This page goes over a heavily modified version of Mazattack#1183's Zombie Survival Missions by KamenRider#11346
Thank you for making this game trend on game browser six times!! Unfortunately, someone whom I don't know decided to reupload this code, and now there is a version that I cannot fix, update, or adjust in any way.
Stadium Practice Range vers.
April Fools vers.
Mirrorwatch vers.
Junkenstein's Lab vers.
Classic Ow vers.
Ladies from Hades
Korean Translation: T5HFK by rydbergdelta
Major Changes
- Difficulty scales off of amount of players
- Difficulty adjustments
- Challenge modes
- Hero Switching
- 7 non-boss zombies
- 2 mini-boss zombies, and 5 mini-boss variants of existing zombies
- Hazard zombie & boss zombie
- Different Illari zombie & boss zombie
- Infection gaining enhancement
- Ultimate charger enhancement
- Infection Resistance is now a baseline feature
- 2 new zombie modes
- 2 reworked objectives
- Zombie Egg moves around
- Win condition adjustment
Removed permanent death
Removed content
New Content
All the zombies have nicknames if you look in the coding, so I followed suit.
Reignited
| Abilities | ||
|---|---|---|
| Fireball | Charges up, then uses Inferno Rush to fly upwards and retarget to the nearest player. | 4 second cooldown |
| Immolation | When taking ultimate damage, zombie becomes marked for 5 seconds. If killed during this time, activates Vermilion Revival to resurrect, gains 100 bonus armor, and immediately uses Fireball skill. If resurrection happens near a player, all nearby regular zombies will be summoned. |
Ensnarer
| Abilities | ||
|---|---|---|
| Trap | Uses Jagged Wall to block target from behind or knock target off high ground | 7 second cooldown |
| Follow | If target's speed is 10 or higher, closes distance with Violent Leap | 1 second cooldown |
| Vanadium Cavern | Spams Jagged Wall for the amount of players in his line of sight | Boss only, 8 second cooldown |
| Vanadium Storm | Uses Downpour 3 times in different directions when in melee range | Boss only, 10 second cooldown |
Charger (used to be Orisa)
| Ability | ||
|---|---|---|
| Overrun | Backs up before using Overrun, stomping down after coming in contact of a player or after 3.5 seconds. | 6 second cooldown |
Downfallen
| Abilities | ||
|---|---|---|
| Fire | Throws a Hypersphere when the distance from a target player is between 11 meters and 5 meters. | 2 second cooldown |
| Vacuum | If not in his target player's view, slowly pulls the target with Kinetic Grasp toward him. This ability will be canceled early when faced by the player. | 6 second cooldown |
| Plummet | Grabs the target player when within 3 meters, ascends into the air, bites, and then slams the target player down. Victim cannot be affected by this ability again for 8 seconds. | 7 second cooldown |
Gladiator
| Abilities | ||
|---|---|---|
| Shout | Uses Commanding Shout when spotting a player within 30 meters. | 20 second cooldown |
| Axe Swing | Swings Carnage the first time when in melee range. | 8 second cooldown |
Daytaker
| Abilities | ||
|---|---|---|
| Launch | Illari grabs a nearby zombie, launching them through the air with Outburst, if afflicted with crowd control or if it happens to be a boss or another Illari she will not pick up a zombie. | 3 second cooldown, 7 second cooldown for bosses |
| Revenge | If Illari dies from an enviromental kill or is below half health, she will use Captive Sun on her most recent attacker | Boss only, 10 second cooldown |
Tunneler
| Ability | ||
|---|---|---|
| Tunnel | Constructs Teleporter towards the player that she and other zombies can take. | 7 second cooldown |
Cadaver
| Ability | ||
|---|---|---|
| Self Destruct | Similar to Junkrat, explodes with Biotic Grenade when in melee range and promptly dies afterward. | 1 time use |
Smolder
| Abilities | ||
|---|---|---|
| Sneak | When within 9 meters of his target or when the target sees him, he drops Barrier Projector and crawls slowly at a speed of 0.1 for 6 seconds. If he doesn't take damage during that time, he dies. | |
| Enraged | After taking damage, boosts his speed, size, and leaps toward the attacker using Primal Rage. | 1 time use |
| Erupt | Uses Jump Pack to leap into the air and slam down, knocking back zombies and players. Can be used in low ceiling areas. | Boss only, 4 second cooldown |
| Apocalypse | Activates a game changing event. Cannot use Erupt ability, and event lasts for 25 seconds. | Boss only, 12 second cooldown |
Contestors (A.K.A Miniboss)
Contestors have a small chance to spawn when 3 or more players are in a lobby. Contestors are guranteed to spawn during Showdown and Extraction phase. Contestors are always marked similar to boss zombies.
