Team Fortress 2

Team Fortress 2

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TF2 Zombie Escape Basic Guide & Tips!
Von Sobota und 1 Helfern
This is an small guide for those new to the Zombie Escape gamemode on Otaku.TF ZE servers. It's not a golden rule guide or anything along those lines, just some basics that can help your experience while playing as human/zombie.
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Gameplay Basics & Servers


These are some basic mechanics of the gamemode that will help you get used to the environment around you and how decisive your weapons choice can be!

Class
Objective
Humans
Escape from the zombies.
Zombies
Infect the humans.

  • Fixed spread on weapons: Saxton Hale took a bit of his time to send you weapons with fixed spread to face against zombies.
  • Green glow = A button you can press/Map Item/Map Secret- Yellow glow = A wall/object you can break

  • Map items can be activated when pressing E: Pay attention to chat, you might grab one of these without knowing, so you must be ready to step up for the team. (Or you can just drop it with L)
  • Humans have infinite ammo: You can go wild with any of your class weapons, but keep in mind that weapons that have a clip size will still need to reload. (SMG, Panic Attack, etc)
  • Zombies cannot use weapons: Yeah this one is a bit self-explanatory.
  • Scouts need Atomizer to double jump: Bit self-explanatory. If you don't have atomizer, you can rent one from Mann Co. Store for free until you get one from a drop.
  • Zombies see white health bars above humans: Humans cannot hide from zombies, not even spies cloaking (disguising takes away the white health bar above you).



    Zombie Escape Servers:
    • Zombie Escape AC - 45.147.5.5:27015
    • Zombie Escape EU - 94.130.49.180:27050
    • Zombie Escape USA - 74.91.124.167:27015

    Next sections will be focused on the classes, so if there's any basics you need from an specific class, just click on their name and you'll be redirected to it.
Scout
The Speedster of the team


  • Force a Nature has great knockback: This weapon can be used either to shoot away zombies or get an small boost when shooting it against a wall while running.
  • High mobility: Use your speed and environment to press map buttons earlier for your team, this can help to reduce the defense timers. (Keep in mind that some map buttons can trigger teleports that can end up killing your team, so it's recommended to learn which buttons are dangerous and which buttons are not)
  • 6 scout limit?!: Yeah, we know. Even though scouts are a very fast class, they cannot defend chokepoints on their own, and most teams don't like seeing this limit being hit. Do your best to prove to your team that you can hold your ground as an Human Scout!
  • Zombie Scout can still double jump with Atomizer: Scout is a dangerous zombie due to his double jump. Be sure to catch humans by surprise with this tool.
Soldier
The Powerful but Dangerous Jane Doe


  • Rocket Launchers can either help your team survive or get them killed: You know about double-edge swords? Well, our favorite american soldier Jane Doe certainly does. His rockets can push back zombies or push them towards humans, so better watch where you're aiming that thing.
  • All banners are useful but situational: A teamwork secondary, they are really useful and can help your team a lot depending on the map due to their layouts.
  • Soldier Speed Boost with Disciplinary Action: There's too many humans/zombies and all your teammates are behind? Take out your disciplinary action and help them reach the defense point faster!
Pyro
The Pyromancer expert


  • Dragon Fury, your enemy and your ally: Similar to soldier, it has great knockback, but depending on the position of the zombies when you shoot them with this, they might get pushed backwards or forward.
  • Scorch shot, shotgun or Gas Passer?: Any of these secondaries can help pyro survive while also supporting the team, don't be afraid to change between them every now and then.
  • Immunity to Fire: As a Zombie Pyro, your main gimmick is being able to push towards human pyros thanks to your suit. Remember to also bring your homewrecker to get rid of those sentries easily!
Demoman
The explosive and drunk Tavish Finnegan DeGroot


  • A tough survivor: Demoman cannot be infected instantly by zombies due to his exposure to the virus. Instead, he receives normal damage from them. (Somehow, he got too drunk one night and entered a radiation zone with the zombie virus)
  • The knight stands: You can use your shields as zombie/human to catch up to the others. We recommend you to practice trimping for unexpected results!
  • True kamikaze: So, you ever wondered what happens if a zombie demoman can land his caber in a group of humans hiding in a corner? Let's just say you'll reduce their chances of winning by a lot.
Heavy
One Man Army


