<?xml version="1.0" encoding="iso-8859-1" ?>
<rss version="2.0">
<channel>
	<title>Last 10 Submissions RSS Feed</title>
	<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&module=search&section=search&do=last_ten]]></link>
	<pubDate>Mon, 06 Sep 2010 13:45:42 +0000</pubDate>
	<ttl>1800</ttl>
	<description>This is the RSS feed of the last ten file submissions accepted into our database.  This RSS feed is always up to date as it is dynamically updated.</description>
	<item>
		<title>ArmA 2: Operation Arrowhead Manual</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=123]]></link>
		<description>User Manual for ArmA 2 Operation Arrowhead PDF file</description>
		<pubDate>Sun, 11 Jul 2010 03:38:02 +0000</pubDate>
		<guid isPermaLink="false">123</guid>
	</item>
	<item>
		<title>nazi_zombie_doom</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=121]]></link>
		<description><![CDATA[****** File location for XP ******<br />
<br />
For XP: C:&#092;Documents and Settings&#092;Lj&#092;Local Settings&#092;Application Data&#092;Activision&#092;CoDWaW&#092;mods<br />
<br />
Where you see "Lj" above change it to your computer name.<br />
<br />
****** File location for Vista Users ******<br />
<br />
Go to the control panel/folder options/view/<br />
and tick the box that say's "Show hidden files and folders"<br />
<br />
Then go to: C: &#092; Users &#092; "name of your pc profile" &#092; AppData &#092; Local &#092; Activision &#092;CodWaW &#092;<br />
<br />
Unless you tick the box "Show hidden files and folders" you don't see the AppData folder.<br />
<br />
***** Zip program ******<br />
<br />
I use winwarr for extracting the maps. you can get this at download.com.<br />
<br />
****** To Play Zombies in single player ******<br />
<br />
To play a map alone go to the mod icon and pick the map you want to play. Launch the map then bring down your console [~] and type /map nazi_zombie_"map name here"<br />
<br />
<br />
[~] and type /map "then in this space the map name"<br />
<br />
You must enable the console [~] key in the solo game.<br />
<br />
You must launch solo player.]]></description>
		<pubDate>Fri, 08 May 2009 20:01:46 +0000</pubDate>
		<guid isPermaLink="false">121</guid>
	</item>
	<item>
		<title>Modern_TD-1-01</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=119]]></link>
		<description><![CDATA[Description: <br />
Hi and thank you for downloading our mods.<br />
<br />
This release has the Modern Weapons mod integrated with the Nazi Zombie Tower Defense mod which changes the<br />
gameplay.<br />
<br />
A slightly edited for mood and updated instructions for Modern Weapons follows:<br />
<br />
<br />
This mod will replace almost every weapon in COD:WaW zombie mode with modern weapons.<br />
Exceptions because they would still be used today anyway are: Molotov, M2 Flamethrower, Double Barrel Sawedoff.<br />
<br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
Mod Official Title: Nazi Zombie Modern Weapons<br />
Mod Version: 1.0<br />
Author: Way2Evil (CODWaW friend name: SDP-Panther )<br />
Scripting by: FWCorey<br />
Beta Testing: CustomCOD.com staff, Thanks guys!<br />
Vocals by: FWCorey, CodNerd & Way2Evil<br />
Websites: <br />
<br />
<a href='http://CustomCOD.com' class='bbc_url' title='External link' rel='nofollow external'>http://CustomCOD.com</a><br />
<a href='http://www.moddb.com/mods/nazi-zombie-modern-weapons' class='bbc_url' title='External link' rel='nofollow external'>http://www.moddb.com...-modern-weapons</a><br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////   <br />
<br />
Game                        : Call of Duty: World at War (PC!!!!)<br />
 <br />
Supported Gametype          : Zombie mode<br />
<br />
Compatibility with maps/mods  : If the map doesn't use a mod.ff file then you can copy these files into it's<br />
                                folder. Maps sometimes add the mod.ff file with nothing in it.(1kb file) If so,<br />
                                it will still work if you copy this mod's "mod.ff" over that "mod.ff" file.<br />
                                Combining with other Mods that change anything other than weapon skins or wall<br />
                                textures is not recommended and may crash the game or give you unpredictable<br />
