Zombie Panic! Source cover
Zombie Panic! Source screenshot
Genre: Shooter, Adventure, Indie

Zombie Panic! Source

Phase 2 Voting for ModDB 2016 MOTY! + v3.0 Info



A huge thanks to all of you who nominated us during Phase 1! Because of your support we were able to make it into the Top 100!

Phase 2 Voting for ModDB's 2016 MOTY began a few days ago. The voting will be open for 7 more days, until December the 21st, and the victor this time will be crowned MOTY! The Players Choice Mod of the Year Released will be announced on the 29th of December.

As mentioned before, voting enters you into a chance to win games from ModDB's #modlove collection if you cast your vote while logged in. So be sure to register an account and login before voting if you'd like a chance to win! If you don't want to register an account, you can still vote for your favorite mods.

Vote ZP!S for ModDB 2016 MOTY!



Once again we'll need your help with voting ZP!S for ModDB 2016 MOTY! As stated in the previous announcement, due to us winning previous awards we may only be eligible for an honarable mention. Nonetheless, that would still be just as wonderful. We're asking that you please take a moment to cast your vote for us again as well as your other favorite mods, we'd greatly appreciate it.

As another little bonus, we'd like to give you a little more info regarding v3.0 and its progress.


New Item Sharing Feature



One of the new features we'll be adding with the release of v3.0 is the ability to share weapons and ammo with a specific person who is requesting them via the voice commands.

How it work is the person who needs a weapon or ammo opens up the voice command menu and uses the appropriate voice command to request it.



Then a player can hand them a weapon or ammo by looking directly at the person requesting it and pressing the key to drop ammo or weapons when within range.

This will give the item directly to the person requesting it instead of dropping it on the ground. That way it goes directly to the intended person and nobody can steal it. Or if you're in a location where there's a risk you'll lose the item if you drop it, you can hand it to your teammate instead as long as they request it. If they don't have room you won't give them the weapon or any more ammo and you'll drop it on the ground instead. You can also only give them one item at a time so you can not grief someone by giving them a bunch of weapons or ammo to slow them down.


Source Code Rewrite



We were given the source code some months ago by Monochrome Inc. so that we could continue development on ZP!S. It comes as no surprise that the code is quite outdated, and thus a lot of things were broken on the new engine and required fixing.

Now after a month of testing this port and continuously running into an odd server crash that we can't find the cause of as well as some other minor issues, we've decided that it would be best to completely rewrite the source code. This way errors because of outdated code will likely not be an issue anymore, and our programmer will be able to figure out what's causing the crashes or other issues as he makes changes/additions. So at this point it's no longer a port, it's a complete rewrite of the source code from scratch.

Don't panic though! This will not delay the release of v3.0 for very long. In fact some testing can still continue while the code is being rewritten, and we'll be completely back on track in no time.

Unfortunately we still do not have a release date to announce for v3.0, nor even an estimate. We need to put everything through the proper amount of testing before we're ready and can be certain of a release date.







Removal of ZPA Gamemode in v3.0



We're going to be removing the ZPA gamemode from the v3.0 release for several different reason. The main reason being that the gamemode is broken on the new engine and will require a lot of time and effort to fix. ZPA is also not very popular or practical so we thought it'd be best if we focused our effort on making sure everything else in ZP!S was functioning properly instead.

We also feel like the gamemode itself doesn't make a whole lot of sense and could be much better developed. We either want to revamp ZPA completely, or possibly replace it with a completely different gamemode that maybe draws some inspiration from what ZPA was.

We're very sorry if this disappoints any of you, but it's for the best. Whatever we decide on doing, it will be much better than before.


Weekly Development Streams on Twitch! Every Friday @ 9PM EST



Casei Magnus has been sharing his work on upcoming (and experimental) levels and designs. Join us each week to participate in the discussion, give us some feedback, share ideas, mingle with the devs, and have a good time - all to ensure that the new update ends up being what both our development team and community want out of ZP!S v3.0. Maybe even catch a sneak peek of something special every now and then.

We stream every Friday for a few hours starting at 9PM EST, come check out our channel if you're interested. If there's any questions you want to ask us, stop by and we'll be happy to answer them.

You can also go and check out our past broadcasts if there's anything you missed.




