Team Fortress 2

Team Fortress 2

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TF2 Zombies Guide (With Pictures)
由 awesomedog7 制作
Now that you have survived the initial zombie outbreak, you will have to defend or hide as the zombies continue to ravage what few people are left. This guide will provide you with some information on what kinds of zombies you'll be facing, what weapons to bring for the fight, and where to hole up or hide out. [WARNING] This guide contains a lot of words. If you don't like reading: you have been warned!
   
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Creators Note
I don't actually play Team Fortress 2 anymore, but I had almost finished making this guide a while back so thought I'd release it so that other players may benefit.
This means that I won't be much help if you ask me questions. I will respond, but I won't know as much as someone who actively plays Zombie Survival. In addition, this guide may be very outdated at this point.

Also: if anyone else knows where that very last quote is from, let me know and you get a gold star. :)
What is TF2 zombies?
A survivor bravely holding off the horde. Will you take up your charge as the last remnant of civilization and slay these beasts in the name of humanity?

TF2 Zombies is a gamemode where a team of engineers (survivors) have to survive attack from a horde of medics (zombies) for around 10 minutes. The round starts with only a couple of zombies. If a survivor dies, they join the other team and become a zombie (so their buildings will be destroyed too). This way, as more survivors die, there will be more zombies and less people to shoot at them. Scary stuff.

Rules:
  • Medics can only use melee weapons
  • Engineers cannot build sentry guns
  • Medics have a double jump
  • After a certain amount of time (~5 minutes), medics will get an higher double jump
  • The last two engineers alive will be given mini-crits
  • Zombies win by killing all survivors
  • Survivors win by surviving until time runs out
Ettiquite and Useful Tidbits
Despite most places being infested by murderous, brain-biting zombies, survivors still need to maintain rules if they are to survive and stay happy. Educate yourself on them so that you can survive to the best of your ability, with the might of humanity behind you!
(and a happy team too)

  • Take teleporters one at a time. Nothing is more annoying than being pushed off a teleporter by a crowd of impatient players. This can be more than annoying however - if too many people are on the teleporter and moving around, no-one will be teleported! Get off the teleporter and take it one at a time, otherwise the zombies will get to you before you can reach safety.
    引用自 Alpha Zombie
    Tasty little humans, all pushing and shoving... none of them will be alive for much longer...
  • Always shoot at zombies. If one of your team mates is being chased by a zombie, help him out! Every bit of damage counts, and a few pistol shots may be the difference between life and death in some cases. Don't be a traditional politician and ignore your enemies - shoot zombies wherever you may find them. The only exception is when you are hiding and don't want to attract attention to yourself, however, hiding itself is against this rule but it can work in some cases so I have included it in this guide.
    引用自 Alpha Zombie
    So kind of those humans not to shoot me. I'll kill them last...
  • Refrain from abusing exploits. And no, I'm not talking about telefragging. Breaking the game and going into a place where zombies cant get you might seem funny or even smart, but the truth is it is a sad excuse for winning. Waiting for ten minutes doing nothing isn't fun for anyone. Join with your team instead, and survive through blood, sweat and tears, not cheating! Your honour is at stake.
  • Help your team out by defending. If one of your teammates says something like "let's defend intel" on ctf_sawmill, you'd better pitch in and defend. Abandoning your team and going off alone will get you, and your team, killed. Do your team a favour and help someone out at defending. Teamwork and tenacity are your best weapons to fight off zombies.
  • Don't co-operate with or be friendly with the other team. This isn't just about playing the game, it's for your own sake. While a couple of friendly zombies in your base might seem innocent, the reality is that they will most likely kill you. Whether it be taunt kills or regular kills, they are more likely than not planning your team's downfall - even now! Continuing on from the no exploits rule: this means that you do not, under any circumstances get a "boost" from a zombie. I won't explain what this is for fear of it becoming more widespread than it already is, but getting a zombie to help you ruins the point of the gamemode. Surely you wouldn't sell your soul to these miserable medics?
    引用自 Veteran Survivor
    Those damned zombies ain't trustworthy! Take it from me, pal. I've lost too many survivors to those conniving facades of friendlies!
  • Upgrade your team's buildings. This is just simple cooperative engineering. Make sure that the dispensers at the front are upgraded fast, as they will need the health more. Once your dispenser is at level three, help out your team and whack their dispensers with your wrench a couple of times. They will appreciate it!
  • Don't abandon your team unless there is no hope left. If you are getting ready to abandon your base and try to hide out for the remainder of the round, think twice before you run off. You leaving will contribute to your base being destroyed. If you can still hold them off and are just getting a bit uneasy, grit your teeth and keep at it. Teamwork and tenacity will help you greatly.
  • Stay in your base. Your boredom is a zombies greatest ally. By leaving your base and stepping outside, you run the very real risk of getting killed. I myself try to lure engineers out of their bases when playing as a zombie, and it works fantastically. Don't fall for it.
    引用自 Alpha Zombie
    Lone survivors are easy prey...
Teleporters
Teleporters are an effective method of killing zombies at a chokepoint, or getting out of trouble.

