[WIP]Doom zombies 2(New Update 5/28/14)

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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

Clownman wrote:Ok I Have THREE questions

1: Where are the nazi zombies? im not seeing any. That makes this title misleading
2: Nacht does not look ANYTHING Like its original game conterpart. Why?
3: WHY DOES COD MUSIC PLAY NONSTOP!?!?! IT MAKES ME INSANE. Remove it please. and just use ambeint sounds

Edit: Ok i saw a nazi zombie... nevermind
2: Its kind of based off the WAW map but its the Doom Nazi Zombies 1 Nacht just upgraded a bit

3: In DNZ 1 had the music start at the being of rounds and end at the end of the round but people hated that so i made it play always, Also just saying you could turn off the music just saying, and the new maps are not going to use all COD music

told you there are now nazi Zombies
Shadow43661
Posts: 16
Joined: Mon May 30, 2011 12:32 am

Re: [WIP]Doom nazi zombies 2

Post by Shadow43661 »

Well i enjoy the music first off and if i remember correctly the whole reason this was named doom nazi zombies at first was because its was made to play like the call of duty nazi zombie gamemode how come people don't understand that and its not misleading if you played call of duty world at war and understand the gamemode mechanics and as far as the map nacht der untoten goes i don't remember devildemon saying it would be an exact replica of the original but now onto my

question/suggestions/etc.
1. What happened to the box glow or have you not added it yet on nacht because me personally i loved it
2. Coop for me seems buggy so we could test it or you could look into it yourself or it may just be me being goofy with my server
3. Nacht der untoten looks good i like the changes you have made to the barricades and the knifing is not bad either but me personally i don't like the knife animation but thats just me
4. Keep up the good work!
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Clownman
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Location: USA

Re: [WIP]Doom nazi zombies 2

Post by Clownman »

I REALY think the songs would be better off as Easter eggs... And until you activate the Easter egg you hear ambient sounds...
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

Shadow43661 wrote:Well i enjoy the music first off and if i remember correctly the whole reason this was named doom nazi zombies at first was because its was made to play like the call of duty nazi zombie gamemode how come people don't understand that and its not misleading if you played call of duty world at war and understand the gamemode mechanics and as far as the map nacht der untoten goes i don't remember devildemon saying it would be an exact replica of the original but now onto my

question/suggestions/etc.
1. What happened to the box glow or have you not added it yet on nacht because me personally i loved it
2. Coop for me seems buggy so we could test it or you could look into it yourself or it may just be me being goofy with my server
3. Nacht der untoten looks good i like the changes you have made to the barricades and the knifing is not bad either but me personally i don't like the knife animation but thats just me
4. Keep up the good work!
thats what i forgot to add to nacht ill remeber to add that

i know the co-op is buggy im still fixing that
Clownman wrote:I REALY think the songs would be better off as Easter eggs... And until you activate the Easter egg you hear ambient sounds...
There are songs that are Easter Eggs but there are normal songs that play too

EDIT:
New Download Link
http://www.mediafire.com/?d337tbvwru54u9x

If you find and problems Please tell me and Map11 is playable
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

First off sorry for no sound and maybe a little bit different quality camstudio gave me problems today so im trying zd soft which for what ever reason i record my speckers in my laptop only the mic which is wierd to me

ive added a few new things

1) being a new hud for the waves and money
2) bullet and shell casings go fling
3) new barricade system up thats still a bit buggy



This video shows all five perks, wait 5! thats right now on every other map besides 1,6,7,8,9 with have Stamin-up

increase your speed


Untoten Reich is now done

Showing new HUD and The sentry guns are removed because it was give me problems

Also When a new download comes with have 2 files the game and all the music
The music file is really not needed but cool to have (FYI the music file is 90MB)
New Gun the AA12

Only thing not shown is the work on Holle Rebont

Shadow43661
Posts: 16
Joined: Mon May 30, 2011 12:32 am

Re: [WIP]Doom nazi zombies 2

Post by Shadow43661 »

Nice to see these updates I have been waiting to see what you would do next and I have to say I think it looks quite nice the bullet casing add that nice touch of realism and I think they look good and as for perks I am glad to see you add one of the new perks to the mod and the barricade system upgrade was much needed I think so all in all I think this just keeps getting better and better keep up the good work.
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

well thanks soon will be a new video on a new "FUN" Level! ill give a hint its blocke and fun
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rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP]Doom nazi zombies 2

Post by rollingcrow »

The AA-12's casings look like they're coming out from somewhere in the middle of the barrel.
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

i tired to aline then but its a little hard
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

New Video:



Just showing Map 2 and 13

and yes the end is near
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

No new video but a small update

the sentry guns have been removed due to problems with the hud BUT all is not at a lost ive replaced the sentry guns with claymore mines i cant remeber who sent them to me but thanks and there now being used

also ive changed the knife to act more like in real zombies meaning 1 hit kill on round 1

also more work on Holle rebornt and the Minecraft map

i will have a new upload soon if i can get quick revive to work with out be buggy thats the only problem i have right now is quick revive
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

New video showing updates to Holle rebonte

CecilFF4fan
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Joined: Sun May 27, 2012 2:49 pm

Re: [WIP]Doom nazi zombies 2

Post by CecilFF4fan »

Great mod! :)
But Two things:
1:I would like having zombies instead of demons
(because the demons attack from far range and i would like them to melee most of the time)

2:I also would like this game if it have this mod to it http://www.moddb.com/mods/brutal-doom
(hint: its a blood and alot of new stuff mod, but just try it out :wink:
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devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: [WIP]Doom nazi zombies 2

Post by devildemon »

well thanks for the comment

1) i think ive covered this 14 thousand times its a mixture of both normal zombies and doom demons and Map 11 Untoten Reich is all normal zombies

2)Brutal doom has its own weapons which would conflict with the weapons in the game, i know and have played Burtal doom and its not bad. I want this to work on all zdoom/skulltag ports with the least bit of lag for every one the blood is cool but to me dose not fit Doom Nazi zombies 2 and it could lag a lot of people playing.

But i thank you for the comment and the suggestion
CecilFF4fan
Posts: 3
Joined: Sun May 27, 2012 2:49 pm

Re: [WIP]Doom nazi zombies 2

Post by CecilFF4fan »

Oh ok got it! I won't ask anymore.
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