DukeOfDoom Posted December 23, 2022 (edited) Greetings everyone! This is a standalone fork of the old Biohazard mod that was made in February, except making it oriented on survival horror rather than straight up action (though in many cases these genres are not mutually exclusive). Unlike standard BioHazard, it does not include any new guns, so for maximum entertainment it's best to use a custom weapon mod. Port: GZDoom/Zandronum. Key features: 1. All enemy spawn points are replaced by zombie spawners; depending on options the player chooses, different kind of monsters may spawn. 2. Zombies can be taken down with a single headshot, though at times they might be more resilent to that. Otherwise, they will stay down for several seconds and then come back up again. 3. There is a probability of finding a marine in the depths of the level (or right off the bat if you are lucky), said marine will be either a good trustful ally or an aggressive marauder who will gladly gun you down on the spot. On easier difficulties, you will be able to tell a good marine from an evil one by color, but on others you will have to take risk each time you find a fellow human that is not player-controlled. You will also encounter ordinary human survivors who are helpless and can't really fight back against the undead. Press the USE key to extract them to safety; you will be rewarded with a random item they can drop, ranging from meager health & armor bonuses and up to a rocket launcher or mega armor. 4. Every time you play, the enemy and obstacle placement is changed: be careful around possible landmines and watch out to not get riddled with bullets from a random security turret. 5. Zombies are hated by both ally and enemy marines alike, creating the all-out war scenarios at times. 6. Six levels of difficulty, the last one ("Arcade") offers a whole new scenario entirely, making the randomizer go off the rails and make the game even more unpredictable. Another gameplay mode ("Invasion mode") has the whole map gradually populated by the undead who spawn endlessly as you go along - make sure you escape the place alive and in one piece! 7. Compartibility with a lot of weapon packs. Goes best with "Brutal Doom", "High Noon Drifter", "Shut up and Bleed" and many others. 8. If a certain option has been switched on, the player will rise back as a zombie NPC upon dying; afterwards they will attack other uninfected humans, including fellow players. No matter where or how you die - if your body does not get destroyed in time, you become one of them, end of story. 9. The whole scenery comes to life the second you enter the map, no one is waiting for you. Everyone is minding their own business, be it zombies attacking turrets or a small squad of marines defending themselves in a small cramped room with little hope of salvation. For example, you hear the fight going in the distance, but upon entering that room and finding a bunch of undeads (some of which had already been put down) and a couple of discarded guns, you realize what truly happened there. Or when you finding marines fighting zombies and ponder on whom to shoot first or if these could be your allies. 10. Several zombie types: some serve as mini-bosses, some are made of fresh marines (players and NPCs) and there are also zombie dogs which are fast and deadly if not taken care of immediately. Rumors were of white zombies, the top dogs of the group who have the ability to revive their fallen brethen and bring them back to combat. 11. The additional music pack is designed to bring suspense to the level, along with ambient sounds and the whole map potentially being darker than usual (can be customized through CVAR's). 12. Both marines and zombies will apply to any title screen regardless of what WAD is being used. Plans of what to do next: 1. Add solo/co-op maps, similar to Left 4 Dead/Resident Evil. 2. Put the music soundtrack as a separate file, plus make music randomizer. Done. 3. Include the pandemic mode. 4. Alter the randomizer in order to fix any possible balance issues. Done. 5. Add more custom colors to players. 6. Fix some zombies behavior pattern. Done. 7. Let players keep their altered sprites when reanimating (a simple green marine corpse is used for now regardless of skin and color). 8. Make zombies climb up walls while pursuing the player. Special thanks: 1. @SilverMiner: testing + help with scripting. 2. Morthimer McMare/JSO x: game design, suggestions. 3. Realm667: resources. 4. @RastaManGames: testing + suggestions + tuning up. 5. @Jenoclip: help with scripting, suggestions, tuning up. 6. Strife - for burning sprite animation. 