                                results<br />
<br />
                                Do NOT rename the mod.ff file or the modern_td.iwd file or this mod won't work.<br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
Installation Instructions:<br />
<br />
PLEASE TURN OFF SPECULAR IN YOUR GRAPHIC SETTINGS, OTHERWISE YOU MAY SEE SOME BUGS WITH CERTAIN GRAPHICS CARDS.<br />
<br />
Extract to:<br />
(For XP)<br />
C:&#092;Documents and Settings&#092;YOUR_PROFILE&#092;Local Settings&#092;Application Data&#092;Activision&#092;CoDWaW&#092;mods&#092;<br />
<br />
(For Vista or Windows 7)<br />
C:&#092;Users&#092;YOUR_PROFILE&#092;AppData&#092;Local&#092;Activision&#092;CoDWaW&#092;mods&#092;<br />
<br />
     Launch CoDWaW.exe, go to Mods and launch "Modern_TD-1-01".<br />
     You MUST launch the mod to play the mod, there is no way around this. (don't join a server that runs<br />
     this mod without launching it first!)<br />
<br />
     Create a lobby and invite your friends who already have the mod.<br />
     There is no HTTP Redirect or downloading off the host in Co-op.<br />
     Change the server to Nazi zombie Mode. (do not try to use this on the campaign it will probably crash)<br />
<br />
     If you are having any problems setting up this mod, please report your problems at CustomCoD.com.<br />
<br />
     READ ADDITIONAL NOTES FOR SINGLEPLAYER PLAYING!<br />
<br />
Using the mod on custom maps:<br />
Go to...<br />
(For XP)<br />
C:&#092;Documents and Settings&#092;YOUR_PROFILE&#092;Local Settings&#092;Application Data&#092;Activision&#092;CoDWaW&#092;mods&#092;<br />
<br />
(For Vista or Windows 7)<br />
C:&#092;Users&#092;YOUR_PROFILE&#092;AppData&#092;Local&#092;Activision&#092;CoDWaW&#092;mods&#092;<br />
<br />
...and make a copy of the folder the custom map is in. I'd recommend renaming the duplicate folder to something<br />
like "Mapname_TD" where Mapname is the name of the map, so it's easy for you to identify.<br />
copy mod.ff and modern_td.iwd into the new folder with the map... overwriting mod.ff if it exists with the file<br />
from this mod. (That's why you need to work with a COPY of the map!)<br />
<br />
Launch Call of Duty (Single player) and from the main menu go to Mods. You should see your map in there with the<br />
new folder name as well. Use that one to play with this mod and the original to play without it.<br />
<br />
Anyone you wish to play with has to install the mod as well with the EXACT SAME folder name!!! Or when they try<br />
to play with you they will simply get a "Challenging" message on the load screen and not make it in.<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
Additional Notes:<br />
     You may start the zombie game as normal after the mod is active.  If you wish to play alone, then open<br />
the console (~ by default and must be enabled in your Options) and type "map nazi_zombie_prototype" without the<br />
quotes.<br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
Known bugs: (Can't seem to fix these)  =(<br />
<br />
-M4M203 (nade to bullet animation doesn't work correctly)<br />
-M4 reflection (just a little on the side of the scope)<br />
-ADS_up anim Skorpion (it aims fine, but it should have been better)<br />
<br />
FAQ (in no particular order)<br />
<br />
Q.   MG42 bipod mismatch error?<br />
A.    -this happends sometimes to some people, still haven't figured out why, sorry I cannot help you with<br />
         this unless I get a really good bug report. Flushing the servercache.dat file helps some people.<br />
<br />
   Set developer to 1 and open the console fullscreen and if you are lucky you get a list with files and<br />
        lines that caused the bug (send me that info on CustomCOD.com)<br />
   It might have something to do with the custom map you are playing, make sure everybody has the same map<br />
        & mod installed the same way. (Folder names should be identical!)<br />
   Make sure you've got both of the MOD (mod.ff & modern_td.iwd copied to the map you are playing)<br />
<br />
<br />
Q.    -Server script compile error?<br />
A.    This happends in version 1.1 when you use a no-dvd file, just update to 1.3 and you should be fine, if<br />
        that doesn't work, you'll have to play with the DVD in the drive.<br />