A survivor admiring his secret escape mechanism. Build one yourself to escape from the zombie horde, block them at ramps, or kill them instantly.

Teletraps (for killing)
To set up a teletrap, place a teleporter exit in front of your team's dispensers. This works especially well in narrow corridors, such as those found in the vents of turbine. Place your entrance behind your wall, preferably far enough away so that nobody will take it accidentally and risk getting killed. You and your team can then take the teleporter if there are zombies standing on it, killing every zombie standing on the exit. Ensure that you do not take the teleporter if your dispenser is behind it, or you will be stuck outside your base, and the only way back in is to pick up your dispenser, practically inviting zombies inside. Be careful with teleporters.

Obstacles (for blocking)
By placing a teleport entrance or exit on the top of ramps and stairs, you can force zombies to jump over the teleporter to get to you. This will slow them down and give you more time to shoot at them. MLG protip: upgrade your teleporter obstacles, as each level will give them more health. This makes the more durable in a fight, so you won't have to replace them as often.

Escape Teleports (for running)
To set up an escape teleport, is is recommend that you use the eureka effect or jag. Using the eureka effect will allow you to simply teleport to your exit without an entrance, which is handy in a pinch. The jag will allow you to get your entrance up and running faster, good if you want to be able to escape but still get more metal from packs and dispensers.
Take note of where most of your team is going during your setup time, as you will defend there for as long as you can. Once you have done that, find a place on the map that is either hard to reach or well hidden and out of the way to place your teleport exit. Return to your team's base once you have done so and defend.
When things are taking a turn for the worse (survivors dying, dispenser falling etc.), assess the situation and decide if you can actually hold out for victory. If so, then stay; if not, then go. If you are using the eureka effect then simply press R with it out, and select "teleport exit" to escape; if you are using the jag, build a teleport entrance and whack it until it is ready to go. Once through, you need to hide, and fast. If you have done this correctly, you should already be relatively well-hidden.

WHEN USING TELEPORTS: Take them one at a time. If there are lots of people on the teleporter all pushing and shoving, no-one will be teleported and you will likely all die a shameful and cowardly death. Let your fellow survivors go first so that everyone can survive!
Dispensers
Dispensers are your bread and butter as a survivor. They provide health, metal and ammo in a fight and make excellent barricades for holding off the zombie horde.

A survivor posing next to his dispenser. You too could be this happy if you built one yourself.

Walls
By placing a dispenser in a chokepoint, you can block it off and prevent zombies from running through into your base. Dispensers also allow the survivors who built them to stand on top of them, giving them a height advantage over zombies and allowing them to rain down bullets and lasers on the zombies as they try to get past.

Multiple dispensers can be placed over wider chokepoints, such as the church near the point on maple ridge event. You can then create bases that are much larger. More survivors can then shoot at once, although there will be more surface area for the zombies to attack.

Funnels
Functioning similar to walls in that their use is obstruction, a single dispenser placed in a doorway can "funnel" zombies in to a very small area, which makes them very easy to shoot at. You can do this by placing your dispenser in a narrow door frame, and moving it slightly back. This way, zombies will also have less surface area to attack. this technique is very effective: if can turn a vulnerable room like that on cp_egypt at last into the vents on turbine if executed correctly.

Funneling being used effectively by survivors in cp_steel. Zombies will be forced in to a small area, allowing the survivors to concentrate their fire and deal more damage.

Towers
Survivors can almost double their height by standing on a dispenser. This allows you to access hard-to-reach areas by placing a teleporter and/or jumping.
You can take advantage of the height provided by a dispenser to turn yourself into a "tower" of sorts. If you have barricaded yourselves into a room, standing on your dispensers will give you a height advantage as well as health and ammo for when the zombies inevitably come for you. This increases your defensive capabilities, as you will be able to fire down on zombies as they approach.

引用自 Veteran survivor
Your base is your castle, and it should be defended as such.
Primary Weapons
As a survivor, you have a lot of different weapons aat your disposal. They can be the difference between life and death, so choose wisely.

The Shotgun (stock)
This is the simple stock shotgun: 6 rounds in a clip, and very effective at close range. You can kill a zombie at point-blank range in two volleys with this weapon. The shotgun is best used if you want reliable DPs without having to rely on metal pickups and dispensers as much as the widowmaker. Be aware that you will have to reload after 6 shots. This makes the shotgun weak for prolonged combat, as you will find yourself unable to attack for a period of time! This weapon is moderately effective in most situations. MLG protip: reload all 6 shells before firing again! Consecutive reloads are faster than the first, so you will achieve a higher DPS this way!

The Panic Attack
The panic attack is a shotgun that functions like the beggars bazooka: you load up to four shells into the gun, and release your fire button to fire them in quick succession. It has the same damage as the stock shotgun, but it reloads 50% faster and fire slightly faster than the stock shotgun. This weapon is in between stock and widowmaker - it is slightly better at prolonged combat because of the faster reload, and is also more independent of ammo packs and dispensers. This weapons is effective at defending larger areas where dispensers may be hard to access. This weapon is not suited for stealth situations where you are trying to conceal your presence, as you have to either take time loading shells once you are discovered, or run the risk of accidentally letting four shots out and attracting zombies. MLG protip: you can hold the shells in the gun as long as you want. It is a good idea to keep some shells loaded so that you aren't caught unaware by a murderous zombie!

