ZombieMod takes a unique approach on the Zombie Apocalypse by putting it in the perspective of a military commander, not a survivor. Since it is 2 years after the first infections, resistance on the east coast is organized, resulting in battles rather than small groups fighting for survival.
Ahh, living "the American dream" - having two kids, a dog, a nice house, a white picket fence, just like everyone else. Oh, but here there's zombies. Lots of them. These pictures show off some new environmental objects we've been working on, including our first house! Also show are many small items such as street lights, see-saws, cars, road textures, and of course, an M1A1 Abrams. More on that later ;)
I am speechless, but I will just say this: AWESOME! :D
Thanks :)
VERY GOOD WORK!!! hey this map will going to release or is with the mod?
will the abrams be usable or just scenery and this mod is gonna be amazing :)
You'll have to wait and see ;)
Everything is looking awesome, just a thought do you guys have some way to keep the zombies out of the builds? and how would that work?. really sorry if this was asked already
The buildings have hold extensions that allows units to enter buildings. It has a setting that allows certain unit types in ( eg, infantry, sniper, mortar etc.) You just alter that so as too "not" allow the zombies. As unit types can be made and allocated to the unit itself, we would allocate a zombie_type to zombies and leave that out of the Hold_ext, thus not letting zombies to enter certain buildings
extremely excited for the full release and great job but one question. will you continue updating the mod or will you just stop compleatley?
I don't think ZM will ever be totally finished for us. There's so much we can do with it that after we finish the basic version and release it we can still do more such as scripted missions or possibly even a campaign.
What an update! GREAT JOB!
remind me world in conflict :D
wow.
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