Difference between revisions of "Zombie Infection"
BrazilianNut (talk | contribs) m |
GrampaSwood (talk | contribs) m (Gonna turn the abilities into a table instead, this is temporary) |
||
| Line 34: | Line 34: | ||
== Zombie abilities == | == Zombie abilities == | ||
=== {{Class link|Scout}} === | === {{Class link|Scout}} === | ||
| + | [[File:Scout Zombie Infection ability.png|thumb|right|100px|Scout's ability HUD icon]] | ||
* {{pro}} Passive: Increased movement speed. | * {{pro}} Passive: Increased movement speed. | ||
** Scout moves 75% faster than normal (520 [[Hammer unit|Hu]]/s).<ref name="ScoutSpeed" /> | ** Scout moves 75% faster than normal (520 [[Hammer unit|Hu]]/s).<ref name="ScoutSpeed" /> | ||
| Line 39: | Line 40: | ||
=== {{Class link|Soldier}} === | === {{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}} 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" /> | * {{pro}} Passive: 10 extra max health (210 max health).<ref name="Attributes" /> | ||
=== {{Class link|Pyro}} === | === {{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: 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> | ||
| Line 48: | Line 51: | ||
=== {{Class link|Demoman}} === | === {{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" /> | * {{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" /> | ** The charge ability deals 275 damage in a 150 Hammer unit radius.<ref name="DemoCharge" /> | ||
| Line 53: | Line 57: | ||
=== {{Class link|Heavy}} === | === {{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}} 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> | ||
| Line 58: | Line 63: | ||
=== {{Class link|Engineer}} === | === {{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" /> | * {{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" /> | ** The EMP explodes after 3.5 seconds, disables buildings for 6.5 seconds, and shakes the screen of players near it.<ref name="EngiEMP" /> | ||
| Line 64: | Line 70: | ||
=== {{Class link|Medic}} === | === {{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" /> | * {{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. | ||
| Line 69: | Line 76: | ||
=== {{Class link|Sniper}} === | === {{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" /> | * {{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" /> | ||
| Line 75: | Line 83: | ||
=== {{Class link|Spy}} === | === {{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" /> | * {{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" /> | ||
| Line 98: | Line 107: | ||
== Unused content == | == 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.<ref>vscripts\infection\infection.nut:L548</ref> | * 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> | ||
| + | |||
| + | == Gallery == | ||
| + | <gallery perrow=3> | ||
| + | File:Scout zombie portrait.png|Scout zombie portrait. | ||
| + | File:Soldier zombie portrait.png|Soldier zombie portrait. | ||
| + | File:Pyro zombie portrait.png|Pyro zombie portrait. | ||
| + | File:Demoman zombie portrait.png|Demoman zombie portrait. | ||
| + | File:Heavy zombie portrait.png|Heavy zombie portrait. | ||
| + | File:Engineer zombie portrait.png|Engineer zombie portrait. | ||
| + | File:Medic zombie portrait.png|Medic zombie portrait. | ||
| + | File:Sniper zombie portrait.png|Sniper zombie portrait. | ||
| + | File:Spy zombie portrait.png|Spy zombie portrait. | ||
| + | </gallery> | ||
== References == | == References == | ||
Revision as of 17:01, 10 October 2023
| “Let's go, let's go, let's go!” This article documents a recent addition. It may contain speculation, broken links or errors. You can help improve it by editing this page to include new information. |
| “You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
| “ | Back from zhe dead!
Click to listen
— 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.
Contents
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
Demoman shields give a 50% damage resistance against Zombie attacks.[3]
The Huntsman and Fortified Compound deal double damage.[3]
The Crusader's Crossbow deals triple damage.[3]
Heavy's Miniguns have a 40% damage penalty.[3]
Sentry Guns deal 40% less damage.[3]
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
Scout
Passive: Increased movement speed.
Passive: 50 less max health (75 max health).[4]
Soldier
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.[9]
Passive: 10 extra max health (210 max health).[4]
Pyro
Passive: Immunity to all flames and liquids, explodes into a Gas Passer cloud.[10]
Passive: Every hit ignites Humans for a total of 3 seconds, dealing 8 damage per second.[11]
Passive: 30% damage penalty.[12]
Demoman
Ability: charge, similar to the Charge when wearing a shield. This ability has a 6 second cooldown.[13]
- The charge ability deals 275 damage in a 150 Hammer unit radius.[14]
Passive: 10 extra max health (185 health).[4]
Heavy
Ability: Instantly destroy buildings.[4]
Passive: Deal double damage, immune to knockback[12], 300 extra max health (600 health)[4], and increased knockback dealt.[15]
Passive: 10% slower move speed (207 Hu/s).[4]
Engineer
Ability: Throw an EMP bomb, temporarily disabling any buildings in a 500 Hammer units radius. This ability has a 10 second cooldown.[13]
- The EMP explodes after 3.5 seconds, disables buildings for 6.5 seconds, and shakes the screen of players near it.[16]
Passive: 10 extra max health (135 max health).[4]
Passive: If an Engineer dies with an unused EMP grenade, he drops a medium ammo pack.[17]
Medic
Ability: Heals and ÜberCharges himself and teammates around him. This ability has an 11 second cooldown.[13]
- The ability heals players in a 275 Hammer unit radius. The healing and ÜberCharge effect is identical to the Overheal magic spell.[18][19] Forces the player into a third person perspective when used, but still allows attacking, even during the ÜberCharge.
Passive: 10 extra max health (160 HP).[4]
Sniper
Ability: Spit an acid ball that, when it lands, damages any Human that walks on it. This ability has a 5 second cooldown.[13]
Passive: 10 extra max health (135 HP).[4]
Spy
Ability: Mark Humans in a radius around him, revealing their location similar to the spawn outlines. This ability has a 10 second cooldown.[13]
- The ability has a radius 1000 Hammer units and reveals Humans for 20 seconds.[21]
Passive: 10 extra max health (135 HP).[4]
Strategy
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.[22]
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.[23]
Gallery
- Scout zombie portrait.png
Scout zombie portrait.
- Soldier zombie portrait.png
Soldier zombie portrait.
- Pyro zombie portrait.png
Pyro zombie portrait.
- Demoman zombie portrait.png
Demoman zombie portrait.
- Heavy zombie portrait.png
Heavy zombie portrait.
- Engineer zombie portrait.png
Engineer zombie portrait.
- Medic zombie portrait.png
Medic zombie portrait.
- Sniper zombie portrait.png
Sniper zombie portrait.
- Spy zombie portrait.png
Spy zombie portrait.
References
- ↑ Chat message when 3 Humans are left.
- ↑ Chat message when 1 Human is left.
- ↑ a b c d e vscript\infection\infection.nut:L563-670
- ↑ a b c d e f g h i j k vscripts\infection\const.nut:L167-210
- ↑ vscripts\infection\infection.nut:L525-526
- ↑ vscripts\infection\infection.nut:L516-531
- ↑ vscripts\infection\infection.nut:L378 (gib explode) and L360 (gas passer drop)
- ↑ vscripts\infection\const.nut:L99
- ↑ vscripts\infection\ability.nut:L225
- ↑ vscripts\infection\infection.nut:L349
- ↑ vscripts\infection\infection.nut:L695-713
- ↑ a b vscripts\infection\const.nut:L42-50
- ↑ a b c d e vscripts\infection\const.nut:L17-28
- ↑ vscripts\infection\ability.nut:L64-67
- ↑ vscripts\infection\const.nut:L229
- ↑ vscripts\infection\ability.nut:L10-29
- ↑ vscripts\infection\const.nut:L334-335
- ↑ vscripts\infection\ability.nut:L59-62
- ↑ vscripts\infection\ability.nut:L320
- ↑ a b vscripts\infection\ability.nut:L32-50
- ↑ vscripts\infection\ability.nut:L53-56
- ↑ Video showing bug.
- ↑ vscripts\infection\infection.nut:L548
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||