Thanks Again!



We can't thank you enough for the support we've received from all of you! We'll continue working hard and doing our best to provide you the best game possible. Let's keep ZP!S going for many more years!

Happy Holidays,

- Zombie Panic Development Team

Nominations Have Begun For The ModDB 2016 MOTY! + V3.0 Previews



Hello, everyone!

The Phase 1 Nominations for the ModDB 2016 MOTY began a few days ago and will be open until December 11th. So go and vote for your favorite mods to give them a chance to make it into the Top 100 and be eligible to enter into Phase 2 of voting to become MOTY. As courtesy of ModDB, members from the community who vote have a chance to win a game from ModDB's #modlove collection. Be sure to register an account for a chance to win! You're not required to be registered to vote though, so if you don't want to make an account you can still vote.

Nominate ZP!S for ModDB's 2016 MOTY!



We're asking for you all to please nominate ZP!S for the chance to become ModDB's 2016 MOTY. We realize that ZP!S isn't as great or popular as it once was, but we're working hard everyday to make ZP!S even greater than it was before. Since we've won MOTY before, we may only be eligible to become an honorable mention. But we would still greatly appreciate it if you would visit our ModDB page and show your support by voting for us.

As a bonus, we'd like to share some screenshots with you to give you a preview of what's to come. It's important to note that this is all still work in progress, so it's still under development and subject to change. What you see here is by no means the final product for the release of v3.0.

Improved Animations



Below you can see the early stages of a big feature that we're very excited about: improved animations! No longer will the survivors use those klunky, old HL2/HL2MP animations. We're now employing animations modified from DoD:Source, which ships with Source SDK, with noticeable improvements in weapon wielding and movement.







Cascaded Shadow Mapping



Cascaded Shadow Mapping is another huge feature we've hinted at previously, and we think you'll be pleased with the progress. CSM allows us to give a fresh breath of life to our existing maps, giving them crisp shadows and making them look more natural. To use CSM you'll need at least Direct X 9.0c or higher.

Here's some previews of CSM:






Weekly Development Streams! Every Friday @ 9PM EST



We’ve also started a Twitch channel to give you a little sneak peek into development and engage with the community for a few hours every Friday at 9 PM EST.

Casei Magnus has been sharing his work on upcoming (and experimental) levels and designs. Join us each week to participate in the discussion, give us some feedback, share ideas, mingle with the devs, and have a good time - all to ensure that the new update ends up being what both our development team and community want out of ZPS v3.0. Maybe even catch a sneak peek of something every now and then.



Thank You!



Thanks to everyone who has done their best to support this game after almost 9 years of existence! We hope to keep ZPS going for many more years to come!

See you around,

- Zombie Panic Development Team

Nominate ZPS for: The "Test of Time" Award + Twitch Channel!



During the Steam Autum Sale, everyone has been given the chance to nominate their favorite games for various awards. We're currently working hard on the v3.0 build and we are hoping to breathe new life into the game and bringing in old as well as new players and communities, and for that to happen we need your help; We need to spread the word! You have already shown a tremendous support for the new update, and we are thankful for the excitement and dedication that so many of you display. These awards are a great way for the game to gain more recognition – and we’d love for you guys to nominate Zombie Panic! Source for The Test of Time Award! This is awarded to the game that has not only remained a blast to play throughout its’ history, but also the game with a community that is dedicated and involved. We believe ZP!S is that kind of game, and for that reason we’re asking all of you to help support us in nominating the game for this award.

Weekly Development Streams!



We’ve done our best to engage with the community for ideas and feedback, give insight into the development through sneak peaks and, starting tomorrow, Friday, November 25th, 9 PM EST, weekly mapping development streams. Casei Magnus will be sharing his mapping work on upcoming - and experimental maps and designs, where you can give feedback, share ideas and have a good time while discussing ZPS - all to make sure that the new update ends up being what both our development team and community want.

Progress on the 3.0 Build



The new update is coming. We have begun the playtesting phase where we make sure that everything is running as it should and that no bugs or exploits make it through to the launch. After the playtesting phase has completed, what will remain on our to-do list before the build is ready for launch is the Linux port and stress testing and hardening of the game’s netcode. Stay tuned and share the news with your friends!

