1. What is Zombie Horde?
Zombie Horde was a popular shotgun-centered zombie gameplay mod from CSS that also employed bunnyhopping (but by no means was it necessary); in short, one team start as humans, the other team start as zombies. It differs from other zombie gameplay mods such as Zombie Mod, Zombie Riot and Zombie Escape in the following ways:
- There is no "infection" or "escape" - teams are evened and Ts always start as zombies; the round is finished when one side kills the other
- There is no knockback when you shoot a zombie
- There are no special zombie/human classes or powerups (no throwing knives, super-fast zombies, etc.) The only ability the zombies have is more HP than humans and HP regeneration
- There are no items such as parachutes, jetpacks, etc.
- Maps are normal brightness, there is no dark overlay
- Only headshots damage/kill zombies
- Ammo is limited - you don't get 9999 ammo (but you do get more than default)
- There are no freeze grenades (but Molotov/Incendiary grenades do set zombies on fire and slow them down)
- Team mates are solid - you cannot walk through them
- No zombie bots - humans play the role of zombies. Teams are swapped after halftime
- To be an efficient zombie, you need to know how to bunnyhop (bind mousewheeldown to jump), but it is not absolutely necessary (increasing sv_airaccelerate could be useful)
- To be an efficient human, you need to use the Nova shotgun (or any other shotgun) and desert eagle. Rifles and SMGs are useless when you're playing against jumping and bunnyhopping human zombies and not bots, even if you're a pro
2. How to play Zombie Horde?
Since SourceMod is so flexible, it's possible to get the same Zombie Horde gameplay via using different plugins. I already packed all the required plugins (source code included) and preconfigured everything, including sounds and models, so it should work out of the box, just extract into your gameserver. The recommended tickrate for the server is 128, because it makes bunnyhopping easier and Zombie Horde gameplay more enjoyable for all.
2.1. Zombie Horde sm_skinchooser version
Everything is already preconfigured, but you
must use the server variables in
README.txt and put them into your
cfg/gamemode_casual_server.cfg. Some, such as
mp_maxrounds, etc., you can freely edit to your liking. Also edit skins.ini and other sm_skinchooser configs to your liking (to use the default CS:GO models like Phoenix, GIGN, etc, you need to extract the mdl files from the vpks and put them in the models/player directory)
Plugin list:
Code:
sm_skinchooser.smx - Modified skin chooser plugin by Andi67, v2.7
weapon_restrict.smx - Weapon restriction plugin by Dr!fter, v3.1.6
onlyhs.smx - Modified only headshot plugin, original by Bara, v2.0.2
hpregeneration.smx - Modified HP regeneration plugin, original by bl4nk, v1.1.1
zombiesounds.smx - Zombie sound module ripped from ZR
zombiehp.smx - Custom plugin to set zombie HP
burn_slowdown.smx - Modified burn slowdown fix for CS:GO, v1.3
inf_slowdown.smx - Modified inferno slowdown fix for CS:GO, v1.0.1
NVG_Public02.smx - Nightvision goggles for CS:GO by TummieTum, v0.2
CsGoFlashlight.smx - Flashlight for CS:GO by Mitch, v1.3.2
allowlight.smx - Flashlight fix for CS:GO by GoD-Tony, v1.0
drapi_ammo.smx - CS:GO ammo fix by Dr. Api, v1.3.1
grenadegiver.smx - Modified plugin that gives Molotov to CTs on spawn by Franc1sco, v1.0
spawn_noblock_csgo.smx - Spawn noblock by dzej dzej, v1.4
zombiearms.smx - Custom zombie arms plugin
ignite_molotov.smx - Sets zombies on fire when you throw molotov/incendiary
disablezombiepickup.smx - Fixes bug with weapon restrict plugin (probably fixed in latest weapon restrict plugin)
Download link: http://www.mediafire.com/download/ub...hooser1.04.rar I ACCIDENTALLY DELETED THIS FROM MY MEDIAFIRE ACCOUNT SO THIS MOD DOESN'T ACTUALLY EXIST ANY MORE
Models for your FastDL webserver:
http://www.mediafire.com/download/8e...kinchooser.rar
Playing Zombie Horde on CS:GO would be useless if there were no maps made for it. Luckily I ported 19 classic CSS Zombie Horde maps to CS:GO, and 2 ZM maps:
Map list:
Code:
zh_basic_arena_rebuild_v2.bsp
zh_bullfighting_re.bsp
zh_clearzone_rural.bsp
zh_courtyard.bsp
zh_dont_look_down_2_remakev1.bsp
zh_fight_or_die_v2.bsp
zh_grimoffice.bsp (you can play this map on Zombie Riot/Zombie Mod too)
zh_hangemhigh.bsp (you can play this map on Zombie Riot/Zombie Mod too)
zh_labflee2.bsp
zh_multi_toon.bsp
zh_outside_sunny_v2.bsp
zh_platforms.bsp
zh_run_or_die.bsp
zh_slant.bsp
zh_spacestationflee.bsp
zh_stadium_v2.bsp
zh_troopers2.bsp
zh_uhoh.bsp
zh_zombiecrusaders_v2.bsp
zm_4way_tunnel_v2.bsp
zm_eh_palace_final.bsp
Ported/made by others:
zm_lila_panic_csgo.bsp
zm_lila_panic_2012.bsp
zm_unpanic_csgo_pf_v1.bsp
If you want me to port any other map for Zombie Horde, let me know and I'll see what I can do.
Download link:
http://www.mediafire.com/download/6a...gs0w3/maps.rar
Download link for your FastDL webserver:
http://www.mediafire.com/download/d1...astdl_maps.rar
4. What needs to be done?
Currently, the zombie HP is set to 788 and regenerates 25 HP every second. This setup seemed to be well balanced and worked well on CSS, but with new weapons and changes in weapon damage and weapon "tagging" in CS:GO, this might not be the case any more, and might need an increase. It certainly felt this way when I tested Zombie Horde against bots and a friend. The only way to find a balanced value is by actually playing Zombie Horde to determine how much it needs an increase. For now, 788 HP seems ok; I also changed sm_cvar mp_tagging_scale to "2" to decrease the tagging.