Feral
| Ability | ||
|---|---|---|
| Flexible | Has no wall collision. |
Ensnarer
| Abilities | ||
|---|---|---|
| Combo | Uses Downpour when spotting target, then follows up with Violent Leap | 30 second cooldown |
Charger
| Ability | ||
|---|---|---|
| Anchor | Uses Cage Fight and Cardiac Overdrive when inside the objective | 30 second cooldown after ultimate ends |
| Chronos 3 | His Overrun ability has a 2 second duration instead of 3.5, and has a cooldown of 4 instead of 8 |
Brute
| Ability | ||
|---|---|---|
| Storm | Gain 100% ultimate charge and use Charge when within 30 meters of target. | 30 second cooldown, resets if respawned |
Gladiator
| Ability | ||
|---|---|---|
| Stampede | Uses Rampage when within 30 meters of target. | 30 second cooldown, resets if respawned |
Striker
| Ability | ||
|---|---|---|
| Denial | Deploys Minefield when inside the objective. | 30 second cooldown |
Successor
| Abilities | ||
|---|---|---|
| Slam | Leaps into the air with Seismic Slam when within 30 meters of target. | 15 second cooldown, resets if respawned |
| Counter | Reacts with Powerblock if his target uses their ultimate, and then follows up with Rocket Punch if he takes damage while casting. | 10 second cooldown |
| Strike | Uses Meteor Strike when inside the objective, prioritizing other players on the objective while targeting the highest elevation level. | 30 second cooldown |
Protector
| Abilities | ||
|---|---|---|
| Rush | Uses Kitsune Rush when within 30 meters of target. | 1 minute cooldown, resets if respawned |
| Touch | Throws Protection Suzu at her feet when an ally within 5 meters of her is under hard CC, hacked, or is below 50% health. | 5 second cooldown |
Hero Changes (Not Zombies)
All Heroes
Heroes slowly reduce their infection level overtime. This used to be the "Infection Resistance" Enhancement.
Cassidy
Magnetic grenade hacks zombies for 1 second upon explosion.


Reinhardt, Hazard, and Vendetta
Slightly more resistant to recieving infection
Hero Switching
Hold your reload button for 5 seconds while alive to be put into the hero selection screen. After switching, you will keep your enhancements but be taken back to the spawn room.
Zombie Hybrid Enhancement
Infections stack much faster, but deal less damage. Zombies also do less 10% damage against you. Preforming a melee attack will trigger an explosion around you that removes all stacks of infection, inflicting damage based on infection level.
- Plague doctor will not be able to reduce levels, but will still do bonus healing
- Infections do not passively get reduced
Charge Battery Enhancement
Place a consumable on the ground that grants 15 ult charge to any teammate that grabs it, similar to health packs.
Zombie Shuffle Mode 🕺
The Zombie pool contains 4 randomly selected zombies, of which one has a 50% chance to spawn. New zombies are selected after every 1 minute and 30 seconds has passed.
Ham and Hammer Mode is also back
Win Conditions
The time to escape accelerates as more players gather at the extraction point. When the infection zone shrinks to zero, players on the extraction point get out safely, while those who don't make it in time are left behind.
Permanent Death
Players who are dead and past the death timer get revived after completing an objective, but will permanently reduce the death timer for all players going forward. Zombies also get faster if a player is past the death timer. Completing an objective will also give 10 extra seconds to players who are dying.
Reworked Content
Infection
Infection is made more prevalent and infection related items were buffed to compensate
- Much easier to recieve infection from hits
- Boss, Contestor, and Radioactive Zombies infect twice as much
- Vaccine powerup can reduce 2 infection levels and can be used while infected
- Plague Doctor enhancement can slowly reduce user's infection when healing
- Cure gives immunity for 0.5 seconds
Difficulty & Challenges
Difficulty now scales off player number, and acts retroactively.