7. Contagion, No More Room in Hell, Land of the Dead: Road to Fiddler's Green, S.T.A.L.K.E.R: Shadow of Chernobyl, Counter-Strike, Cry of Fear, Left 4 Dead 2, Blood 2: The Chosen - for sounds. Link to ModDB (latest version): https://www.moddb.com/mods/biohazard-undead-nightmare Old versions: Biohazard: Undead Nightmare: V1.0: https://www.dropbox.com/s/1ug5080mrib3big/undead_nightmare_v1_0.wad?dl=0 V1.1: https://www.dropbox.com/s/a60sb6ta1211v3g/undead_nightmare_v1_1.wad?dl=0 V1.2: https://www.dropbox.com/s/i9mm6fegx2u7q2a/undead_nightmare_v1_2.wad?dl=0 V1.3: https://www.dropbox.com/s/ztwug4gixwzeyye/undead_nightmare_v1_3.wad?dl=0 V1.4: https://www.dropbox.com/s/zc022w0g3kshlnb/undead_nightmare_v1_4.wad?dl=0 V1.45: https://www.dropbox.com/s/0c4uii26tgl020t/undead_nightmare_v1_45.wad?dl=0 Music Pack: https://www.dropbox.com/s/2pxudbj6p83cn4i/undead_nightmare_mus.wad?dl=0 (music tracks from Chasm: The Rift and PSX port of Doom) Screenshots (old ones made with Shut Up and Bleed): Gameplay video (uses a custom weapon pack), special thanks to @RastaManGames for recording it. Any form of feedback will be appreciated! Edited June 8 by DukeOfDoom : New version added 12 Share this post Link to post
nickxcom Posted December 23, 2022 (edited) Very interesting, fun mod. Zombies appear to dodge ALL over the place/jump in the version I've got, where they seem to behave more "zombie like" in Rasta's video. Is there a setting or something I've missed? :) 1 Share this post Link to post
DukeOfDoom Posted December 23, 2022 33 minutes ago, nickxcom said: Very interesting, fun mod. Zombies appear to dodge ALL over the place/jump in the version I've got, where they seem to behave more "zombie like" in Rasta's video. Is there a setting or something I've missed? :) It was a small addition I squeezed in between the versions, though I may reverse it or move them over to higher difficulties. 3 Share this post Link to post
nickxcom Posted December 23, 2022 Oh no problem at all! It's at least interesting either way, I prefer slower zombies myself (like the classic Romero movies), but the dodging also spices up encounters too! Right now, their movements kind of remind me of the lurching the zombies did in the Resident Evil 2/3 remakes where you had to more carefully aim, if that makes sense? If possible, maybe make it a toggle in the mod, or move it to the higher difficulties like you said? This is a super cool mod regardless of what, if anything you do with that honestly. Tried a couple levels of the base Doom 2 with LED's weapon mod and had a pretty good time! The dogs messed me up quick hahah. I am excited to follow the project 2 Share this post Link to post
DukeOfDoom Posted December 23, 2022 5 minutes ago, nickxcom said: Oh no problem at all! It's at least interesting either way, I prefer slower zombies myself (like the classic Romero movies), but the dodging also spices up encounters too! Right now, their movements kind of remind me of the lurching the zombies did in the Resident Evil 2/3 remakes where you had to more carefully aim, if that makes sense? If possible, maybe make it a toggle in the mod, or move it to the higher difficulties like you said? This is a super cool mod regardless of what, if anything you do with that honestly. Tried a couple levels of the base Doom 2 with LED's weapon mod and had a pretty good time! The dogs messed me up quick hahah. I am excited to follow the project Thanks! There is definitely going to be more to this project! I bet it works best in co-op/survival co-op/LMS. 3 Share this post Link to post
DukeOfDoom Posted December 25, 2022 (edited) UPDATE 1.1 Changelog: 1. Now there is little you can tell about a certain zombie's behavior until it sees you. In other words, Romero-style zombies and smart zombies have been thrown in a mix together, making the gameplay even more unpredictable. Zombie dogs, player zombies and boss zombies have the dodge ability by default. 2. Finally, the music add-on has been released as a separate file, the music script has the compositions randomized instead of pre-set. 3. ACS has been cleaned up a bit to reduce the file size. Link has been put up in the first post, right below the 1.0 version. I'm open to suggestion on whether or not links should stay that way. Edited December 25, 2022 by DukeOfDoom 2 Share this post Link to post
nickxcom Posted December 27, 2022 Cool update! I like the change quite a bit, it's a good way to keep standard zombies from getting too predictable. 2 Share this post Link to post
DukeOfDoom Posted January 3, 2023 (edited) UPDATE 1.2 Changelog: 1. As result of working with CVARs, there are now several options which can toggle on/off many things such as: 1.1. Zombies with spitting attack. 1.2. Fast zombies. 1.3. Dogs. 1.4. Turrets. 1.5. Mines. 1.6. Player reanimating after dying. 2. Headshot system has been fixed. 3. Zombies MaxStepHeight is now 56 instead of 96. 4. The music add-on has the PlayStation Doom tracks added. Special thanks to @RastaManGames, Lm0n4eG and Dron12261 for proposing ideas. EDIT: The file's been updated, several critical mistakes have been fixed. Edited January 5, 2023 by DukeOfDoom 3 Share this post Link to post
