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{{ModStatus|status=released|engine=Source|download=http://www.zombiemodsource.info/}} | {{TOC|right}}{{ModStatus|status=released|engine=Source|download=http://www.zombiemodsource.info/}} | ||
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In this world, no one is spared. There are no heroes to save the day, and death is inevitable. Regardless, you fight on knowing that the next wave of zombies could bring an end to your pitiful existence on an even more lamentable planet... | In this world, no one is spared. There are no heroes to save the day, and death is inevitable. Regardless, you fight on knowing that the next wave of zombies could bring an end to your pitiful existence on an even more lamentable planet... | ||
==Description== | |||
In Infection, all players are spawned as a survivor with a pistol and a broken bottle. After a random amount of time, one survivor is infected and becomes a zombie. It is then this player’s job to infect all of the other survivors with their zombie claws. It is only at this time that he or she will be able to declare victory. Conversely, it is the survivor’s job to fend off the zombie horde and stay alive until time runs out. | |||
In Survival, all players are spawned as a survivor with a pistol and a broken bottle, just like in Infection. However, this is where the similarities end, as the survivors are then presented with waves of zombie NPCs, and are forced to defend themselves and stay alive until time runs out. Some Survival maps have allied NPCs on them as well, who aid the survivors in defeating the countless waves of zombie NPCs. | |||
In Holdout, all players are spawned as a survivor with a pistol and a broken bottle, just like the other gamemodes. Similar to Survival, in Holdout the survivors are forced to defend themselves against hordes of zombie NPCs, however this time around there is an objective: prevent the zombie NPCs from getting to the holdout point, which is a location on the map marked by unique signs and textures. If the zombie NPCs manage to get to this location, the survivors will lose, so it is critical to the survivors’ mission to hold out and camp the holdout point at all costs. | |||
In Escape, all players are spawned as a survivor with a pistol and a broken bottle, upon which they are immediately forced to run like hell. In this gamemode, the survivors are forced to escape from a certain scenario, such as getting on a train to get away from a complex infected with zombies. Like Infection, a random zombie is chosen from the group of survivors after a random amount of time. The survivors’ mission then becomes escape before time runs out or before the entire team becomes infected. Conversely, it is the zombies’ mission to prevent the survivors from escaping. | |||
ZombieMod: Source has several features that make it unique. There is a buymenu system, from which each survivor is allowed to purchase any weapon they desire, as long as they have the money to do so. Money is obtained by killing zombies, whether they are player zombies or zombie NPCs. There is also a complete pick-up and drop system for making barricades and for aiding allied players. Generally, when you spawn on a map, you have a choice: fulfill the objective with your teammates or abandon them in an attempt to go rogue. While these choices aren’t explicitly presented to a survivor, they are implied, and you will have to choose one before you can continue. These are the features that make ZM:S truly interesting and fun to play. | |||
==Official Graphics== | ==Official Graphics== |
Revision as of 11:18, 15 August 2009
This mod for Source has been released! Download it now.
Game Information | |
---|---|
Title | ZombieMod: Source |
Developer | Agent Red Productions |
Release Date | Q2 2009 |
Genre | Horror |
Mode | Multiplayer |
Ratings | ESRB: Mature 17+ (M) |
Platform | PC |
Recommended System Requirements |
|
Minimum System Requirements |
This game requires that you own a Source engine game such as Counter-Strike: Source, Half-Life 2, or Day of Defeat: Source. Click here for a full list of games that meet this requirement. Please note that Portal: First Slice and the bundled Half-Life 2: Deathmatch do not fulfill this requirement. |
Overview
ZombieMod: Source is a multiplayer horror Half-Life 2 modification built on the Valve's Orange Box engine. There are currently four different gamemodes, each with their own twist on the next zombie apocalypse.
As a Survivor, you are hopelessly thrown into various situations with a pair of brass knuckles and a 9mm. Your objective? Do whatever it takes to survive. Your enemy? The mindless waves of zombies pouring down on your position, some of which are the same men and women you had called your friends but a moment ago. The cost of failure? Your meaningless life, your corrupted mind, your free will.
In this world, no one is spared. There are no heroes to save the day, and death is inevitable. Regardless, you fight on knowing that the next wave of zombies could bring an end to your pitiful existence on an even more lamentable planet...
Description
In Infection, all players are spawned as a survivor with a pistol and a broken bottle. After a random amount of time, one survivor is infected and becomes a zombie. It is then this player’s job to infect all of the other survivors with their zombie claws. It is only at this time that he or she will be able to declare victory. Conversely, it is the survivor’s job to fend off the zombie horde and stay alive until time runs out.
In Survival, all players are spawned as a survivor with a pistol and a broken bottle, just like in Infection. However, this is where the similarities end, as the survivors are then presented with waves of zombie NPCs, and are forced to defend themselves and stay alive until time runs out. Some Survival maps have allied NPCs on them as well, who aid the survivors in defeating the countless waves of zombie NPCs.
In Holdout, all players are spawned as a survivor with a pistol and a broken bottle, just like the other gamemodes. Similar to Survival, in Holdout the survivors are forced to defend themselves against hordes of zombie NPCs, however this time around there is an objective: prevent the zombie NPCs from getting to the holdout point, which is a location on the map marked by unique signs and textures. If the zombie NPCs manage to get to this location, the survivors will lose, so it is critical to the survivors’ mission to hold out and camp the holdout point at all costs.
In Escape, all players are spawned as a survivor with a pistol and a broken bottle, upon which they are immediately forced to run like hell. In this gamemode, the survivors are forced to escape from a certain scenario, such as getting on a train to get away from a complex infected with zombies. Like Infection, a random zombie is chosen from the group of survivors after a random amount of time. The survivors’ mission then becomes escape before time runs out or before the entire team becomes infected. Conversely, it is the zombies’ mission to prevent the survivors from escaping.
ZombieMod: Source has several features that make it unique. There is a buymenu system, from which each survivor is allowed to purchase any weapon they desire, as long as they have the money to do so. Money is obtained by killing zombies, whether they are player zombies or zombie NPCs. There is also a complete pick-up and drop system for making barricades and for aiding allied players. Generally, when you spawn on a map, you have a choice: fulfill the objective with your teammates or abandon them in an attempt to go rogue. While these choices aren’t explicitly presented to a survivor, they are implied, and you will have to choose one before you can continue. These are the features that make ZM:S truly interesting and fun to play.
Official Graphics
Screenshots
Team
- Lead Developers
- James Pizzurro (£cho) - Coder, Mapper, Compiler, Animator, Public Relations
- Jordan Nolan (GlitchedSystem) - Coder
- Developers
- Harrison Burton - Mapper
- Ryan Gaston (Stubby) - Mapper
- (Sethen) - Mapper
- Ryan (Undead) - Public Relations
- Patrick Nielsen (Red Caste) - Public Relations
- (Rusty) - Texture Artist, Compiler
- Steve (SteveUK) - Coder
- Ryan Gholson - Modeler
- Jarlan Perez - Texture Artist
- Chris Mathews - Modeler, Texture Artist
- Wallace Fajardo - Modeler
- Chris Roth - Texture Artist
- Thanet Gasorntip - Mapper
- Curtis Williams - Mapper
- Michael Perron - Modeler
- Brian Smith - Concept/Illustrator
- Leonardo Carrion - Texture Artist/Animatior
- Kai Sidler (yardy) - Mapper
Tutorials
- Server Administration
- Mapping