<br />
Q.   -I get the standard weapons of COD5/CODWaW why?<br />
A.   -You didn't install your mod correctly or you didn't launch it (make sure you and the host have both<br />
         launched the mod)<br />
<br />
Q.   -Can I get this on my Wii, PS2, XBOX360 or PS3? (Or any other console)<br />
A.   -Game mods can only be installed on the PC version of the game. Console users <br />
<br />
Q.   -Does this work on other maps?<br />
A.   -You didn't read this readme did you?? Yes you can. Now go back and read the whole readme. It's not<br />
         difficult, just detailed to make it as easy as possible for you! It was a lot harder to type than it<br />
         is to read. <br />
<br />
Q.   -I can't see, there is weird stuff in my face.<br />
A.   -Clean you monitor, no seriously, you renamed the mod.ff or it's corrupt.<br />
<br />
Q.   -When I play the game I have no ammo and I keep on reloading.<br />
A.   -Make sure the host is running the mod and make sure you both have the same version of the mod and that<br />
         neither of you renamed the folder it's in.<br />
<br />
Q.   -The "Weapon name here" doesn't look or act the same as in COD4<br />
A.   -Get over it you baby, this is not COD4, I tried to get as close to it as I could, can't get any better<br />
         OK?!?!<br />
<br />
Q.   -I can't see the modern weapons mod in the mod list<br />
A.   -You didn't install your mod correctly, go back and read the instructions again. OR you haven't updated<br />
        your game with the latest patch. (1.3 as of this writing)<br />
<br />
Q.   -Can you teach me how to make a mod like this.<br />
A.   -I'm not really that good a teacher nor a social person, besides, I don't have the patience, <br />
   just read some tutorials or ask around on the CustomCOD.com forums.<br />
<br />
Q.   -I don't like the new ascend & salvation chalk and what does deedeedee means?<br />
A.   -Deedeedee!! that means you!! and if you don't like them, grow up!!<br />
<br />
Q.   -I typed /map nazi_zombie_prototype and I still get the normal map, your mod don't work.<br />
A.   -This is a MOD (short for modification) not a map! It doesn't come with a special map of any kind.<br />
<br />
Q.   -Why didn't you add "weapon name here" to the mod? I always used/loved it in COD4.<br />
A.   -It's a shit load of work to add a weapon and the prototype map doesn't let me add more, so this is the<br />
         max, don't whine about more weapons. I added the ones I thought would be cool.<br />
<br />
Q.   -I still found some weapons from CODWaW/COD5 while playing the mod<br />
A.   -I did not replace all weapons of the game, the ones that would still be used today or which give a nice<br />
         variety to the weapons that are still in there.<br />
<br />
Q.   -Why is this FAQ so long?<br />
A.   -Cause there are so many people who don't read these ReadMe files and ask stupid questions, not you, you<br />
         are cool. ^^<br />
<br />
That's what I know about, please tell me if you find any other bugs.<br />
Leave me a message (PM) at CustomCOD.com or moddb.com if you find anything.<br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
Thanks to:<br />
<br />
Corey - for helping me with whatever trouble I ran into, testing and keeping me motivated<br />
SDP - for helping me testing from time to time.<br />
CustomCOD - for the help they gave and getting me into contact with Corey & other mappers/modders. ^^<br />
CODNerd - for calling me a liar & testing<br />
Everybody who loved and thanked me for the beta release and will for this release.<br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
Well, have fun and tell me if you liked it.<br />
<br />
Greetz. Way2Evil<br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
ps. here is the list of weapons that are in there now:<br />
<br />
-USP .45<br />
-Desert Eagle<br />
-Mini-Uzi<br />
-MP5<br />
-P90<br />
-AK47<br />
-M16<br />
-G36C<br />
-M14<br />
-G3<br />
-M82A Barrett .50 cal<br />
-Dragunov<br />
-Frag grenade<br />
-M4M203  (M4 with grenade launcher)<br />
-Winchester 1200<br />
-M1014<br />
-M249<br />
-RPD<br />
-M60<br />
-M4<br />
-RPG-7<br />
-Secret Raygun replacement<br />
-Secret Deathcard replacement<br />
<br />
