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.
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.
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.
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.
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.
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.


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.
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.
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.
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 will be revealing more in a couple of weeks, so stay tuned!
Happy Holidays,
From the ZM2 Development Team
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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
This page always goes quiet for long periods of time,look at the space between their other posts.
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.
Any news because this and the forums have been quiet for a while.
(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)
L4D Common infected models would work great for shamblers imo.
No.
Yes.
(buried)
Dead?
If it is, give us Source files so I can convert their weapons to Left 4 Dead 2.