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==Overview==
==Brief 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.
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.


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==Description==
==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.
ZombieMod: Source has several features that make it unique. There is a buymenu system from which a Survivor can cash in points they earn for killing Zombies and zombie NPCs for weapons and ammo. There is also a simple pick up and drop system for making barricades. ZM:S's most useful feature is its user-friendly mapping system, complete with custom entities that make creating complex game dynamics simple so that most anyone can create their own maps for any gamemode, even if they have very little prior experience using Valve Hammer Editor. Versatility is the name of the game, and each and every map is truly unique and fun to play every time. Agent Red Productions also takes pride in the fact that each and every custom weapon and player reskin was made in-house. The mod is constantly being updated every month or two with new gamemodes, maps, and weapons, making ZombieMod: Source one of the most supported mods available for the Source engine to date.


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.
==Gamemodes==
;'''-=INFECTION=-'''
The original ZM:S gamemode. Towards the start of each round, one player is chosen to be the host of the infection. Once infected, a player has the power to instantly infect others using their terrible zombie claws of doom. The Survivors' objective is to contain the Zombies and prevent them from infecting the human race. Conversely, it is the Zombies' mission to infect all the Survivors before time runs out.


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.
;'''-=SURVIVAL=-'''
In what is quickly becoming the mod's most popular gamemode, the Survivors must defend themselves against wave after wave of zombie NPCs for a specified amount of time. As an added challenge, players never respawn once they are killed.


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.
;'''-=ESCAPE=-'''
Similar to Infection, one player is chosen to be the host of the infection towards the start of each round and the Zombies' objective is to destroy the human race, but with an additional twist: prevent the Survivors from achieving their goal of escaping from their fateful situation before time runs out.


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.
;'''-=HOLDOUT=-'''
Similar to Survivor, Survivors will find themselves defending their fellows against wave after wave of zombie NPCs, however like Escape, there's a twist: the Survivors must also defend a specified holdout area until time runs out. Therefore the mission not only becomes to survive, but to contain, which makes this gamemode notably harder than the rest.
 
;'''-=OVERLORD=-'''
Often deemed an Infection-Survival hybrid, one player is chosen towards the start of each round to be the zombie overlord. As a zombie overlord, a player is capable of killing Survivors for points, either with their zombie claws or by spawning their own army of zombie NPCs to command. These points can then be exchanged to spawn even more zombie NPCs. If a zombie overlord is killed, they are spawned as a Survivor and another zombie overlord is chosen to take their place and command the next wave of zombie NPCs. This continues until a zombie overlord successfully destroys the human race or until time runs out, in which case the Survivors win.
 
;'''-=OBJECTIVE=-'''
Often deemed a Escape-Survival hybrid, Survivors must complete a set of objectives before they can escape to safety with the additional twist of having to defending themselves against endless waves of zombie NPCs. If the Survivors fail to complete all of their objectives before time runs out, they lose. Maps for this gamemode have the most variety compared to any of the other gamemodes. As an added challenge, players never respawn once they are killed.


==Official Graphics==
==Official Graphics==

Revision as of 14:33, 15 August 2009

Icon-Released.png

This mod for Source has been released! Download it now.

Zmslogo.png

Game Information
Title ZombieMod: Source
Developer Agent Red Productions
Release Date Q2 2009
Current Version v1.40
Genre Horror
Mode Multiplayer
Ratings ESRB: Mature 17+ (M)
Platform PC
Recommended System Requirements
  • 2GHz Dual Core processor
  • 2048MB RAM
  • DirectX 9+ GPU with at least 512MB VRAM
Minimum System Requirements
  • 1.7 GHz Processor
  • 512MB RAM
  • DirectX® 8 level Graphics Card
  • Windows® Vista/XP/2000
  • Mouse
  • Keyboard
  • Internet Connection

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.

Brief 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

ZombieMod: Source has several features that make it unique. There is a buymenu system from which a Survivor can cash in points they earn for killing Zombies and zombie NPCs for weapons and ammo. There is also a simple pick up and drop system for making barricades. ZM:S's most useful feature is its user-friendly mapping system, complete with custom entities that make creating complex game dynamics simple so that most anyone can create their own maps for any gamemode, even if they have very little prior experience using Valve Hammer Editor. Versatility is the name of the game, and each and every map is truly unique and fun to play every time. Agent Red Productions also takes pride in the fact that each and every custom weapon and player reskin was made in-house. The mod is constantly being updated every month or two with new gamemodes, maps, and weapons, making ZombieMod: Source one of the most supported mods available for the Source engine to date.

Gamemodes

-=INFECTION=-

The original ZM:S gamemode. Towards the start of each round, one player is chosen to be the host of the infection. Once infected, a player has the power to instantly infect others using their terrible zombie claws of doom. The Survivors' objective is to contain the Zombies and prevent them from infecting the human race. Conversely, it is the Zombies' mission to infect all the Survivors before time runs out.

-=SURVIVAL=-

In what is quickly becoming the mod's most popular gamemode, the Survivors must defend themselves against wave after wave of zombie NPCs for a specified amount of time. As an added challenge, players never respawn once they are killed.

-=ESCAPE=-

Similar to Infection, one player is chosen to be the host of the infection towards the start of each round and the Zombies' objective is to destroy the human race, but with an additional twist: prevent the Survivors from achieving their goal of escaping from their fateful situation before time runs out.

-=HOLDOUT=-

Similar to Survivor, Survivors will find themselves defending their fellows against wave after wave of zombie NPCs, however like Escape, there's a twist: the Survivors must also defend a specified holdout area until time runs out. Therefore the mission not only becomes to survive, but to contain, which makes this gamemode notably harder than the rest.

-=OVERLORD=-

Often deemed an Infection-Survival hybrid, one player is chosen towards the start of each round to be the zombie overlord. As a zombie overlord, a player is capable of killing Survivors for points, either with their zombie claws or by spawning their own army of zombie NPCs to command. These points can then be exchanged to spawn even more zombie NPCs. If a zombie overlord is killed, they are spawned as a Survivor and another zombie overlord is chosen to take their place and command the next wave of zombie NPCs. This continues until a zombie overlord successfully destroys the human race or until time runs out, in which case the Survivors win.

-=OBJECTIVE=-

Often deemed a Escape-Survival hybrid, Survivors must complete a set of objectives before they can escape to safety with the additional twist of having to defending themselves against endless waves of zombie NPCs. If the Survivors fail to complete all of their objectives before time runs out, they lose. Maps for this gamemode have the most variety compared to any of the other gamemodes. As an added challenge, players never respawn once they are killed.

Official Graphics

Screenshots

Team

Zmsarplogo.jpg


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

External Links