  • Powerful but slow: Heavy's miniguns are very powerful to push back zombies, but he's also the slowest class when it comes to retreating. Taking the Gloves of Running Urgently (GRU) is adviced.
  • The Soviet Army: It's an usual strat to get around 15 heavies for the stage maps. However, you'll need to relay on the other classes to protect them when they fallback.
  • Hit em like a truck: Zombie heavy is more aggressive than other zombies due to his knockback reduction. He can easily break all engineer buildings and kill any demoman in two hits. Getting Buffalo Steak for more speed when rushing humans is adviced.
Engineer
The charismatic and smart Dell Conagher


  • Only Mini sentries: When the outbreak started, Dell Conagher didn't have enough time to pack his default sentry, so he has opted to use the mini sentry until he can find the pieces he needs. (We don't think he'll find them any time soon though, every place has been raided by now.)
  • Smart thinking: His time as an engineer has paid off. Metal used for buildings is regenerated over time. (Weapons like the widowmaker will still consume metal normally.)
  • Modified Sentry? (Advanced mode only): The virus has evolved. Zombie Engineers are able to build sentries that have an slow fire rate but still remain as powerful as ever.
Medic
A morbid and curious doctor


  • "Raus, Raus!": The doctor is in. All mediguns are charged faster due to some experimenting from our favorite Medic on a random zombified scout. (Apparently he found Archimedes inside that poor lad with some pills that Medic just pushed inside the medigun)
  • Speedrunning Medic?: Overdose is one of the favorite guns to use on this gamemode if you don't feel like protecting others throught healing but through delaying those zombies with some needles.
  • Close to death: Zombie Medic can use his taunt with Amputator melee weapon to help his allies recover easily and get back into the fight without dying so easily. (Don't get too close tho, taunt cancels if one rocket ends up hitting you)
Sniper
The Australian Assassin


  • Push them back: Sniper rifle knockback is increased. Oh. and some weapons like hitman's marker don't need headshots to work either, only stack some damage then get ready to shoot zombies. (And Huntsman Bow arrows are explosive)
  • "Is this...Mon dieu!": Mini crits are always a welcome addition when it comes to pushing back zombies. Jarate is a great option as a team player. (If you prefer solo, the SMG got you covered).
  • Australian Nature: You might have seen this on Freak Fortress gamemode, and it works on a similar manner here. Zombie Sniper can use his melee to reach higher when getting through defense points.
Spy
A dangerous mercenary on the run


  • 6 bullets, 1 gentleman: Spy revolver has always gone unnoticed when it comes to backstabbing others. On this gamemode, landing a bullet on a zombie can push him back greatly if aimed correctly. Best of luck!
  • Plan your next move: As a gentleman with money, Spy got his hands on an "upgrade" for his sapper. If you press M1 while holding your sapper close to a wall, you will place a freeze tripmine that can stop zombies for some seconds. (Only 2 per round)
  • Bad habits die hard: This gentleman has retained some of his knowledge about the invisible cloak. Zombie Spy can cloak to catch humans by surprise. (Careful, they can still see your shadow on the ground).
Extra tips!
  • Some maps contain Zombie Only map items
  • Soldier's Battalion's Backup works on all non insta-kill map hazards (Including Bosses)
  • As zombie, Bleed damage can instantly infect even Spies and Demos if target is under 40 hp
  • The Dragon Fury can be completely negated by map geometry or teleporting while having the weapon active. (Usually around Moving Objects, Meshes, or Ramps.)
  • The Disciplinary Action (whip) can sometimes break, only known fix is to rejoin
  • The majority of thrown weapons despite having a full bar, still obey the weapon cooldown
  • The spy takes 0 knockback when disguised, this can be used to block small doorways. (2 medics + 1 spy disguised on an small door can prevent zombies from progressing unless you do enough damage or have Third Degree equipped as zombie pyro)
  • Sentries can be used to boost zombies forwards so make sure to destroy before they get the chance
  • With the shield equipped, Demoman can negate all fall damage if a swing is timed properly during a charge
  • Teleporters CAN NOT be used by anyone except the engineer who built it
  • ALL melee hits will target your teammates first before anything else, bunching up can cause melee hits to be negated entirely
  • Zombie Spies deal increased damage towards players
  • Explosive jumping as soldier or demoman may accidentally use the map item you are holding (also applies to flare jumping pyro)
  • Spies Cannot remove zombie speed boosts in any way
  • Sentries Cannot remove zombie speed boosts
  • The Spicicle is completely infinite however the fire immunity is not
  • The Dragon's Fury launches at a sharp vertical direction instead of fully backwards, be mindful that this can be bad
  • All Syringe guns and SMGs have little to no knockback and are only for stalling
  • The Speed boost that soldier can provide is incredibly useful when running however, it can be dangerous in parkour situations and may even cause your whole team to die
  • The Spy can still be seen by zombies while invisible due to the human indicator. This can be bypassed if one disguises when invisible
  • Frozen zombies become bullet sponges: Other zombies can use this as an advantage to catch humans by surprise by rushing through the frozen zombie teammates.
  • Staying behind will result in you getting teleported: This will immediately kill any humans caught in the teleport.
  • Very rarely, the glowing light indicators will not be visible