Bonus weapons: (will work in prototype map, but might not be included in other maps)<br />
<br />
-AK74u<br />
-Skorpion<br />
<br />
//////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
<br />
Details of the Tower Defense MOD - thanks to ottawolf from CustomCOD.com for his enthusiastic writeup. <br />
<br />
 N A Z I   Z O M B I E  :  T O W E R   D E F E N S E  M O D   2.1<br />
<br />
 Nazi zombie maps have taken COD WAW by storm,  you've played them,  you have loved them, well, now you<br />
are going to hate them.<br />
<br />
 After Way2Evil released his Modern Weapons mod his mind was already working on a new mod for COD WAW.<br />
<br />
 With the  help of a sick,  twisted and very talented scripter, FW-Corey,  they have  brought you a mod that<br />
will definately have you screaming at the top of your lungs,  breaking  your keyboard,  throwing your mouse<br />
across the room.  Please be warned, you will be traveling to the local computer store for replacement parts.<br />
<br />
 Nazi Zombie Tower Defense Mod  Version 2.1 is a server side mod, that loads in moments and changes almost<br />
every aspect of the "normal" zombie play. This mod is guaranteed to have you hating someone you have never<br />
met.<br />
<br />
 Some of the changes you will see in the gameplay:<br />
<br />
    * the zombies are more terrifying ( if that was possible they are zombies after all )<br />
    * the eye glow has changed to red just to make them creepier (see above comment)<br />
    * there is more decay on the bodies<br />
    * crawlers can be created more easily, everyone loves a crawler<br />
    * weapon prices have been increased on most wall-bought items<br />
    * at the mystery box,  anyone can grab a weapon  that has been spun for.  This is a<br />
<br />
         lot of fun,  you can either  help someone out by buying them a weapon or you can<br />
          steal their weapon if they are too slow grabbing it<br />
<br />
    * when a player goes down,  they lose 10% of their points,  if they die they will lose<br />
<br />
         another 23% of their points<br />
<br />
    * there are more powerups, there is single player invulnerability bonus(for 30 seconds),<br />
<br />
         unlimited ammo, (30 seconds) or single player gets full ammo<br />
<br />
    * there are also traps; no points (for 30 seconds), all players lose ammo, or an unlucky<br />
<br />
         player loses ammo<br />
<br />
    * the mystery box will sometimes close without warning randomly and mock the victim<br />
    * there are a mix of levels,  there are speed rounds, headshot only rounds, boss levels<br />
<br />
         (I will explain more later)<br />
<br />
<br />
 Now that we have laid out  the general gameplay,  there are some  more specific points.   The boss level comes<br />
every fifth level; on levels 5, 10, 15 etc...  The "Boss" zombies have a vastly increased health amount & are<br />
only seriously damaged from headshots.   Hitting them elsewhere on the body actually  adds health to them, this<br />
also goes for the headshot only  rounds.  The players will be happy to know that there are a limited number of<br />
bosses during the boss levels.<br />
<br />
 For those who like to use the infinite ammo cheat. By doing this you will send the game into a guaranteed<br />
death for yourself and your teammates. All of the zombies will have + 5000 health, they will all be runners,<br />
the bosses will be vulnerable to headshots only and there will be 20 more of them, no repairing windows, and<br />
no grenades at the end of the round, also the mystery box will slam shut every spin and you will only be able<br />
to buy ammo from the walls. This is a warning, cheaters will not survive the oncoming hoards of zombies. During<br />
the cheat penalty the number of zombies is also increased to the normal amount + 666 and the only way to<br />
completely disable these penalties is to recreate the lobby.<br />
<br />
 All of us who tested this mod,  can't wait to see what other sick & twisted things will be unleashed from the dark<br />
recesses of Way2Evil's, and FW-Corey's minds!<br />
<br />
We hope you enjoy this and remember, it's only a game!<br />
<br />
Ottawolf<br />
<br />
<br />
<br />
