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 ;)
Heh heh...
Does ZM and MC mod share models, and if so is this a shared one? Because the Abrams model(s) for both of these mods is incredibly well done.
No, we do not share models. One way you can tell is the amount of detail modelled into the vehicles - MC relies more on the texture (which is a good thing in an RTS) because you are expected to have numerous amounts of vehicles on the field. For ZM, we have a lot of detail modelled into our models because you will, in theory, only see a few of these vehicles ever! The humvees and strykers are doctrine specific and limited in number, while in MC they are basic units! We do, however, share a skinner, Chopin, who is absolutely fantastic at what he does.
No we dont, but we have some members that work/help on both Mods. Your eyes are very observant though as the same guy (chopin) does textures for both mods along with others. He's an excellent skinner and were glad he finds the time to do some of our miltary textures for us. So you will see some very good resemblence between the two, but I assure you that both models and textures are new and specific for each mod.
would that happen to be operational? that would be sick! have a little protection against the zombies.
Maybe, you'll have to wait to find out more ;)
I think the houses seem a bit small, the vehicle's size is a bit reasonable for CoH, but for a standard person to walk into the house, they would just have to duck under to get in. Other than that, it looks really good.
I disagree, when I set up the model I made it taller than the vcoh infantry model which stands 2 meters tall. I don't know anyone 2 meters tall, but if I did, he would have problems going through doors as well, lol. These are just small single story houses.
M1 ! <3 Incredibly Well done !
Keep going like that boys, you work is beautiful.
Out of curiosity, how exactly do the zombies deal with vehicles? You'd think something like an Abrams, or even a Stryker would be a huge 'I win' button. :P
Well, this mod featuring a fuel system, when vehicle run out of fuel, it will not move and become a static pillbox, still good but useless when hoards of zombies just run right through cause tank shot can't kill most of them.
Plus, zombies can kill the crews of vehicles after a certain amount of damage (as if they pry open the doors/hatches), so you need to make sure that you don't get your vehicle surrounded.
so would there be a fuel truck or a supply truck to be able to run fuel out to gthe distressed vehicles if they happen to get stuck?
would be great if there was some way to limit the ammo like the fuel
Drivable?
You'll have to wait and see ;)
Reminds me of a certain mw2 mission..
what is that glow of the tank,is it from the map lights or the texture ?
The map Im assuming, the glow seems to be on the house too.
hmm..i guess all faces of the model have been smoothed ? it looks a bit strange ...
Exported withouth normal map, so looks much worse than it will when it's done and animated.