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The basic idea of Zombie Panic! Source is to create a solid gameplay 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:

At the start of each round, players can either choose to join the human team or 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 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 dies 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 is alive and who is undead.

Eventually, there will only be one survivor still standing if everything goes wrong, his back against the wall while facing the animated corpses of his former allies. In a survival round, the zombies team only has a certain number of reinforcements (lives), and when a zombie is killed they lose a life from the counter. However, when a human is killed they gain 1 life. When the zombies run out of lives, the remaining survivors win the round by killing off the remaining undead left on the map. In objective rounds, zombies get an unlimited number of lives while the humans must complete a variety of map-based objectives to win.


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 they are carrying nothing, a human can easily outrun a zombie. Watch out so you don't get cornered...
  • Weapons - The humans have a wide selection of 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 they only spawn with a random melee weapon and handgun scavenging is a must. Remember that inventory space is limited and hogging weapons will merely slow a survivor down, so sharing with teammates is a must!
  • Numbers - At the beginning of the round, there are only from 1-3 zombies, depending on how populated the server is. Everyone else is a survivor. This means that they can easily watch each other's 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 have the ability to communicate by voice commands. There is a menu with several commonly-used commands that can help the survivors to organize a defense, trade ammunition and request help.
  • Panic! - Drop everything but what is in your hand and flee! This grants a temporary speed boost, allowing for a quick getaway, but use it wisely. More often than not, panicking just staves off a survivor's inevitable doom.

Zombie abilities and advantages:

  • Regeneration - Over time, zombies regenerate hit points, making it more difficult for survivors to make the undead dead.
  • Carrier - The first Zombie of the round differ a lot from the other undead - he looks different, sounds different, and has 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. He also has the ability to roar, summoning other zombies to his aid.
  • Persistence - Zombies might 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 a fresh dead, the last few humans will find their superior weaponry of small comfort for the hordes of zombies closing in.
  • Zombie Vision - Zombies can't use flashlights, so they have 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, when humans get tired, they start to glow blood red, making it easier for a zombie to track their prey. To prevent games of hiding and seek a survivor who just sits still will also start to glow red through sheer terror of the unknown.


We want the game 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 just died. Overall, fun and playability is the priority, and while realism and horror are important, those things are just a bonus when possible. We want a game that you can easily play with groups of any size, even with small 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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See you there!

-Zombie Panic! Team

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RSS Articles

Hi everyone,

We're pleased to finally announce an incredible visual and gameplay overhaul to Asylum, made by one of our environmental artists, Casei Magnus (with some additional support by dr.Vodker), and some information regarding our next update!

Asylum has some updated visuals, more weapons, new locations, and some new pathing between existing rooms, however the big news is that the map isn't nearly as easy for survivors now. Winning is going to require a focused approach to that most dreaded of ZPS activities - teamwork!

The ZPS v3.0.8 update also features a fix for the achievements system, a fix for a server crash reported by a community member, a few map tweaks, and some general bugs fixes.

Asylum 2018


Play the update right now on Steam!


v3.0.8 Changelog

General

  • New Survival Asylum overhaul.

Code

  • Fixed a crashing bug reported by a community member.
  • Fixed achievement system not properly working and giving to the wrong player team.
  • Fixed an issue where Eugene wouldn't be recognized for the "Multiple Personalities" achievement.
  • Fixed an issue where SteamCMD on Linux wouldn't pick up the update.
  • Fixed a memory leak in a rare case scenario.

Maps

  • zph_pithole
    • Added new toxic barrel props
    • Fixed two pushcarts to prevent doors being blocked in the lab
    • Removed the door move sound in the ravinezph_pithole
  • zpo_harvest
    • Tweaked ammo and weapon spawns above 16+ players
    • Made Winchester ignore gamemode rules when spawning on the fireside.
    • Fixed an error model inside the easter egg room.
    • Fixed minor old objective func errors.
  • zpo_frozenheart
    • Added new IED planting obj method.
    • Added physc clips on zombie vents to prevent players glitching the box of food.
    • Added physc clips on outside's fences.
    • Tweaked zombie spawn timers on the roof.
  • zpo_zomboeing
    • Tweaked tower's zombie spawn to be disabled after lockdown objective is complete.
  • zps_sapidcerebrum
    • New "breakable wall" notification textures
    • Fixed up basement lantern
    • Turned out the light in the balcony Z-spawn

Sound

  • Added new soundscapes for Asylum.
  • Fixed a couple of physics sound issues.

