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[[Image:Zmslogo.png]]
[[Image:Zmslogo.png]]
==Description==
==Description==
ZombieMod: Source is an up-and-coming Half-Life 2: Deathmatch modification for the Orange Box engine. Currently, there are two different gamemodes: Infection and Survival. Two other gamemodes, Holdout and Escape, are still in development, though maps for both have already been released to the public.
ZombieMod: Source is an up-and-coming Orange Box modification for the Source engine. Currently, there are four different gamemodes, all with their own unique twist on the zombie apocalypse.


In Infection, up to 32 survivors are spawned at the same time on the same team. After a certain amount of time, one of those survivors turns into a zombie. This player's mission is to "infect" all of the other players by slashing them apart with their zombie claws so that they may join his or her zombie horde. If all survivors are turned into a zombie before the survival time runs out, the zombies win the round. Conversely, if all of the zombies are killed before survival time runs out, survivors
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.
win.


In Survival, survivors spawn on a unique map, sometimes with several other friendly NPCs. Survivors must then try to, well, survive from waves of NPC zombie hordes until the survival time runs out. This gamemode is unique in that each map for this gamemode is very different.
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, a fairly new gamemode that is still in development, you fight against waves of NPC zombies just like in Survival. However, an important difference is that you must defend a certain position on the map from the zombies. Should they enter the "defense zone", survivors lose. If the survivors manage to prevent this from happening however before the survival time runs out, survivors win. While this gamemode is not perfect yet, it is playable, and we are still continuing to improve it with each release.
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, a gamemode similar to Infection in that it also involves player-controlled zombies, the survivors must find a way out of a building, complex, or situation without being killed from a trap or being turned into a zombie. Conversely, it is the zombies' mission to prevent the survivors from escaping at all costs. This gamemode is also still in the developmental stages.
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.


==Team==
==Team==

Revision as of 06:49, 24 May 2009

Template:BetaModSmall Zmslogo.png

Description

ZombieMod: Source is an up-and-coming Orange Box modification for the Source engine. Currently, there are four different gamemodes, all with their own unique twist on the zombie apocalypse.

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.

Team

Lead Developers
£cho (Grey-Echo)
Jordan (GlitchedSystem)
Public Relations
Undead
Red Caste (P4TRICK)
Coders
Steve (SteveUK)
Mappers
Harrison
Stubby
Sethen
Modelers
Ryan
Texture Artists
iMuffin
Rusty

All other jobs are being handled exclusively by the lead developers at this time. If you are interested in filling a position, please contact £cho, one of the lead developers, directly via email as soon as possible: MadKowa@gmail.com

Tutorials

Server Hosting
Making a ZM:S Dedicated Server
Mapping
Setting up Hammer for ZM:S
Creating an Escape Map
Creating a Holdout Map
Creating an Infection Map
Creating a Survival Map

External Links