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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: Contagion - Build 4366 Out Now, Release date announced, and more!

4 comments by Tatsur0 on Feb 24th, 2014

2013 IOTY Wallpaper

We would like to start this announcement off by announcing our intended Full Release date: April 11th, 2014

Yes this means we plan to have Barlowe Square, Pioneer Express, All new mocap animations, all new sounds, new features, and a proper balancing and polish phase all done in roughly 1 1/2 months. This also includes an all new Main Menu/UI/Hud and sometime between now and then updated characters, each character with a complete voice set, localization for numerous Countries across the globe, and our Release Trailer plus quite a bit more.

All our hard work will start pouring out to those who already own a copy of the game and we will continue to release builds after Full Release which are not just the Free DLC we promised time and time again. The SDK will be released soon after Full Release and prior to release Server Hosts will have the options they require to host their servers as they wish (no ETA on Sourcemod/Metamod just yet but it is being worked on).

Today we released some significant changes and fixes as well as a new weapon and will continue to release new content and share via our social networks unreleased content more rapidly starting today.

"Early Access" Build 4366 - Changelog:

  • Fixed mp_roundlimit command so it now works
  • Adjusted spawning order for players, fixing spawning near same players each round
  • Fixed phone screen glitching when you or other players are on a ladder
  • Fixed nav-mesh commands to allow better debugging of the navmesh for broken areas
  • Fixed floating-roar glitch for zombies
  • Optimised update text loading to lower number of main-menu freezing issues
  • Added new Wrench weapon, first of the Kick-starter melee weapons
  • Fixed infection effects copying over to other rounds when not infected
  • Fixed crouch and jumping as a survivor stopping automatic weapon firing sounds
  • Fixed nail-gun looping sound and glitching issues
  • Adjusted overall spawning system for players, better and faster calculations, as well as more spawns
  • Zombie player jumping now limited by both stamina and delayed when taking damage
  • Optimised player think timers to alternate per frame, less server load
  • Added new, more detailed glass textures with the ability to shatter
  • Fixed missing player zombie sounds, zombie players to use same system as AI (Roar and Grapple)
  • Fixed GPS path sometimes not updating on dedicated servers
  • Fixed AI survivors missing sometimes missing when using GPS on dedicated servers
  • Fixed broken calculation of "Top Hunter"
  • Added new windows to Roanoke and Aurora
  • More advanced reverb system for weapon firing indoor and outdoor
  • Added fade effects when spawning and dying
  • More glass in RPD is now breakable
Contagion -
The first Kickstarter Melee Weapon In-Game (Still waiting on more Backer responses, don't be shy!)

We we'll also be discussing new game-modes for Hunted and Zombie Panic fans! Be sure to check "What we're up to"/"In Development"/"Insert Name Here that fits" for more details of what to expect as well as either dates or hints at dates of release dates on our General Discussion Forums pinned at the top -here-


Some of us have taken our Vacation time to dedicate it to a proper Full Release! We want to thank everyone who posted bugs, helped us test, kept us motivated with kind words, offered constructive criticism, purchased or backed our game on Kickstarter and/or Steam! We won't disappoint (the many)!

-The Contagion Team

Media RSS Feed Latest Video
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ZPS - Horde

ZPS - Horde

Oct 17, 2009 Music 2 comments

New Zombie Panic: Source ambient track "Horde" - By KillahMo

ZPS - Barricade System

ZPS - Barricade System

Jan 28, 2009 Movies 0 comments

Zombie Panic: Source v1.5 will introduce the ZPS Barricade System. Here is a short preview of it in action. (Note: The HUD display is not visible in the...

ZPS - Descent

ZPS - Descent

Jan 28, 2009 Music 1 comment

New Zombie Panic: Source ambient track "Descent" - By KillahMo

ZPS - Zombie Panic Theme Song

ZPS - Zombie Panic Theme Song

Jan 18, 2009 Music 1 comment

The Official Zombie Panic Theme Song. First created for HL:Zombie Panic and completely updated for Zombie Panic: Source.

New Hands and Weapon Animations - Sample #1

New Hands and Weapon Animations - Sample #1

Jan 16, 2009 Movies 0 comments

Presenting the new Hand sets and animations for Zombie Panic: Source.

New Hands and Weapon Animations - Sample #2

New Hands and Weapon Animations - Sample #2

Jan 16, 2009 Movies 0 comments

Presenting the new Hand sets and animations for Zombie Panic: Source.