The Widowmaker
The widowmaker has the same damage and firing speed as stock, but uses metal for ammunition. It also has no need for reloading - it will keep firing until you run out of metal. The widowmaker will return the amount of damage you do as metal with each shot, so if you deal 60 damage in a shot, you will get 60 metal. The widowmaker is heavily reliant of dispensers and ammo packs unless you have perfect aim, so it is best suited to defending areas with narrow entrances and readily available dispensers/ammo packs to keep it supplied with ammunition in case you run out. The widowmaker also (theoretically) has infinite ammo so long as you land most of your shots, so it is a viable option if you are going to defend/hide somewhere you cannot build. Shoot zombies as they come and you won't run out of ammo or have to reload! MLG protip: if you are defending a narrow chokepoint, don't spam it! Shooting a wall will drain your metal and you won't be able to attack when you need to most! Save your shots for zombies.

The Pomson 6000
The pomson is a laser-type weapon that does less damage overall and has a reduced clip size, but does not require ammo. The pomson is ideal for situations in which ammo packs and dispensers are not available at all and ammunition is a concern. However, the damage output is not very impressive and you will have to reload to kill more than one zombie. It is also an effective way of shooting at zombies if you are sitting on a ledge etc. and can't place a dispenser. Use this to keep zombies at bay while in a discreet hiding place.

The Frontier Justice
Completely useless as you cannot make use of the crit mechanic.

The Rescue Ranger
The rescue ranger puts out similar damage to the pomson but has very little ammo capacity and so cannot be used for the same purpose. It can however repair buildings at long range, making it useful for repairing dispenser barricades that you can't get to or it is too dangerous to move close to for repairs. Furthermore, using this weapon to repair buildings won't cost metal because your dispenser can provide infinite ammo. MLG protip: you can single-handedly defend some locations on ctf_turbine and arena_lumberyard, among other maps, by blocking the entrance to your base with a dispenser and healing it with the rescue ranger. Just watch out for taunt attacks!

My Verdict on Primaries:
You have a choice between the widowmaker or panic attack - both are superior to the stock shotgun in terms of fire/reload rate and DPS, and the pomson would struggle to kill a fly. The frontier justice is useless, and the rescue ranger is very situational, but you can pull it off sometimes. Stick with a bullet-based primary if you want to get any killing done however.
引用自 Veteran Survivor
Rapid-firing weapons that won't leave you defenseless are superb. Once your base is established, ammunition won't be a major concern, so keep 'em firing!
Secondary Weapons
The Pistol (stock)
The pistol has 12 shots per clip and a rather excessive ammo pool. It also reloads faster than the shotgun, and due to being an automatic weapon is suited to laying down suppressing fire to keep zombies at bay. It works best at medium range - most weapons in TF2 do very little damage at long range, and your shotgun is much better at dealing with close-up targets. However, switching to your pistol and emptying a few clips into some zombies can help to keep the bullets flying if you are out of shotgun ammo or have to reload. MLG protip: keep this weapon loaded and ready in your quick switch slot so that you can use it if you are under attack and have no shotgun shells loaded.

The Short Circuit
The short circuit is made to destroy projectiles; you will see no use for its main function in zombies. The weapon's most redeeming feature is that it can target multiple enemies with each shot, but the damage is comparable to being slapped with a feather: pretty useless. A single zombie using the amputator can counter this weapon. The pistol is a better option as it will put out more damage faster, and won't drain your metal reserves in a fight like the short circuit will. MLG protip: don't use this weapon. It sucks.

The Wrangler
Completely useless as you cannot build sentry guns in zombies.

My Verdict on Secondaries:
Use the pistol - it is a fantastic sidearm that you can use if you don't have any shotgun shells loaded that still puts out a noticeable amount of damage. It does not suffer from slow reloads either, so you can keep shooting with only minimal breaks in your gunfire. The other secondaries for engineer are made for purposes other than killing and have little to no use in zombies. For secondaries, stock rocks!
Melee Weapons
The Wrench (Stock)
The stock wrench is rather average in zombies - it has no special abilities like the other wrenches, some of which are very powerful. I do not recommend that you use it. The gunslinger is a straight upgrade, as sentry guns are of no concern in zombies and the loss of random crits is more than made up for with the third-punch-crit mechanic.

The Gunslinger
This "wrench" gives you an extra 25 health when equipped, which is huge in zombies, as it means that you take three hits to kill rather than two. This allows you to stay in fights longer, and take on zombies with less of a chance of dying. It should be noted however that you can still die, and will do so very easily, as it will not take long for a zombie to hit you thrice. MLG protip: use the third-punch-crit mechanic to take out zombies quickly! This is arguably the best melee weapon for fighting zombies up close.

