The basic idea of the Zombie Panic is to create solid game play that is based on a classic zombie outbreak scenario. The living dead are coming for the last remaining humans, and these survivors must fight them off and live through the day.

The game works like this:

Everyone joins a server, in the beginning you can either choose to join the human team or you can volunteer to be the first zombie. If no one volunteers the game will pick one human randomly and the game begins. The starter zombie's goal is to, of course kill the humans while the human goal is to stay alive as long as possible, complete objectives, or even wipe out all the zombies. The catch is that when a human is slayed he will simply join the ranks of the undead, now ready to finish off his old living teammates. The humans can't tell by the player list who’s alive and who’s not, eventually there will only be one survivor still standing if all goes wrong, facing all the zombies which use to be allies, with his back to a wall. The zombies only have a certain number of reinforcements (lives), when a zombie is killed they lose 1 life from the counter. However, when a human is killed they gain 1 life. If the zombies only have 1 respawn left the humans can win the round by killing off the remaining undead left on the map.

Human abilities and advantages:

  • Speed - A zombie can only run at about 80% of the top speed of a human player. Though, the more weaponry and ammo a human picks up, the more it will slow him down, making him an easy target for the undead. If carrying nothing a human can easily outrun a zombie. Watch out so you don't get cornered...
  • Weapons - The humans will have a wide selection of different weapons to use for defending themselves, like firearms, explosives and melee weapons. It is essential for humans to locate weapons and ammo around the map in order to survive, since you only spawn with a random melee weapon and handgun scavenging is a must. Remember that your inventory is limited and hogging weapons will slow you down, so sharing with your teammates is a must which also promotes teamwork.
  • Numbers - At the beginning of the round, there is only one zombie (depends on the amount of players) and everyone else is a Survivor. This means that they can easily watch each others backs and provide cover fire. However, once their ammo starts to run dry and they begin to squabble amongst themselves for the few precious clips of ammo available...
  • Communication - Instead of typing messages to each other (occupying busy hands), which can be really dangerous when the zombies are lurking in the shadows, the humans will have the ability to communicate by voice commands. There will be a menu with several commands that can help the humans to organize a defense, trade ammunition and request help.

Zombie abilities and advantages:

  • Regeneration – Zombies will over time regenerate hit points making it more difficult for survivors to make dead the undead.
  • Carrier - The first Zombie of the round differ a lot from the other undead, he looks different, sounds different and have abilities that the average zombie can only dream of. He is the Carrier! With the power to infect people (10% infection chance per hit by default) he will cause panic and paranoia amongst the living.
  • Persistence - Zombies may seem to die often, but they won't give up. They just keep re-spawning over and over until your pistol runs out of bullets, your back is to the wall, and there is no escape.
  • Numbers - Later on in the game, as the undead ranks swell with the freshly dead, the last few humans will find their superior weaponry small compensation for the hordes of zombies that close in.
  • Zombie Vision - With the zombies not being able to use a flashlight, we have given them the ability to use Zombie Vision. Z-vision works in a way that it brightens up any possible light source in a room to make it more viewable. More importantly, humans that keep active will slowly begin to glow red making it easier for a zombie to track their prey. To prevent games of hide and seek a survivor over a period of time of sitting still will also start to glow red by fear of the unknown.

We want the mod to feel creepy and give you a sense of desperation, and yet not take itself so seriously that you can't laugh at the way you got slayed. Overall fun and playability is the priority, where is realism and horror while important are just a bonus when possible. We want a mod that you can easily play with any number of people, even with small numbers or uneven numbers. Plus, there's a certain sense of satisfaction in tearing apart those heartless survivors who failed to protect you while you were alive, limb from limb.

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Blog RSS Feed Report abuse Latest News: Zombie Panic: Source v1.01b Fullbuild & Patch

11 comments by Tatsur0 on Jan 12th, 2008 digg this super bookmark


The Zombie Panic team would like to thank everyone for being patient with us allowing us the time to patch up our mod. There were a few bugs and exploits that made themself known after release and so we spent the next two weeks fixing these up as well as balancing the game out more. For more information check our changelog.txt (included in installer as well).


We're now finishing up the linux binaries and working on our content patch. We'll also be keeping an eye on any future bugs/exploits that might crop up.

