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Company of the Dead: WWII Zombie Mod for OF/TOV 2.602 (Updates 06/04/2013)

  1. #1
    Member neilmarines's Avatar
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    News Company of the Dead: WWII Zombie Mod for OF/TOV 2.602 (Updates 06/04/2013)

    Company of the Dead:

    The Story
    It's 1946 WWII never officially ended due to an outbreak of the Undead caused by a failed Nazi "Ubersoldier" Project in 1945 in a secret underground facility somewhere in germany, when German scientists successfully reanimated dead corpses to create super soldiers so that the Third Reich would be unstopable and would turn the tide of the war, but the test subjects were unresponsive to there masters call, killing and in most cases eating there victims, all personal were ordered to evacuated and hitler ordered the facility be destroyed, but a test subject survived and managed to escape, 1 year has now passed since the outbreak and most of Nazi Germany is swarming with the Undead, Now Germany finds itself fighting on three fronts so in an attempt to save lives the remaining german troops surrender to the allies to help fight the Undead in the west, leaving the Soviet Union to fight the Undead alone on the Eastern front.

    There will be 4 factions in the game although i will be merging some Panzer Elite units into the Wehrmacht.

    Allied Factions:
    U.S. Army
    British Army
    German Wehrmacht

    Axis Factions:
    The Undead

    Mod Features:
    New Undead Flag:


    999 Pop Cap for the Undead

    Undead Doctrines Removed

    Modified Allied Doctrines

    Barricades for allied factions using enviroment objects ?

    New Hero units for each faction ?

    New Wehrmacht Flag:


    New Undead Portraits:

    Walkers | Runners | Hunter

    New Undead Symbols:

    Walkers | Runners | Hunter

    New Direct Fire Ability for all infantry weapons and most vehicles weapons:
    ~SMG's for
    ~MMG's for
    ~Sniper Rifles
    ~Flamethrowers
    ~Hand guns
    ~Rifles
    ~Carbines


    Removed Units:
    ~All Tanks
    ~All AT Guns
    ~All Howitzers


    Undead Buildings
    Undead Headquarters

    Undead Units
    Walker Zombies - Slow moving with average attack

    Cost: 180 Manpower
    Health: 40
    Attack: 25
    Squad size: 9


    Runner Zombies - Fast moving with low attack

    Cost: 200 Manpower
    Health: 55
    Attack: 20
    Squad size: 5


    Hunter Zombie - Fast moving high attack
    Cost: 160 Manpower
    Health: 100
    Attack: 35
    Squad size: 1


    Walker Zombie Skins
    Undead Axis Volksgrenadier
    Undead Axis Volksgrenadier Driver
    Undead Axis Wehrmacht
    Undead Axis Allied Rifleman

    Runner Zombie Skins
    Undead Axis Stormtrooper
    Undead Axis Sniper
    Undead PE Paratrooper

    Hunter Zombie Skins
    Undead Axis Officer / Knights Cross

    New British Infantry
    Incinerator Squads Armed with Flamethrowers


    Cost: 300 Manpower
    Squad size: 3


    Boys AT Rifle Squad
    Cost: 300 Manpower
    Squad size: 3


    Vickers MMG Squad

    Cost: 240 Manpower
    Squad size: 3


    New British Vehicles
    CW Commando Willy's Jeep
    CW Staghound Armoured Car

    New Wehrmacht Infantry
    Flammenwerfer Troopers
    Cost: 300 Manpower
    Squad size: 3


    Decimator Troopers - Armed with upgraded MG42 LMG's
    Cost: 210 Manpower
    Squad size: 2


    New Wehrmacht Vehicles
    PE Sdfkz 221 Amoured Car
    PE Sdfkz 222 Amoured Car
    PE Sdfkz 250 Light Halftrack

    Test Volks Zombie Screenshots:



    Test Pioneer Zombie Skin:


    Improved Volksgrenadier Zombie Skins


    Ive decided to make several different body skins for each zombie type for some added variety in the game, squads will spawn several types of zombie.

    Wehrmacht Zombie Skins:


    Allied Zombie Skins:


    Allied Zombie Skins B:


    Stormtrooper Zombie Skins:


    Test Hunter Zombie Skin:


    New Updates: Mod is almost complete except for the icons and skins.

    More Updates Soon......

