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HISTORICAL BACKGROUND:
- 1938-1939: Third German expedition to Antarctica. A boat with a crew of 33 men and two seaplanes explore the region they call Neuschwabenland, New Swabia. They taking 16,000 aerial photographs. To affirm the German presence in Neuschwabenland three flags were placed along the coast and thirteen brands were placed inside through air travel at intervals of 30-40 km. Those marks were aluminum poles with a steel cone with a swastika on top. There was also a reconnaissance team along the coast in charge to register the geography of the area. The expedition also sighted from air the presence of thermal springs with vegetation in the Schirmacher oasis.
(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/neu%20schwabenland_zpslucksx9s.jpg)
-1943, december: Admiral Doenitz sent a telegram passes almost unnoticed at the time: "The German submarine fleet is proud to have built an earthly paradise, an impregnable fortress for the Fuhrer somewhere in the world."
STORYLINE:
-1944: Germany is clearly losing the war. Meanwhile, at the Antarctic Base Neuschwabenland a colossal discovery occurs: during a routine expedition they discover strange and mysterious archaeological remains. Hitler sends submarines to the Antarctic with hundreds of soldiers and dozens of scientists and specialists loyal to the Reich. When digging in the ice, soon a vast system of tunnels and ancient buildings comes to light. All strive to approach what seems to be the core of the immense enclosure, where there is evidence that are facing an immense and decisive power that can help the Nazis to change the outcome of the war.
-1944, october: The last messages received from Antarctica are confused and incoherent: it seems that an epidemic of madness has been primed with Nazi soldiers and scientists. They speak of a strange power that alters the will of men, or of dead who rise to attack their comrades alive. After that, silence. Until, simultaneously, various waves of undead surge from different and mysterious places of power of the planet.
No power seems able to stop the undeads. A small international team is sent to Antarctica, where previously the Germans had found some clues to find a way to stop the zombies..
THE FOUR PLACES OF POWER AT WORLD:
Rural outskirts somewhere in northern France:
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(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/north%20france%20mixti%20fori/wip_nf04_zpsvaksw3v8.jpg)
(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/north%20france%20mixti%20fori/wip_nf01_zpsjn5nh14o.jpg)
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(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/north%20france%20mixti%20fori/wip_nf02_zpswthiv1xt.jpg)
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(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/north%20france%20mixti%20fori/wip_nf07_zps1pbklptp.jpg)
(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/north%20france%20mixti%20fori/wip_nf08_zpsexmh6m8c.jpg)
Schlosstür Burg, a castle controlled by the SS somewhere in the Austrian Alps:
(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/wip02_zpscfpo5cyg.jpg)
(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/burg%20mixti%20fori/wip_burg01_zpsmmz75sjd.jpg)
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(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/wip03_zpsxrksvuch.jpg)
Ruins of an abandoned temple in the jungle, somewhere in Southeast Asia:
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(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/burma%20mixti%20fori/wip_burma01_zpsdusoatxi.jpg)
(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/wip05_zpsht3ga1gx.jpg)
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(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/burma%20mixti%20fori/wip_burma03_zpsgpjksszs.jpg)
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Medina walled city somewhere in Tunisia:
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NAZI ARCHAEOLOGICAL SITE IN ANTARCTICA:
(http://i270.photobucket.com/albums/jj93/huruman/nazi_zombie_mix/wip09_zpsbiluj8rq.jpg)
FEATURES:
FEATURES:
*Five separated areas set in various places on the planet. You can only move from one area to another using teleports (done)
*Dimensional portals: personalized teleports system, from the multiplayer teleport script. Teleports are active from minute 0, have no cost or limit of use (done)
*Custom menu music (done)
*Custom round sounds (done)
*Many ambient sounds created for the map (done)
*No hellhounds (done)
*Zombie counter (done)
*3 permanent mystery box (done) - with custom models and sounds (done)
*More than 70 statics models created by me exclusively for this project (done)
*A lots of custom materials and textures (done)
*A lot of custom fx (done)
*Buyable ammo (done)
*8 perks (WIP)
*Secret areas (WIP)
*Slippery ice (done)
*Origins staffs (done)
*Different zombie models according to areas (planned)
*Damage areas by freezing or fire (planned)
*Buyable or winable ending (planned)
*Wonderful weapons as a reward for more exploring or curious players (planned)
*Well of sacrifices in lava pond (similar to the Soul Chests) (planned)
*Energy traps (planned)
*Special zombies or bosses only in the antarctic zone, in the last part of the mission (planned)
*Powerfull Final Boss to ending the mission/map (planned)
*And probably, some more things ;)
I accept suggestions and requests, as long as they are consistent with the philosophy / sense of the map ;)
I must admit, however, that my scripting skills are quite limited (very limited, in fact!) So to make some suggestions I probably need help ;)
WEAPONS:
WWII weapons (and older):
- Mauser C96
- 38Special (BO3)
- M1 Garand (Advance Warfare)
- STG44 (Advance Warfare)
- WINCHESTER Lever Action (Advance Warfare)
- PPSH (BO3)
- TOMMY GUN - SPEAKEASY
- STEN ZOMBIES (BO3)
- MG42 (WaW)
- M1919 Browning (WaW)
Modern/Futuristic weapons:
- ARX160 (Ghosts)
- SC2010 (Ghosts)
- CARBINE (Bulletstorm)
- ARGUS (BO3)
- XPR50 (BO2)
- CHAINSAW (Ghosts)
- Dingo (BO3)
- REPULSOR (Advance Warfare)
- RIPPER (Ghosts)
- Ray gun (WaW)
Wonder weapons:
- XMG1 (Advance Warfare)
- KT7 (BO3)
- Flaregun (Bulletsorm)
- Wunderwaffe (WaW)
CREDITS: