User:Lolimsogreat21/Sandbox2
“ | Move, move, move!
Click to listen
— The Engineer running from zombies
|
” |
Zombie Escape, not to be confused with Zombie Survival or Zombie Fortress, is a Community gameplay modification of Zombie Mod.
Zombie Escape, as the name implies, is a mod where you escape from zombies.
Contents
Gameplay
The gameplay is a simple start-to-finish race between spawn and the final holdout, where the map makes up a reason to kill players that have not yet escaped (as most maps have a simple story). After setup (the survivors' headstart), two players are chosen as the alpha zombies, incredibly resilient players with huge health pools (often referred to as simply alphas). The goal of an alpha is to kill all the runners without getting killed themselves. Runners, when infected, turn into zombies. Zombies, similarly to alphas, have an enormous health pool compared to their living counterparts. They only receive half health, however, as they are expendable and can respawn an unlimited amount of times.
There are two ways to finish the round: One is to get through the race, holding out at places that require players to wait (mostly doors opening and vehicles waiting to move), and the second is to kill the alphas. The latter is much harder due to the large amount of health alphas have, and as such should be only focused on as a secondary goal.
Gameplay Changes
A list of changes that affect gameplay:
- There is no standard gameplay objective.
- The round ends with a BLU team victory if all RED team members are dead at the same time.
- The round ends with a RED team victory if all players are on the RED team.
- The player's max ammo is infinite, but the clip is not; no weapons run out of ammunition, but still have to reload (this excludes weapons that draw from the Engineer's metal supply).
- Players on the BLU team have a cross permanently above their head, only visible to the RED team.
- Upon being killed or general death, BLU team members are automatically assigned to the RED team.
- Being killed by a zombie does not kill the player per-se; the player is immediately assigned to the RED team, without any respawn time and without producing a ragdoll.
- RED team members automatically have their class's Voodoo-Cursed Soul equipped. The Voodoo-Cursed Soul displays as Level 0 on inspection.
- Players on the RED team have an increased amount of health (commonly between 8000 and 12000) and take an increased amount of knockback.
- Any weapons with projectiles that do not function as their primary fire, such as the Sandman's baseball, are removed.
- Scouts are no longer able to double jump. Whether the Atomizer allows the Scout to double jump again varies between different Zombie Escape plugins.
- Engineers do not drain metal under any circumstance, except when shooting with the Widowmaker or Short Circuit. If metal is spent by the Engineer, they can still replenish their ammo supply with conventional methods, such as medium ammo pickups dropped by dead players or with a Dispenser; nonetheless, metal slowly regenerates on its own.
- Engineers can only build Combat Mini-Sentry Guns, regardless of what melee weapon they are using. There can also be only four or five Mini-Sentry Guns deployed at one time, depending on the map.
- Some classes have a limit of only 6 at a time for survivors. Which classes specifically heavily depends on the plugin/server, but the Scout is most commonly limited.
Weapon Rebalances
Scout
Scout Primaries | ||||
---|---|---|---|---|
Weapon | Vanilla Attributes | Zombie Escape Attributes | ||
Stock Weapon. |
25% damage bonus. | |||
On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique. |
100% larger clip size. | |||
42.4% faster firing speed. |
100% larger clip size. | |||
50% faster firing speed. |
100% larger clip size. | |||
On hit: builds Boost. |
On hit: builds Boost. | |||
Minicrits targets when fired at their back from close range. |
100% larger clip side. | |||
Scout Secondaries | ||||
Stock weapon. |
300% larger clip size. | |||
When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player. |
When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player. | |||
15% more damage. |
100% larger clip size. | |||
On Hit: Gain up to +3 health. |
200% larger clip size. | |||
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health. |
+25 max health on wearer. | |||
While under effect:
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again. |
While under effect:
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 16 seconds in order to be used again. | |||
Can be thrown to damage enemies. Recharges after 6 seconds. |
Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds. | |||
Scout Melees | ||||
Stock weapon. |
No changes. | |||
Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball will recharge over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet. |
Alt Fire: Launches a baseball that slows the enemy for 3 seconds by 40%, depending on distance. The baseball will recharge over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet. | |||
Grants the ability to triple jump while weapon is deployed. |
When weapon is active:
Melee attacks mini-crit while airborne. | |||
Guarantees Critical damage on burning targets. |
20% faster switch-to and switch-from speed on wearer. | |||
Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble will recharge over 7.5 seconds. |
Alt-Fire: Launches a festive ornament that shatters causing bleeding and on direct hit and explodes hurting everyone close to the explosion. The Bauble will recharge over 15 seconds.