The Eureka Effect
This wrench functions similarly to stock, but it gives you the ability to teleport to spawn or your exit teleporter from any location by pressing R. You can use this to make a quick escape or return to your base quickly. The penalty for this is slightly less metal gained from ammo packs and dispensers, so upgrading will be slower. Use this wrench if you are going to hide instead of defend a location, as you will be able to escape to a secure location (your teleporter exit) or your spawn in the event you are discovered. MLG protip: the metal reduction does not actually affect how much metal you gain from dispensers. It instead affects how quickly you will get metal from them. Also, consider searching for a quick-teleport bind so that you can teleport faster!

The Jag
The jag makes you swing faster and construct buildings faster, at the cost of damage and health repaired per hit. This will allow you to get your level three dispenser up quickly, provided you have sufficient metal to do so. The damage penalty is of little consequence however, as you should not be engaging zombies with your melee weapons unless you have the gunslinger equipped. Use this wrench if you are going to defend a location with abundant metal resources where you are likely to be attacked early.

The Southern Hospitality
The bleed effect is nice, but meleeing zombies without the gunslinger is sure to get you killed very quickly. Use the gunslinger to attack zombies, as you will be more survivable. Other wrenches provide better bonuses than this wrench does; however, it is a straight upgrade from stock, so you should use it if you have nothing else. I still recommend other weapons though.

My Verdict on Melees:
You have a choice between the gunslinger and the eureka effect. The gunslinger will allow you to stay alive longer and makes you more survivable. Use it to defend locations that are likely to be attacked often, as you will be able to take the hits and dish out damage without dying as you would with other melees. The eureka effect is a sneakier type of wrench, as it gives you the ability to escape from a room with one doorway, even if twenty zombies are barreling down on you. This will come in handy if your team's defense is weak, in which case you will likely have to jump ship and hide out somewhere. While you are hiding out, you can teleport to spawn or your exit if you happen to be spotted and have the time to do so. The other wrenches are either weak, leave you too vulnerable, or have temporary and/or situational upsides (like the jag) and are therefore not as useful as these two, which have permanent benefits that are always useful.
引用自 Veteran Survivor
Stand and fight or scream and flee? Your choice of weaponry will determine the outcome.
Types of Zombies



Stock Zombie
Making up the bulk of the ravenous zombie army, these medics wield various melee weapons, all of which they want to hit you with. Don't let them do that. Use your shotgun and pistol to take them down, and try to avoid using your melee, as these guys pack a punch and can take out most survivors with only two hits. Keep your distance and keep firing.

Healer Zombie
Characterized by the bright blue rings at their feet and the sounds, these zombies stay true to the Hippocratic oath of "Do no Harm". However, they make up for in buffs what they lack in damage. Using the amputator, these zombies will perform a taunt and heal all zombies in a small radius for ~25+ health a second. Be sure to focus them down so that other zombies do not absorb your damage and overwhelm you.

Taunting Zombie
Perhaps the most dangerous zombie of all, these monstrosities of medics use the ubersaw to kill survivors instantly, even if they are behind cover or hiding behind a dispenser. They have a slower attack speed, but even so you still want to avoid melee fighting with them. The best way to avoid being turned into a zombie pincushion is to hide directly behind your dispenser (give it a hug) and keep repairing it. If you do chose to engage them while they are taunting, then keep your distance - their attacks can reach further than you might think.

Undercover Zombie
These guys are more like spies than zombies. They will disguise themselves as friendlies, and pretend to have a party with the survivors by taunting and dancing. The moment your back is turned however, expect to feel cold steel slicing through your spine. A favourite weapon for the zombies is the ubersaw, as they can stun and kill an unaware survivor quickly. Keep so-called "friendlies" out of your base at any cost. They are just as dangerous than other zombies, perhaps even more dangerous.
Types of Spots
The place you chose to defend or hide on a map is very important. There are several different types of spots/bases that you can chose, and they each have their strengths and weaknesses.

Single Entrance Base
Strengths: Very easy to defend if set up correctly, and can be blocked off with a single dispenser.
Weaknesses: There is nowhere to run away to unless you have an escape teleport set up, so you will have to mount an all-or-nothing defense. Furthermore, the base will be completely open to zombies after only a couple of dispensers are destroyed.
Strategy: Place your dispensers a little further back from the doorway, so that medics will all have to stand in exactly the same space (in the middle of the door frame). This way, you can sit back and let rip with your weapons without having to worry about aiming to any large degree. MLG protip: don't bother placing dispensers outside the doorway, as they will get destroyed very easily and cost more metal than they generate.
引用自 Veteran Survivor
These bases are like meat grinders: every zombie that walks up to the front barricade should be blown to bits by your shotguns. The only way these bases will fail is if you fail in your resolve. Stay alert and keep any eye out for zombies to avoid any break ins.