Enjoy your time playing and escaping from zombies or stop humans from completing their objective as a zombie! Have fun!
~~ Some ZE Maps Tips ~~
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ze_bathroom (2 stages)


Stage 1

  • Engineer buildings on first toilet paper
Not every player knows the general layout of the map. Getting lost on this area is very common (weirdly enough), so you can give these humans more time to find their way by placing buildings close to the edge of the toilet paper to block zombies for a while.

  • Which side do you move to on the toilet paper?
Go against the tide. You don't need to have your whole team on this toilet paper. One player is enough, you'll get a message once the toilet paper is done rolling around.

  • Dispenser block small doors!
This is one of the most famous spots to dispenser block, although new players often don't know about it. Keep 2 engineers working together with a pyro on this spot so that zombies can be delayed enough for the team to prepare for next defenses.

  • Lil Duckling can be stopped!
You know this boss, you love to see it. There is a map item (mouse trap) that can be placed each time you press E to use it. The item itself will spawn a big mouse trap that can stop the Duck boss, so you can stay inside or behind of it to stay safe from Duck.


Stage 2

  • How to push the soap?
You need someone to keep attacking it repeatedly to move it to the left. Only one player needed. The others must focus on defending the area.

  • Where do I go on this area?
Drop down. There's a hair dryer that will push you to the shelf close to the cabinet. Don't worry, you won't fall off.

  • Now what?
You see that glowing yellow glass thing? Shoot at it. It will open a new path for humans to progress. Otherwise, you're as good as dead.

  • The Sponge Boss
Oh, you do love to see this boss lmao. He has triggers on each tile to move. It will prioritize the area with most activated triggers, so if your team is running around, you're dead. You have 2 options to beat this boss.
1. DONT MOVE AT ALL. As long as all your team stays still as soon as they enter the area, sponge wont move EVER.
2. BLITZKRIEG. Run to the corners as fast as you can. Soldiers have 2x damage against this boss, so if you have enough of them or heavies, you can melt the sponge before it reaches the corner and kills you all.

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ze_otakuroom (4 stages)


Stage 1
  • Spy bodyblocking on ladder
Spy receives no knockback if he's disguised. Keep two pocket medics with him so that he can block zombies from getting past the ladders. Do not get near the stairs if you are not an spy, you might end up getting infected.

  • Top and bottom defenses
You have to divide your team into two groups. The elevator shows up from the bottom, but if you don't defend the top, zombies will come from above. If you don't defend the bottom, zombies will be on the elevator waiting for you.

Stage 2

  • The stairs defense
Spy bodyblocking is useful... until a zombie pyro with third degree weapon shows up. This is a very difficult situation, medics can't heal spy without risking getting infected by these pyros, and defending the stairs only with heavies is hard. My advice is spamming soldiers and heavies when a spy bodyblocks the stairs. Keep shooting rockets at the spy, do not let the zombies get close to him.

  • The two side defense
Spy bodyblocking once again is your best friend for this situation. The small door can be covered and protected with spies and heavies. You can overdefend here until its time for the roomba to leave.

  • Lasers?!
These are RNG based so I recommend using !tp command to notice more clearly if the laser is a crouch one or jump one.

Stage 3

  • The box
2 - 3 heavies should protect the others once they get in. Don't let the zombies inside until all your team reaches the top. Once they do that, heavies can retreat while the rest of the team covers them.

  • The nendoroid boxes
Defend down here. If zombies can't climb to the area, you will make the defense easier for humans. Once the timer is up, run to the ladder and climb! The monitor will glow and you'll have to jump in!