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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5 comments by burtondrummerNY on Dec 12th, 2013

Fans!

Let me first say thank you from the bottom of my heart for your support of this mod. Since the mod's inception 5 years ago, we've been so lucky to have fans who have been genuinely supportive of our efforts and are very much as excited as we are about this project. The most recent example of this is being voted into the top 100 upcoming mods in the 2013 MOTY competition, where out of the literally thousands of work in progress mods, you chose to support ZombieMod.

As a sign of gratitude, I would like to give you a few words on the status of ZombieMod, my goals, what I am working on currently, and a few estimates to tide you over to the next update!

1. As of right now, I have completed all but one of my final exams, with the last one, my hardest, being on this Monday coming up. I'll be heading home for a 6 week winter break immediately after the test, but because it is the holidays and such, I don't expect to do much work on ZombieMod until after Christmas, December 25th. However, I do plan on doing minor things here and there so as to maximize my time, so it is safe to say that there will be an update sometime before or shortly after January 1st.

2. My current focus, from a coding perspective, is the doctrines for all 3 factions. At the moment, my thoughts are:
Survivors:
(1) Protectors of the Homeland is too strong
(2) International Crisis and Civil Empowerment are lacking in comparison, with Civil Empowerment being the weakest

Zombies:
(1) All 3 doctrines are weak and provide minimal bonuses at the moment

Bandits:
(1) Doctrines have not been implemented yet, but they do have a layout.

I am also focused on reworking the survivors a bit so that they have a few more unit options without being saturated with redundant units. I estimate this will only take a few hours of coding.

3. My goals are as follows:
(1) Complete the Zombie and Bandit factions as soon as possible
(2) Create a playable version of the mod with missing art assets so that balance can be tested while the visuals are implemented
(3) Finish missing art assets and revamp vCoH maps to fit the mod.
(4) Create a few SCAR scripted missions for launch
(5) Create a closed beta test involving some competitive players from the community as well as accepting applications from a certain amount of community members.
(6) Package, release, prepare for post-release.

I refuse to give a release date, as I believe that this could bring up your hopes only for me to have to change it, which is something I would rather not have happen.

So, here's a really, really brief recap:
1. Things are changing, some a lot, all of it for the better. Expect the zombies and the survivors to change a lot.
2. Things are coming, hopefully soon, but don't get your hopes too high. As a rule of thumb, just remember that I won't be able to release anything during a semester, so if anything is to be released, it'll be during winter or summer break.
3. School is almost over for now, meaning work is coming soon

Again, I'd like to thank each and every one of you for your support, and I look forwards to some great news in the future,

BDNY on behalf of the ZM Team

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Post comment Comments  (3090 - 3100 of 3,607)
ComradeWinston
ComradeWinston Oct 13 2009, 3:32pm says:

I was looking forward to christopher columbus being the bearer of zombie mod but I guess the dark gods giving it to me on halloween makes up for it. I guess...

0 votes     reply to comment
burtondrummerNY
burtondrummerNY Oct 13 2009, 5:49pm replied:

He made native american zombies in america - true story. Or, he just gave them small pox.

+1 vote     reply to comment
renegadekiller
renegadekiller Oct 11 2009, 1:32pm says:

ahhh man this would be epic if the release date was Halloween day xD

*mom im home, check meh candy for hax yea ima go play with zombies now*

+1 vote     reply to comment
burtondrummerNY
burtondrummerNY Oct 11 2009, 2:07pm replied:

beta is being released on halloween :D

+1 vote     reply to comment
Kerensky
Kerensky Oct 9 2009, 4:58am says:

Halloween?
Facepalm, should have guessed that one.
Well if i'm right then good luck with the mod guys and I hope you enjoy your beta testing while the rest of us pace around waiting.
Can't wait to see what this new version is like.

+1 vote     reply to comment
Uccido
Uccido Oct 9 2009, 8:04am replied:

if we cross our fingers we might even be able to rename beta 3 to version 1.0 lol

+1 vote     reply to comment
burtondrummerNY
burtondrummerNY Oct 9 2009, 2:48pm replied:

lol indeed if we are lucky, but i'd like to make sure it is perfect before naming it version 1.0

+1 vote     reply to comment
purplepinkflame
purplepinkflame Oct 9 2009, 5:27pm replied:

Are you guys planning any other models besides the hummer? I'm not talking about tanks, since that would be rather unfair for the zombies (unless they could swarm over it and eat the people inside!)

by vehicles, maybe you could stick in jeeps with machineguns on the back for the hunters tree, or whatever you called it (sorry! i got a horrible memory!)

note that this is just a tiny suggestion, I'd love to hear whatever else you're putting in the way of vehicles

+1 vote     reply to comment
Kerensky
Kerensky Oct 9 2009, 6:33pm replied:

From what we've heard in the past there could be a Bradly in this mod.
Not sure if it was removed or anything but they way the vehicle system works in this mod means you wont have many and the zombies will have to swarm them till they run out of fuel and ammo.
Apart from that there was also mention of a SWAT van, a PMC armoured car and maybe mention of a regular truck for transport.
This is from a post about the doctrines and i'm not sure how much of it has changed but it might give you an idea till the devs get back to you.
Im assuming there will be some zombie units that are used for taking out armour, like exploding ones or something. We'll see soon enough in beta 3/version 1.0

+1 vote     reply to comment
burtondrummerNY
burtondrummerNY Oct 9 2009, 9:14pm replied:

SWAT van, regular pick up truck, army truck, and maybe a heavier vehicle like PMC APC or Bradley

+1 vote     reply to comment
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