1 Player - "Normal"
2 Player - "Hard"
3-4 Player - "Expert"
5+ Player - "Legendary"
Difficulty changes zombie bite (melee), damage over time, health, speed, and overall damage.
1-2 Player Difficulty
- Healthpacks cure infections in overtime
3+ Player Difficulty
- Every zombie has a 0.5% chance to spawn as a miniboss "Contestor" when its not the Standoff objective, these special zombies are explained with Standoff.
What about Insanity? Well that got moved to Challenges!
Challenges modify the zombie in some way that I hope to be as difficult for teams as Insanity could be.
Swarm Shootout Challenge
Zombies learn how to shoot that gun they've been holding for years, at the cost of 28% reduced damage. Players also get their revive times halved in this mode.
Random Abilities Challenge
As the title says, every 3-8 seconds zombies press an ability from their hero, this plays alongside any abilities they have coded in. You can expect things like Pharah baiting you with double jumpjets, and Roadhogs using hook without any warning. Mercy can't join in on the fun, so she gets to fly around with her ultimate.
Pandora's Box Challenge
Swarm Shootout, Random Abilities, and Insanity's difficulty scaling combined into one challenge! This has the reduced damage of Swarm Shootout but not the reduced revive time.
Showdown now replaces Standoff & Control Point
Capture an area from enemies that deplete your progress when they stand inside of it. Objective radius scales with percentage progress. Enemies killed inside the objective have a chance to grant bonus progress, with the chance increasing based on their maximum health. Percentage is protected at 25%, 50% and 75% marks.
Biomorphing replaces Resource Collection
This is still Resource Collection. However, instead of spreading out to collect resources, the twist is that zombies become the resource! You convert their body parts into power-ups, hence the new name!
At the beginning of this objective, there will be a request to bring an arm, leg, or head in exchange for extra points. Each appendage contributes 8.4% towards the goal, but with extra points, it increases to 25%. Zombies drop random appendages, and other zombies can also pick them up. This requires you to act quickly or clear out a group of zombies.
Biomorphing consists of 4 rounds that conclude each time you reach 25%, 50%, and 75% completion. Each round asks for a different appendage and eventually starts asking for you. Yes, you! You are the resource. When this occurs, you deposit your health into the objective, with the percentage amount you contribute becoming worth less depending on the number of players.
Survivor Rescue
Survivor gets multiple buffs to their survivability, this is to make it faster in harder modes and easier without a healer.
- 10% more Recieved Healing
- Survivor is phased out when downed
- Speed changed from 0.4 to 0.7
- Survivor can use a nearby Teleporter when you communicate "Group up"
- Survivor communicates through icons
Satellite Uplink
Zombies will randomly choose to target a player on a terminal, this should spread the zombies out to every player when multiple people are on different terminals. Upload is slightly faster aswell.
Zombie Egg
Damaging the zombie egg will cause it to advance toward the player. Expect to reposition when it takes over the high ground!
Zombies
Basic and Slimer Boss
These zombies and the Downfallen zombie use the same code to make everyone float, I wanted to try this out and give certain characters with barriers more ways to protect.
- Players can stop themselves from floating by going behind ally barriers.
Stalker Boss
- Ultimate lasts 0.2 seconds longer
Striker
- Less slam damage on Insanity, but gets a stronger melee.
Brute
- Hammer swing knockdown has a CC cooldown of 8 seconds, Downfallen zombie's grab shares this cooldown.
- Slightly less damage
Behemoth
- Bite damage (and toxic cloud damage) reduced on 3+ player difficulties
Hitchhiker Enhancement
- Players health gets combined with who they are attached with and vice versa.
Supply Drops
Maximum waiting time before dropping from 2.5 minutes to 2 minutes.
Healing Beacon is changed to Beacon of Healing, which does the same thing but also gives 50% bonus healing, get it?
Stun converts leftover resource into a longer stun if it cannot bounce to other zombies.
Zombie Modes
Zombie Modes are still here, but changed the pool of zombies.
- All Zombies
New zombies added into pool.
- New Blood
Removed Widowmaker, and Moira from pool.
Added new zombies into pool.
