PLAYER VERSUS PLAYER
Players are divided into two teams; zombies and humans. During the start of each round, a few individuals are randomly infected after a 30-seconds countdown. On every round, humans have to survive the outbreak for a period of time, while the zombies try to infect all survivors.
This mode features ghosts that are nearly invisible and could freely traverse the map due to their ability to float and clip through walls. The player chosen to be the ghost must transform all humans into ghosts within 2 minutes in order to win, while humans team up to survive.
A ghost becomes visible when a flashlight is shined on it.
A defence mode, humans have to make use of props in order to build a line of defence against zombies. Players carry props by pressing on the "E" key and using the pipe wrench provided to solidify the objects.
The zombies meanwhile have to infect the humans by destroying the barricades built from the props.
Similar to Annihilation, both teams fight it out without any objectives specified.Every individual starts off with 1000HP. After 12 seconds, the health is incremented by 100. To expedite the process, attackers could shoot at the enemies, making the former larger in size and slower while causing the latter to shrink and run much faster.
By achieving 3000HP, the individual transforms into a pig. Equipped with a melee weapon, it kills humans in ONE hit. Sizes, total health and footspeed might vary for each pig.
The transformation is irreversible and one could only be transformed back to human during the next round.
Bearing resemblance to Zombie Mode, random players are be chosen to be the pigs at the beginning of each round. Pigs have to "tag" all remaining humans by transforming them into pigs. In contrast, the humans must survive the round in order to win.
When the number of humans decreases, they would run faster with health boosts while the pigs don't.
A combination of Pig Mode, Stealth and Team Deathmatch, with some changes:
Every player respawns as a Pig, the Hidden (from Stealth) or a human. For humans, one is randomly assigned a primary weapon(and default team pistol for some).
Every class is assigned their default health readings, with the Pig having the most(1000HP), followed by the Hidden(130HP) and the human(100HP). Their abilities are also retained.
The game ends when either team reaches the score limit set.
During each round, up to three individuals on each team battle it out in an annihilation-styled mode.
The game ends when the team reaches the winning limit.
HIDE AND SEEK
A team of players will be chosen to props and have to hide from the hunters. Each player that is chosen to be a prop can choose between two/ three random choices (vary greatly in size) and can spend 1000 points to pull the handle if one is unsatisfied with the choices offered.
The props have to blend themselves into the background or escape from being spotted in order to survive the round. Both hunters and props are affected by fall damage.
Players spectating on the props team are able to thumbs up surviving ones by pressing on the "T" key. Each spectator could vote only once per round. Every "living" survivor has a maximum of 10 thumbs up.
Once per round, objects will have to change their forms during the 20-second countdown before the second minute.
Meanwhile to prevent weapon spamming, humans lose health points each time they attack. Machine guns are not allowed to be purchased.
Only when 30 seconds remain before a round ends, humans are given M249 automatically and a speed boost. In addition, their health would not decrease.
Same Original/ Classic rules apply, except that all Terrorists are semi-invisible, and become fully invisible when stationary. They run much faster, have more health points and are only capable of using knives, grenades and smoke grenades. A knife stab also is a one-hit-kill. As a trade off, they emit loud heartbeats to signify their presence.
Counter-Terrorists are able to purchase all pistols, shotguns, submachine guns, rifles and equipments.
This is a revision of the vanilla zombie mode, by incorporating RNA "upgrades" to both human and zombie factions. While the same rules apply, each human fills up the RNA bar by dealing damage to zombies. Meanwhile, the zombies have to receive damage from humans to fill up theirs.
Whenever the bar is filled, a RNA point is awarded (which is used to unlock a random upgrade).
HIDE AND SEEK 2
A sequel to the first game mode, with a massive overhaul in game mechanics:
• When round begins, props could choose which one to transform into. Maps would have some default props missing, outlined in silhouettes to blend in.
• Occassionally, there are hunter "props". They run slower than the real hunters and can't kill the props.
• Props' hitboxes and health points are now aligned to sizes. For instance, a dumpster would not be able to squeeze under a car, but a plush snake would. However, the former has more HP than the latter.
• During the 1:45 mark, props have 20 seconds to change forms.
• When round begins, they are able to see which props chosen by the opposition.
• Every hunter is only allowed to purchase different shotguns.
• Every shot deducts 10HP. Successfully damaging a prop or killing it restores a certain amount.
• Each hunter is provided a Smoke Grenade to flush out props. Upon a successful kill or an assist, the grenade is replenished.
• During the 40-seconds countdown, all hunters have increased footspeed, do not take damage from firing and are given a Smoke Grenade each.
This is a soccer-themed mode where players from a team must shoot the ball to the opponent's goal. The team which achieves the higher score when the match ends wins.
However, the player can only propel the ball by shooting at it with a firearm.
Z-CITY (ZOMBIE CITY)
In an open world desolated city, humans are forced to kill one another in a survival game. During the beginning, everyone spawns together and disperses to gather supplies and weaponries. Along the way, survivors choose to either team up or kill others and steal their belongings.
Each day revolves around the day-night cycle. During the daytime, zombies are weak and humans are generally advised to scavenge for supplies. When night falls, zombies become much stronger and any humans that were attacked by them have a chance of turning into one. At this moment, human-controlled zombies could either attack one another or infect other survivors. Once the next day begins, they transform back into humans.
As the day passes, the zombies become much stronger and eventually actively hunt survivors in order to discourage camping.
The last human who manages to survive the onslaughts wins the game.