Welcome to the Apocalypse like you've never seen it before. ZombieMod is a total conversion of the critically acclaimed Real-Time Strategy Company of Heroes franchise, taking you from the bloody shores and the dense hedgerows of Normandy to the modern day United States during the zombie apocalypse. Control three new factions, the Survivors, the Bandits and the Zombies in intense singleplayer and multiplayer action. ZombieMod contains many new features never before seen in the Company of Heroes series. Can you hold off the undead, or will the thirst for blood overwhelm you? You decide!


ZombieMod offers many new exciting features such as:

  • Three brand new factions, Survivors, Bandits and Zombies
  • Brand new setting
  • Two different doctrine systems
  • New resource system and teching systems
  • New game modes

FAQ
Q: When can I play the mod?
A: Patience is a virtue. Even the developers do not know when the mod will be released. We will announce the release well before, so don't worry about that.

Q: What do I need to play?
A: In addition to the requirements for regular Company of Heroes, ZombieMod requires either Opposing Fronts or Tales of Valor and the latest patch to play.

Q: What if I like other mods too? Can I have more than one mod installed?
A: Of course, it's easy to have several mods for Company of Heroes ready to go.

Q: Can you add another faction to the game?
A: As of right now, we have no plans on adding additional factions to the mod.

Q: Can I use content from the mod in my mod?
A: With permission from the development team and only after the mod is released to the public.

Q: Sounds cool, is there any way I can help?
A: As of right now, we require dedicated MAPPERS, TEXTURERS, and 3D MODELLERS. Later on we will require translators and beta testers.



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Dearest Fans!

It has been a long time since I have posted an update, and for that I am sorry. Unfortunately, the whole process of settling into real life has been a bit drawn out and slow, and I'm only now getting some time to resume modding. It's a pain, and I'm sorry that I've made all of you wait, but I hope that you understand.

I have a relatively nice update for you today that touches on many aspects of the mod. Some of it is very exciting (in my opinion), while other parts are more conceptual or infrastructural, so they may not be that great. Anyway, without further ado, let's get into it:

Infrastructural/Behind the Scenes:

The first part of this update concerns some infrastructural work we have been doing in order to make ZM development and the mod itself a bit better. The biggest area in this respect is work that VanAdrien has been doing with the UserInterface and optimization. Those of you who are familiar with his work will note his attention to detail and high quality work, but you may not be aware of his work in optimizing Company of Heroes, making it more powerful and more lightweight. This will allow ZM to be a smaller mod without sacrificing any playability!

Another key part of VanAdrien's work is on cleaning out the mod. Currently, the mod is at 6.5 GB, of which approximately half is bloat, obsolete coding, or otherwise inefficient design. We expect the mod to release at a significantly smaller size than this, and VanAdrien's work is key to this.

Lastly, we are making plans for a new website and internal subversion network, with which we can speed up development. This will allow us to have a repository copy of the mod which will be centralized, allowing everyone to contribute to development at the same time!

For the record, the team currently includes myself, Odysseus and VanAdrien, with occasional support from Aidas2, SirPsycho, TheSoldier, and a few others.

UserInterface and User Experience:

The next part of this update concerns some exciting work which you, the users, will interact with every time you play this mod. This is, of course, is the UserInterface, or UI, and the other experience components we are working on. VanAdrien is doing some amazing work as part of his optimization project in which he is creating a new UserInterface for the mod. It is a bit too early to show it ingame, but you can expect to see this very soon.

Another exciting piece of work coming from VanAdrien is a totally original soundtrack for the mod. More information will follow in upcoming updates!

Digital Art:

We have some exciting new models to show you this update, with some of them having huge significance to our development and to the CoH community, so without further ado, let's get to some goodies:

The first model to show off will be made available to Survivor players using the International Doctrine: the Mi-8 Hip. One of the most popular helicopters employed by the United Nations, the Mi-8 is used in ZombieMod as part of a resupply and reinforcement ability. This ability allows you to remove squads from the battlefield and receive their resource cost in return, allowing you to exchange squads at critical moments in the battle. However, beware, as the helicopter does not come with armament, and is vulnerable while it is waiting for passengers!

The next model to show off is the rebirth of the Battlebus, one of the staples of the Survivor's Civil Empowerment doctrine. This behemoth is meant to show the ingenuity and resourcefulness of the survivors, combining a school bus with excavator treads and a turret armed with anti-tank missiles. This combination allows survivors to transport squads to the front line and to deal hard blows to hardened enemies, buildings, or vehicles.

Of course, we have also been continuing work on small arms to fill out the roster. TheSoldier has been generous to work on military weaponry for us, while I have been working on civilian armaments. Be sure to check out the image section for more renders!

Finally, the part that you all have been waiting for (although you might not have known it yourselves): the first totally custom infantry model in ZombieMod. This represents a large leap forwards in our capabilities, as this shows that we are capable of creating character models which are purpose built for our mod, lower poly than the original models, and are more customizable. Furthermore, we will be able to randomize survivor models, leading to the impression of totally unique squads. More information on this is to come.