    Please leave feedback with your thoughts

    - Neilmarines
    Last edited by neilmarines; 8th Mar 13 at 11:43 AM. Reason: New Updates

  2. #2

  3. #3
    Member HerrVoss's Avatar
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    Stick with it!
    Zombie mod needs team members!
    If you are a 3d modeler, mapper, coder, or anyone else who thinks they can help, PM me or BurtonDrummerNY

    Maps I am currently working on:
    1. Bakersfield (2)
    2. Interstate 59 (6)

  4. #4
    Member Squab66's Avatar
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    if British, american and German are on the same side then consider having a doctrine for each army or just have a mix in one faction but doctrines are more for one army or something like that
    I lost the game guys

  5. #5
    Member neilmarines's Avatar
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    Quote Originally Posted by Squab66 View Post
    if British, american and German are on the same side then consider having a doctrine for each army or just have a mix in one faction but doctrines are more for one army or something like that
    I will most likely use the original doctrines for each faction as i don`t know much about how to edit the doctrines, hopefully there will the original 4 factions playable against the Undead, but will remove the tanks and certain units from each faction to make it harder, plus all units and buildings will cost alot more to build.

    -neilmarines

    ----------

    Thanks !

    ----------

    Thanks burtondrummerNY.

    I got the idea for this mod after playing your zombiehalloween mod, which was great and cant wait for the zombie mod to come out, but thought it would be even better if you could to fight the zombies as the normal 4 armies unstead, i tested the concept by editing the mod and putting the commomwealth and panzer elite, aswell as the allies back in the game to fight the undead, i have managed to re-skin the volkgrenadiers as zombie grenadier, but dont know how to edit the 3d models, how did you create a melle attack for the zombies, i woun'nt know were to begin with the 3D modelling, so could it use the zombies that you made in my mod if i credit you when its released.

    - Neilmarines
    Last edited by neilmarines; 8th Apr 12 at 3:50 PM.

  6. #6
    Member Niftyeye's Avatar
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    Good luck with this, reminds me of the Nacht_Der_Untoten Mod that somebody threw together, great job on the skins as well.

    Also, the thought of German and Allied Troops fighting alongside eachother sounds pretty awesome, Im quite a fan of the whole 'enemy mine' situations that may spring up.


    What are your plans for the 3 types of zombie?

    Walkers: Slow, tough.
    Runners: Fast, weak.
    Hunters: Can stealth, low health but highly damaging attack?


    Once again, good luck, Ill be looking forward to it alongside the other fantastic zombie mod coming out.

  7. #7
    Member neilmarines's Avatar
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    Thanks Niftyeye

    It early days yet but Hopefully there will be 3 types of Zombies
    Walkers: Which have very high health be are slow moving and lower attack .
    Runners: Which have Lower health but move fast but have average attack.
    Hunters: Which have Average Health but high attack.

    i was thinking about putting other types of zombies in the game, such as poison and suicide but would require alot of work with 3D modelling and FX which i know little about, i can do most of the coding and skins and icons but thats about it.

    The reason i decided to make this mod is because there arent any WWII Zombie rts mods out there other than the Nazi Zombies by burtondrummerNY, and the Nacht_Der_Untoten Mod you mentioned which i never even knew out, the other two mods are modern such as the Zombie Mod also by burtondrummerNY and a Resident Evil Mod been made by someone i think.

    Ill be uploading some more info and screenshots soon.

    - Neilmarines

  8. #8
    Member Aidas2's Avatar
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    I like the zombie volks. Look very similiar to the ones in Cod Waw.

  9. #9
    Member Niftyeye's Avatar
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    Well, the Nacht_Der_Untoten mod came out years ago, it was basically a slightly modified USA faction against a heavily modified Wehrmacht.

    There was a few issues, such as zombies having access to MG teams, and 'volk' zombies and 'stormtrooper' zombies having access to their special abilities.

    Was still good fun though, me and a friend used to play it constantly.

    If it helps, heres a link... unsurprisingly I was the most persistent poster :P

    http://forums.relicnews.com/showthre...ck-appreciated.

  10. #10
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    This is interesting. It would be good to see flamethrower troopers for the Allies, as fire seems to be very effective against zombies. And probably some gas mask for the other allied troops. Good luck!

  11. #11
    Member Gaius22's Avatar
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    This looks really good! Lets see how this develop. Good luck!