Post comment Comments  (2880 - 2890 of 2,911)
Crapperz
Crapperz Mar 19 2006, 10:14pm says:

I am waiting so bad to play ZP:S. I remember way back in the day when the only servers were Shaun of the dead, Pwn of the dead, and K-train. ZP used to be my absolute favorite game/mod. Not anymore though so i hope ZP:S can bring my luv for ZP back. All of these new people that play the game ruin it for me. They are always yelling in their mics. Anyway update us with new media too because it is looking pretty sweet so far. I really want to see the new zombies and survivors.

+1 vote     reply to comment
Fol
Fol Mar 13 2006, 5:10am says:

Yea I was wondering if I can get you touch whit moddb or then whit email but I try this one first so I am mapper and drawer and I would like to know if you would like a new mapper to your game and if you want I could send some of my map picture to you to see my quality of work ... ^^* I would really like to do maps for a mod insted of css and I love all type of zombie thingys so this would be nice to do maps for ZP:S I shall be waiting answer or questions ^^

+1 vote     reply to comment
jerek101
jerek101 Jun 26 2007, 6:15pm says:

I am realy excited for this mod, it looks great. i have been waiting forever to play. I know it has to be quality, but could you give me a ball park towards when it will be released (hopefully soon. thx.

+1 vote     reply to comment
willie16
willie16 Feb 3 2006, 7:56am says:

"Would be cool to start as a zombie, get two kills and mutate into like oen of thos elicker mofos on RE and start climbing from walls chaseing people..."

i dont lke this idea because it would be too like Resident Evil and this is 100% zombie game
and those lickers aren't 100% like zombie creature

lickers are good in RE because its their style but zombie panic i think that ZP isnt like that its only human vs. zombie and like to keep it that way.

but because im not in ZP team so i can't know what they has in their mind.... do they want this to be like RE game like human vs. zombies and orc's or that old classic way like human vs. zombies and i like that old classic style

+1 vote     reply to comment
RaGe08
RaGe08 Dec 28 2007, 9:31pm replied:

There are no lickers in ZP:S

+1 vote     reply to comment
willie16
willie16 Feb 3 2006, 7:47am says:

IM WAITING HERE VERY *****!!!! ehh......

i mean I WILL LOVE THIS MOD !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

suggestion!

put lot of ammunation in that game so averybody can get their share of ammunation. because in ZP1 have one problem there is not bullets enough everyone is stealin bullets allthetime and i dont know where is all the bullets because im just started to play hl1 version of ZP

+1 vote     reply to comment
KiGrind
KiGrind Dec 14 2005, 10:52pm says:

I loved the first one, but the thing that ruined it was the influx of ****** noob maps. Most of them had no environment, just like a house or something. I remeber playing one were you spawned on top of tree sand there was like one room and it had guns... what the crap is that? It ruined the game.

Looks like here you have some good looking official maps. Is there ever going to be a classic mall map? I mean thats strait up classic from the movies right there...

I was also pondering human objectives to coplete map, zombies have to stop them? Maybe? Like go from one end of town ot the next? Zombies spawn into meaner critters? Would be cool to start as a zombie, get two kills and mutate into like oen of thos elicker mofos on RE and start climbing from walls chaseing people...

hell running down a street with one of those fast things runnign at you would scare the **** out of me.

0 votes     reply to comment
Tatsur0 Creator
Tatsur0 Jul 31 2006, 10:08pm says:

@VirusRaptor: Not to worry the game is already playable and things are going very well. We are more than confident on a 2006 release. Hope you all enjoyed this most recent Media Release.

Tatsur0

+2 votes   reply to comment
Novator
Novator Nov 24 2005, 6:37pm says:

Hurry up. I know you're probably trying to make it rock, but I just cant wait any longer :D

+1 vote     reply to comment
willie16
willie16 Nov 19 2005, 1:13pm says:

in their web page they say that tomorrow they gonna test that game and they are lookin' really active players to test but where i can get this mod to test it?????????

+1 vote     reply to comment
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Platform
Windows
Developer
Monochrome LLC
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Official Page
Zombiepanic.org
Release Date
Released Dec 27, 2007
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Highest Rated (13 agree) 10/10

Well...this is the greatest HL2 mod I've ever play! and i hope you guys can keep your hard works on the new mod! it looks awesome!

Dec 15 2010, 4:11am by oceaneyes

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