Zombie mod 1.55

err.. Zombies!
Mod Download, Serverside Mods and Custom Maps

Re: Zombie mod 1.55

Postby Herrmann » Fri Feb 11, 2011 11:36 pm

Very good, if you have actually News,facts,Pics and changelog let me know.
If you give me enough information for create a news, i will to try it to make public.
There im in my element, to promote and show living mod projects.:-)
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Re: Zombie mod 1.55

Postby Swaffy » Thu Aug 25, 2011 3:16 pm

Can you set up a download link? I've been looking for one for quite a while.
But does it have bot support?
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Re: Zombie mod 1.55

Postby Darkstef » Sun Aug 28, 2011 9:46 pm

I removed the links due to problem with original team, sorry.
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Re: Zombie mod 1.55

Postby Vilespring » Wed May 08, 2013 3:32 am

I would like to revive this, actually. It seems great.

I poked around a bit and found out the mod probably inteded to be a flood mod for the "Home front" (I think that is what it is called) Halo mod. I thought this seeing how in the mod, the mesh for the Browning MG is replaced by the Halo chaingun MG.
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Re: Zombie mod 1.55

Postby Classical Modder » Wed May 08, 2013 10:25 pm

Vilespring wrote:I would like to revive this, actually. It seems great.

I poked around a bit and found out the mod probably inteded to be a flood mod for the "Home front" (I think that is what it is called) Halo mod. I thought this seeing how in the mod, the mesh for the Browning MG is replaced by the Halo chaingun MG.


Let's give it a spin?
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Re: Zombie mod 1.55

Postby Vilespring » Thu May 09, 2013 2:11 am

well, I stink with bots, I have no skill with anything but .con editing. (well, fipping from other people's mods too, but I really will not do that. I only do that for giggles.) I can probably get to work when my laptop gets fixed, or my data taken off the drive. I can see use in using some more weapons in kits, and god forbid ALOT more spare ammo. New maps wouldn't hurt though. If the zombies can do small ammounts of damage to vehicles, that would be kinda nice for moving. (The map Zombie Village, and lots of maps too, would have to have the out-of-bounds fixed. I always spawned a halftrack and ran away. XD)
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Re: Zombie mod 1.55

Postby Classical Modder » Thu May 09, 2013 2:42 am

I think we can leave the bots alone.

We could focus on making some new maps though, as well as new weapons and statics.
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Re: Zombie mod 1.55

Postby Vilespring » Fri May 10, 2013 2:51 am

Yeh, I'll PM you when my laptop data is restored. I have the mod unpacked and tweaked for my liking on that. I added more mags to the survivors, and such small things.
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Re: Zombie mod 1.55

Postby buschhans » Mon May 13, 2013 11:33 am

Vilespring wrote:Yeh, I'll PM you when my laptop data is restored. I have the mod unpacked and tweaked for my liking on that. I added more mags to the survivors, and such small things.


I wait for new facts about that mod.
If do you have some information and pictures please up it here.
I want it to present the communities if its ok for you??
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Re: Zombie mod 1.55

Postby Vilespring » Tue May 14, 2013 2:14 am

Sure, I don't see why you shouldn't represent us, but I don't want to go too big before the mod strands away from this version. Right now, I'm going for balance changes and replacing that nasty halo chain-gun turret back to the browning.
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