Multiple Entrance Base
Strengths: More survivors can shoot out at once and there is usually more building space, so it is less crowded. Because these bases require multiple survivors, you will likely have a few of your fellow survivors to help you.
Weaknesses: Medics have more surface area to attack, and you will have to repair more dispensers. Telefraggers will also be harder to use because of the wider entrance.
Strategy: These bases require multiple survivors, so let your team know beforehand where you plan on setting up. Block off the entrance with several dispensers, two or three rows deep if possible. The survivors can crouch jump onto their dispensers and shoot from up there.
引用自 Alpha Zombie
We are relentless. We are without number. We will flood your pitiful base and lay waste to all in it...

Elevated Base
Strengths: Medics have to jump to access it, so, depending on the map and location, you may be completely protected from medics until they get a jump increase after "rampage". Medics will also be very vulnerable and slow to attack, so you will often have more time to attack and be more effective when you do.
Weaknesses: Any survivors that fall or get knocked off your base are going to have difficulty getting back up unless you have a teleporter active. Metal and health spawns will be hard to come by, so expect to have a low-metal start and slow buildup of dispensers.
Strategy: Elevated Bases have a natural gap or pit etc. that medics must jump across to get to the base. Place dispensers on the side of your base that will be attacked and ensure that you have guards on top of them. You can shoot jumping medics out of the sky with a single, well-aimed shotgun blast, as the knockback will cancel all of their momentum, causing them to fall harmlessly to the ground. MLG protip: try to keep a teleport up to your base up so that anyone who falls down can get back up quickly.
引用自 Veteran Survivor
Defending one of these is a free ticket to the biggest turkey shoot in the apocalypse. Blow them zombies out of the sky!

Hiding Spot
Strengths: Unlikely to involve any combat or direct confrontation, most zombies should pass you by.
Weaknesses: Once discovered you will have difficulty fighting off any zombies coming to kill you, as hiding spots aren't usually well-fortified positions. Escaping back to a stronghold will be near impossible if you are close to a zombie spawn room.
Strategy: Find a super-discreet hiding spot on the map to hide in. Remove all cosmetic items and weapons (go with no cosmetics, and only standard unique weapons), as these will almost certainly give away your position. For example, the mining light glows in the dark and so will show up clearly even if you are hiding in a dark area. Try to keep movement to a minimum (this includes looking around) as zombies will likely see it. MLG protip: do not use the panic attack if you are hiding, as the way it loads shells will likely give you away. Use the stock shotgun for reliable, discreet damage that you have control over. Four loud shots ringing out will attract zombies form across the map.
引用自 Alpha Zombie
None escape the horde's gaze...
Area Hold
Strengths: Large portions of the map will be under your control, so you should have a huge zombie-free zone and plenty of space to kill any that do make it in. You will also be able to shoot at zombies over a greater range than most other spots, so you can utilize your pistol to great effect.
Weaknesses: Easy to flank and/or overwhelm, due to the defense having to cover such a large area.
Strategy: Choose a well-fortified, but large location, such as the castle on cp_burghausen_rc1. Wall off every entrance possible with dispensers and always keep your distance from zombies, as they will be able to chase you down over a large area. There should be survivors at every entrance acting as guards. Also, any gaps in the wall must be filled in quickly. Pick up any dispensers behind the front line and redeploy them pronto.
Spots: cp_steel
The B Room
Type: Single Entrance Base
Optimum Capacity: 3-8 Survivors
Strategy: Place several dispensers around the doorway, and one on each side of the hole in the floor. Survivors should stand on top of these dispensers and attack from up high. Ensure that your dispensers are fully healed. You could assign one of your fellow survivors the duty of repairman to cover this. Remember that zombies can jump up through the floor, so watch your back. Ideally, you should have 3-4 engineers guarding and maintaining the front barricade, and 2-4 survivors guarding the floor.
Recommended Loadout: Widowmaker, pistol, gunslinger

The A/E Room
Type: Single Entrance Base
Optimum Capacity: 2-6 Survivors
Strategy: Make your way out of the RED spawn towards point A, and take the first doorway on your right. This should take you through to a stairway that leads up to a small room. Set up three or four dispensers blocking the doorway. Be sure to use the funneling strategy we talked about earlier. Place a teleporter exit as far down the stairs as possible; you do not have to build an entrance. This will slow any zombies coming up the stairs as they will have to either jump over or destroy it while your team is (hopefully) shooting at them.
Recommended Loadout: Widowmaker, pistol, gunslinger
An example of a well set-up base in the A/E room. Well-placed dispensers and teleporters, combined with several widowmaker survivors, make this spot almost impregnable.

Top of the Shack
Type: Elevated Base
Optimum Capacity: 2-6 Survivors
Strategy: Jump onto the rocks between the shack and BLU spawn by placing a teleporter entrance on the ground next to them and crouch-jumping off of it. Build a dispenser on the rocks and then jump on that and place a teleporter on the roof. Using the eureka effect will make your teleporters cheaper, and you will be able to skip the teleporter queue, although you will have a hard time teleporting up with your dispenser. The gunslinger on the other hand will help you get your teleporters up faster, as it does not have the slower construction rate. MLG protip: you can pick up your dispenser and take it through the teleporter with you. Just make sure there are no zombies around.
Recommended Loadout: Widowmaker/panic attack, pistol, eureka effect
The location of the teleporters and dispenser that will get you on the shack's roof.Everything set up, ready to take survivors to the top.