DukeOfDoom Posted January 10, 2023 (edited) UPDATE 1.3: "Adaptation" Changelog: 1. Zombies are now capable of pouncing at the player regardless of intelligence. 2. The second type of Claymore mines are capable of paralyzing not only players, but NPC marines and zombies too. The stun time is reduced to five seconds. The mines themselves are more likely to appear if they were switched on in the options menu. 3. The zombie animation is sped up a bit, though this may lead to FPS problems in some cases. This is going to be remedied in the near future. Seem to have found and corrected the issue. Edited January 10, 2023 by DukeOfDoom 2 Share this post Link to post
DukeOfDoom Posted January 16, 2023 (edited) Undead Nightmare 1.4: "Mutation" update. Changelog: 1. Slow zombies now have their own model. 2. Suicide bomber zombies added, they can be killed without expoding if shot in the head. Can be switched on/off in the options menu. 3. Now you can enable the loot drop from every single zombie; each zombie type has its own drop tier, ranging from health bonuses to big guns and medikits. 4. New, red zombies have been added to the game in place of old ones. They are much faster, more aggressive and prefer to go at melee rather than throwing bloodballs from afar, the balls themselves lack poison damage as result. 5. The headshot system has been fixed for good, the head hitbox was rendered noclip and that solved the problem. 6. The NPC marines have the CS 1.6 radio chatter, pain and death sounds. Quick patch: 1. Now slow zombies have three different death animations. 2. Minor bugs fixed. Quick patch 2: 1. Several critical bugs regarding head hitboxes and particles had been fixed, special thanks to @Nomakh for pointing them out on the stream he made today. FEEDBACK IS WELCOME AS USUAL! Edited January 17, 2023 by DukeOfDoom : A critical bug has been fixed, the link for the final version remains the same. 2 Share this post Link to post
Unregret Posted January 18, 2023 (edited) I got a very serious lag with version 1.3, playing this mod only with original Doom 2 (with lastest GZdoom 4.10.0). Do this version fix that accumulated lag? I have to use version 1.1 for that reason. Edit: Fantastic with new version, it works with no lag, not to mention brand new-style zombies, i didn't check other zombie such as red and giant type though. But thank you for your effort. Edited January 18, 2023 by Unregret 0 Share this post Link to post
DukeOfDoom Posted January 18, 2023 1 hour ago, Unregret said: I got a very serious lag with version 1.3, playing this mod only with original Doom 2 (with lastest GZdoom 4.10.0). Do this version fix that accumulated lag? I have to use version 1.1 for that reason. Edit: Fantastic with new version, it works with no lag, not to mention brand new-style zombies, i didn't check other zombie such as red and giant type though. But thank you for your effort. No worries, the past versions are going to be fixed too. The main issue was with head hitboxes multiplying during various actor states, I managed to set them only once in a separate state so it wouldn't loop itself repeatedly. 2 Share this post Link to post
RastaManGames Posted January 18, 2023 (edited) @DukeOfDoom Can you, please, put music pack to separate link? I mean... Personally, I am interested more in mod itself, but it is sad to download ~70 Mb every time when new version of mod is coming out. It gonna be really nice to have link to music pack and links to mods of various versions... Also, it is gonna be less heavy for your storage cloud, since every archive now is about ~70 Mb. Edited January 18, 2023 by RastaManGames 1 Share this post Link to post
DukeOfDoom Posted January 18, 2023 (edited) 1 hour ago, RastaManGames said: @DukeOfDoom Can you, please, put music pack to separate link? I mean... Personally, I am interested more in mod itself, but it is sad to download ~70 Mb every time when new version of mod is coming out. It gonna be really nice to have link to music pack and links to mods of various versions... Also, it is gonna be less heavy for your storage cloud, since every archive now is about ~70 Mb. Done! The older version links have been temporarily taken down, once the files themselves are fixed, they might be uploaded back. EDIT: The previous versions have the head hitboxes fixed along with other alterations and released as separate wad files, first post's been updated. Edited January 18, 2023 by DukeOfDoom 2 Share this post Link to post
