How To Play¶
(Incomplete) Feel free to contribute to this section. Make a new thread with suggestions in the Zombie:Reloaded Forum.
(how to defend against zombies, in a fair way)
(zombie tricks, getting through non-solid props)
Playing As Zombie¶
Taking Advantage Of The Class Skills¶
(bunny jump)
(almost invisible zombies, act as a spy and surprise humans)
Physics Stuff¶
There are glitches and simplified physics stuff that can be used to get an advantage. Some servers may not allow all of these tricks because they could be unfair.
Glitching Through Walls¶
(bad thing to do, and should not be allowed)
Jumping Through Non-Solid Props¶
Realistic physics in multiplayer games is a expensive task for the server and it appears to be laggy for players. The solution to this is simplified physics on props (that is simplified collision detection).
Some props aren't solid but pushes players away from it's origin (center of the object). This is NOT a engine bug, but a simplified solution. These props are useful to _delay_ zombies in barricades, but they're still fair to use. If players got enough speed they can run and jump through them.
There's another trick that works quite good if the knock back is balanced correctly. If a player look straight down or straight up it's possible to simply walk through non-solid props, or at the same time, jumping slowly through them.
This simplified physics is used by default on regular Counter-Strike: Source maps. There's something called turbo physics which is enabled on most zombie servers, where all props are solid so players can stand on them. Players can't push props, but move them by shooting or using their use key (E by default) while aiming at the object.
Jumping Fast In Small Areas¶
When zombies have to crouch to enter a area where humans camp (like tubes and vents), jumping fast might help.
When jumping it's not easy for humans to hit the head and they can't get that good knock back anymore. With multiple zombies jumping fast, pushing eachother on their way into a tube, the humans are doomed. The tube camping problem much better balanced. This problem can also be solved by using a class editor volume or anti-camp in tubes and vents.