- What'll be?
Every zombie has an equal chance to spawn, including the new ones.
- Dinner Rush
Venture, Mauga, Junkerqueen, Illari, and Symmetra added into pool.
Removed Content & Content not added in
Brawler & Shiner zombie
These were made after this code's creation
Nanomancer zombie
Charger zombie
Slicer zombie
Hopper zombie
Illusionist zombie
Bomber boss zombie
Regular junkrat zombie is still in the game.
- Beginner Difficulty
- Voting options for difficulty
- Mixed objective voting options
- Elimination Objective
- Graveyard Objective
- Survivor Rescue only mode
- Biomorphing only mode
- Damage reduction from zombies inside zombie egg
- Workshop toggles for difficulty
- Workshop toggle for disabling enhancements
- Workshop scalings for mutations
- Workshop scalings for infection
- Scavenger enhancement
- Nano Nurse enhancement
- Infection Resistance enhancement
- Zombie Waves
Future Content
Keeping space for bugfixes, event things like "Love Bomb" powerup, and future hero/mode changes
Sources
This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.
58 Comments
can someone please make a mode like this but with Null Sector PVE units and like add the pve changes heroes had like how Lucio speeds up firing rates and Winston's chain lightning was base kit
Hi, I think some people have shared codes of their recreated Null Sector PVE. To the best they can, of course, as we can't spawn the actual units themselves Lucio's attack speed boost is also impossible, as we can't alter attack speed rates in Workshop. In a workshop where we could, I would love to see that Null Sector payload destroyer bot again, finding clever ways to get rid of it was so fun.
hello! are you experimenting with the code? I feel like this game mode has been crashing more often lately. I noticed the new standoff rules but I'm not sure if that's related to the frequent crashes or not because the game doesn't always crash when the standoff objective is active.
I am! But I can't find any reason for it to crash either. I've been playing more than I should just to encounter any crash myself and it is usually smooth.
I don't think it is Showdown, and I reverted what I think could be issues. I've only noted crashes at Paraiso, Suravasa, and R66.
I don't know if maps are the case, but there was a time when Dorado and another map were very volatile and needed to be avoided. Midtown was also volatile in a time before that. It could be the reason, but none of that makes sense to me.
As for Showdown, the mode isn't new and existed in other spinoff ZSM modes before with no issues.
If you experience a crash that shuts down the entire server and redirects back to main menu, a replay code will be saved. Please send that and I'll try to compare to mine.
Thank you! You're right, I've also noticed that the crashes tend to be map-specific (maybe). Thank you for all you do for my favorite brainrot mode!
Showdown is a huge improvement over standoff and I like how you kept the increased contestor spawns still
Hi, I wanted to make a suggestion about the gameplay. I think it's excellent, everything is fine. I can configure the heroes' stats, and if I can, I increase their health so I don't die quickly in the waves—basically 500%. The thing I wanted to ask is if there's a way to add more passives. I had two ideas. I saw a new passive in the Stadium game called "Small Mode," where you were smaller and didn't take as much damage, but of course, your ultimate area was reduced. That seemed good to me. I also wanted different passives, and if there's one for being small, why not one for being bigger? That way, you could add more health or resistance, I don't know, it would be up to you. It's just a suggestion, and I hope the creator and the community take it well. Thanks for your time and for reading.
Hello, the "Antwatch" passive for Stadium was a reference to an inside joke within the Stadium playtest group I was in before Stadium came out. Overwatch has an "Ant Overlord" namecard in reference to it, so I thought it would be amusing to make the ant joke enhancement in the Stadium version of ZSMM.
In regard to regular ZSMM however, I do not have any more space to include additional enhancements without overwriting content from the current game. That makes me have to be very critical about what I add and leave in the game, and I would not add those passives. Additionally, a large enhancement could create issues with small corridors in the map; zombies have their own detection system with that, but a player enhancement would need its own on top of it.
Hello! I love this game mode but suck really bad at it, and don't want to ruin other players' experience by dying a bunch of times every game. I was wondering if there's an active community space, like a Discord server or something, where I could seek advice?
