Ground Zero is an in-depth, post-apocalyptic RPG inspired strongly by the Fallout series. Leveraging Doom 3's scripting engine and real-time graphic capabilities, we are creating a highly generative and dynamic game framework by placing the RPG within the context of a simple high-level strategy game. Factions, cities, and organizations, are networked with each other and the player such that the world evolves over time with or without the player's intervention. By creatively applying a range of skills and abilities, the player carves a niche for him or herself that may help shape the world after the bomb!

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We've been very neglectful of our moddb profile throughout 2007, but we'd like everyone to know that this project is still very much alive. Many of our team members have moved on to positions in the commercial world, but a few of us are maintaining progress on Ground Zero with the little free time we have. Please know how much we appreciate the supportive comments from all of you; we would not keep going without them!

Desert range with shrubbery!

This spring we will be releasing a new public demo that will show the very rough underpinnings of inter-faction warfare and how the player character will be able to influence it.

Satellite elevation data

The player will traverse cross-country (via 2D map) between a number of urban centers, divided between three rival factions. He is not alone however, as each city generates raiding parties that seek out and destroy rival armies and lay siege to enemy cities. Established cities grow in population over time, becoming more powerful, and NPCs in every party will be persistent and gain experience in a simple form. For now, factions will always remain neutral toward the player character, but the user can choose to have his/her character intervene in ongoing battles on behalf of either side. The game will "end" when one faction dominates the wasteland.

debug heightmap

(stress-test map applied as a heightmap, then as a water map)

crazy terrain

Because a large portion of the game world will consist of natural environments, and is far too large for a small group to meticulously hand craft, we have spent a significant amount of time developing methods for procedural generation of terrain and vegetation.

crazy foliage

The world is divided into a grid of "sectors". For each sector, the terrain is generated from heightmaps taken from real world satellite imagery, which is then populated with a mix of interactive and non-interactive vegetation based on "water maps", elevation, and slope angle. Finally, a "population map" can be referenced to determine where structures and roads should appear. The random seed for any generated content is saved for that character's campaign, so each sector will appear to be persistent. This process is as random or controlled as we want... eventually, as we gain the content bandwidth, we can specifiy where unique buildings and landmarks will appear to break up the repetitive appearance of procedural environments.

Desert range 2

desert range 3

More details on the terrain + foliage can be found here:

Ground Zero Prototype 3: City Generation Tech demo

9 years ago News 4 comments

Youtube video. Our final two releases of the year have been rolled into a single package: (Mirror): This release demonstrates the ability to randomly...

Ground Zero Prototype 2 Released

9 years ago News 0 comments

The second public prototype of Ground Zero has been released! Prototype 2?s main showcase is a demonstration of our early constructor toolset. Primary...

Ground Zero Combat Prototype Released!

Ground Zero Combat Prototype Released!

9 years ago News 2 comments

Ground Zero is a post-apocalyptic role playing game being developed as a modification for Doom 3. We have released a very early prototype to demonstrate...

Ground Zero Interview

Ground Zero Interview

10 years ago Feature 3 comments

The Ground Zero team attempt to take the Doom 3 engine into new territory with this post nuclear-apocalypse RPG total conversion inspired by the Fallout...

RSS feed Downloads


3 years ago Music 0 comments

Demo Title Theme - Jonathan Lamb Radioactive Town - Blaise Douros Glowing Town (Remix)- Blaise Douros Cold Desert - Blaise Douros Wilderness - Blaise...

Ground Zero City Generation Prototype (1.3.1 compa

Ground Zero City Generation Prototype (1.3.1 compa

9 years ago Demo 0 comments

Drag the contents of this archive into your Doom 3 folder. This release is a technology demonstration showcasing the ability to procedurally generate...

Ground Zero Prototype 2

9 years ago Full Version 0 comments

Drag the contents if this zip into your doom folder and double click the GroundZero shortcut to play (or select it from the mods menu in Doom 3). There...

Ground Zero Combat Prototype 1

Ground Zero Combat Prototype 1

9 years ago Full Version 1 comment

This is a very early build which previews the form of turn-based combat we're developing for Ground Zero. We are aware there are numerous bugs and...

Post comment Comments  (10 - 20 of 33)
JoffL Mar 2 2008 says:

I thought this died, I am extremely glad that I was wrong. The new media is very impressive.

+1 vote     reply to comment
Leper_Messiah Mar 1 2008 says:

awesome work, id be interested in doing art for you guys if needed

+1 vote     reply to comment
Kingston Mar 1 2008 says:

And since MODDB doesn't allow comment editing, I'll just ask if you have any idea when you are going to rehost the forums?

+1 vote     reply to comment
Kingston Mar 1 2008 says:

Are you on the lookout for any artists? Once I get proficient with Zbrush I'd definitely lend a hand.

+1 vote     reply to comment
Maggol Mar 1 2008 says:

Wow, you guys are unbelievable. You make an impressive work in D3 engine. Just small question and i hope no one get angry.
Why you make it for Doom 3, while there is ET:QW with megatexture that maybe will ease your job? I think transfer all your project to ET:QW will be not to difficult, considering ET:QW is use D3 engine too.
How big will the world be? Is there will be a character building system?
Sorry for my bad english and have a nice modding day.

+1 vote     reply to comment
udm Mar 7 2008 replied:

I think they did a very good job with the D3 engine, almost on par with ETQW too

Besides, now that they've got the landscape thing done, there really isn't a need to go to QW, since the only separation in technologically between D3 and QW was mainly Megatexture. Plus, D3 being singleplayer-focused means that they'll have an easier time crafting singleplayer stuff

+1 vote     reply to comment
Koroshiya_Ichi Feb 23 2008 says:

these guys are very much alive

+1 vote     reply to comment
Heldelance Jan 22 2008 says:

Why do all the Fallout style mods have to die...

+1 vote     reply to comment
Kingston Jan 14 2008 says:

Don't tell me you're dead. I hit your website after a long time and all I can see is a ***** enlargement ad. And frankly, I'm happy with my size.

+1 vote     reply to comment
ronjon Jul 31 2007 says:

i dont know whats wrong i have the 1.3.1 patch so is that it because its saying i have the wrong game DLL API version can someone help

+1 vote     reply to comment
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