Mod here you can find everything thats been developed and the ideas in
store for you.
MOD FAQ
Q) Why is it taking so long?
A) Well...really the team consists of me and people come and go. Its been like this from the start, I've
never really had a team. To be honest I don't think I can manage people to great anyway though having
tallented team members always helps. I've tried to rely on people as little as possible and it helps, not
because people don't deliver goods but people have lives and things can stop them in actively helping
the mod so it always boils down to me; so I map (though I don't really like it), model, animate and do
code.
Q) So will there be huge outdoor scenes and sprawling cityscapes?
A) Well no, the problem is that there aren't any outdoor portalling in Doom 3 like there is in Quake 4
and the expansion pack 'RoE' so doing huge areas is a problem especially if the plan is to use lots of
effects and bad guys on the screen at the same time and keeping the frame rate up. There will be
small enclosed streets and alleys that the player will be diving into but nothing more than this.
Q) Then why not change the mod to Q4 or even just RoE?
A) Thats a good question, Well having zombies in D3 really saves us alot of work, all we needed to do
was make skins and maybe one or two new zombie models. With Quake 4 there are zombies not a
great deal of variations (...I think) so yeah. As for changing to RoE; not everyone has it...I don't and I
know I'd exclude a lot of people in doing this. The mod file size is big enough and I know people
without broadband will have problems getting it (though it will be published in some game magazines
when it's finished).
Q) Thats rubbish! Theres mods in development that have huge outdoor areas you lying scumbag!
A) Yes there are but them mods are already suffering with poor frame rate bordering on unplayable
and most definitely not fun unless they are planning on coding a new portalling system or even porting
over the RoE portal code to D3....and you forget we want to use a large number of enemies on the
screen at once aswell.
Q) Why don't you port over the sky portalling stuff from RoE you fat SLACKER!?
A) I'm not a coder and I don't have a coder on the team so its pretty damn hard to do it Jack!
Q) So will you ever throw in the towel and quit? WE LOVE DOTD!!!
A) Thats very unlikely as this is more of a private project for me. I'm not doing this for fame or furtune I
just want to make a cool zombie mod so I don't have a deadline I just keep working on it till its done.
Q) So you've never thought about it? I mean so many cool mods just quit!!
A) Yeah I know :( Like I said I don't plan on switching engine or throwing in the towel any time soon
and even when the mod team shrinks back down to just me....well I'm still going. If I ever planned on
throwing in the towel I would actually publish what I've done to any community that wanted it...or pass it
onto another mod team anyway so you'll all see what I;ve done...or how little I've done :P
Q) You plan on doing any more weapons??!!! What is it now???......6?
A) 7 actually and a replacement to the PDA; but to answer the question...not really. I mean if theres time
I may add more melee stuff in there or another gun.
Q) How many maps have you done and when will there be any game testing?!
A) Map wise...its alittle embarrassing but game testing will start soon. 2/3 game testers will be picked
to test the first few maps. Then a different set of people will test the next set. After this the original set of
people will test again. This is so even the game testers will have something to play when its released.
Q) Do you think you'll win any awards? Look at the Coop dudes!
A) Nah...theres bigger better mods with bigger teams than just me and this mod isn't really well
advertised though I don't send emails out anyway. I've been working on this mod for almost
2 years....YES 2 years now! and I've only done one interview....and that was at the start of the project
during that make or brake period of the mod finding it's feet. I like to think that this mod is more original
that most other zombie mods out there with the cell phone and stuff but...then again most modders
think their ideas are original and cool.
Q) Cool :) One last question. Why are you talking to yourself?
A) My dad never hugged me :(
News Back Date
PROGRESS
TEXTURES so far : 63Mb
MAP MODELS so far: 16Mb
ZOMBIE SKINS so far : 11Mb
SOUND FOR MAPS AND DIALOGUE : 7,345Mb
WEAPONS IN GAME : Kitchen knife, Screwdriver, Hammer, Revolver
Colt-1911, Uzi, Shotgun, Cell-phone.
ITEMS MADE: Standard door key, Cell-phone item, Painkiller pill bottle (15 health), Green First-aid kit
(40 health)
CUSTOM CODE :
1) Weapons are split into groups Melee, pistol, rifle; you may carry 1 weapon from each group but
must drop your current melee weapon to pick up a different melee weapon as an example.
2) The weapon groups (melee, pistol, rifle) are key bound to number's '1, 2 and 3 instead of the actual
weapons being bound to the number keys (this essentially allows us to have 100 weapons if we
wanted and always have them bound to a number key.
3) The weapons can be dropped which was a function locked in the single-player aspect of Doom3.
4) Zombies no longer gib.
5) Zombies die by headshots only (don't worry, melee weapons kill zombies where ever you hit but
headshots will still kill a zombie quick if you manage to hit their head).
6) Cell phone has replaced the PDA and has it's own SDK trigger for mappers to use to create these
special events.
7) A Dynamic crosshair that shrinks and grows as the player moves to simulate the loss in accuracy.
Interviews
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