In the 2.1 update of Tower Defense included in this release there are also the following changes...<br />
<br />
At the end of the first boss round you can now repair the windows they broke open.<br />
<br />
Instead of making the zombies tougher to kill with the new weapons, I simply cut the points you get for doing<br />
it in half.<br />
<br />
When you enrage zombies in headshot only rounds by hitting them in the body, they won't heal past their starting<br />
health. (I must be getting soft) (Also, crawlers are capped at 25% to 50% of their starting health.<br />
<br />
Bosses are no longer headshot only.. but you get more of them in coop matches.<br />
<br />
To balance this you have a time limit for each round.. if you aren't finished killing them, tough luck, the next<br />
round starts anyway. Better reload and deal with it!<br />
<br />
Unlike the stock version of Tower Defense, all the players need to have this combo-mod installed. It's far too<br />
large to be server-side transferred because of the addition of Modern Weapons]]></description>
		<pubDate>Wed, 08 Apr 2009 14:58:10 +0000</pubDate>
		<guid isPermaLink="false">119</guid>
	</item>
	<item>
		<title>Lucky @ Bingo</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=118]]></link>
		<description><![CDATA[Description: <br />
I'm sure all of you have been here:<br />
<br />
You get to a high level in your nazi zombie match. You and your friends hold one zombie at the end of the round so all of you can try the mystery box to get a good weapon (either to get it for the first time or to replenish your ammo used in the current round). You go to the box several times before get a weapon you actually want / need to hold off the next wave of zombies. Each team member has to do this. Are you sick of having to try numerous times at the mystery box and waste time between rounds? Try the Lucky at Bingo Nazi Zombie mod. We have removed all the trash weapons and left the MG42, the Browning, and the Ray Gun in the box when you only want those weapons. Several conditions are required for this, mainly: you need to get to a certain level in the match (Level 8 for single player, level 9 for two players, and level 10 for three and four players); have one or zero zombies left in the round; and have 3800 points or more. If one or more of these conditions are not met, the box will contain all the standard weapons and will cost 950 (all default conditions). Additional aspects / explanations of the mod are listed below:<br />
<br />
*** Lucky at Bingo Mod for Nazi Zombies ***<br />
Creators: [LAB]Dc and [LAB]HeliMagnet (scoop25785 on CustomCod.com)<br />
A special thanks to FWCorey and all other creators of the Gambler's Ruin mod for their inspiration and assistance.<br />
Thank you to all at LAB or fans of LAB who have helped in the alpha and beta testing.<br />
<br />
Works for Solo and Cooperative Nazi Zombies.<br />
<br />
Comments: <a href='http://i398.photobucket.com/albums/pp65/scoop27585/Version5.jpg' class='bbc_url' title='External link' rel='nofollow external'>http://i398.photobuc...85/Version5.jpg</a><br />
The upper right corner of the screen (timer) is the biggest advantage of the mod, in our opinion. We guarantee you will not need to invest 3-4 hours of your time on one game anymore.<br />
<br />
Details of the mod:<br />
This is an umbrella mod that overwrites the inhabitant rules in the maps you play. This does NOT include a new map.<br />
Some of the major changes / comments included in the Lucky At Bingo Nazi Zombie mod follows:<br />
<br />
1.)       All weapons are the same as the original prototype map. <br />
           The pickups themselves cost the same as the original, both the gun and the ammo.<br />
           Feel free to change the prices in the _zombiemode_weapons.gsc file to cater to your liking.<br />
<br />
2.)       Picking up ammo (you already have the weapon) costs you a percentage of the total ammo count. For example:<br />
           The Tommy Gun costs 1500 points to buy and 750 points for full ammo. The Tommy Gun holds 200 bullets plus a full clip in the gun. <br />
           Say you fire off 60 bullets (you have 140 plus a full clip).<br />
           When you trigger the Tommy Gun pickup, it will cost you: 60/200 * 750 = 225 (Actually 230, the game ceilings to the tens place). <br />