Hello, first off, I appreciate having your teammates in mind. There is a discord in the game modes description that leads to the server Mazattack created for the mode. It is not active, but there are plenty of players I recognize in there, and some would likely respond to questions. I'm unaware of any other community space. My very general tip is to always respect the zombie's lethality, and factor in what kind of zombie you are facing when pulling a risky move. For example, I like to play Vendetta and Brig, and Mercy zombies are always a kill immediately or don't engage type of thing.
lately i've noticed the egg mode bugging out and becoming invincible. when this happens, the kill board will show the hammond egg dying over and over again. i think if it clips into walls its more likely to bug out like this and have to hard reset
Hmmm I'm not sure what could make this happen, could you send a replay code if you have one?
Yes, if i run into it again i will share it :)
hello! the function for jetpack cat to pick up npcs doesn't work anymore was that intentional?
Hello, yes, I have meant to list it as part of an update, but I have been very busy at the moment. At first, I was okay with Jetpack Cat using the feature, but over time was tiring to have the entire objective be skipped so easily with minimal effort. It was seeing people swap to cat solely for the objective and switch back in particular that I felt it had to go.
If I could (in a very simple way) make Jetpack Cat briefly hold the survivor, I would. That depends on whether Blizzard makes adjustments to Lifeline
makes sense! thank you for making such thoughtful decisions about the mode! it's hard to balance fun with challenge i bet :)
One of my favorite custom games! However, there should be an auto kick for:
Also, Oasis City Center is the absolute worst. If you get standoff or satellite uplink and the objective is on the road, it's basically game over. Is there no way to fix that? Or at least make it so the cars can't deal damage? If not, it's probably best to just disable that map.
The autokick stuff is pretty much undetectable/a huge amount of code that I wouldn't have space for. For Oasis, yes, the road is a problem. I can't make the cars not kill or avoid placement. It is a side effect of having randomly generated map positions. The road is considered a floor to the game. I don't want to make special rules for it because of the limited space I have and what I value for it (Additional Content, Hero fixes). I haven't disabled it either because I much prefer having the variants for Oasis and play City Center than the odds for a satellite road set. It's also been amusing to tough it out sometimes, lol. Ultimately, I would suggest voting for a single objective if you really want to avoid it.
winston boss is terrifying lol love it
love winston too! ❤️
is the seasonal powerup the same one as last year? i liked that one
yes!
happy holidays! vendetta is here (for now) and she regens health super quickly for some reason to be almost unkillable. not a big deal since she's going away (?) soon
Happy holidays! Yes, Vendetta zombie is meant to get knocked down and revive after 3 seconds. It should be 250 health per second. I used to have it go very fast, and hopefully that version isn't around anymore. She does this 1-2 times if she's not hacked or dying to environmental kills. She's also weaker to boops. I'm not really fond of her base kit for a zombie type, and can't do something with heavy coding like Mercy zombie, so she's likely just here for trial.
Oh! that makes more sense haha! thank you for putting a unique twist for each zombies whenever possible! :) it adds to strategy. appreciate you!
this is my fave custom game so far! and one that i see has a steady amount of players coming to play!
Happy to hear you are enjoying the zombies ❤️
hi KamenRider!! huge fan of your custom game <3 also have played it religiously without even realizing it. saw all the comments and recognized some ppl :D also saw your most recent update about passive health regen toggle breaking. would love to help keep it updated and resolve issues if you ever need it!
Thank you 💕💕 I'm glad people find this mode as replayable as I have! The passive health stuff is just really finicky, and it finally affected this code. I thought I had healing recieved set to 0 on bosses anyway so that was my mistake. Ty for letting know about help!
KamenRider!! Season 18 launch broke workshop it seems 😭😭 I want to take this time to thank you for maintaining and enhancing this workshop mode for all this time. Especially for the fun seasonal additions like the April fools update. I’ve been playing it since my junior year of college oh my god. I completely agree with you and Whimsii’s comments about this mode collecting a little community of familiar names with unique game sense. 🥺 I don’t know what will happen from here on out, but the games have been a fun escape! Except for the clueless players I have to chase across the map to heal—fuck y’all ☺️❤️
TYSM for this comment 🥹🥹. Yes, I'll be doing things that only make sense in ZSM if I'm ever in a different mode 😭. Workshop is back up and I just fixed things, see you in game!!!
huzzahh!! and dont rush or anything, but i just played and the infinite health mercy boss bug and the boss falling off the map and dying with their health bar stuck bug came back. no stress and thank you for all you've done so far!
