WhiteAce And Shiga have been given permission to take over the mod, Cubasy is still free to give Acs advice
So yeah, I got a message a while back, asking whether or not the project is still alive or not. And yes, it is.
For those of you who don't know already, this mod pretty much tries to recreate the infamous Nazi Zombies gamemode in Doom, keeping as many of the core features as intact as possible. It's been in development for... a year, at this point, with little work getting done, but I'm hoping the development time will speed up after next week (when summer break finally starts.)
Anyway, I'll get straight to the point: the gameplay. If you've played World at War's Nazi Zombies, then this will look very familiar. So the idea of the game is to team up with up to three other players (or just... play with yourself...) and survive for as long as possible against a giant-ass horde of zombies... that happen to be Nazis... Nothing worse than an undead Nazi, let me tell you. The game's segmented into "waves," so pretty much you're trying to survive as many waves as possible (however, there is an optional "timed" gameplay mode called "Hell on Earth," but it's still experimental.) The first few waves start off easy: a couple of slow-moving zombies with barely any health. But the difficulty quickly increases after the first few waves: zombies will come in larger hordes, move faster, and having an increase in health. But fortunately, killing zombies will award you with "points," which you can subsequently use to purchase new weapons, open new rooms, etc.
But yeah, most likely, you already know what Nazi Zombies is, so I don't need to explain it. Here's a bunch of useless information about the mod, instead:
Spoiler: Latest build (Open)
Spoiler: Upcoming build Fix 3 (Open)Done:
-Added in Machete, PAP Nailgun, PAP Thompson, PAP Luger, PAP Kar98K, PAP Gewehr, PAP M1A1 Carbine, Raygun, Glock 18 and more last stand weapons (Even though it's not currently working)
-Updated Map03, New room for circling around till the mystery box is finished, more mystery box weapons, new room with Browning, added in music, have fun finding it and I hope you don't cheat in order to, plus added detail to the map, added Machete in power room, machete is 2.5x as powerful as the knife
-Updated the code for springfield
-Added Sbarinfo to several weapons, such are Raygun, PAP Thompson, PAP Nailgun
-Code for 2 zombies to spawn has been put in, however it has issues so I'll put off implementing the system for now.
-updated code for PAP Weapons
-updated the browning m1919, now fires slightly slower this is to reduce the feeling of the player running out of ammo too quickly
-made it possible for players to see the second player's allotted cash/points
-perk machine actors are now solid
-fixed up the glock 18 and double barreled shotgun, matching sprites are now available for both
-Weapon Balancement for fire-rate
-Perks, yes they actually don't take more money then they should if the player hold the use button down for a single tic, instead it now waits after the player has bought it, you can buy them if you have them in your inventory already but would you really want to?
-Raygun now has full splash damage when the player fires at a monster or shootable object, walls, ceiling and etc
-Added new decorations, such as the Zombie head and Zombie statue
-Began working on the rift gun, the aim of this gun is to fire
a projectile that stays at one spot, pulling actors towards it and giving them some serious damage for 10 seconds
-Added new wallitem textures for mappers such are Nailgun, Glock 18, .357 Magnum, Maxammo, Nuke, Luger, PPSH-41, Machete and bouncing betty (These were made by WhiteAce who feels they aren't as great as cubasy's but still work
-Powerups now expire after about 45 seconds
-Changed the hud system, allwhile ammobars are still there players will now be able to see numbers for their ammocount
This will be released next week after I have finished ironing out even more bugs and reduced the file size
To be done for future release possibly Fix 4 (or 0.7.4)
-Finish the game over screen and whatever bugs are currently present in it
-Fix up ammobars in hud, properly aligning them all
-Finish up crossbow code
-Fix the Quick revive system
-Begin work on Undead Aerospace Corparation plus add it into the main pk3
-Add in Perk jingles to be played at a random time
-Add in nuke, Bren code, Type 100 code, Arisaka code, Sterling L2A3, Nambu and type 99
-Finish the rift gun and add it into the game (Might need a new name)
Plus anything extra that needs fixing.
Anyway current features... This is what I can remember off the top of my head:
-Added Luger, Nailgun (NEW!), Thundergun (This has placeholder sprites at the moment and looks like the nailgun, players should be able to tell the difference however) into the game, I still believe that the luger looks a little big and rather mismatches with the sprites
-MaxAmmo now actually gives ammo, I've pretty much done it the messy way but it works and no script errors are present, however this only gives it to one player at the moment
-Fixed MG42's Fire.Doubletap, should no longer be firing single shots while Double-tap is in inventory
-tweaked MG42's reloading and reloading.speedreload, Reloading takes longer
-Added ammo count and weapon name to the hud for several weapons, such are: Panzerscreck, Luger, DualColt45s, Nailgun, Thundergun
-Added Fire.Doubletap to several weapons, tweaked fire.doubletap so weapons have just that little more power while Doubletap is in the players inventory
-Added several new textures, including ones from skulltag in order to break away from using Skulltag_Data (Could someone help me identify who made them so I can give credit?)
-Merged Map03 "Blood Party" into the map wad, the map is made by me and based on Verruckt, it is playable on single player but it has not been multiplayer tested
-Added ThrowMolotov to all weapons in game (Others are still incomplete)
-Fixed ThrowMolotov and ThrowN74ST, players no longer have the ability to throw an infinite amount of either
-Tweaked the damage on the browning, allowing the weapon to inflict more damage
-Added Nuke to zombies picking it up however right now is somewhat pointless
-Added newer guns into MAP02's mystery box, such are: Thundergun, Browning, Luger, Nailgun
Spoiler: Bugs (Open)I'm too lazy to add every single one right now, but, there are three bugs that I want to make sure everyone knows about in the newest version:
- Ranks are not preserved from one game to another because of source port limitations (i.e. using the console command "map map02" doesn't preserve global variables.) I'll have to find a fix for it later on, but just keep it in mind for now.
- The current round/time survived doesn't display properly. Don't know how it broke. I'll fix it.
- The map uses some textures from skulltag_data.pk3, so, load that as a pwad.
Spoiler: Videos (Open)The [video] tag is deprecated, please use the [media] tag
I apologize in advance for the poor quality of the post. I unfortunately do not have much time on my hands, but I have high hopes that the thread will be given a major overhaul in the near future. I just wanted the mod to be available again as quickly as possible.
Happy zombie-kil