Zombie Master 2 is a multiplayer RTS/ FPS hybrid utilizing Valve's Source 2013 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.

Report article RSS Feed Christmas Update!

After 8 months of no updates, we finally reveal Zombie Master 2's new features!

Posted by npc_violent 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.


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.


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.

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.


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.


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 )


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

Post comment Comments
Mateos Dec 26 2011 says:

It is worth the wait, looking forward to test it if you need more computers o/

+1 vote     reply to comment
Chinaski Dec 26 2011 says:

Great news, used to love playing ZM years ago. If you got a good player as the ZM it was a really tense game, but there were a lot of laughs to be had too. Looking forward to this.

+3 votes     reply to comment
Halfmoon Dec 26 2011 says:

Can't wait for this to release.

+1 vote     reply to comment
bloodnest Dec 26 2011 says:


+3 votes     reply to comment
Dr.Goupyl Dec 26 2011 says:

Slowly but surely !
Good to see you still here.

+1 vote     reply to comment
Mr.RoBoT Dec 26 2011 says:

its about time! :P

+1 vote     reply to comment
Jerkakame Dec 26 2011 says:

Still wish they implented some kind of respawn system, I guess thats up for the server owners.

I love playing as zombie master and I can make the survivor respawn constantly, alot more fun playing as ZM then.

-2 votes     reply to comment
parhana Dec 26 2011 says:

Nice to see a new update. Keep up the good work :)

+2 votes     reply to comment
Aimforthehead Dec 26 2011 says:


+1 vote     reply to comment
Ozi Dec 26 2011 says:

I lost all hope, but you bring it back, thanks!

+1 vote     reply to comment
Seaal Dec 26 2011 says:

Pretty awesome!

+2 votes     reply to comment
Dr_Doener Dec 26 2011 says:

Good to see you guys alive :D

+1 vote     reply to comment
Nebcake Dec 26 2011 says:

What a great update to hear this holiday.

+1 vote     reply to comment
Maninblue999 Dec 26 2011 says:

What a suprise, the best mod ever created for half-life 2 re-emerges!

+1 vote     reply to comment
Anddos Dec 26 2011 says:

And no video ????

-2 votes     reply to comment
cro_net Dec 27 2011 says:

Great job guys, hope to see more soon.

+1 vote     reply to comment
sasuke2490 Dec 27 2011 says:

when can we get alpha access or beta w/e i want to know if possible.

-1 votes     reply to comment
revenge9026xbox Feb 8 2012 says:

So, I'm guessing you guys aren't going to let all of that effort go to waste... Good :)

0 votes     reply to comment
RaptorXL May 30 2012 says:

organic artists? i am a concept artist myself, I just never heard that term before.

+1 vote     reply to comment
darx4 Jan 13 2013 says:

when it is brand new

+1 vote     reply to comment
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