Zombie Panic: Source is a co-op oriented Survivor Vs Zombie multi-player survival horror modification for HL2. While our main priority is to make the mod as fun to play as possible, ZP:S plans to greatly expand on the core features of "Zombie panic" For HL1, with the obvious new features, impressive visuals, and of course atmospheric maps. More importantly ZP:S will not force players to fend against dumb and predictable AI, but instead keep the same intense thrill of surviving against intelligent and persistent player controlled zombies as the original.

Report article RSS Feed ZPS 2.1 Released!

Zombie Panic: Source v2.1 has been packaged and sent off to Valve and we're now all eagerly awaiting to play with the community. Keep an eye open on 2.1 Steam Update!

Posted by Tatsur0 on Feb 8th, 2011

It is our pleasure to announce that earlier today we sent v2.1 of Zombie Panic: Source to Valve and are eagerly awaiting it's proper release over the steam servers! We are beyond grateful for the support the community has shown us these last 3+ years. The current team working on ZP:S and this includes the new playtesters have been at it daily with multiple tests per day 7 days a week. With v2.1 our goal was to provide as promised a more stable, enjoyable, and balanced game and we're quite confident that's exactly what we've done. We begin work on v2.2 in a few weeks to add in more features, content, as well as further improving the existing game.

For veterans of ZP:S who aren't actively playing these days I also wanted to make a point to impress that with v2.1 we made sure to bring back survival horror to the game that was lost with the popularity of the mod and box camp maps. ZP:S is once again the game that it was meant to always be due to Sammy's unique system and we've also gone through a number of our favorite maps updating them visually and fixing minor issues that may have turned off players.

Check out the Media and Changelog below-

Waitress Jessica Update





:::::Changelog v2.1:::::

+ New waitress (human and zombie)
+ New Main Menu Screen
+ Fixed Knockback
+ Prevent zombies and humans from blocking other zombie/human melee attacks
+ Recognize kill assists
+ Headbobbing is now present in the game (it's on by default, but you can switch it off in the multiplayer options)+ Add baseball bats to fgd and random_def entity
+ Official Maps Flagged.
+ non-whitey zombie claws
+ zpo_tanker update
+ zps_silence update
+ zpo_harvest update
+ zpo_biotec update
+ zps_underground added
+ zps_thrillvile added
+ zpo_murksville added
+ zps_ruralpanic added
+ Carrier roar + roar highlight feature added
+ Weapon & ammo scaling feature added (zps only)
+ New ammo weight system (30 lbs is the max)
+ Plant IED feature added
+ User who planted IED can pick it up whilst planted+ Player who planted IED if killed loses ownership of IED and it becomes a phys object again for others to pick up+ New waitress vocals
+ Infected players can't talk or drop/pick up weapons/items in 2nd phase of infection
+ Infected players can't deduct zombie lives
+ Can choose playermodel now
+ First person spectating added
+ New keyboard model
+ New Winchester reload
+ New yellow border for donors and green for playtesters.
+ Keyboard attack produces random messages
+ Minor bug fixes
+ Feed-o-meter is yellow while being drained.
+ Sv_gravity changes physics objects' gravity (Not only players)
+ If you're nearby a grenade that explodes, it shakes your screen a bit (similar to the IED screenshake)+ If you're by yourself and if you have sv_testmode 1, you spawn as the carrier if you join the zombie team+ There's a delay to suicide if you use the kill command (5 seconds)+ New entity: logic_end_game.
+ Barricades take phys damage
+ Spectators/Players in lobby are unable to talk to living players to prevent ghosting (team chat is still available)
- weapon_hammer is removed
- zpo_deadblock removed

I would also like to thank NuclearFallout for their incredible support. If it weren't for them we would not be releasing v2.1 this month. After having to switch SVN hosts and manage other issues that would have delayed us for a considerable amount of time the NFO support staff made sure our playtest server was up and running with 24/7 support. I can't thank em enough and strongly believe them to be the best out there.