Maps, Balance, and Faction Concepts:

The last component of this update concerns some more gameplay related aspects of the development. We want ZombieMod to be a casually competitive game, with a great faction interplay like the original Company of Heroes' Americans and Wehrmacht had. It is important to us that both compstompers and competitive players find something to love when playing our mod. For this reason, we have been vigorously refining our concepts, and have been working on developing a unique interplay between the Survivors and the Bandits. We have been working on implementing unique faction abilities, units and concepts which allow for diverse gameplay options, but are not too gimmicky or absurd so as to impact competitive play. To further this effort, we have temporarily halted development on the Zombies, because we want to ensure that the Survivors and the Bandits are as refined as possible before adding to the chaos. Furthermore, this allows us time to work on our character modelling and animation skills, so that we no longer have to use the default "unarmed" animation from vCoH.

An other important development is that we have also made selections for the original maps which will be in the first release of the mod. We chose some of the most popular and best used Company of Heroes maps, to supplement the list of custom maps we hope to have on release, as this will allow players to smoothly transition into the ZombieMod gameplay without being confused about map choices. We will provide more information on which maps we have chosen, and how we are converting them to fit the mod, in a later update.

I hope that you have enjoyed this update, and look forward to putting out more in the very near future! We hope to see you in the wasteland soon!

- BDNY on behalf of the ZM team

We're Making Progress!

We're Making Progress!

News 14 comments

Despite the radio silence, the mod progresses! Here's some more info!

Back to Work!

Back to Work!

News 12 comments

I have returned from vacation, and will resume work shortly!

Merry Christmas 2016

Merry Christmas 2016

News 9 comments

Yes, it's belated. No, there's no gifts. But I still want to wish you the best.

Mod of the Year 2015

Mod of the Year 2015

News 8 comments

It's that time of year again! Let's get to the voting!

Comments  (0 - 10 of 4,241)
Ant544
Ant544

You guys are doing a good job with working on this mod any update yet?

Reply Good karma Bad karma+2 votes
KoDan1
KoDan1

Looks promising I hope you'l finish or at least make a stable beta :)

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koticplay
koticplay

Dead?

Reply Good karma Bad karma-4 votes
SirPsycho
SirPsycho

no, because "Zombies Lives Matter"

Reply Good karma Bad karma+6 votes
Posterus96
Posterus96

How's progress on the playable build?

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pankarol14
pankarol14

C'mon dude ,just release
this mod will be amazing !!

Reply Good karma Bad karma+2 votes
JacobML
JacobML

can't wait I've had my eye on this mod for a long time keep it up.

Reply Good karma Bad karma+3 votes
Firesprayer
Firesprayer

Oh man its been a looooong time since I have been on this site. Good to see you up and running here Burton =)

I still remember the Zombie Mod christmas special release way back when. That is if I am right, memory is a bit hazy

Reply Good karma Bad karma+3 votes
Odysseus95
Odysseus95

Just a little heads up people. Progress is still ongoing and we might have a small little update soon. Furthermore, we are nearing a playable build, something inbetween an alpha and a beta I would say. The transition to beta should be pretty smooth and easy from there, with only minor and more specific changes rather than conceptual ones.

I will probably post my first official design/gameplay post soon, since I am primarily responsible for the faction design and gameplay balance, and I feel it is important to touch upon a couple of things, like the new direction of the mod, the ideas behind the factions and their gameplay, and some other important points, and eventually also start posting some tips and tricks as well as strategies and tactics for you guys to make use of. A faction/gameplay guide is the most likely form of presentation since it gives us the most room to work with and add important details. I believe knowledge and being informed are key to enjoying the mod to the fullest extent, so I hope to get that ball rolling soon and get you guys informed and, most importantly, excited.

I hope you look forward to it as much as we do!

Greetings,

Odysseus.

Reply Good karma Bad karma+6 votes
wardog2
wardog2

Nice I'm really looking forward to seeing how the gameplay looks like :D
Keep up the great work!

Reply Good karma Bad karma+1 vote
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Latest tweets from @zombiemod_coh

Hi fans! It's December 1st, and that means it's MOTY time! Vote for us! We wont (hopefully) let you down! Moddb.com

Nov 30 2015

Work has commenced on models for the Bandit faction. Here's a WIP shot of a modified M977 HEMTT T.co

Sep 17 2015

Want to see more of the Choppers? Here's a brief gif of the melee attack animation! T.co

Sep 14 2015

Hey fans, I just remembered that ZombieMod is on twitter! What do you say we make it a devlog sort of thing?

Sep 13 2015

Is this thing on?

Sep 13 2015

Hey all! Merry Christmas! Hope to have some new eye candy after the festivities!

Dec 24 2013

Howdy fans! Thanks to you, we've made it to the Top 100 upcoming mods! Do you think we can make it even further?... Fb.me

Dec 11 2013

RT @ModDB: Welcome modders, gamers and guests to the 12th Annual Mod of the Year Awards. Moddb.com @ModDB T.co

Dec 2 2013

Hi Fans! Happy December! Do you think we've earned your Mod of the Year vote? Let us know by voting! Moddb.com

Dec 2 2013

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