Each ball recharges one after the other (not all at the same time). | |||
On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds. |
No changes. | |||
A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy. |
When weapon is active:
On hit: restore 50 health points. | |||
On hit: causes bleed to enemy for 5 seconds. |
On hit: causes bleed to enemy for 5 seconds. |
Soldier
Soldier Primaries | ||||
---|---|---|---|---|
Weapon | Base Game Attributes | Zombie Escape Attributes | ||
Stock weapon. |
25% faster reload time. | |||
80% faster rocket speed. |
100% faster rocket speed. | |||
On hit: restores up to 20 health points. |
25% faster reload time. | |||
+200% max primary ammo on wearer. |
25% larger splash damage radius.
63% slower reload time. | |||
+25% clip size. |
25% larger clip size.
204% more damage. | |||
Does not use ammo (replaced with an ammo meter).
|
Does not use ammo (replaced with an ammo meter).
50% less damage against players. | |||
Hold Fire to load up to three rockets.
30% slower reload time. |
Hold Fire to load up to three rockets.
100% more damage. | |||
-15% damage from rocket jumps. |
134% more damage.
Hold Fire to load up to four rockets.
50% less damage against players. | |||
Soldier Secondaries | ||||
Stock weapon. |
200% larger clip size. | |||
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter. |
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter. | |||
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Passively increases max health by 20 points (220 total) on wearer. |
Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
Passively increases max health by 20 points (220 total) on wearer. | |||
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Passively grants a health regeneration depending on recent damage taken; max is +4. |
Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
Passively grants a health regeneration depending on recent damage taken; max is +4. | |||
–75% reduction in push force taken from enemy damage. |
Weapon is banned. | |||
Shoots an electric projectile instead of shotgun pellets. |
Shoots an electric projectile instead of shotgun pellets. | |||
20% faster weapon switch-to speed.
Has 34% smaller clip size. |
100% larger clip size.
60% faster firing speed. | |||
+50% bullets per shot. |
200% larger clip size. | |||
Grants 60% less self-damage from rocket jumping.
|
Grants 60% less self-damage from rocket jumping.
Wearer receives a default stock shotgun. | |||
Allows player to activate a parachute whilst midair, slowing their descent. |
Weapon is banned. | |||
Soldier Melees | ||||
Stock weapon. |
No changes. | |||
When weapon is active: |
No changes. | |||
Deals crits while the wielder is rocket jumping. |
No changes. | |||
Increases user's capture rate by 1 for points and carts. |
Increases user's capture rate by 1 for points and carts.
Raises bullet vulnerability by 10%. | |||
50% longer melee range. |
50% longer melee range. | |||
70% longer melee range. |
70% longer melee range. | |||
When weapon is active: |
When weapon is active: |
Pyro
Demoman
Heavy
Heavy Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Engineer
Engineer Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Medic
Medic Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Sniper
Sniper Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Spy
Spy Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | Zombie Escape Attributes | ||
Environmental hazards
Maps
Map name | Port? | Stages? | NPCs? | Bosses? | Soundtrack |
---|---|---|---|---|---|
A_E_S_T_H_E_T_I_C_p3 |
CSS Port | Single | Gondola King Gondola |