Happy Thanksgiving everyone!

- ZPS Dev Team & Monochrome

Zombie Panic! Source coming to Source Engine 2013!

Hello Everyone,
Our team has some excited and long-awaited news to share with you! After years of delays and putting the development on hold many times, ZPS on Source 2013 is finally happening!
Before we get into the details of what this will mean for the game, we must introduce our newest programmer, who offered to do the port of SDK 2007 to the latest Source Engine version SDK 2013, and is willing to support ZPS even more: Jonnyboy0719, from BrainBread2! He has been doing outstanding work porting this game to a proper build, fixing up lots of old bugs, issues and critical glitches from the old engine and making this happen for us!

So let's get to the news and what this means for the community.



Source 2013 was released awhile ago by Valve, and we were working on a port already back in 2014, which would be the release of ZPS 2.5 that never went further because of delays and other problems that the team had to face.

Now, with this new engine running on our upcoming build, we're excited to introduce the following:

  • Better optimization, fixed memory leaks and multi-core rendering, making the game run smoother, faster and more stable, for both players and servers.
  • Proper Linux support for dedicated servers.
  • Fixes of old engine bugs and glitches that were causing the game crash or close itself.
  • Better Hit-registration and lag compensation.
  • Better Steampipe.
  • Working achievements.

If everything goes as planned, we'll be releasing these features in ZPS v3.0, along with other improvements, as soon as possible. For now, enjoy this small teaser, showcasing the alpha state of ZPS 3.0

Meet Pedro: our newest Survivor!


Pedro was in development for a long time back in 2011, by our 3D artist EArkham. He's a ex-drug dealer from Mexico before the apocalypse started, and we'll make you guys finally meet him in-game sooner than you think! Here are some previews of what he looks like:




New Engine means major changes!


Since this is a totally new engine port, basically rewriting the game from scratch, Jonnyboy will be doing his best to make everything work how it is supposed to be working in ZPS. However, like we mentioned above, some things had to be changed, which will affect some custom content that was compiled for the Source SDK 2007.

This will affect all of the custom maps and content as they will be incompatible with the new engine. The major changes on the port is a flip of the names/numbers that determine how your map reads the Teams (Human, Zombie and the Spec). Technically speaking, if any map running the entities: "filter_activator_team" and "func_ladder"; and was compiled in SDK 2007, it will be unplayable in ZPS 3.0 version.



But don't PANIC! yet. if you're reading this, are a community mapper and still active, then don't worry, the changes that have to be made are small and easy to do. We'll create a guide explaining how to do these small changes on your map, recompile it properly to be compatible and ready for the future release in no time! We're informing you now so that you have time to prepare but as we are not fully done with the build, other requirements needed to make maps work on the engine may be discovered. If so, we will inform you in due time.

New Upcoming Maps!


Speaking of maps, this update will include two old, popular community maps, made official: Zomboeing and FrozenHeart! Both objective, having lots of additional details and other changes that have improved the gameplay and look of the maps. We would like to thank Ratboy and Darb Dude for doing an amazing job on bringing back Zomboeing as an fully-fledged and incredibly entertaining experience!

And also, releasing bunch of maps improvements & fixes on other stock maps, introducing our first official Hardcore map, zph_pithole, by Xufe!

Improved Server Security - The days of malicious crashes are behind us.


One of the most important changes in this update is the solution to the age-old exploit that has been used to carry out server attacks for years. This behavior is not something we want to see carried over to the new build.

To help secure the community until the new build is ready, we've set up a Server Setup and Security threads. With the help of the community, their threads will help you secure your server to deal with the attacks to the best of the current engines ability.

When will this update roll out?


After all this information, you guys might be asking yourself: update, when!?
As we've mentioned, the build is currently in Alpha state, and our team is doing our best to bring you guys this update as quick as possible. The update is focused on bringing stability and security to the game, adding a bunch of new content is something our team wishes to do but we won't let it prolong the release date of this crucial update.
Future updates, that will introduce more new content and tweaks, will be shared with you as always through our announcements.

In the meantime, share these exciting news with your old friends through Steam, Facebook and even on Twitter! Tell them that ZPS is coming back in a more secure and stable state than ever seen before.
The next announcement will be the changelog of the ZPS 3.0 build. Looking forward to it! We sure are.