  12. #12
    Member neilmarines's Avatar
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    Thanks Gaius22
    Mod progress is going well at the moment, i will keep it updated,

    ----------

    Thanks COHmodderSolo liking the flamethrower idea for the the allies.
    The wehrmacht pioneer flammenwerfer 42 seems to work well against the Zombies, plus the Sdkfz 251 halftrack flamer upgrade is also very effective, but as for the Allies, well i don't really know much about the 3D modeling side of modding so it wont really be easy, but ill give it a go and try and add some special "incinerator" squads to the Allies and Common Wealth hopefully i wont need to edit any models files, although i think there is already flamethrower sapper squad for the Common Wealth in the game files but it for some reason it was never used, it may just need a bit of coding to put it into the game. But Gas Masks ?, i dont know..... it would require editing the 3D mesh of each unit, which wont be easy with my current skills.
    Last edited by neilmarines; 8th Apr 12 at 3:45 PM.

  13. #13
    Member Niftyeye's Avatar
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    Good job

    How are the doctrines coming along? Are the zombies as a faction a good challenge now?

  14. #14
    Member neilmarines's Avatar
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    Hi Niftyeye.
    Progress is going well at the moment thanks, i havent done much with the 3 allied factions yet i've mainly being working on the the Undead faction which has replaced the Panzer Elite faction in the game, the undead will spawn general walker zombies in squads of 9 zombies, with a mixture of units types in a squad, volksgrenadiers, wehrmacht, and allied rifleman, and Runner Zombies in squads of 5 stormtroopers, but i havent finished the hunter zombie unit yet im still not sure what unit to make it from i was thinking the axis officer and make him look like the zombie officer in the film dead snow, or if not perhaps use the knights cross unit.
    As for the doctrines, well unfortunatly they remain unchanged at the moment, until i can remove the panzer elite doctrines, as the undead can us the original panzer elite doctrines, i will try and fix the doctrines for the undead and will probably make some custom doctrines for all the races at some point, or at lest edit the current ones removing any amour related parts.

    The zombies are quite a challenge on normal difficulty setting as the AI will squad 100's of Zombies, i was play testing the mod the other day on a 2vs2 map with me playing as the wehrmacht vs 2 undead on hard and in total i killed nearly 1200 zombies, it took hours they just kept coming i had mg 42 bunkers, snipers, flak 88s, grenadiers, motorbikes, mg crews, officers, halftracks, puma's, holding the front line, it was insane, i think i may have set the AI to build too many squads but its certainly fun, the zombies have much more heath than the original units for example volks zombies have 80 health rather than 60 and wehrmacht zombies have 100 rather than 80, i will work on 20 more than standard units, and zombies can't pickup weapons or man emplacements, they just capture territory and attack you.

    more updates soon....

    - Neilmarines
    Last edited by neilmarines; 11th Apr 12 at 10:55 AM.

  15. #15
    Member Aidas2's Avatar
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    Try retexturing the eyes to either white or red, will look better

  16. #16
    Member Niftyeye's Avatar
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    Sounds fantastic already

    Do you have any screenshots of that battle?

    Oh and as for Zombies spawning too many, I think thats a good thing, they need to be overwhelmingly hard, to force real cooperation on the allied side.

  17. #17
    Member DMz's Avatar
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    Very good work, though some of them remind me of my mother in law

  18. #18
    Member TigerTanker's Avatar
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    "Very good work, though some of them remind me of my mother in law "

    LOLOLOLOLOLOLOL

    Good work there mate. I was thinking, maybe you could make 3 doctrines for the zombies: one for american, one for british and one for wehr/pe zombies.
    Just an idea

    Keep up the good work!

  19. #19
    Member Aidas2's Avatar
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    I was thinking, maybe you could make 3 doctrines for the zombies: one for american, one for british and one for wehr/pe zombies.
    Just an idea
    Good idea, will keep from making 3 different armys.

  20. #20
    Member Niftyeye's Avatar
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    Very nice.

    How is supression going to work? I know it may look a little strange for zombies to get on their belt buckles and start crawling around.

    Could supression work similar to how the 'Slow' ability does? Instead of the zombies being pinned or surpressed they simply slow right down, could be explained by saying that the sheer amount of bullets firing from an MG42 are slowing them down.

    Not sure if this is possible or if that even makes sense to you but was just a thought I had earlier.

  21. #21
    Member neilmarines's Avatar
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    Well the good news is suppression isn't a problem as the zombies don't get suppressed when shot, they will just keep coming at you until you kill them, and as for the zombies slowing down when they get shot idea, well that probably could be done somehow, i`ll have a mess with the suppression_ext to see if its possible.