All-Seeing-Eye | Moanin, Cowboy Bebop OST 1 - Too Good Too Bad, Cowboy Bebop OST 4 - Yo pumpkin head, Retrofit, Genetic Scale (Goh Hotoda Mix), Moliendo cafe, Town of the Fisherman (extended), Tong-Nou (Upscale V3), Transmigration (Tong-Nou Ending Theme). |
ascension_v6b |
TF2 Original | Two | |||
atix_apocalypse_12 |
CSS Port | Single with variations | No | No | NA |
atix_panic_5 |
CSS Port | Single | No | No | NA |
bathroom_8 |
CSS Port | Two | No | Rubber Ducky Sponge |
I see fire, Two Steps From Hell - For the Win, Reanne |
best_korea_4 |
CSS Port | Three | North Korean Soldier Suicide Bomber |
Baby Kim Jong Un | Chollima on the Wing, Aurora (Downshifted), The Mt.Paektu Wind Blows, Defend the Headquarters of the Revolution!, Snowstorm of the Revolution, Witch Doctor |
bioluminescent_v2 |
CSS Port | Three | No | Omnipotent Cube | Roller Mobster, T-Rex Echoes, Ethereal, Endless Reflections, Physical Nature, A Picture in Motion |
bowser_in_the_fire_sea_6 |
CSS Port | Four | No | Bowser | NA |
breezy_v5 |
TF2 Original | Single plus Minigames/ZM mode | No | Electrical Box | Battle with Final Despair, Battle with True Despair, The Man With The Machine Gun, V3Gallery Music, Showdown, nonsensecondon, Black Mesa Surface Tension 3, Black Mesa Surface Tension 4, Fear Factory |
contra_b3 |
CSS Port | Armed Gate Alien Terminator |
Fortress of Flame, Horrible Heartbeat, The Final Gauntlet, Helicopter, Intro, Jungle Battle, The Foggy Cave in the Darkness, Creatures from Outer Space, Death Bed, Thunder Landing, The Dawn, Neo Kobe Steel Factory, Maza Fortress Stage 2, Stage Clear, Ground Zero, Invasion | ||
crazy_escape_2 |
CSS Port | Three | Aeon, Away From Home, Angelica, Can't Go Home Again, Baby, Dread and Bold, Dreamer's Dream, Fear, Forbidden Anguish, Naive Race, Rose of Sharon, Sleeping Volcano, TeMP it Up, TeMPoison, Tokyo Drift, Welcome Mr Hwang | ||
dark_souls_2 |
CSS Port | Three plus Bonus stage | They Hit Without Warning, Taurus Demon, A Moment's peace, Dance of the Boreal Valley, Gwyn, Lord of Cinder, Twin Princes, Nameless Song, Old Dragon Slayer, Firelink Shine, Fire Keepers, Old Demon King, Majula, Iron Golem, The Ancient Dragon, Dark Souls III | ||
deadcore_5 |
CSS Port | Four | Niflheimr, Anhedonia, Roarlis, Area184-Persona, PSYCHO-PASS, Axion Extended, Namae No Nai Kaibutsu (Instrumental), Cor puella, It's muzzle rules justice, Lax, At The Distant World of Stars, Truffle Shuffle, Galaxy Collapse | ||
defense3002_2 |
CSS Port | Two | Make It Bun Dem, I'm Sorry (Far Cry 3) | ||
diddle_6 |
CSS Port | Five plus Bonus stage and extreme | Floating Heads |
Diddler Slasher |
-HEAT UP- (8bit), -HEAT UP- (2nd mix), Miss Monomi's Practice Lesson, Beautiful Days (Piano Arrangement), STFU, Weeaboo song, All Star, Niko, Halloween Theme, Monster, Zodd, Sign II |
djinn_2 |
CSS Port | Single | War Horn Dark, Magic Mamaliga, Alfadhirhaiti, Baiana (CloZee Remix), Paul's Dream, Scattle-Shambles, Turbo Killer, You're mine | ||
DOOM_3 |
CSS Port | Three | At Doom's Gate, The Imps Song, Dark Halls, Sign Of Evil, Hiding the Secrets, I Sawed the Demons, The Demons from Adrians Pen, https://www.youtube.com/watch?v=vVRbEvPvF7A Intermission from Doom], Untitled | ||
dreamin_b2 |
CSS Port | Four | かねこちはる-絶対零度, World Fragments, Bloomin' Lights, Starry Blossom, Chronomia/Lime, Decipher (Long Version), dreamin' of u (long ver), Dreamin', Glorious Crown, Fractal, Pastel Subliminal, Physical Emotion, WHITEOUT | ||
evernight |
CSS Port | Three | |||
fall_guys_2 |
CSS Port | Two | |||
fapescape_rote_9 |
CSS Port | Six | |||
ffvii_cosmo_canyon_b1 |