See you in game!

-ZP Development Team

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Post comment Comments  (50 - 84 of 84)
mark008 Feb 7 2011 says:

i really hope they optimized the mod, i mean those lags when you get shot in the head (as zombie) or you try to shoot on the head with magnum, and no i dont whine cause i cant shoot (im actually 'sharpshooter') but its just that there happens lags that for example whitey might suddenly teleport himself few inches to the side from where he was and be much more near you. sorry if misunderstanding me, im odd at english today, lol.

+1 vote     reply to comment
wazanator Feb 7 2011 replied:

Thats called server lag. It happens. Try and find a server with a better ping rate

+2 votes     reply to comment
CakeMaster7 Feb 8 2011 replied:

Or maybe it might be his Internet connection. Either way, it's not the fault of the Mod's Developers and blaming them is immature.

+1 vote     reply to comment
Dakcenturi Feb 7 2011 says:

Very cool! Been waiting for this for some time.

+1 vote     reply to comment
Cremat0r Feb 7 2011 says:

Great news, gonna reduce me Killing Floor time for this mod!

+2 votes     reply to comment
azultain Feb 7 2011 says:

when i launch zps, i have message error "gameinfos.txt"

+1 vote     reply to comment
Tatsur0 Author
Tatsur0 Feb 7 2011 says:

As Frika pointed out on our forums some files that weren't meant to end up in gcf managed to make their way in there instead of the folder itself (Temp fix is to extract from gcf using GCFScape to your ZPS folder). I've provided a detailed list and as soon as Frika makes it home from work we should have everything sorted with Valve. We again thank you all for the kind words (been swamped with PMs) and support. For everyone else we ask that you be just a bit more patient. We're rather proud of this update and I can't wait to have things rolling smoothly here in the near future.

+2 votes   reply to comment
azultain Feb 8 2011 replied:

i like you

you take care of your community

+2 votes     reply to comment
kommandojoe Feb 7 2011 says:

A final hoorah for deadblock! :/

+3 votes     reply to comment
akak88 Feb 7 2011 says:

Can any 1 tell me why it takes like 10 min to load 1 map and when it stand sending client thing its stop there i i need to disconnect and join again and that take like 10 min more . and no i don't have a bad comp .

+1 vote     reply to comment
skinheadted1969 Feb 8 2011 says:

i dont care how good source gets, it will never beat the original for hl1 :P

+1 vote     reply to comment
KaiMan32 Feb 8 2011 says:

This game was pretty fun. I haven't played this in a loooong time. I should start playing again. :D

+1 vote     reply to comment
Tatsur0 Author
Tatsur0 Feb 8 2011 says:

Yeh, I've run into a number of veterans who are glad to have their good ol survival gameplay back. Also a bunch of angry chinese but I think they were having fun.

+1 vote   reply to comment
InsaneStorm Feb 8 2011 says:

YEEAH New update!

Head will roll tonight!

Keep it up guys!

+1 vote     reply to comment
Garrador Feb 8 2011 says:

Great stuff! =) Looks great tats.

+2 votes     reply to comment
deadrising2rocks Feb 9 2011 says:

Hey, Taturso, I was wondering if you could update the player model option so it says "Always Random" Cause i hate always picking random and stuff

+1 vote     reply to comment
Tatsur0 Author
Tatsur0 Feb 9 2011 replied:

It already defaults to "Random"

+1 vote   reply to comment
wazanator Feb 9 2011 replied:

No he means random every round. Current random chooses one model randomly. After that if you want another random model you have to go back to options and choose random again.

+1 vote     reply to comment
deadrising2rocks Feb 10 2011 replied:

No, I mean i dont wanna do that. i wanna make it like random and i dont have to keep doing it again and again

+1 vote     reply to comment
deadrising2rocks Feb 10 2011 replied:

So, this is what im trying to say if i go to pick random and do apply ok i want this like, Ok i'm eugene this round and then the next round im marcus or something like that :)

+1 vote     reply to comment
deadrising2rocks Feb 9 2011 says:

? What do you mean? By map or round or ???