Barrels
Type: Hiding Spot
Optimum Capacity: 1 Survivor Per Barrel
Strategy: Ensure that you are using the pistol if you want this strategy to work. Remove any tall cosmetic items and any unusuals, as they will poke out of the barrel and give you away. Stand on top of the barrel you want to hide in by crouch jumping, look directly at the floor, and fire a single shot. You should fall through and into the barrel. You can hide here as long as you want. Use your eureka effect to teleport away if you think you are at risk of being discovered. MLG protip: there are two barrels on cp_steel: one at point A, and one beside the stairwell from point B to point E.
Recommended Loadout: Shotgun, pistol, eureka effect
Barrel one, inside and outside.
Barrel two, inside and outside.
Spots: cp_egypt
The Room at Last
Type: Single Entrance Base
Optimum Capacity: 2-6 Survivors
Strategy: When you spawn, make sure that you are going towards the last control point. Run along the path from your spawn until you find a hole in the wall with an ammo pack inside. Place several dispensers and a telefragger at the entrance and have survivors stand on top of their dispensers while defending. Make sure that you want for zombies jumping over the dispensers - concentrate your fire on ones that are about to break in. Also, ensure that your dispensers remain fully healed. If one is destroyed, pick up yours and quickly deploy it into the breached area while your team mate rebuilds theirs in safety.
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger

The Platform
Type: Elevated Base
Optimum Capacity: 2-8 Survivors
Strategy: To access this area, you will need to construct a dispenser up on the side of the torch just under the platform. You might need to move around a bit to get this to work, as it does require precision to build. Once your dispenser is building, throw down a teleport entrance next to it. You can then jump on to your dispenser by standing on the teleport. From there, jump on to the torch and then on to the platform. You will need to construct your teleport exit in the door frame set in to the wall, as this is the only place where you can build on the platform. Once your team is up there, destroy your exit and have a team mate build a dispenser there. Zombies can reach the platform from almost every direction. You will need to keep an eye on the two torches by the archway, as zombies can jump on those to reach your platform. They will also assail you by jumping on the brick piles at the other end of the platform. Be careful not to get knocked off, as getting back up will be difficult.
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger/eureka effect
The location of the dispenser and teleporter to enable access to the platform.

Zombies can jump up here and on to the platform. Shoot them down! Take a look at the set-up in this picture and try to emulate that - a dispenser in the door, and survivors guarding every side.
Spots: ctf_2fort
The Attic/Grate Room
Type: Single Entrance Base
Optimum Capacity: 2-12 Survivors
Strategy: Place several dispensers, and a telefragger, at the entrance to the room. Zombies are able to knock survivors off their dispensers, and they can jump over them. Concentrate your fire on zombies attacking the main door. You will need to keep an eye out for zombies gathering in the corner of the room with the haystacks, and in the tunnel leading to the intelligence. Zombies can jump out of these locations and take you by surprise. A couple of survivors can sit by the hole in the floor and shoot at zombies that are walking underneath, softening them up for the guards on the main barricade. Ensure that no one falls down however, as they will be hard pressed to survive the trip back. MLG protip: try not to stray too far away from the base - zombies can run faster than you and you will die if you try and run away. Stay inside and stay safe.
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger
Spots: cp_burghausen_rc1
The General Hold
Type: Area Hold/Multiple entrance Base
Optimum Capacity: Entire garrison of Survivors
Strategy: Take advantage of your castle-like structure and the open area in front of it. Make sure that there are survivors watching both paths up to your spawn. The crates/barrels will be easier to defend than the stairs, so you wont need as many guards there as you do on the stairs. Barricade the two narrow entrances/corridors leading into the main room on the top floor with dispensers and have survivors guarding the entrances.
Recommended Loadout: Panic attack, pistol, gunslinger
Spots: pl_upward
First Spawn Room
Type: Hiding Spot
Optimum Capacity: 1-4 survivors
Strategy: Jump on to the bench, then the towel rail, then the beams behind the spawn door. Remain here and be quiet so that the zombies can't hear you. Be aware however that you will have difficulty repelling any zombies who do find you, as you will be stuck in an undefended room surrounded by zombies and with no way out. Zombies can also attack from underneath the beam and damage you, so you will have to ward them of and try to escape. If you think you are about to be discovered, use your eureka effect to retreat to your exit teleporter. MLG protip: if you are discovered, kill the one or two zombies who found you and then make a break for the tunnel and get the hell out of there. You should find some other survivors either at last or under the stairs.
Recommended Loadout: Shotgun/widowmaker, pistol, gunslinger/eureka effect
A survivor hiding out in spawn. In the second picture, you can see the towels and bench he used to reach this area towards the bottom left.