    I will be uploading some ingame battle screenshots soon, to show how the game plays, its actually much harder than i thought it would be now i have tweaked with the squad AI, although the zombies seem to smart as they will avoid heavly fortified areas if possible, and won't destroy your sandbags or barbed wire etc, they just walk around until they find away in your base, i will have to fix this as want the zombies to break through defences not try to avoid them. But of course they can destroy vehicles and buildings once there in your base.

    Updates coming soon......

    -Neilmarines

  22. #22
    Member Gaius22's Avatar
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    I like the fact that you give us regular updates.

    I'm eager to see those battle screenshots!

    If I may give a suggestion, if you will be giving regular updates, wouldnt be easier to ALSO update the 1st post, so that every time someone comes here knows whats the status of the mod right away. Imagine when this thread as more pages, people have to search each page to know things about the mod.

    Well I dont know, just a thought...

  23. #23
    Member Niftyeye's Avatar
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    Good idea, its alright at the moment because theres only 1 page, but when its starts to reach 3 or 4 things will become hectic and difficult.

    Just keep adding new sections to the first (dating them may help as well) post, and then simply make a new post saying 'New update, check first post'

    Up to you of course, but Gaius is spot on.

  24. #24
    Member neilmarines's Avatar
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    I meant to date the first page the same so people would know theres an update, i`ll reorganize the threads.
    - Neilmarines

  25. #25
    Member GzaDrunkGenius's Avatar
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    I think it's time for nazi scientists to make an appearance. :P
    "If everyone smoked a blunt, relieve the mind, the world could be a better place."

  26. #26
    Member neilmarines's Avatar
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    I think it's time for nazi scientists to make an appearance. :P
    Nice idea, although i was`nt really thinking about having nazi scientists zombies as undead units, as i dont want the zombies to be to much like the ones in Call of Duty: Nazi Zombies, but i think i`ll try and make a zombie scientist skin anyway.

    -Neilmarines.

  27. #27
    Member neilmarines's Avatar
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    New icons & updates check first page (21/04/)

  28. #28
    Member SasiMuel's Avatar
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    nice work!

  29. #29
    Member Niftyeye's Avatar
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    Good one, Im liking the pace this mod is moving

  30. #30
    Member neilmarines's Avatar
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    New Updates (04/03/2013).

  31. #31
    Member neilmarines's Avatar
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    New Updates (06/04/2013).
    Last edited by neilmarines; 6th Mar 13 at 12:27 PM.

  32. #32
    Member Niftyeye's Avatar
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    Completely forgot about this was, was a nice surprise to see it get updated.

    How is the gameplay and balance?

  33. #33
    will the ai defend against the zombies too? also why not add hd infantry textures and hd ground too?

  34. #34
    Member neilmarines's Avatar
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    @Niftyeye

    The game seems balanced at the moment, i have been messing around with what health hit points to give the zombies, as i wanted them to behave like the undead would, not die after one shot. but i had set the health to high as it took ages at one point to kill the zombies squads, the ai and zombie targeting have also been tweaked so that there piority is to attack you rather the capture points or hold sectors, plus they will now attack sandbags, barbed wire and barricades the you build.

    - Neilmarines

  35. #35
    Member neilmarines's Avatar
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    @semperfi

    yes the ai will shoot the zombies and hold that sector its normal coh ai, but it could be tweaked abit i suppose.
    but as for the textures, i dont how you would add HD textures to the game, my zombies skins are just edited standard coh textures.

    - Neilmarines

  36. #36
    I love the mod it lookis epic What would be cool is if you added the survivor group from the show ( The Walking Dead) It would be awesome to have Rick and Carl on the game ,but thats a wish of course

    If your making your own mod you can use pfushcer's textures for the ground.. you just install them to your data folder.
    Last edited by SemperFi; 10th Mar 13 at 6:38 AM.

  37. #37
    Member Niftyeye's Avatar
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    Sounds good, have you thought about using the ATC (Automatic Territory Capture) mod?

    Would probably look better instead of sitting a horde of zombies camping a flag to capture.

  38. #38
    Member neilmarines's Avatar
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    Yes i have considered it, but i thought of having a complete new system were you can only capture a sector by killing all the zombies in that area, and the sector would change colour by the percentage of zombies left in it, for example:

    0% Zombies - Blue
    0-25% Zombies - Green
    25-50% Zombies - Yellow
    50-75% Zombies - Orange
    75-100% Zombies - Red

    but i dont think its even possible to code .

    -Neilmarines

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