Behead the Undead

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olzhas1one
Posts: 70
Joined: Sun Feb 26, 2017 6:29 am

Behead the Undead

Post by olzhas1one »

Welcome to Behead the Undead! This mod is a multiplayer-oriented mod (although you can play it singeplayer), which is an invasion-based zombie survival mod, inspired by Timesplitters 2's Behead the Undead mode and CoD:Nazi Zombies. The mod is made by the Large Hard team (which I'm a part of BTW). This mod works on Zandronum, although you can run it at other modern sourceports if you have the Skulltag round spawners files. For use with OpenGL only

The mod features:
- Custom weapons
- Custom monsters
- New maps
- 12 new playable characters from Timesplitters and a few other games. (They aren't different in their stats, they are just simply skins with some of them having comedic intros)

The armory available to you is:
- Pistol
- Dual Pistols
- Uzi
- Automatic Shotgun
- Double-Barrel Shotgun
- Tommygun
- Minigun
- Sniper Rifle
- Mini-nuke launcher
And a deployable sentrygun (key 7)

There are 9 maps in total:
- Middle of Nowhere (Nacht Der Untoten like map)
- Hospital
- Asylum
- Sewers
- The Dead Square
- Base 113
- Ecclesia inmortuorum (Latin for Church of the Undead)
- Roscoe Station (Subway map)
- Eastside Port

Most of these are self-explainatory, so I probably don't have to explain those.

Download link:
https://www.moddb.com/mods/behead-the-u ... undead-v12
Spoiler:
Credits:
Megazombieman115 - Weapon and Enemy coding
Tabyjaki - Sprites, and the TITLEMAP
Olzhas1one - Mapping and soundeffect
Zombie Sprites made by the Aeons of Death - Contact me olzhas1one #1997 on Discord if you need to talk this out, I'm always ready to talk.

We have an expansion pack coming up, featuring more maps, monsters and weapons. The information about it can be found on Moddb.

We hope you enjoy, Large Hard 2019

BTW, this is my first time posting a project here, so if anyone can help me out I would like you to contact me on Discord to help if I made any mistakes
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undeadmonk354
Posts: 196
Joined: Mon Feb 01, 2016 4:05 pm
Location: England

Re: Behead the Undead

Post by undeadmonk354 »

Cool, also if I shot down several zombies, it could cause a zombie apocalypse to end abruptly.
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olzhas1one
Posts: 70
Joined: Sun Feb 26, 2017 6:29 am

Re: Behead the Undead

Post by olzhas1one »

The expansion has been released: https://www.moddb.com/mods/behead-the-u ... nloadsform

We hope you enjoy
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Karl515
Posts: 32
Joined: Tue Jan 22, 2019 10:59 pm
Operating System Version (Optional): EndeavourOS
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Breadbox

Re: Behead the Undead

Post by Karl515 »

How can I run this on gzdoom?
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olzhas1one
Posts: 70
Joined: Sun Feb 26, 2017 6:29 am

Re: Behead the Undead

Post by olzhas1one »

Karl515 wrote:How can I run this on gzdoom?
You'll probably need the compatible Skulltag actors that are compatible with GZDoom
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Karl515
Posts: 32
Joined: Tue Jan 22, 2019 10:59 pm
Operating System Version (Optional): EndeavourOS
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Breadbox

Re: Behead the Undead

Post by Karl515 »

You'll probably need the compatible Skulltag actors that are compatible with GZDoom
Where can I find that? Is it in a pk3 file?
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