About
Zombies is the ONLY 1.1 Zombie mod out there! You can come play with us at 173.236.29.88 port 28960.
Super-Long Feature List
- No downloads required to play (on stock maps)
- SAVED Ranks + Stats for Hunters and Zombies
- Over 20 Hunter ranks and over 50 Zombie ranks
- Hunter rank perks such as more health, more ammo and proximity grenades
- Zombie rank perks like damage multipliers, damage resistance and more health
- Killstreak rewards–15% armor, rocket attack, mortar strike, artillery barrage, gatlin gun, nuke
- Buyables–healthpacks, proximity charges
- Four Zombie classes–jumper, fast, poison and fire
- Jumper zombie can “super jump” into the air
- Fast zombie is 1.5x faster than hunters
- Poison zombie can poison hunters by bashing them
- Fire zombie asplodes on death, catching people on fire
- Great custom maps
- Last hunter weapons–mosin, one shot one kill; ppsh, insane burst of bullets; and mosin sniper, rocket laucher
- Epic fog that slowly closes in on you
- HUD darkness which makes it darker as the game progresses
- Ability to change weapons upon ranking up
- Map voting
- Ammoboxes for ammo/health replenishment
- Extra models on stock maps (e.g. harbor with barges)
- Zombicam–shows how the last hunter died
- Germans and Americans fighting together against the British Zombies
- Incredible explosions and effects
- Proximity grenades (works just like a proximity mine)
- Place-able barrels and boxes to block off areas (with points addon)
- Poison bomb for poison zombies and fire bomb for fire zombies
- Cookable grenades
- Blood splatter
- Pain sounds
- Slow motion Zombicam
- Awesome skins and sounds (with skins and sounds addons, respectively)
- You don’t need to download anything to play! (on stock maps)
History
The idea of Zombies has been around for a long, long time. I’ve always enjoyed playing zombie mods, such as the ones in Counter-Strike and United Offensive. I even helped out on another zombie mod back in 2009–Brax’s Zombie mod–which is currently running on CoD1.5. I never really imagined actually creating a zombie mod until last year.
I was very new to CoD1.1 in 2010. In fact, my friend Crazypanzer had just introduced me to it, and to be honest, I really disliked it. I couldn’t understand why it was better than 1.5. But, after a few weeks I soon realized that it really wasn’t so much the gameplay, but the community, that was so interesting. I started playing with some people in a clan called Ps–Professional Snipers. Every now and then they’d play on a map Crazypanzer had made for a “zombie mode” –although the gametype was nothing more than stock Team Deathmatch. The basic idea was that axis were hunters, allies were zombies. It was a lot of fun, but it had a lot of problems. The main one being that it was heavily based on the integrity system: zombies weren’t supposed to shoot or use grenades, they could only bash. Of course, many people didn’t listen too well and what ended up happening was that there were shooting zombies killing hunters.
I thought there was a better way to do it. I thought I could automate a simple zombie mod so that we wouldn’t have to rely on integrity or the admins to maintain the server. And so Zombies version 1 was born — around March 2010. It was quite simple: zombies couldn’t shoot; when a hunter died they would become a zombie; the game ends when zombies have killed the hunters or the time limit runs out. Naturally, over time more and more things were added. Thus version 2 was born. Zombies saw the “last hunter” being added, as well as last hunter weapons, zombie perks and ammoboxes, to name a few. As some would say, these were the “glory days” of the Zombie mod. There was fun–but annoying–thing with the last hunter’s panzerfaust… it was unlimited. This meant that the last hunters could survive by spamming it around. It would take literally a combined effort from all of the zombies just to kill them. So, I fixed it, as well as many other glitches, which brought us up to Zombies version 3.
After version 3 was out for a few months (this now being around June) Zombies kind of went out of style. I was trying to make a new version (version 4, obviously) with a whole new code system. I was trying to use a polymorphic system of code–essentially one that you could call a function from anywhere in the code without having to know where it was located. This was very complex, and as a result I finally gave up and we went without a zombies server for five months.
Fast forward to October 2010. With some interest from friends, I decided again to remake Zombies… this time for real. After the failed attempt of version 4, I chose to use a simpler approach, like the one used in versions 1-3. I felt that if I tried to make version 4′s system work again, I’d lose interest and quit the project. But this time I was prepared. I had gotten plenty of input from friends and gamers on what they thought should be in a Zombies mod, most of which are in the mod right now: saved stats, *new* last hunter weapons, ranks, killstreaks, etc.
I worked very hard during October-November to release a beta version by Thanksgiving. To my surprise, it was a huge success and provided a lot of feedback on things to do. Two weeks later, Zombies was officially released — December 3rd, 2010. Since then, the mod has gone through ten revisions total, and now marks the half-year anniversary of version 5, and the one-year anniversary of Zombies all together.
It’s been a great experience so far. I’ve learned a lot since I released it and Zombies has certainly come a long way. Of course, it wouldn’t have gotten anywhere without the support of a few key people: Crazypanzer, for all the crazy ideas; Ringo and Simon, for both ideas and providing the first zombie server; my Zombies Admins, for even more ideas; Brax and Hammer, for some code; and all of the people who have played Zombies since the beginning! To-date, I have over 1500 people saved in the Zombies stats, with more and more every day. Not too shabby for a project that originally was to “automate” a simple gametype.