Unregret Posted January 20, 2023 (edited) Nice, can't wait for more updates with new features. Also, I wonder about a map with very similar gameplay: If only we have another similar monster pack like this one too, that would vastly expand alternative options to combine weapon/texture pack with. Check this one out. 0 Share this post Link to post
RastaManGames Posted January 20, 2023 (edited) @Unregret Sadly, this map has not only its own enemies on it, but also its own player's class. You may ask author to make "vaccinated/vanilla" version, I guess. Edited January 21, 2023 by RastaManGames 0 Share this post Link to post
Hans the Gushne Posted January 20, 2023 Greetings, I would like to know if there's any way for me to download the 1.0 version of this mod, the pouncing zombies are kinda annoying especially when I play on mobile, and I prefer the Romero style zombies, so yeah that's about it, thanks in advance 0 Share this post Link to post
DukeOfDoom Posted January 20, 2023 (edited) 2 hours ago, Hans the Gushne said: Greetings, I would like to know if there's any way for me to download the 1.0 version of this mod, the pouncing zombies are kinda annoying especially when I play on mobile, and I prefer the Romero style zombies, so yeah that's about it, thanks in advance Worry not, there will be a quick fix that will add a toggle CVAR regarding lunge capabilities. 1 Share this post Link to post
DukeOfDoom Posted January 20, 2023 (edited) The link to version 1.45 has been added. List of additions: 1. The enemies pain state has been tweaked a bit, plus the marines certain behavior patterns have been fixed. 2. There is now a CVAR that affects the zombies' ability to lunge. 3. A notorious bug has been corrected with the destroyed bodies of marines maintaining the blocked flag. Also, a link to version 1.0 has been added. Edited January 20, 2023 by DukeOfDoom 0 Share this post Link to post
Unregret Posted January 21, 2023 (edited) 8 hours ago, RastaManGames said: @Unregret Sadly, this map has not only his own enemies on it, but also its own player's class. You may ask author to make "vaccinated/vanilla" version, I guess. Well, i did. Hopefully he will listen. @DukeOfDoom The zombies should be stop wandering too far from its own spot. For example; I play it with Trouble City wad; wonder why the city is empty; turn out zombies are all fall down to lava; and unable to get back xD. 1 Share this post Link to post
DukeOfDoom Posted January 21, 2023 @Unregret That's a good question. It mostly all depends on maps structure, therefore many zombies are guaranteed to fall down the pits because of their behavior. I don't have much of idea how to fix this, hopefully in the future there will be a solution. 1 Share this post Link to post
DukeOfDoom Posted February 3, 2023 A new global update is on its way, will be released in the near future. :) 2 Share this post Link to post
Unregret Posted July 18, 2023 (edited) @DukeOfDoom: What happend to next global update, did you pass new update to Il_Str. I check and find your newest zombie sprites had been reverted back to v1.4 and combined with Half Life monster pack in his claimed 1.5 update. Is this really your new update, DukeOfDoom? 0 Share this post Link to post
Jenoclip Posted September 16, 2023 On 7/19/2023 at 12:11 AM, Unregret said: @DukeOfDoom: What happend to next global update, did you pass new update to Il_Str. I check and find your newest zombie sprites had been reverted back to v1.4 and combined with Half Life monster pack in his claimed 1.5 update. Is this really your new update, DukeOfDoom? In actual fact the update was done by me, but with the permission of Duke Of Doom (or his other nickname is DukeNukem4Ever), so no one stole mods from anyone, you can even ask him. 1 Share this post Link to post
DukeOfDoom Posted June 6 A grand update has come for this mod. Check the first post for more info/fresh screenshots/fresh link. 1 Share this post Link to post
DukeOfDoom Posted June 30 Version 1.3 has been released. Link:https://www.moddb.com/mods/biohazard-undead-nightmare/downloads/undead-nightmare-v13 Changelog (including past updates 1.1 and 1.2): 1. Flame mines and flame turrets had been added. 2. Mines now explode upon contact with human NPC's, not just players and zombies. 3. A new gameplay option added; it allows all downed zombies to be revived after each 5-10 minutes. 4. Monster replacement system altered; stealth monsters are now also replaced. 5. A new option added; it allows to silence human NPC's speeches, leaving only the sounds of gunfire, pained grunts and death. 6. Another such option is applied to turrets, allowing some surprise ambushes by them. 7. Normal corpses added (dead marines and civilians alike); some of them have the chance of rising from the dead and attacking the player. 8. A new enemy added - a tanky skeleton which moves slowly but is tough and hits like a truck. 9. Minor bug and sound fixes. 0 Share this post Link to post