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.
The gameplay mechanics of Zombie Master 2 still stay true to the original, people here are complaining about the lack of new features added to this sequel. I'm just happy that they didn't completely turn the game upside down and change everything, ZM2 is still ZM1 at heart.
Even though like other people I wish there had been more features (new weapons were an awesome addition to the game though), I'm still really content with ZM2 and it remains a fun game to play.
I was a fan of the original Zombie Master so when I heard that there was a sequel in the works (back when ZM2 was called ZMI) I was excited to see what could be done. 3 years later, it finally comes out and unfortunately I was disappointed for the following things:
This is a Patch, not a sequel: generally when a game has the number 2 attached to it, you'll expect to seem some amazing changes (new art assets, greatly improved engine, new gameplay, new maps, revamped everything, etc.) and unfortunately this isn't the case. With the exception of Z3R0's custom content, and the under the hood engine changes (most notably the conversion to Orange Box), the game is exactly the same as its predecessors, down to the heavy usage of HL2 models/textures/animations and gameplay.
The game itself hasn't aged well: ZM1 was fantastic back in 2007, and I was excited to see if ZM2 improved upon its gameplay. Unfortunately little has changed in the 'sequel' so it feels like a fossilized dinosaur. Having default HL2 values for movement/damage/etc. for humans (with high powered guns) and pairing them up against crippled Zombie AI (one would think they made large zombie horde navigation better; they still get stuck on one another) = not fun in 2013.
Questionable Design Choices: The autopick up feature for guns/ammo was fine back in 2004 for HL2 (which had one pistol, one smg, etc.) but for a Mod that has multiple weapons for each category, it gets annoying when I want to pick up a specific gun only to pick up a weapon I didn't want which was closer to me (this is a big issue in massive gun piles). I had no clue which gun accepted which ammobox (the ammo looks pretty but there's no clear indicator to what gun they're matched up with). The default keybindings also bugged me (why is B = drop gun when it's G for every other game?).
I hope this project succeeds in the coming updates, I really do but at this moment it's simply a glorified patch masquerading as a 'sequel'.
There are various improvements and fixes in Zombie Master 2. As for the ZM, you have improved nightvision and another zombie class is added, the 'Whistler'. As for the Survivors, you have several new weapon models and sounds for the Shotgun, the Uzi, and etc. However, I do expect more updates and changes. For instance, you could probably add a new main menu background and possibly some short but zombie-themed music for the players to listen to while browsing through their options or even searching for a server. By the way, I think that it may be necessary to remove a 'sprint' option for the players since they're basically always automatically running around and killing zombies. Other than just those couple of things, I would personally like to give this mod an 8/10. If you're an ol' fan of the first ZM, I insist that you download this immediately.