-ZPS Dev Team

Zombie Panic August Update

We've made some adjustments to the preview public beta and the recent maps update. Thank you to all who've been playing those official maps, reporting minor bugs to us and giving us feedback to help improve your experience even more. You can find those changes detailed below.

===== 2.4.1 August Update (08-19-2016) =====

General:



  • Updated Store Page description.
  • Updated all .cfg files
  • Updated game tips.
  • Removed unused files inside the models and materials folders.

Localization:



  • Added Brazilian translations.
  • Added Danish translations.
  • Added French translations.
  • Added German translations.
  • Added Swedish translations.
  • Updated Russian translations.

Maps:



  • ZPO_harvest

    • Tweaked weapon spawns.
    • Fixed some decal issues.
    • Fixed few spot_light issues.
    • Added an easter egg.

  • ZPO_shreddingfield

    • *NEW*: Survivors can no longer go through the parking lot right away until they move to another street. (Breakable after that)
    • Fixed an issue with the last objective generator.
    • Fixed players being able to block the human spawn door.
    • Fixed players being able to block the supermarket exit door.
    • Fixed players being able to block the warehouse door.
    • Fixed a displacement error.
    • Tweaked random weapon spawns.

  • ZPS_asylum

    • Tweaked weapon and ammo spawns.
    • Fixed a displacement error.

  • ZPS_deadend.

    • Added an extra way out on the Zspawn closer to the school bus.
    • Added a breakable window inside the Church.
    • Tweaked weapon and ammo spawns.
    • Improved HDR lighting.

  • ZPS_keretti

    • Tweaked weapon and ammo spawns.

  • ZPS_nightmare

    • Added a few details around.
    • Tweaked weapon and ammo spawns.
    • Healthkit and Kevlar spawns nerfed.
    • Improved optimization.
    • Fixed an annoying ladder issue on a roof.

  • ZPS_policestation

    • Added more vehicles outside of police station.
    • Added fire smoke inside the police station.
    • Tweaked weapon and ammo spawns.
    • Fixed a displacement error.
    • Replaced some HL2 models.

  • ZPS_silence

    • Tweaked weapon and ammo spawns.


Models:



  • Added models/textures for the new survival map zps_sapidcerebrum.

Weapons:



  • Replaced weapon_spanner with a new pipe wrench model/texture.


This is not the map update that we promised you guys earlier. This is only a small patch to correct issues and add tweaks to the newly updated stock maps and game files. The next map update is still in the works.

This update will add changes to your cfg files so we recommend backing up your game commands and binds by creating a autoexec.cfg file. A basic on how to do this can be found here. When the update rolls out, replace your own .cfg file to the new one.

-ZP:S Dev Team

Zombie Panic Status

Hello everyone! We hope that you are all enjoying the new update. With the help from you, the community, we have been able to fix a lot of issues with the stock map rotation. An effort that is long overdue.
We understand that there may be some confusion as to who this new development team is, and what we are planning on bringing to the game.

What we're up to?


We are a team of volunteers within the community who reached out to Monochrome, explaining to them that Zombie Panic! Source was in dire of development support, and if they wouldn't be able to support it in the near future, the community should be allowed to update the game on their behalf. Monochrome has agreed to this and the team now has the access necessary to make updates go live. However, our team still lacks access to the source code of ZPS, rendering us unable to make any changes that require coding. Monochrome is working on providing us with the source code. We'd like to return this game to its former glory with fixes, new content and proper engine support whenever possible!

We won't promise you guys updates unless we are absolutely sure that they'll happen. However, we will be doing our best to bring fixes and new content to the game. What we can promise is another maps update, which will bring similar fixes and improvements to the rest of the stock rotation. We can't say when this update will happen but we are working on it. There still exist age-old problems with this game that need to be fixed and we are aware of it. For now, enjoy this first updated half of the maps and some teaser of what's coming up!







Visit our forums!


Another thing that we will be focusing on is active engagement with the community, along with frequent updates about development status - Even if that status may seem dead in the water at times. We feel that communication with the community is crucial which is why we encourage you guys to share your ideas with us on our forums!