           It will save you 520 points this way. <br />
<br />
3.)       The zombies AI has a decent ramp up. You will notice runners earlier and the firepower needed to take them out is increased.<br />
<br />
4.)       Atomic Bombs have a cool mushroom cloud effect. Works the same as the other pickup, wipe the zombies currently spawned. <br />
<br />
5.)       THE MYSTERY BOX: the heart of the mod. <br />
           One of the biggest complaints/beefs we have with zombies is the long breaks between rounds to grab guns we want. <br />
           Thus, we have modded the mystery box to only include the three most important weapons that we want to use: <br />
           the MG42, the Browning, and the Ray Gun. <br />
           When ONE zombie is left in the round (or in between rounds), all weapons are removed except for these three. <br />
   <br />
           The mystery box will act normal until several conditions are met.<br />
           a.) You are beyond a certain point in the game:<br />
                      i.)    One player game: Level 8<br />
                      ii.)   Two player game: Level 9<br />
                      iii.)   Three player game: Level 10<br />
                      iv.)   Four player game: Level 10<br />
<br />
** The LAB hud text will crawl to the center of the screen and blink at the BEGINNING of the round that condition A is met. **<br />
** This will help you, so you don't have to remember what level you need to get to **<br />
<br />
           b.) There is one or less zombies left in the round<br />
           c.) You have four times (4x) the points for mystery box pulls. You must have 3800+ points to pull the box with the special guns.<br />
<br />
           If one or more of the above conditions are not met, the box will behave normally (cost 950 points and cycle all available weapons).<br />
<br />
           You can only have one of each, as usual, but there is no need to try the box 10-15 (or more) times anymore. <br />
           To simulate the trips to the box, we have a random number generator that is multiplied by 950, the price of trying the box. <br />
           The random number generator is a gaussian distributed generator, wikipedia it for some extra information<br />
           [http://en.wikipedia.org/wiki/File:Standard_deviation_diagram.svg]. <br />
           It is set to have a mean (average number) of about 11 with a standard deviation of 5.<br />
           In simpler language: 68.2% of the pulls will fall between 6 and 17. <br />
           Lower numbers (1 - 5) will occur 15.9% of the time and 17+ 15.9% of the time. <br />
           There is a chance of getting a 20+ multiplier, but it is a small percentage of the time (2.2%).<br />
           See the included image [Gaussian.jpg] for a histogram (bar graph) of what we are trying to explain. <br />
           This will be a representation of how the box will operate.<br />
           Since we are using random numbers generated by the game, your match's numbers generated will be different from other matches.<br />
   <br />
           If you do not have enough points to pay to open the box, you will have your score wiped down to a number between 2850 and 3800. <br />
           The number you return is based on the number of 950 point attempts you can have before you run out points. <br />
           It's easier to explain in an example. <br />
<br />
           Say you 14375 points. This will allow you to have a maximum of 14375/950 = 15.1315 pulls. <br />
           Since you can't pull with less than 950, you really have 15 pulls. <br />
           You go to the box with one zombie left and pull an 18. Since you can't afford the price, the mod will remove three (3) <br />
           less of your available pulls times 950, leaving you with 3 pulls during the round, plus the    0.1315 * 950 points. <br />
           So, you will be docked 12 * 950 = 11400 points, leaving you with 2975 points. <br />
           This will leave enough points for a pickup on the wall or a few tries with the regular operation of the box.<br />
 <br />
           This will simulate repeated fail attempts to get the right gun (We've seen 25k wasted and nothing to show for it, so its possible).<br />
