Zombies: Re-Animated [ZombiesTC Remastered]

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Dude27th
Posts: 145
Joined: Sun Jun 19, 2016 11:35 am

Zombies: Re-Animated [ZombiesTC Remastered]

Post by Dude27th »

NOW FEATURED IN MODDB'S MODS OF THE WEEK!!:
https://www.moddb.com/mods/zombies-tc-r ... tober-2019
(Sorry if this is a common thing with newly released mods but this is my first finished project and I'm really excited to see that it has got positive reception <3 <3 <3)

Hi everyone ! This mod is my take of how a modern remasterization of the original "ZombiesTC" from 1995 should be, I had this idea a couple of years ago after trying Zombies:EEE and being severely dissapointed by it , so instead of having a mod that strips away all of the broken things of the original mod I decided to make my own version mantaining the original escense of it and fixing all those problems as well.

[Latest Footage Video]


Anyway

Description:
"Zombies TC: Re-Animated" is a mod which brings back the original "Zombies TC" to the modern Doom sourceports.
Apart from beign a more faithfull remasterization of the original, this mod improves on the original version with:
- Completely re-animated weapons
- Several tweaks to the lighting of the maps to improve the mood of them
- All of the Dehacked configuration ported to Decorate, MAPINFO, LANGUAGE, etc.
- Added colission to windows (Doom map format limitation)
- And more! All to bring back this cult classic mod in a faithfull and respectful way to the modern times!

You can play this mod with:
- GZDoom 1.6 or newer (or their ZDoom equivalents)
- Zandronum 3.0

Changelog: (In comparison to ZombiesTC)
Spoiler:
Some Images:
Spoiler:
Some Showcase Videos:



Download:
MEGA: https://mega.nz/#!ORMlUILA!9MidTLV11ECe ... EMB8mcEJ0o

Also:
ModDB: https://www.moddb.com/mods/zombies-tc-re-animated/
Doomworld: https://www.doomworld.com/forum/topic/1 ... d-release/

Finally but not less important
Thanks to:
- Randy for Zdoom
- Graf Zahl for GZDoom
- 3saster for "dechacked2decorate" which made a lot of work easier to port
- AstroCreep for somehow inspiring me to make a truthfull and updated version of ZombiesTC, and by being generally a nice dude everytime I criticized him about his broken mod
- The T.C. Hacking Group for creating a cult classic Doom mod, and being an inspiration about what can be done with some creativity and some hacks, and also making me interested about the Doom Modding Community as well
Last edited by Dude27th on Fri Nov 01, 2019 6:48 am, edited 4 times in total.
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

Also in future updates I'll be giving each actor a proper Ednum so custom maps should be supported without problems, also there is still improvements in the way.
But at the moment the mod is completed and totally playable with GZDoom 1.9 or newer, Zandronum isn't tested yet but it probably may work as well with it.
Feedback is appreciated ! ^^
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jdredalert
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Re: Zombies TC: Re-Animated [RELEASE]

Post by jdredalert »

Keep it up. It's always nice to see people interested in the good old Zombies TC.
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

jdredalert wrote:Keep it up. It's always nice to see people interested in the good old Zombies TC.
It is a good mod! And severly under aprecciated
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Dynamo
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dynamo »

Pretty nice! I felt the same sense of disappointment in how radically the other mod had changed the original TC, specifically the amount of slow enemies to grind through, so I'm definitely looking forward to play this faithful remastered version :)
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

Dynamo wrote:Pretty nice! I felt the same sense of disappointment in how radically the other mod had changed the original TC, specifically the amount of slow enemies to grind through, so I'm definitely looking forward to play this faithful remastered version :)
I hope you enjoy it! ^^
Also feedback would be appreciated if possible
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

I've managed to record 60FPS footage of the mod!
Which is was kinda silly in retrospective not have been doing it before , because of the animations beign one of the strongest points of the mod
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AstroCreep
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Re: Zombies TC: Re-Animated [RELEASE]

Post by AstroCreep »

