts\infection\infection.nut:L548</ref>
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* Zombies under the effect of [[Jarate]] were originally meant to take Critical Hits instead of Mini-Crits, as suggested by some commented out code.<ref>vscripts\infection\infection.nut:L548</ref>
  
 
== References ==
 
== References ==

Revision as of 08:08, 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 will begin on RED team and be 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 will randomly be 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.

Zombies

  • Zombies are 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).[1]
  • Zombies never take fall damage.[2]
  • Except for Heavy and Scout Zombies, if a Zombie is not considered in combat, they will receive a small movement speed speed buff. This goes away after hitting a Human or being hit by a Human.[3]
  • 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.[4]

Zombie abilities

Leaderboard class scout.png Scout

  • Pictogram plus.png  Passive: Increased movement speed.
    • Scout moves 75% faster than normal (520 Hu/s).[5]
  • Pictogram minus.png  Passive: 50 less max health (75 max health).[1]

Leaderboard class soldier.png Soldier

  • Pictogram plus.png  Ability: Leap into the air, in the direction you're looking. This leap counts as blast jumping.[6]
  • Pictogram plus.png  Passive: 10 extra max health (210 max health).[1]

Leaderboard class pyro.png Pyro

  • Pictogram plus.png  Passive: Immunity to all flames and liquids, explodes into a Gas Passer cloud.[7]
  • Pictogram plus.png  Passive: Every hit ignites Humans for a total of 3 seconds, dealing 8 damage per second.[8]
  • Pictogram minus.png  Passive: 30% damage penalty.[9]

Leaderboard class demoman.png Demoman

  • Pictogram plus.png  Ability: charge, similar to the Charge when wearing a shield. This ability has a 6 second cooldown.[10]
    • The charge ability deals 275 damage in a 150 Hammer unit radius.[11]
  • Pictogram plus.png  Passive: 10 extra max health (185 health).[1]

Leaderboard class heavy.png Heavy

  • Pictogram plus.png  Ability: Instantly destroy buildings.[1]
  • Pictogram plus.png  Passive: Deal double damage, immune to knockback[9], 300 extra max health (600 health)[1], and increased knockback dealt.[12]
  • Pictogram minus.png  Passive: 10% slower move speed (207 Hu/s).[1]

Leaderboard class engineer.png Engineer

  • Pictogram plus.png  Ability: Throw an EMP bomb, temporarily disabling any buildings in a 500 Hammer units radius. This ability has a 10 second cooldown.[10]
    • The EMP explodes after 3.5 seconds, disables buildings for 6.5 seconds, and shakes the screen of players near it.[13]
  • Pictogram plus.png  Passive: 10 extra max health (135 max health).[1]
  • Pictogram minus.png  Passive: If an Engineer dies with an unused EMP grenade, he will drop a medium ammo pack on death.[14]

Leaderboard class medic.png Medic

  • Pictogram plus.png  Ability: Heals and ÜberCharges himself and teammates around him. This ability has an 11 second cooldown.[10]
    • The ability heals players in a 275 Hammer unit radius. The healing and ÜberCharge effect is identical to the Overheal magic spell.[15][16] Forces the player into a third person perspective when used, but still allows attacking, even during the ÜberCharge.
  • Pictogram plus.png  Passive: 10 extra max health (160 HP).[1]

Leaderboard class sniper.png Sniper

  • Pictogram plus.png  Ability: Spit an acid ball that, when it lands, damages any Human that walks on it. This ability has a 5 second cooldown.[10]
    • 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.[17]
    • The acid ball can be held for a maximum of 5 seconds.[17]
  • Pictogram plus.png  Passive: 10 extra max health (135 HP).[1]

Leaderboard class spy.png Spy

  • Pictogram plus.png  Ability: Mark Humans in a radius around him, revealing their location similar to the spawn outlines. This ability has a 10 second cooldown.[10]
    • The ability has a radius 1000 Hammer units and reveals Humans for 20 seconds.[18]
  • Pictogram plus.png  Passive: 10 extra max health (135 HP).[1]

Humans

  • When there are 3 Humans left, all surviving Humans deal mini-crit damage.[19] When there is 1 Human left, the last surviving Human deals full critical hits.[20]

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.[21]

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.[22]

References

  1. a b c d e f g h i j k vscripts\infection\const.nut:L167-210
  2. vscripts\infection\infection.nut:L525-526
  3. vscripts\infection\infection.nut:L516-531
  4. vscripts\infection\infection.nut:L378 (gib explode) and L360 (gas passer drop)
  5. vscripts\infection\const.nut:L99
  6. vscripts\infection\ability.nut:L225
  7. vscripts\infection\infection.nut:L349
  8. vscripts\infection\infection.nut:L695-713
  9. a b vscripts\infection\const.nut:L42-50
  10. a b c d e vscripts\infection\const.nut:L17-28
  11. vscripts\infection\ability.nut:L64-67
  12. vscripts\infection\const.nut:L229
  13. vscripts\infection\ability.nut:L10-29
  14. vscripts\infection\const.nut:L334-335
  15. vscripts\infection\ability.nut:L59-62
  16. vscripts\infection\ability.nut:L320
  17. a b vscripts\infection\ability.nut:L32-50
  18. vscripts\infection\ability.nut:L53-56
  19. Chat message when 3 Humans are left.
  20. Chat message when 1 Human is left.
  21. Video showing bug.
  22. vscripts\infection\infection.nut:L548