So come share your ideas for new features and content for Zombie Panic! Source here!

We check these threads frequently and we do take any idea presented into consideration.

PS: The next update will have some changes on your .cfg files as well as including an additional file called autoexec.cfg, so better do some backup now somewhere and save all your game commands and binds in there when the next update goes live. I've created this basic guide on how to do it:
http://steamcommunity.com/sharedfiles/filedetails/?id=737056200
Thank you for reading,
- ZPS Dev Team & Monochrome

Zombie Panic Hotfix and RUS Translation

Hello there.
I hope you are all enjoying the update as much as I am! Just like any recent and big update, we're launching our first hotfix! We'll be including small changes to game's menu font to make it more fitting to the theme of the game, and we're also bringing improvements to the chat layout for russian players. Check out the changes below:

General



  • Added ZPS_Requiem font into the menu.
  • Added thumbnail for the new survival maps.
  • Added Russian translation.
  • Added zps_russian folder.
  • Added steam_appid.txt.
  • Updated zpo maps that did not originally recieve the new objective points feature.
  • Fixed grammar issues in maps .txt files.
  • Renamed GameInfo.txt to gameinfo.txt
  • Renamed other zps folders as request.
  • Removed .cfg file to test if your client gets saved.
  • Removed "filter" option in-game chat.


For full changelog, check this announcement:
http://steamcommunity.com/games/zps/announcements/detail/692806085452872616

This patch will go live soon. Keep playing those survival maps!

-ZP:S Dev Team

ZP:S Maps Update Released!



It's been a long time, ZPS Maps Update is finally here via Steam! Providing you with the latest fixes and improvements to the majority of the official stock maps. This include fixes of most, if not all, known exploits and stability issues, and it also brings subtle tweaks to the maps layout, improving the gameplay and balance.

We've also included 4 new survival maps in this update, two of them being survival takes on Keretti and Corpsington. The third being the official release of zps_blackout, made by Jonny! Lastly a community map, zps_sapidcerebrum, made by Casei Magnus! You can view screenshots of said maps below.

ZPS - Blackout







ZPS - Corpsington






ZPS - Keretti






ZPS - Sapidcerebrum - A Community Map





This update should already be live on Steam, all you have to do is launch the game or restart Steam to receive the update! Server owners must update their servers as well. Want to know what has changed? Check out our changelog!

We hope you guys welcome these changes,
-ZP:S Dev Team & Monochrome Inc.

Zombie Panic Maps Update Changelog

News post coming up, check out the full changelog list below:

===== 2.4.1 Maps Update (07-19-2016) =====

General:



  • Added score points for completing objectives on ZPO maps.
  • Removed unused files inside the models and materials folders.
  • Removed zpl_armory2.
  • Updated Store Page.

New Maps:



  • ZPS_blackout
  • ZPS_corpsington
  • ZPS_keretti
  • ZPS_sapidcerebrum

    • A Community Map


Updated Maps:



  • ZPO_aquatica

    • Added some new melee weapons
    • Added a human clip to the vent to the zombie spawn
    • Fixed humans being able to skip picking up the item
    • Fixed water not covering the park area
    • Fixed the starting vent shortcut for zombies
    • Fixed vent not working sometimes
    • Vent to the roof at the toilet enables a bit faster after the explosion
    • Documents sign in the vent disables after the objective is done
    • Tweaked some fading objects
    • Fixed screen overlays not disabling if a round ends with one active
    • Fixed so people can't get stuck by the cart
    • Fixed water not covering upper offices
    • Improved lighting and optimization.
    • All physics props gets motion disabled after the explosion (should reduce the trigger lag a little at least)

  • ZPO_biotec

    • Added playerclip on the water fountain.
    • Added playerclip on the Zspawn for smooth jump through the windows.
    • Added human-clip inside the first Zspawn.
    • Added props on the second floor of the hallway preventing players camping.
    • Added a beacon on the key if a survivor walks closer to it.
    • Basement gets locked when survivors successfully grabs the ant-virus.
    • Metal barricade inside the lab is breakable ONLY when a zombie is closer to it or when the survivors grabs the ant-virus.