I'll look into it!
no worries! drop ur kofi or paypal link if u have one
cant do that, im 90% sure that would get me in trouble with blizzard ugc rules 😭 but i appreciate 💕
♥️♥️♥️
the no cooldowns upgrade has no effect on Soldier's stim perk.
yeah thats just workshop itself not reading the ability unfortunately
how about a zombie mode where they all have a mutation when they spawn? like the XL, XS, speed, etc.
I can maybe add this into random abilities/pandoras
having it in pandoras sounds terrifying but i love the idea
freja zombies were really a big twist, looking forward to her release to see her again in here!
do you think you'll have both pharah and her spawning when she comes out or just one?
I tried having both spawn and using the same code at first, but it didn't work out. When the new season is out, I will experiment a little more with Freja zombie and be her own separate thing.
this game mode is so awesome i wish marvel rivals had a workshop you could put it in
TYSM ❤️ and lol if Rivals really had a workshop I feel like this could be somehwat compatible with how Maz did the map grid and such.. it'd be interesting with the melee heroes
do you think you could adjust the capture mission? i've noticed that this mission tends to take the longest because the contestor reduces your capture progression so much. it's resulted in a lot of people kiting the contestor away just so teammates can cap with no worry. it doesn't feel great to cheese it like that but some lobbies get stuck on that mission alone for 10+ minutes and you just want to get it over with.
i would say reduce the rate at which the contestor reduces progress depending on how many teammates are on the point. this would increase teamplay and stop the need to kite the boss away from the point.
thank you for this gamemode, i see a lot of the same people playing and it feels like a little community. i find myself playing this more than actual overwatch atp lol.
It is complicated because I don't want the player's progression to beat out the contestor and I don't want the contestor to be on the objective at all. I can add 1-2 more checkpoints to help speed it up
TYSM for playing ❤️!! Seeing familiar names is really cool, I know some other people who also play ZSM more than quickplay and I myself have exclusively played PVE workshop modes for a good 2-3 years 😅😅
I understand, anything you do to help would be awesome! 😁
Another thing I wanted to mention, the zones for repairing the satellite in Oasis often put the point on the road where all the cars travel. Is there anyway those zones could be changed? Here's one for example.
https://i.imgur.com/VCj3ouG.png
I can't fix the road spawns, unfortunately,
Could we see a stun rework? It feels SUPER bad when you've stunned a group of zombies and try to walk past them and they unstun just long enough to kill u.
Great spin on the original mode! Love the risky gameplay that Zombie Hybrid enables
and watching teammates get yeeted off a cliff by Sigma/Downfallen.
There's an exploit I found that involves the lifelink mechanic with Hitchhiker.
If someone chooses a hero with a teleport ability (e.g. Sombra, Reaper, etc.), then
they can teleport away after attaching to someone and still keep
the lifelink. This is especially broken when used with Sombra as she can
camp at a spawn point or hacked health pack making the person she's attached to
nearly unkillable.
Aside from that, I was wondering if it would be overpowered
to add a way to resurrect people after their revive expires.
When people die, they usually have no incentive to stay
and will most likely leave and get replaced by another person.
Maybe you could reuse the same lifedraining mechanic in
the "Biomorphing" objective to create a side objective "Blood Ritual"
that can resurrect dead players. People resurrected with
these rituals should probably lose their enchantment or
be nerfed in some other way in order to keep the pressure on
reviving teammates in time.
Thank you! I witnessed a lot of hilarious moments thanks to Downfallen.
I can't recreate that exploit you found. There's a rule in the code that is supposed to abort Hitchiker if they ever seperate. I don't know how that happened but it sounds like it would affect any ZSM that has it so I will let the creator know.
Your ressurection idea sounds cool and I agree about the perma-death, but I am near the workshop limit and it would be too big 😅. I will be thinking of ways I could change death though.
My favorite is when the setting sun turns the sky into different colors
If you mean when the extraction closes in or when the bomb blows up the map (both parts are from the original) I agree it's super cool, especially on foggy maps like the Antarctica ones.
lol the thumbnail is perfect
an amazing show, still waiting for season 2 <3