Zombie Master 2 - 1.0.1b Hotfix
May 8, 2013 Patch 3 commentsFixes a few game-breaking issues that weren't worked out in v1.0.1
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.
10 comments by McViolent on May 7th, 2013

Zombie Master 2 - 1.0.1 has been released, fixing many of the game-breaking bugs, crashes that existed in the first release and resolving several gameplay balances. It also includes an updated version of the FGD.
-Added effects: anamorphic lens flares, SSAO, sunrays.
-Added game_score_team: Re-implemented.
-Added navmeshes: zm_docksofthedead, zm_backwoods_b4, zm_asylum_v1, zm_minerinconvenience,
-Added sv_softcollisions: Toggles player smooth collisions. Disabled by default.zm_gasdump_b4, zm_countrytrain_b4.
-Removed NPC smooth collisions.
-Disabled navmesh navigation and new AI movement.
-Updated content: Updated oildrum models/skins, whistler model, kabar texture, m1911/glock17/mp5k fire sounds, flashlight toggle sound.
-Updated filmgrain/vignetting: Default amount lowered.
-Updated flashlight Hud element: Changed to 4 bar battery.
-Updated main menu: Modified buttons, coded VGUI logo instead of using default mod logo.
-Updated weapon_zm_improvised: Default weaapon changed to "Crowbar"
-Updated weapon_zm_mossberg: Damage decreased from 15 to 8.
-Updated weapon_zm_mp5k: Clip size increased to 30.
-Updated weapon_zm_sks: Will only reload if clip is empty. Fire rate dropped.
-Updated weapon selection: Updated weapon categorization.
-Updated ZM2 FGD: Added weapon alts to sledgehammer and fireaxe, includes hl2 entries.
-Fixed bandwidth rate: Defaulted to 25000, fixes several issues in-game.
-Fixed custom AI base: Movement, interpolation, thinking intervals, animation cycling, improved AI senses and scheduling.
-Fixed custom weapon base: Weapon pick up, forced weapon alts.
-Fixed/Updated flashlight: Drain rate increased, flicker effect tweaked, removed broken optimization.
-Fixed fire entity extingush: May crash client or result in strange behavior.
-Fixed full body awareness: Wonky behavior.
-Fixed lag compensation: Tweaked conditions for when an entity can be compensated.
-Fixed/Updated AI navmesh navigation: Navmesh validity check.
-Fixed AI node navigation: Pathfinding, implemented NPC physics solving.
-Fixed survivor Hud: Health icon position, flashlight hud element layout.
-Fixed vignetting options: Options wouldn't save properly.
-Fixed wallsprinting: Strafing against walls for boost.
-Fixed/Updated whistler: Ragdoll sequence causing a memory leak. HP increased from 55 to 300
-Fixed ZM Interface: Mouse clicks not registering.
Fixes a few game-breaking issues that weren't worked out in v1.0.1
The full installation for Zombie Master 2 1.0.1 Beta.
The full installation for Zombie Master 2 1.0.0 Beta.
The FGD for Zombie Master 2. For use in Source SDK Hammer.
Highest Rated (5 agree) 7/10
I'll be very honest. Instead of ZM2 it really should be ZM 1.5.
There's just no cohesion between the game and its concepts. There also should've been more work to the viewmodels and world models, the SKS a blaring example as it doesn't even use the same rig.
I doubt I need to say much regarding the AI, hit detection, and path finding. In fact it's worse than the first iteration.
Yes this game is fun but only because the fact it only shines in what made ZM1 fun, by itself it's rather lackluster.
Mar 19 2013, 6:41am by flyawaynow
Lowest Rated (4 agree) 1/10
I was waiting this for 2 years, this is only a patch have got small changes this isnt ZM2 this is ZM1.5 with small changes when will be the real ZM2...
Mar 17 2013, 2:11pm by vinanrra
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love the game but some notes on weapon balance.(reason posting here is can't post on forums)
the semi auto rifle you added feels and looks like a ak47. please tone down the recoil and fire rate as its over powered at the moment. (for a game that has a no assault weapon rule you sort of added one.)
the pistols seem to all be the same there is no reason to chose one over the other and they all seem like they should act differently so far the glock is the only one with a difference and that is its faster and has a slightly better firing cone.
on the .45 up the damage change ammo to .45(yes I know another ammo but think it would be worth it in the long run) give it 9 rounds per clip and 36 spare or something.
on the glock change ammo to 17 rounds per clip add secondary that fires at highly inaccurate 3 round burst.
the stub nose revolver and mirco uzi seem to jsut be model variations.
on melee. the first person model of the fire ax seems small compaired to the actual weapon, the machete is unreliable taking from one to 10 hits to kill a shambler. the police baton can 3 hit a hulk which is fin if it was a big weapon but its a small metal baton. other than that the melee seems right.. the pipe seems week though but its a pipe.
The game gets stuck at a black screen after the loading image (mouse pointer still working). How to fix that?
It is the same error as described here:
Zombiemaster.org
Can someone give me a quick step by step guide on how to set up a server. Does it matter what orange box game you use or do I need a server box to set this up on?
The Zombie Master is now REALLY hard to play with. The graphics are very confusing, and the survivors now always win thanks to the horrible A.I.
However, I appreciate this is in beta. Also my flashight inexplicably stopped working
It dont show me any Servers 0.o
So, I'm getting this issue when I launch the game, it just minimizes itself. But it does it in a way that it shows the game is the active program, so I have to alt+tab anyway to do anything. I had it running earlier no problems, and I haven't changed anything since then. I tried restarting steam as well as my PC and still getting it. Anyone have any idea on how to fix this one?
do we need half life 2 or only the source sdk?
HL2 episode 2 since the trees and props are used in that game.
In order to run Zombie Master 2, you will need:
(...)
- Steam, with "Source SDK Base 2007" installed.
What? the other numbers I can understand, but 16 has always been the standard for as long as I can remember.