Thank you,

ZP Development Team

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ZPS Windows Full Build v1.25b

ZPS Windows Full Build v1.25b

Apr 15, 2008 Full Version 42 comments

Zombie Panic: Source version 1.25b includes stability fixes, a new weapon highlight system, and a few map and model fixes. This file is a full build for...

ZPS Linux Dedicated Server Full Build v1.25b

ZPS Linux Dedicated Server Full Build v1.25b

Apr 15, 2008 Server 0 comments

Zombie Panic: Source version 1.25b includes stability fixes, a new weapon highlight system, and a few map and model fixes. This file is a full build for...

ZPS Linux Dedicated Server Patch v1.25b

ZPS Linux Dedicated Server Patch v1.25b

Apr 15, 2008 Patch 0 comments

Zombie Panic: Source version 1.25b includes stability fixes, a new weapon highlight system, and a few map and model fixes. This file is a patch for Linux...

ZPS Windows Patch v1.25b

ZPS Windows Patch v1.25b

Apr 15, 2008 Patch 8 comments

Zombie Panic: Source version 1.25b includes stability fixes, a new weapon highlight system, and a few map and model fixes. This file is a patch for Windows...

ZPS Patch v1.21b

ZPS Patch v1.21b

Feb 18, 2008 Patch 4 comments

Patch including all content from ZPS 1.2 and the recent hotfix.

ZPS v1.2b Server Hotfix

ZPS v1.2b Server Hotfix

Feb 17, 2008 Server 2 comments

This hotfix is for server owners and replaces a bad server.dll resolving lag issues on v1.2b servers.

Comments  (110 - 120 of 2,078)
Minuit
Minuit Apr 20 2008, 8:45am says: Online

This mod has actually really, really grown on me! I first started out playing with my brother after release on a LAN connection. It wasn't too fun then, simply because I generally don't enjoy 1 vs 1 gameplay (so my fault basically, not the mod's)

So then I recently started playing online, and I've had a lot of fun each time I've played! The only issue I've noticed is that sometimes the zombies seem powerless against the humans, but I suspect that's because I've been playing on custom maps with little thought given to balancing.

So in summary, I really enjoy this mod! The only thing that disappoints me is the usage of stock HL2 content (crowbar animations, swing sound and a few textures and props), as I am a stickler for that kind of thing. Really hate the HL2 look. =P

Anyway, I voted this mod an 8. Look forward to what the future holds for Zombie Panic: Source!

+1 vote     reply to comment
Freddy.I
Freddy.I May 6 2008, 10:41am replied:

That crowbar swing animation will probably be fixed in some of the later versions so i hope that'll make you even more happy!

+1 vote     reply to comment
forcifer
forcifer Apr 16 2008, 11:45pm says:

Hey Tats, I don't know if you ever saw my comment way back from March. Anyway I was saying that it would be awesome if instead of just having a key for "cycleammotype", we can have another key that cycle's to the previous ammo (i.e. moves UP the ammo menu). That way people can bind mwheelup and mwheeldown to sift through the ammo types, and then press mouse3 to drop. (That's what I would want to do ideally.) That would make ammo sharing so much more intuitive & easy. And we all know sharing is caring... =)

+3 votes     reply to comment
heatseeker
heatseeker Apr 13 2008, 2:04pm says:

thanks i love this mod

+4 votes     reply to comment
manneedname
manneedname Apr 9 2008, 12:16am says:

It's really nice to see that this is the most played hl2 mod out right now.(for the most part)You guys put alot of effort into it in terms of atmosphere, quality , and fun. I also like that you guys listen to the community for ideas and such. I look forward to whatever else you guys have to show us.

+7 votes     reply to comment
GamesSlave
GamesSlave Apr 9 2008, 9:24pm replied:

Hey do you have any idea when the new weapons and map will come out?

+2 votes     reply to comment
Tatsur0
Tatsur0 Apr 9 2008, 10:35pm replied:

When we release the large content patch. We have not announced a date for this particular release but we're all losing sleep working on it so please be patient.

Tats...

+3 votes     reply to comment
um-tiki
um-tiki Apr 10 2008, 6:13pm replied:

YAY for Tats

+2 votes     reply to comment
GamesSlave
GamesSlave Apr 9 2008, 11:15pm replied:

hey no problem... sry

+2 votes     reply to comment
renegadekiller
renegadekiller Apr 23 2008, 5:55pm replied:

sups, enjoying this mod to, same here :D

+1 vote     reply to comment
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Released Dec 28, 2007
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