Under the Stairs
Type: Single Entrance Base
Optimum Capacity: 1-3 Survivors (just stairs), 3-10 Survivors (whole room)
Strategy: Make your way to the small room by point C. Build at least two dispensers blocking zombies from under the stairs, one doing the blocking and another further back (only have one blocking so that you can still shoot out). If you have more survivors, you could try and hold the entire room by blocking off the two entrances with dispensers. Just be sure to have dispensers already blocking the stairs so that you have somewhere safe to retreat to. When the zombies break through and you are forced to retreat under the stairs, ensure that you have one survivor on repair duty and the rest are shooting at the zombies.
Recommended Loadout: Panic attack/widowmaker, pistol, gunslinger
An example of how this spot should be set up.

Second Spawn Room
Type: Hiding Spot
Optimum Capacity: 1-2 survivors
Strategy: Make your way into the tunnel by point B and go to one of the corners in BLU's second spawn room. Either jump on the crates and hide, or crouch down beside in the corner the resupply cabinet. MLG protip: this spot relies on darkness to work. Remove any cosmetic items with particle effects or self illumination.
A view of the second spawn room from on top of the crates in the corner. You can also hide in the corner by the resupply cabinet.

Scaffolding
Type: Hiding Spot/Single entrance Base
Optimum Capacity: 1-2 survivors
Strategy: Make your way to point C. Notice that there is some scaffolding underneath where the track juts out from the cliff. Crouching, walk on the interior sides of the scaffolding until you reach the small beam underneath at the end. This is where you will hole up. Zombies can see you and will come, so prepare to fight. MLG protip: practice getting here by yourself first, as there is nothing worse than falling to your death and becoming a zombie before the round has even started. Enter "map pl_upward" into your console (without quotation marks) to try it for yourself.
Inside the scaffolding.

Balcony at C
Type: Elevated Base
Optimum Capacity: 3-12 Survivors
Strategy: To access this spot, you will need to jump on the metal sheets opposite the balcony - it should be just by the third capture point. Once you are there, block off the two openings with dispensers. you will need 2-3 survivors for the hole in the wall, and 1-2 survivors for the door frame. Zombies won't be much of a threat until their jump is increased, at which point they will swarm on to the platform with railings. Move your defenses back to the door, and use the funneling technique to trap them and kill them. As for the hole in the wall, you will need to shoot down any zombies that jump up at you. They will try to knock you off your dispenser towers and then destroy them. Keep your dispensers fully repaired and shoot any medics who jump up at you. MLG protip: if you are having trouble getting up, you can always place a dispenser next to the platofrm with railings and get up that way. You will however have to deal with slightly less metal to get upgrades going, so spend what metal you have wisely.
Recommended Loadout: Widowmaker/panic attack/shotgun, pistol, gunslinger

The metal sheets you will need to jump on as well as defenses at the front door frame.

An example of how the barricades should be set up by the hole in the wall, as well as the back of the main door barricade.
Spots: ctf_landfall
The Spawn Roof
Type: Elevated Base
Optimum Capacity: Entire Team of Survivors
Strategy: Place a dispenser next to the pile of logs, jump on them, then jump on to the roof. From here, you can build dispensers for walls and teleporters to get back up. Your team will need to watch two main areas: the log pile, and the barrels. The barrels are slightly hidden, tucked away in the corner opposite the crates. Zombies can jump up here and attack, so keep an eye on them. Zombies can also jump on to the logs from the crates, and attack from there.
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger

The base on the spawn roof. Note the barrels and crates to the right of the picture that zombies can jump off. The survivor is standing on the log pile that you can jump to the roof from.

The 2nd Roof
Type: Elevated Base
Optimum Capacity: Entire Team of Survivors
Strategy: Place a dispenser right on the edge of the walkway opposite the roof, jump on top of it and then jump towards the roof. Once you are safely on it, destroy your original dispenser and build dispensers/teleporters on the roof. Note that you can only build on the middle of the roof, not the sides. Zombies will attack from the walkway opposite, and from the crates below (once rampage is activated). Use your weapons to shoot them down and knock them back.
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger

The roof, and base which has been constructed on it. Notice the walkway with the teleporter on it. This is where you will need to place your initial dispenser in order to access the roof.
Spots: cp_fastlane
The Roof at Mid
Type: Elevated Base
Optimum Capacity: 2-10 Survivors
Strategy: Head to the middle control point ASAP. Notice that two corners of the structure over the point have sheets of metal on them. Build a dispenser next to it, just off the concrete (slightly on the dirt), and a teleporter entrance next to it. Jump on the dispenser, and then try to jump so that you land on the metal sheets (aim for the square support at the end). Once there, go towards the corner, then move around until you can stand up. you will need to jump to the other metal sheets (in the same corner). Once there, move to the edge where you can stand up, jump, and place a teleporter exit on the wooden board above. The zombies will be out at this point, so you'll have to defend against the first wave. Stay by your dispenser and use the open area to your advantage (pistol them first, then switch to your primary). Once that is taken care of, you'll need to either re-deploy your dispenser or build a new one underneath the largest hole in the roof. Jump on it, then jump and place a teleporter on the roof. Build your entrance on the wooden beams, take the teleporter, and enjoy the view! This base is very hard for zombies to get to, as your team can shoot through the holes in the roof and kill them as they try to climb up. Zombies will try to get up through the large hole, so make sure you have some survivors guarding that. Try not to fall off!
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger, eureka effect/gunslinger

The locations your teleporter + dispenser should be, as well as where you should be on the metal sheets.