Glad someone did a more polished remake. I kind of neglected to go back after IOTLD and backport many of the fixes (plus of course I took my own creative liberties with my project lol). Great job dude.
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

AstroCreep wrote:Glad someone did a more polished remake. I kind of neglected to go back after IOTLD and backport many of the fixes (plus of course I took my own creative liberties with my project lol). Great job dude.
Thanks men! ^^
Also thanks for your patience every time I criticized your mod xd
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AstroCreep
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Re: Zombies TC: Re-Animated [RELEASE]

Post by AstroCreep »

Lol. A mod like that is bound to be divisive (plus the way I executed the spawners really sucked lol). The main focus of my version was that (IMO) if it’s to be a Romero themed tc, the zombies should resemble Romero zombies lol. Then I kinda just went crazy with things like resurrecting human enemies and cocaine speed powerups lol. Plus I kinda neglected this for good once I did Invasion of the Living Dead (which i consider my better branch of the project). Honestly I was a bit annoyed that EEE was a bit more popular than IOTLD but oh well that’s how it goes. I def like the fact yours is authentic to the original.
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

AstroCreep wrote:Lol. A mod like that is bound to be divisive (plus the way I executed the spawners really sucked lol). The main focus of my version was that (IMO) if it’s to be a Romero themed tc, the zombies should resemble Romero zombies lol. Then I kinda just went crazy with things like resurrecting human enemies and cocaine speed powerups lol. Plus I kinda neglected this for good once I did Invasion of the Living Dead (which i consider my better branch of the project). Honestly I was a bit annoyed that EEE was a bit more popular than IOTLD but oh well that’s how it goes. I def like the fact yours is authentic to the original.
Well to be honest the idea of replacing the zombies with zombie spawners is a good idea in paper, and I liked that the first time I was playing it but then, I ran too close to a zombie horde trying to evade another and instead of stopping for the collition I just clipped through them ... without beign attacked.
In fact after knowing that I could just pass trough zombie hordes without receiving damage as their reaction time was too slow, and my enjoyment was broken, the zombies became harmless and so they wheren't menacing.
They could not attack you if you where running and considering that now every different type enemy got reduced to only one category then just wasn't fun anymore and I'm pretty sure that was not what the original devs wanted to make with their mod.
It really concerns me how every person who praises EEE doesn't notice this or refuse to aknowledge it but that is a game breaking bug which can totally ruin the experience.

And yes IOTLD is a massive improvement , not only for fixing that bug, also because the maps where designed with a big horde of zombies in mind so they make sense.
In fact I would probably loved EEE if it where only IOTLD.
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AstroCreep
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Re: Zombies TC: Re-Animated [RELEASE]

Post by AstroCreep »

I’ve been considering merging them into a single mod and ditching eee. Just a whole lot of work. The files are a bit...messy lol
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

Yeah , and EEE still uses the Dehacked patch as I remember doesn't it?
I got a commentary about someone mentioning that tried to run a gore mod with it and it didn't work but it did with Z:R-A so I assume it has something to do with the Dehacked patch causing issues.

If you want to get rid of it I recommend using this converter: viewtopic.php?f=232&t=61042
Which doen't translate everything but it is a good starting point to evade going by trial & error about enemies AI and such.
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ZikShadow
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Re: Zombies TC: Re-Animated [RELEASE]

Post by ZikShadow »

I saw that comment. Gore mods do work with EEE. It's just Bolognese not being an actual universal gore mod.

https://cdn.discordapp.com/attachments/ ... -18-81.mp4
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Dude27th
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Re: Zombies TC: Re-Animated [RELEASE]

Post by Dude27th »

ZikShadow wrote:I saw that comment. Gore mods do work with EEE. It's just Bolognese not being an actual universal gore mod.

https://cdn.discordapp.com/attachments/ ... -18-81.mp4
Ohhhh that's interesting to know!
So it was with that specific mod, after seeing that comment and as I never saw EEE played with many add-ons apart from the stuff made by Astrocreep y asummed the Dehacked made it incompatible, my mistake xd.
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