Greetings, members of ModDB. My name is Kenny, and I am currently the sole team member of the Zombie Swarm team. I originally started this project in about 2011 with a good friend of mine, but due to neither one of us knowing the first thing about putting together a source mod, it was doomed to fall apart. I had managed to piece together a few scattered scraps of content, but looking back, they weren't really of sufficient quality. Moving on to the present day, I now have much more experience working with the source engine, but I am still something of a novice. Filled with vigour, energy and ambition, I have since resumed work on my abandoned Zombie Swarm project files. At present, my plan is to replace all of the artistic assets and maps in Alien Swarm with novel ones. Essentially, Zombie Swarm will be a re-skinned version of Alien Swarm, with a couple of new missions.

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Media RSS Feed Report media The starting room has had a little bit of a redo (view original)
The starting room has had a little bit of a redo
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Raygoza Aug 21 2013, 2:43am says:

I suppose you'd eventually get rid of those backpacks or at least reskin them at some point.

I think this mod is going to be great.

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ZombieSwarm Author
ZombieSwarm Aug 21 2013, 1:21pm replied:

The character models shown here are actually older models from an earlier artistic vision for Zombie Swarm. I fully intend to replace them with four American housewife archetypes, it's just that I haven't quite gotten around to doing much more than concept-level work on the revised designs.

On these older models, only the female "marine" model has new backpack variants, all based on a simple rucksack. The male "marine" model simply uses the Alien Swarm backpacks. Given the fact that these models are going to be entirely replaced, I haven't seen any reason to take the ASW backpacks out just yet. All of the backpacks will get removed when I'm putting the new character models in. :)

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The.Mr.Zip Aug 21 2013, 8:39am says:

Will there be unbailivable hordes of zombies like HUGE AMOUNT that will make game extremly hard? Cuz thats all what we need ;D!!!

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ZombieSwarm Author
ZombieSwarm Aug 21 2013, 1:29pm replied:

I have a few ideas concerning game difficulty, but in my experience, the ASW engine can handle far higher numbers of NPCs than other source engine variants pre-2009. This means that I should be able to get away with throwing huge numbers of enemies at the players without a noticeable drop in game performance, if I should ever feel the need.

However, my priority as far as gameplay is concerned is to make the game as fun as possible, not as difficult as possible. The game is a light-hearted comedy about the tropes, cliches and failings of modern zombie lore, zombie franchises etc. I don't intend on making the game extremely difficult, but I hope to throw in a few things that should make it pleasantly challenging.

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The.Mr.Zip Aug 31 2013, 4:58am replied:

Thank you, When will it be relased? in 1 year or 2? im really looking foward to it

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ZombieSwarm Author
ZombieSwarm Sep 17 2013, 7:38pm replied:

It will be released when I think it's gotten to the stage where it's actually fun to play. At the moment, the game is simply just running around in a little mini-map, shooting zombies that spawn infinitely. It will probably be some time before I actually get around to making an actual game around the assets that I've created, particularly considering that I've decided to take on the difficult task of making the game comical/funny.

In essence, the game isn't going to be anything sophisticated, fancy or impressive, but is simply the result of my attempting to educate myself about how to use the source engine.

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Revisions have been made to the starting room on the test map to make it look a little bit more 1950s-esque. I'm not too happy with the light bloom on the two walls, but considering that'll get fixed eventually.

In essence, I'm mainly posting this image to show a little taste of the progress that is being made with regards to indoors environmental assets.

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Aug 20th, 2013
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