Where to place your exit teleporter and dispenser on the second level. Place your teleporter by jumping.

Where to place your second exit teleporter. Again, do so by jumping from on top of your dispenser.

The base you can make on the structure. Note the large hole - this is where zombies will come from. Shoot them down!
Spots: cp_dustbowl
The Large Shack
Type: Multiple Entrance Base
Optimum Capacity: 2-8 Survivors
Strategy: Block off the two entrances with dispensers. Be sure to funnel the zombies by placing them a little further back from the doorways. Make use of the full ammo pack in the building to get level three dispensers up fast. Zombies can't jump over them, so as long as your team can keep them repaired you will be fine. The zombies will however be more dangerous as there are two entrances that you have to protect. Your team mates will be instrumental in your defense. Ideally, you should have at least four people: two of them place dispensers in the doorways, sit on top of them and shoot at zombies, while the other two build dispensers behind the door and repair the ones at the front.
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger

An idea of what the base should look like. Keep repairing for victory!

Red Spawn
Type: Area Hold/Multiple Entrance Base
Optimum Capacity: Entire team of Survivors
Strategy: Place dispenser at the top of the stairs, on the wooden bridge, and on the side of the spawn building facing the last control point. You'll want to maintain a defense on the stairs at all times, as that's where zombies can just walk up into your base. You should also have survivors guarding the wheel/tires, as zombies can jump up into your base from those. Keep survivors on the bridge and spawn building so that you can spot and kill any incoming zombies before they get to the stairs. Additional survivors on the bridge will turn this spot into tower-defense. Place your survivors appropriately to win. Should your stair defenses fall, pull back to the other side of the bridge and block it off with dispensers. Maintain your wall defenses on the other side, and use the exposed ground in front of you to your advantage. Zombies will have to run at you across the rooftop and bridge before they can attack; shoot them before they do so. MLG protip: don't jump down! I know it may seem tempting to sink some lead into the zombies gathering by the control point, but your life is not worth it. You will be chased, you will be caught, and you will die. Stay up high and out of reach.
Recommended Loadout: Widowmaker/panic attack, pistol, gunslinger

The location of your soon-to-be base, the top of RED spawn at the last control point.

An example of the defenses you should prepare. The picture on the left shows the dispenser/teletrap barricade at the top of the stairs, and the picture on the right shows the defenses that should be in place on the bridge and on the outer walls to stop zombies from jumping up.
Conclusion/ Credits
引用自 Veteran Survivor
Now that you're more informed on the subject of zombie survival, you will make a welcome addition to the defenders of human civilization. Fight well and give 'em hell!

Thanks for taking the time to read up on the zombie apocalypse! I hope you enjoyed the guide and are ready to take on the zombie hordes now that you are armed with the most powerful weapon of all: knowledge!

The posters were created by me using Source Filmmaker.

Point out spelling/grammar errors if you are bored, I'll fix them when I see your comment.
Leave any feedback/suggestions in the comments.
None of that American spelling though. Favour > favor.

Thanks,
-awesomedog7

引用自 Alpha Zombie
My forces are without number, and yours are dwindling by the minute. This can only end one way...
13 条留言
Miki 2022 年 11 月 19 日 上午 1:39 
it been long since i play zs with 20+ player
awesomedog7  [作者] 2019 年 7 月 5 日 上午 5:15 
@Jack5
Oh yeah, for sure. I don't plan on updating this myself - feel free to suggest changes or something, but I don't play TF2 anymore.
Jack5 2019 年 7 月 4 日 下午 9:47 
This guide is not entirely accurate. I encourage you to visit the official TF2 wiki for more up-to-date information: https://wiki.teamfortress.com/wiki/Zombie_Survival
trainchase 2019 年 4 月 14 日 下午 5:52 
also there is another type of base...... DISPENSER FORTS, uncommon, even rare, engineers will use the walls as ammo and sheild em. They also let engineers excape from any side of the fort, making blocking off one entrance useless.
trainchase 2019 年 4 月 14 日 下午 5:50 
Also target out healers due to them being somebody who can help the zombies destoy forts.
trainchase 2019 年 4 月 14 日 下午 5:49 
use the rescue ranger if you need to use it for longer ranges. Also, for tips with dispensers, stand on top of yours to get 2X metal from it, great for quickly building bases.
ϺΞΤЯΘΉλϺ 2018 年 12 月 11 日 下午 10:35 
Nice guide an all. But this server is just bad lol
tomless 2017 年 11 月 23 日 下午 9:14 
This is awesome! Nicely done! I encourage anyone who plays or is interested to give this guide a read, 10/10.
awesomedog7  [作者] 2017 年 6 月 9 日 下午 4:06 
@Paranoia
Yeah, I miss those too.
As for other servers, I used to play on Rushy Servers. Have a look at these. [www.gametracker.com]
Panda Commanda 2017 年 5 月 30 日 上午 9:47 
i <3 this guide