  • ZPO_harvest

    • Added a visible warning when the C4 is about to explode.
    • Added more metal fences as cover for the zombies on the barn stairway.
    • Improved areaportal and lighting.
    • Fixed props collision with the frying pan and a pot in the kitchen.
    • Fixed props collision in the basement.
    • Fixed a glitch spot on the barn.
    • Fixed a glitch on Zspawn where humans could go over it.
    • Fixed a glitch on the planks of the bridge.
    • Fixed a glitch on the barricades of the house.
    • Fixed a rare issue with the fuse being able to get players stuck when picked up.

  • ZPO_keretti

    • Added human clip above the cargo trucks.
    • Added human clip inside the tunnel of the mine.
    • Added 4 random ammo spawn positions.
    • Added radio beacon as "primary objective".
    • Added cover for zombies on the walkway outside.
    • Improved objective texts display on round start.
    • Heavily optimized.
    • Fixed hundreds map problems and brushes.
    • Fixed mine and warehouse's door sounds.

  • ZPO_murskville

    • Added a playerclip on fences.
    • Added a playerclip in shelves on a storage building.
    • Fixed a door glitch at gas station.
    • Fixed a glitch spot on a tree.
    • Fixed a playerclip on the street.

  • ZPO_shreddingfield

    • Added playerclip above the lamps on the warehouse.
    • Added playerclip around the buildings in the city.
    • Added a second Zspawn location in the final objective.
    • Fixed survivors getting stuck on the spawn if latejoin.
    • Fixed a door glitch at supermarket.
    • Removed unnecessary details and props for better map performance.
    • Replaced some brushes as "playerclip" and "lightblock"
    • Replaced human spawns that spawned players in the gun shop floor.
    • Heavily optimized.

  • ZPO_tanker

    • Added new random ammo and weapons spawns.
    • All hatches are easier to be closed by one person now.
    • Fixed props fade in/out issues.
    • Fixed lighting scale issues.
    • Fixed prop clip positions.
    • Fixed decals issues on the walls.
    • Fixed objective texts display in-game.
    • Fixed a glitch on the boats area clip.
    • Fixed a glitch on the roof of the ship.
    • Removed camping roof spot closer to the helipad.
    • Removed helipad.
    • Made mostly all the props immovable.
    • Heavily optimized.
    • Improved lighting and HDR.

  • ZPO_subway

    • Added HDR.
    • Added a beacon at the generator.
    • Fixed a glitch spot in Platform 1.
    • Fixed hundreds of textures issues.
    • Fixed areaportal issues.
    • Fixed trigger hurt for humans at the escape train tunnel.
    • Improved optimization lighting.

  • ZPS_asylum

    • Added cubemaps and HDR
    • Added door frames in the middle of the map.
    • Added new weapon spawns when there are more than 12 survivors.
    • Fixed a glitch spot on a window at the second floor.
    • Fixed a glitch spot in the hallway.
    • Fixed lots of glitch spots outside.

  • ZPS_cinema

    • Added 3 new random ammo spawns.
    • Added playerclip above the fences at human spawn.
    • Added clips on the corridors of Cinema
    • Added a ladder in Cinema 3.
    • Added HDR
    • Fixed props clip at Cinema 3 making it more smooth to walk over.
    • Fixed some info_overlay entities.
    • Improved cubemaps positions and lighting.
    • Removed one door in the "break" room.

  • ZPS_deadend

    • Added HDR.
    • Added a white van on the gas station.
    • Added a new Zspawn inside the building closer to gas station.
    • Added new weapon and ammo spawns.
    • Added cover on the gas station's roof.
    • Fixed a texture issue inside the church.
    • Fixed a glitch spot on the human spawn truck.
    • Fixed a glitch spot on Zspawn.
    • Fixed a glitch spot outside the church and above the fences.
    • Fixed ladder module style.
    • Made the vehicles in the tunnel immovable.
    • Improved lighting and optimization.
    • Removed 870 Remmy spawn in the Zspawn.

  • ZPS_silence

    • Added few crates closer to the gas tanker outside.
    • Fixed a glitch spot above the gas tanker outside.
    • Fixed a glitch spot in the basement.