CSS Port | Four plus ZM Mode | |||
ffvii_mako_reactor_13 |
CSS Port | Four | |||
ffvii_mako_reactor_v6_b5 |
CSS Port | Five difficulties plus ZM Mode | |||
ffxii_mt_bur_omisace_b1 |
CSS Port | Four plus ZM Mode | |||
ffxii_westersand_3 |
CSS Port | Four | |||
ffxiv_wanderers_palace_4 |
CSS Port | Four | |||
frostdrake_tower_3 |
CSS Port | Single | |||
frozen_abyss |
CSS Port | Two | |||
garten_of_banban_v2 |
TF2 Original | Single | |||
gris_5 |
CSS Port | Four plus Bonus stage | |||
halloween_house_4 |
CSS Port | ||||
hydroponic_garden_s_2 |
CSS Port | Four | |||
icecap_escape_o2 |
CSS Port | Single | |||
johnny_nukem_6 |
CSS Port | Three | |||
kitchen_7 |
CSS Port | ||||
krusty_krab |
CSS Port | ||||
krusty_krab_4 |
TF2 Original | ||||
l0v0l |
CSS Port | Three plus Bonus stage | |||
laserheaven_v2a |
TF2 Original | ||||
laserhell_v1 |
TF2 Original | ||||
last_man_standing_b1 |
CSS Port | ||||
lotr_minas_tirith_14 |
CSS Port | ||||
lotr_mines_of_moria_4 |
CSS Port | Single | |||
lotr_mount_doom_s2_tf2 |
CSS Port | ||||
luciddreams_v3_6_f2 |
CSS Port | Single | |||
meatropolis_2 |
CSS Port | ||||
minecraft_adventure_6 |
CSS Port | Three | |||
minecraft_universe_2 |
CSS Port | Single | |||
mist_3 |
CSS Port | Single | |||
neochrome_b1 |
CSS Port | Single | |||
offliner |
CSS Port | ||||
otakuroom_4 |
CSS Port | Three plus ZM Mode | |||
outlast_6 |
CSS Port | ||||
palace_of_minolila_4 |
CSS Port | ||||
parkour_paradise_v3d |
TF2 Original | ||||
persona_v3 |
TF2 Original | ||||
peter_griffin's_burger_emporium |
TF2 Original | ||||
pirates_port_royal_12 |
CSS Port | Six | |||
pokemon_adventure_11 |
CSS Port | ||||
portal_story_6 |
CSS Port | Single | |||
predator_ultimate_3 |
CSS Port | Four | |||
quicksand_v1e |
TF2 Original | Four plus Bumper Car stage | |||
random_7 |
CSS Port | ||||
randomizer_b2 |
CSS Port | ||||
realm_h2 |
TF2 Original | Single | |||
rizomata_8 |
CSS Port | Five | |||
rooftop_runaway2_v5 |
CSS Port | ||||
rush_b_6 |
CSS Port | Single | |||
ryujin_v3 |
TF2 Original | ||||
S_A_M_9 |
CSS Port | Five plus ZM Mode | |||
sandstone_v2 |
TF2 Original | ||||
santassination_s4 |
CSS Port | Four plus the Truth | Raindeer, Elf Bender, Baby Bipedal Present, Beaver |
Slim Santa Fat Santa Socrates |
O Tannenbaum, A Mysterious Christmas, Fear Factor, Forest Dance #2, Seven Swords’ Victory, Carol of the Bells, What Child is This, Deck the Halls, We Wish You a Merry Christmas, Dripping that Sauce, The Lion King-Circle Of Life, Jingle Bells, One Winged Angel (Final Fantasy VII), The Lion King-Stampedo, Last Christmas, Santa Mixtape, A/G |
saw_final_8 |
CSS Port | ||||
scp_4 |
CSS Port | ||||
serpentis_temple_4 |
CSS Port | Five | |||
shroomforest_7 |
CSS Port | ||||
shroomforest2 |
CSS Port | Six plus ZM Mode | |||
shroomforest3 |
CSS Port | ||||
sonic_3_3 |
CSS Port | Two | |||
sorrento_escape_2 |
CSS Port | ||||
space_station |
CSS Port | ||||
squid_game_6 |
CSS Port | Single | |||
stalker_ultimate_s3 |
CSS Port | ||||
star_wars_prequel_10 |
CSS Port | Three | |||
subway_escape_9 |
TF2 Original | Single | |||
super_mario_64_3 |
CSS Port | ||||
surf_facility_b1 |
CSS Port | ||||
surf_froyo_b3 |
CSS Port | ||||
surf_sahok_4 |
CSS Port | ||||
surf_vortex_6 |
CSS Port | Single | |||
swamp_facility_b2d |
TF2 Original | ||||
tesv_skyrim_3 |
CSS Port | ||||
timesplitters_2 |
CSS Port | Single | |||
titanic_13 |
CSS Port | Single | |||
uchiha_legacy_8 |
CSS Port | Four | |||
v0u0v_b2 |
CSS Port | ||||
voodoo_islands_5 |
CSS Port | Single | |||
2012_s2_tf2 |
CSS Port | ||||
666_crazy_escape_v2 |
CSS Port |
Gallery
Bosses
NPCs
|