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. From thereon, humans have to survive the outbreak for a period of time while the zombies try to infect all of them.
The game begins with a 90-seconds countdown for humans 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.
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.
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.
ZOMBIE Z (ZETA)
This is a revision of the vanilla zombie mode, by incorporating DNA "upgrades" to both human and zombie factions. While the same rules apply, each human fills up the DNA 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 DNA point is awarded (which is used to unlock a random ability).
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 and each one has its own powerup.
• Occasionally, there are hunter "props". They act as decoys and can't deal damage.
• 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 are given 20 seconds to change forms.
• When round begins, they are able to see 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.
• Successfully killing several props provides all Hunters a Smoke Grenade to flush out remaining props. This process is repeatable.
• During the 40-seconds countdown, all hunters have increased footspeed and do not take damage from firing.
In an open world desolated city, humans are forced to kill one another ala battle royale. During the beginning, teams of two spawn randomly on the map and gather supplies, cash and firearms. A survivor could either team up with or kill his/ her partner.
Each day revolves around the day-night cycle, with the safe zone closing in rapidly as time passes to discourage survivors from camping at one spot for too long. 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.
The last team or survivor to remain standing wins the game. Alternatively, a last man standing variation exists simply known as Z-City.
TEAM DEATHMATCH - MUTATION
Same Team Deathmatch rules apply, except that all humans have DNA upgrades similar to the Zombie Z game mode. Killing members from the opposition fill the DNA bars for all members from the player's team.
A "sandbox" which involves minigames such as knife battles, rope skipping and air surfing without any real objectives present.
The game ends once the 60-minutes timer reaches zero.