The Zombie Horde — Survive Ten Waves of Shamblers, Sprinters, and Spitters
Procedural city street. Three zombie types charge from both sides. Pistol, then shotgun, then chainsaw. Survive ten waves. Sub-bass drone intensifies with each wave.
What this is
You're in a procedural urban street at dusk. Abandoned cars, dumpsters, flickering lampposts, dim moody fog. Then the first wave hits — orange-eyed shamblers stagger out of the gloom from both sides. You drop them with the pistol. Wave 2: more shamblers. Wave 3: red-eyed sprinters charge in (and the shotgun spawns). Wave 5: green-eyed spitters arrive at the edge of fog, arcing acid at you. Wave 6: chainsaw drops. By wave 10, you're juggling all three threats while a sub-bass drone shakes your bones. 2003 lines. Pure adrenaline.
Why this is mind-blowing
L4D made hundreds of millions and shipped on multiple consoles. The core loop — survive escalating waves of varied zombies in a tight urban level — is here in 2003 lines from one paragraph. The bidirectional spawning, the weapon-progression curve, the audio pressure — all there.
A zombie horde survival FPS. Procedural urban street with abandoned cars
and dumpsters. Three zombie types: shamblers (slow swarm), sprinters
(fast deadly), spitters (acid at range). Three pickup weapons (pistol →
shotgun → chainsaw) unlocked at waves 1, 3, 6. Health regens slowly out
of combat. 10 waves total. Tense ambient drone that intensifies during
waves.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- Spawning zombies on BOTH sides of the player prevents camping. The simplest anti-camp design is a directional one. The model knew to do it.
- Sub-bass drone that intensifies with wave count gives the player physical dread before they even see what's coming. Audio is half the horror budget.
- Three zombie types covering three different threat ranges (melee swarm + close-burst + ranged arc) gives ten waves of variety from minimal asset count.