  • ZPS_nightmare

    • Added playerclip inside an abandoned building.
    • Fixed a glitch spot on 'LIQUOR' sign outside.
    • Fixed a glitch spot behind the metal fence outside.
    • Fixed a glitch spot on one metal support outside.
    • Fixed a glitch spot on a building.
    • Improved lighting and optimization.

  • ZPS_haunted

    • Added HDR.
    • Fixed a glitch spot on the roof of the bridge.
    • Fixed a glitch spot on the window barricades of the house.
    • Fixed glitch spots on the playground.
    • Fixed lots of glitch spots on the pillars outside.
    • Replaced water texture.

  • ZPS_policestation

    • Added HDR.
    • Added playerclip around the buildings outside.
    • Added new ammo and weapon spawns.
    • Fixed a glitch spot on the police station sign outside.
    • Fixed a glitch spot above the police station entrance.
    • Fixed a glitch spot above the vents inside police station.
    • Removed "fake" weapons in the gun shop.
    • Replaced them with 4 real random pistols.

  • ZPS_underground

    • Tweaked weapons and ammo spawns.
    • Improved optimization.



-ZP:S Dev Team & Monochrome Inc.

Contagion - Biotec, Stone Creek, and more in July Update!



ZPS is something we WILL come back to whether it's fixing, polishing, and moving to 2013 or something more. But thought you'd guys would be interested in our update with the just released remake of Biotec and Harvest is not that far behind.

As promised we've released our much anticipated Zombie Panic: Source Biotec Remake (Escape & Hunted Game-Modes), Stone Creek (Escape Game-Mode but in many ways Survival gameplay) the most popular Workshop map now in our Official rotation, our new Melee System that is not only much more user friendly but now with bladed weapons can more than cut off limbs but now decapitate zombies as well!

Of course we updated all existing maps with improvements, optimization, bug fixes, and exploits being removed.

Here is a look at these new maps!

Contagion - Biotec









Once again seek out the experimental vaccine that may hold the key humanities very survival! But it would seem that Biotec security was unable to either handle the horde invading... or was it from within?

Contagion - Stone Creek







With the most subscribers on Workshop and our promise to bring the communities favorites into the Official rotation (with permission of author) we're happy to include the very claustrophobic, classic survival like Escape map "Stone Creek" in our Official list of maps!

Check out what went out in our July update!

July 31st Update - Changelog:



  • Added new map Biotec (Escape & Hunted Game-Modes)
  • Added new map by popularity from Workshop Stone Creek (Escape Game-Mode)
  • Added gasmask objective item that prevents harmful chemicals from affecting player
  • Added gasmask voice muffling for survivors
  • Added Keycard objective item for unlocking security doors
  • Added keycard entity system for mappers
  • Added Zombie Decapitation with bladed weapons (Kabar not included)
  • Updated Melee System (WIP for balance) with decapitation
  • Improved navigation mesh for all existing maps
  • Changes to networking system in an attempt to fix LAN related issues
  • Kill Cam with the above mentioned bladed weapons also decapitate zombies when using stealth kill
  • Fixed weapon holstering issues
  • Fixed exploits, issues, and bugs on all maps from bug reports by the community (Thank you!)


If you missed our IndieDB "Monday Night Indie" with our good friend Dave "Henl3y" Traeger where we got to once again Stream together but this time with our game Contagion check it out!

https://www.youtube.com/watch?v=GD0RW1DKl4E

Also don't forget tomorrow at 7:30PM PST/PDT (GMT - 7:00) we will be returning to our weekly "Friday Frenzy" Stream & Giveaway where we will be playing... Biotec of course! Be sure to be there and follow us on our channel http://www.twitch.tv/tatsur0



We stream our Official Contagion "Friday Frenzy" and/or "Contagious Gaming" via our Twitch.Tv Account at- http://www.twitch.tv/tatsur0 every Friday @ 7:30PM PST/PDT (GMT- 7:00) -Click here for current time- and will pass out one or more free copies of Contagion during the Stream!



Our Free DLC is in the works and coming along nicely and again will include 4 New Characters, 4 New Weapons, 2 New Maps, and 1 new game-mode. There will be other updates before and after as well as a second Free DLC bundle with amount of content not too long after but this in no way impedes our ability to further optimize and improve our game.

He're a look at what we're working on atm -Here-

-The Contagion Team