+1 vote     reply to comment
deadrising2rocks Feb 9 2011 says:

So, are you saying when i enter the game i dont do set it to random apply ok and play?

+1 vote     reply to comment
deadrising2rocks Feb 9 2011 says:

So, How do i set it to always random?

+1 vote     reply to comment
da_lawl_man_of_garce Feb 9 2011 says:

they ****** up the sprint system....wtf the zombies are now faster than humans? O_O'
and a new bug: ppl spawn inside the spectator's spawn, and cant get out even if they choose a team...

+1 vote     reply to comment
Smiley_Riley Feb 9 2011 replied:

No values were changed at all with the zombie lunge or movement; they just don't get pushed back anymore when you shoot them (knockback bug was fixed)

As for the players spawning in the lobby, we're aware of it and are trying to pinpoint the cause :)

+1 vote     reply to comment
Kark-Jocke Feb 9 2011 says:

diss mod is it from a movie or samting!?

+1 vote     reply to comment
wazanator Feb 10 2011 replied:

Its sort of based off older zombie movies in which the survivors are always low on ammo and the zombies aren't really fast. At least thats what I feel its based on.

+1 vote     reply to comment
RUN44 Feb 12 2011 says:

Hey guys!

First off, I think the new patch is really good, especially the part with the ammo weight: now you can concentrate on one type of gun and ammo. It also feels more smoothly in general. Not to forget that it brings back the fear factor.
I've got ZPS since it's first release and I have to say that I'm still loving it as much as I did, when I was playing it for the very first time. It's simply awesome.
Thanks for putting so much effort into this game and continuously making updates.

You guys are just great! ;)

+2 votes     reply to comment
yarow12 Feb 13 2011 says:

You're steam link is the same as your MODDB link. Just thought you should know.

+1 vote     reply to comment
WhiteKnightz Feb 14 2011 says:

YAY! 3 years later it has finally happened!I knew you guys would let ZPS players choose their models. Thank you ^_^.

+1 vote     reply to comment
Komatose Feb 18 2011 says:

I really hope they almost complety change the movement system. I quit playing this mod a few years back because of stupidly dumb you ran around like an old man. i could carry 10 guns myself and move faster than those people in game. "O but its realistic". nope, isnt the point of video games to do what you cant do in real life? why does realism have to be in games. Its contradicting the thought process of creating games nowadays. Ill try this mod again, but my hopes are low. When i played, the guns were weak, running was a joke, zombies always won unless everyone just camped a tiny itty bitty bottleneck. i felt it was less a zombie mod and more just a alien invincible monster mod. it will take tons of fixes to get my attention for this at all again.

0 votes     reply to comment
Tatsur0 Author
Tatsur0 Feb 23 2011 replied:

apparently it doesn't take much to get your attention. We don't expect everyone to enjoy the game but it would seem the things you dislike are what make the game survival horror rather than arcade shooter. It's quite alright with us knowing that we can't make everyone happy as that would be "unrealistic"

+1 vote   reply to comment
deadrising2rocks Mar 16 2011 replied:

Capital A, LOL JK
No srs,
Or am i?
Naw i am not

+1 vote     reply to comment
Poiananana Mar 6 2011 says:

Hi guys!
Great to know you have updated ZP:S! Thank you!

Btw, I recently had to switch to a Mac... Do you have any plan to release it for such a platform (soon)?
I don't have any idea of the work required to achieve such a porting, so am I simply asking...

Again, thank you and keep up the good work!

+1 vote     reply to comment
MCGONN Mar 7 2011 says:

Does the generic white dude character no longer sound like some wannabe gangster idiot trying way too hard to sound tough?

+1 vote     reply to comment
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