Zombie Master 2 is a multiplayer RTS/ FPS hybrid utilizing Valve's Source 2007 engine. Players are thrust into the middle of a zombie apocalypse, forced to search the remnants of their world for weapons and equipment in order to remain alive.

One player is freed from the weak flesh of his peers. A being of limitless power, he controls the grotesque hordes of undead in a constant battle against what is left of humanity. His name is spoken only in whispers, for fear of drawing his attention. For once his gaze is upon you, the true test begins.

Features

A game pitting the cunning strategy of the Zombie Master against the teamwork and bravery of the humans, ZM2 is two unique gameplay experiences in one.

Humans

  • Hunt for weapons scattered across the ruins, including molotov cocktails, rifles, and the beloved shotgun.
  • Objective based gameplay; Players are required to work together in order to accomplish their goals.
  • Use the physics of the Source Engine to construct barricades and accomplish objectives.

Zombie Master

  • RTS gameplay, with an interface tailored for both quick commanding and advanced strategies.
  • Powers to available to interact with and foil the Humans best plans.
  • Traps and environmental manipulation supplement the already formidable arsenal available to the ZM, allowing him to collapse bridges, douse lights, or release swarms of deadly bees. Anything the mapper dreams of is a possible trap.
  • A variety of zombie types allow ZMs to adapt to any situation, and formulate complex strategies on the fly.
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Custom Weapon ( HL2 AR2 ) Springfield M1A. SKS
Blog RSS Feed Report abuse Latest News: Christmas Update!

18 comments by 0x0 on Dec 26th, 2011


Before we begin, we'd like to apologize for our lack of updates. All of us have been pretty busy with our lives but we manage to work on Zombie Master 2 when we can.

Zombies

Client-side animation

Much like Team Fortress 2's animation system, all animation is processed by the client. This allows for smoother animation and requires little data from the server.

Navigation

NPCs are now able to reroute accordingly to their needs as well as utilize navigational meshes. If NPC A were to be blocked by NPC B, NPC A will disable any collisions with NPC B and ingore NPC B for the time being. If the NPC was in a crowded area, it will try to line up with the other NPCs. If the NPC were blocked by props, the NPC would check if the prop was small enough to be pushed away. After analyzing the blocker entity, the NPC will generate a number of paths until it finds one suitable for navigation.

Networking

By default NPCs transmit data the client doesn't necessarily need. If there were several zombies transmitting this data, it would take a toll on networking. Because of this, certain data transmissions were disabled as well as limited data sizes.

Default HL2 Zombie Networking ( 50 Zombies )

New Zombie Networking ( 50 Zombies )

Senses and Priorities

Several modifications and improvements have been made to the AI such as better player awareness and organized combat states. Zombies are only concerned with two things, the Zombie Master's orders and the players.

Entities

trigger_win : A trigger volume that only lets survivors within it win.
logic_zmtimer : An easy to use, fully customizable timer that also has HUD display (mm:ss)
trigger_explosionblock : A trigger volume that stops ZM explosions and/or game explosions from occuring.
info_weaponspawn : Spawns a random weapon of any category of your choosing.
func_zmclip :  Blocks ZM movement.
info_player_deathmatch : Added a keyvalue "hasFlashlight" to determine whether the player spawns with a flashlight or not.
info_zombiespawn : Added a keyvalue "nodeless" to active nodeless spawning.

Weapons

New Weapons

M1911..38 Special RevolverSpringfield M1A.SKSKa-Bar

Custom Weapons

Mappers are now able to add their own weapons to the maps by changing a weapon's keyvalues and compiling the map with the custom weapon content. Shown here is a custom weapon set up to behave like the AR2 from Half-life 2.

Custom Weapon ( HL2 AR2 )

Gameplay/Other

Network LOD : If the client is beyond the transmitting entity's reach, no data will be sent unless the entity is within the client's POV.
Max Renderable Distance : Determines what renders in the client's POV.
Sudden Death : When the alive survivor count drops to a low number, the ZM is rewarded 2.0x resources. This helps increase the difficulty of the game and keeps rounds moving nicely.
Shadows :  Added POV check,  uncapped depth map resolution, adjusted shadow filtering, fixed translucent depth mapping.
Weapon Effects  : Gun smoke, bleedout, and directional damage forces for melee weapons.

We are still looking for organic artists!

We will be revealing more in a couple of weeks, so stay tuned!


Happy Holidays,
From the ZM2 Development Team

Comments  (0 - 10 of 400)
Dr_Noobyman
Dr_Noobyman May 7 2012, 9:02am says:

Yeah i agree, this has been quiet for a while now, i hope its not dead because me and many others have been looking forward to it

+1 vote     reply to comment
ToughGuyMcGee
ToughGuyMcGee 22hours 22mins ago replied:

This page always goes quiet for long periods of time,look at the space between their other posts.

+1 vote     reply to comment
♣♣Ace-A-Spades♣♣
♣♣Ace-A-Spades♣♣ Apr 29 2012, 12:12am says:

I was dancing in my seat to some Caravan Palace when I saw this... I stopped dead in mid dance.

This makes my pants tight.

+1 vote     reply to comment
warbrand2
warbrand2 Apr 2 2012, 6:35pm says:

Any news because this and the forums have been quiet for a while.

0 votes     reply to comment
dingo990
dingo990 Mar 27 2012, 1:00am buried:

(buried)

Couldn't you just use the left 4 dead 2 zombies? (for now at least so you can get a release out) And work on the actual zombies in the background. (or call it a closed beta and pick people personally from the general public and such, or have them submit a application or something and go from there)

-5 votes     reply to comment
maneaterhp
maneaterhp Apr 15 2012, 3:21pm replied:

L4D Common infected models would work great for shamblers imo.

+1 vote     reply to comment
AUG_DUDE
AUG_DUDE Apr 1 2012, 8:10am replied:

No.

+3 votes     reply to comment
maneaterhp
maneaterhp Apr 16 2012, 6:03pm replied:

Yes.

-2 votes     reply to comment
some-commie-basterd
some-commie-basterd Mar 5 2012, 10:33am buried:

(buried)

Dead?

-6 votes     reply to comment
OolonColluphid
OolonColluphid Mar 17 2012, 7:07pm replied:

If it is, give us Source files so I can convert their weapons to Left 4 Dead 2.

-4 votes     reply to comment
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