Asylum 2018

Asylum 2018

Asylum 2018

Also, we're not planning on releasing any major patches or hotfixes on the current code version (3.0.8) of the game, though we might ship a patch if something gets our attention. We've decided to call our next ZPS update version v3.1!

What's in ZPS v3.1 and how's it looking?

Despite the fact that our main priority is to get our code rewritten fully functional and properly running, we're always making some improvements and updates in other departments of our development.

In our previous announcement, we divulged a couple of new work-in-progress first-person weapon animations for pistols, shotguns, and explosives. We may look into working on other weapons to receive this same revamp and improvements, considering we're doing this in our free time and when we feel it needs work.

You can expect a more attractive main menu with a particular improvement to our scoreboard for varied resolutions on our next biggest update! This includes numerous and known bugs getting fixed where we couldn't fix before because of current difficulties our team had to deal with actual limitations and issues on the HL2:DM code as a base - which we're now developing our own code.

We know you expect us to give an estimated date when this update may or may not roll out for the public. As our code structure is relatively completed, we yet have to playtest it as much as we can to deliver at least a playable though unstable build for public beta. In all honesty, we hope to get v3.1 playable for this Summer. An announcement will be published with further information regarding our next update in the future.

Asylum Lobby


Prove your sanity...

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- Zombie Panic! Source Development Team

v3.0.7 Hotfix-2 Changelog & SourceMod Support

v3.0.7 Hotfix-2 Changelog & SourceMod Support

News

While we focus our work on the v3.0.8 code rewriting, we're re-releasing v3.0.7 as a hotfix today. This update contains many bug fixes which were supposed...

Christmas Update - v3.0.3 Changelog

Christmas Update - v3.0.3 Changelog

News

We're shipping another game patch fixing a lot of bugs and potential server crashes from the previous version, along with full Steam Workshop support...

Ushering In A New Era, v3.0 Is Live!

Ushering In A New Era, v3.0 Is Live!

News 7 comments

It has been a long road, with a lot of obstacles and trials. Zombie Panic! Source v3.0 is finally out! Our team could not have foreseen the enormous amount...

Reviving the Community and Prepare for v3.0 Release!

Reviving the Community and Prepare for v3.0 Release!

News 4 comments

We hope everyone's as excited as our team is, as we're only 4 days away from the release of v3.0! We're working hard on the final polishing of the build...

RSS Files
WorkHazard OST

WorkHazard OST

Audio

Pithole (WorkHazard) OST made by our sound designer KaempeLaeske

Zomboeing OST

Zomboeing OST

Audio

Zomboeing OST made by our sound designer KaempeLaeske.

FrozenHeart OST

FrozenHeart OST

Audio

FrozenHeart OST made by our sound designer KaempeLaeske.

ZPS - Horde

ZPS - Horde

Music 2 comments

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

ZPS - Barricade System

ZPS - Barricade System

Movies

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

Music 1 comment

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

Comments  (0 - 10 of 2,919)
Stugs
Stugs

Holy crap! You guys are still alive!? I'm astounded that you've been able to pull through since 2009!

Reply Good karma Bad karma+2 votes
Tabajara77 Creator
Tabajara77

Still alive and kickin'!

Reply Good karma+3 votes
Lock_Out
Lock_Out

Wow, you guys left out Win XP, that's sad...

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Khatgami
Khatgami

Will you add any Weapons that were in Contagion into ZP:S?

Like the Bows and Rifles?

Or are you gonna stick with what you already have?

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BeefBacon
BeefBacon

Holy crap, I had no idea this was still being updated. I used to be super involved with the forums way back in like 2009, making maps and stuff. Maybe I'll download ZPS again and see if people are still playing on Cabin. The worst map.

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lato190
lato190

do you accept donations ?

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Tabajara77 Creator
Tabajara77

We're not accepting donations. It's a free mod. Only way to support us is sharing this mod with your friends!

Reply Good karma+3 votes
kazumo
kazumo

Wow guys, amazed to see you still working at this. It was one of my favourite Half Life 2 mods. Thank you for some awesome memories and good luck!

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Porquebrute
Porquebrute

Amazed to see this mod is ALIVE and not dead like so many others

Follow through!

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Dont_Expect_
Dont_Expect_

And of course, the port over to Source 2013 is a fantastic step in this Mod's direction and opens up new opportunities in the game itself; I'm more excited to be receiving a new character after such a extended while, but all in all, thank you for your contributions to this Mod after so many years Community Members.

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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 by oceaneyes

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We're pleased to finally announce an incredible visual and gameplay overhaul to Asylum, and some information regard… T.co

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Update: We've released a minor patch to ZPS v3.0.7. This update features new blood particles and map client fixes.… T.co

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