Humans vs Zombies (Mokby's edition)

B0VM8

If you've ever scrolled through the custom game browser, chances are you've seen the Zombies vs humans gamemode by Whiteduck. I also have, and I really liked that mode, there was just something very fun about one-tapping other players on McCree while they could only melee me. But that's where there was also a problem for me: playing as a zombie just wasn't very fun. Wich is why I made this mode. Even though the humans also got a lot of new tech, mutated zombies in this mode can be very dangerous and can do a lot on their own when played well.

Now, I wouldn't be suprised if you, the reader, are a bit confused as to what new tech for the humans I am referring to, or what mutated zombies are, or what is even going on at all. So let me explain: The goal of the game is for the humans to reach 60 kills within 20 minutes, while the zombies must try to infect all the survivors before the humans reach their goal. When the 20 minutes are over, the zombies will also win, but this will practicly never happen I don't think. At the start of each match, each player is given 15 seconds to position themselves, and after these 15 seconds are over, a certain amount on players (based on how many there are at the moment) will be instantly converted into a zombie.

So that's the basics of the game, now let me explain some of the new mechanics I've adden: All the humans will be affected by damage falloff (except for widowmaker). This damage falloff will half any damage the humans deal to zombies that are 17.5 meters away from them. However, the humans have received another new mechanic to help them combat close range targets. These mechanics are stronger melees (all of the humans deal 73 damage per melee) and that whenever you get a final blow using melee you receive a full heal. The zombies also have new mechanics, mainly mutating. Whenever you die as a zombie, the chance to mutate grows larger. Whenever you get a final blow, the chance grows smaller again. Also, whenever the humans get close to winning the game, a single new mutation unlocks for zombies who have a very high amount of mutation chance, the fearfull mecha-zombie (basically mutations are stronger zombies). Also, all zombies still receive healing when getting a melee kill or when holding crouch (except for the mecha-zombie), and by holding interact (F) while crouching for 1.5 seconds a zombie can create a spawnpoint, wich he will get tp'ed to when he dies, after wich his spawnpoint will reset so he has to make a new one.

Zombies:

Basic zombie (reaper) (basic mutation: after dying with an advanced mutation, you always become a reaper)
STATS:
125 hp
50 dmg/melee
130% movespeed
ABILITIES:
Jump good (Lshift): Perform a big jump. Incorporates previous momentum (can only be used with low altitude).
5 sec cooldown

Feral zombie (moira) (normal mutation: after dying with reaper you will most likely become moira)
STATS:
75 hp
90 dmg/melee
130% movespead
ABILITIES:
Leap (Lshift): Perform a strong leap towards your facing direction. Incorporates previous momentum (can be used at any altitude).
7 sec cooldown

Spitter (dva without mech) (advanced mutation: advanced mutation you have the highest chance to mutate too. Dva will most likely be your first advanced mutation in a game).
STATS:
100 hp
30 dmg/melee
115% movespead
ABILITIES:
Spit (Lshift): shoot out an acidic projectile (lineair arching projectile type) that damages and slows humans near the impact zone.
4 mtr impact radius
40 radius dmg
15 radius slow applied
8 sec cooldown
PASSIVES:
Acidid surprise: upon death, you drop an acidic pool that slows and damages humans in it.
6 mtr radius
2 sec duration (while you are dead)
1.5 dmg/0.1 sec (15 dmg/sec) in radius
2.5 slow/0.1 sec applied (25 slow/sec applied) in radius

Vanguard (winston) (advanced mutation: this zombie will pop up most in mid- and late-game).
STATS:
150 hp
22.5 (23) dmg/melee
100% movespead
ABILITIES:
Leap (Lshift) (Not a custom ability).
Frenzy (E): Become enraged, taking 1 sec too charge up and absorb any damage taken, after wich you gain damage resistance and damage boost based on how much damage you absorbed (transformation. Lasts till death. Uses ult when activated).
50% damage reduction while charging up
Rooted while charging up
Absorbs 100% of damage taken when charging up
After charge up:
0.25 X absorbed damage % damage resist
0.5 X absorbed damage instantly healed
35+0.4 X absorbed damage % damage boost
Forced to move forwards, can't move backwards

Stalker (genji) (advanced mutation: this zombie will pop up most in mid- and late-game).
STATS:
100 hp
15 dmg/melee
125% movespeed
ABILITES:
Grapple (Lshift): launch out a tentacle that pulls you towards any objects hit, or pulls any humans towards you if hit any.
30 mtr max range
22.5 mtr/sec travel speed
Object hit:
6 sec cooldown
Strength 10 impulse applied towards end point/0.1 sec
Human hit:
14 sec cooldown
Knock downs human hit for entire pull duration
Disalows horizontal movement for genji for entire pull duration
Strength 10 impulse applied to human hit towards genji/0.75 sec
5 dmg dealt to human hit/0.75 sec
Pull duration is canceled when genji gets cc'd, killed or if the human comes within 6 mtrs of genji
After pull duration is over the human stays knocked down for 0.75 sec
Poisonous strike (E): perform a melee attack that disables and poisons any humans hit
4 sec disable
7 dmg/sec for 4 sec
6 sec cooldown

Boomer (roadhog) (advanced mutation: this zombie will pop up most in mid- and late-game).
STATS:
400 hp
60 dmg/melee
120% move speed
ABILITIES:
Acid pool (Lshift): create an acidic pool near your cursor that damages and slows humans in it.
16 sec cooldown
25 mtr max select range
4 mtr active radius on selected location
2.5 dmg/0.1 sec (25 dmg/sec) in radius
1.5 slow/0.1 sec applied (15 slow/sec applied) in radius
radius stays active till death
Acidic climax (E): charge up for a short duration, gaining a huge speedboost, then instantly die (synergy with passive)
Uses Hog's in-game ability 2 (50% damage reduction, 300 hp over 1.5 sec)
40% speedboost
Charge up till instant death lasts 1.25 sec
PASSIVES:
Explosive surprise: on death, explode, damaging and blowing away nearby humans.
8 mtr radius + 4 mtr center radius
70 dmg within radius + 60 dmg within center radius (130 dmg when in center radius)
Applies strength 6 impulse to humans up within radius
Applies strength 15 impulse to humans away from Hog within radius

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Update Log

2.3.0
B0VM8

Mei reworked. Again. I will try to restrtain myself from reworking her again BUT I am pretty happy with her state right now.
Tracer's time slow effect now slows down primary fires too (for winston and bastion).
Zombies can't create spawns in-combat (4 sec after taking damage).

2.2.0
B0VM8
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