           The box behaves AS USUAL DURING the rounds (number of zombies is &gt; 1). All weapons are in the box and it only costs 950. <br />
                      ** This part of the mod forces you to take more chances - or be more patient - early in the game. **<br />
                      ** You can see a big chunk of your points go bye bye and haven't nothing to show for it. **<br />
           Mystery box demo video: <a href='http://www.youtube.com/watch?v=csNoJs-dUrI' class='bbc_url' title='External link' rel='nofollow external'>http://www.youtube.c...h?v=csNoJs-dUrI</a><br />
<br />
6.)       A timer that shows your elapsed time in the zombie match. It has no effect on gameplay, just something to notice when you <br />
           are playing a zombie match that takes half the time to play with this mod.<br />
<br />
7.)       A zombie counter is in the upper right of the screen. This will show how many zombies are left in that particular round, <br />
           out of the total number of zombies in that round.<br />
           Take it with a grain of salt (it isn't perfect all the time, due to the game's threading). USE IT AS A GUIDE! <br />
           If you trigger an atomic bomb, then kill zombies that are still alive on the map, the zombies will be double counted.<br />
           Similarly, killing several at once seems to screw it up a bit. Again, its just a guide.<br />
<br />
<br />
We tried to keep the gameplay as close to the standard gameplay (no mods) as possible. The zombie counter helps you out as you know when to start holding a zombie for the window; however, most successful strategies to play the standard map, for example, contain camping a window anyway. The mystery box's random number generator has been thoroughly tested as seems to correlate with the standard mystery box for a selected weapon (for example, the ray gun) well. The increase in zombie health and speed is used to cancel any advantage from the counter and mystery box code.<br />
<br />
Comments are welcome and we hope you enjoy the mod!]]></description>
		<pubDate>Wed, 08 Apr 2009 14:37:54 +0000</pubDate>
		<guid isPermaLink="false">118</guid>
	</item>
	<item>
		<title>zombieX_v1</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=117]]></link>
		<description><![CDATA[Description:<br />
<br />
After a long wait, zombieX is finally released!<br />
<br />
New quick chat options:<br />
<br />
Lay mine (Hunters only)<br />
Thirdperson<br />
Call for a medic (Hunters only, zombies just make groan sound)<br />
Zombie explode (Zombies only)<br />
<br />
<br />
Hunters start with 3 mines (default) which can be laid down on the ground.<br />
When a zombie comes close enough, the mine will detonate killing all zombies within a certain radius.<br />
<br />
Hunters start with 3 syrettes (default) which can be used to heal yourself or other team mates.<br />
To heal youself, make sure you are not looking at any other players and hold down USE.<br />
To heal other team mates, look at them and hold down USE.<br />
<br />
If the first zombie hits a hunter (not body parts or explosion) then that hunter will become infected.<br />
An infected hunter will slowly loose health, to cure an infection you must be healed twice (default)<br />
by either yourself or other team mates.<br />
<br />
If you are kill by the first zombie, then you will spawn as a zombie where you died.<br />
<br />
Once 35% (default) of the total players are zombies, body parts will become available for the zombies to throw.<br />
Body parts can bounce off walls and other players.<br />
<br />
Zombies also have the ability to explode, this will cause damage to nearby hunters.<br />
<br />
If vehicles are enabled, all zombie attacks can damage vehicles.<br />
Explode = 60 damage<br />
Bodypart = 20 damage<br />
Hit = 25 damage<br />
<br />
You can bind quick chat commands with<br />
&#092;bind [key] openscriptmenu quickzomx [number]]]></description>
		<pubDate>Wed, 08 Apr 2009 14:36:30 +0000</pubDate>
		<guid isPermaLink="false">117</guid>
	</item>
	<item>
		<title>azombie_mod_overun</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=116]]></link>
		<description><![CDATA[Description: Nazi Zombie Overrun<br />
<br />
We have a very special day to celebrate and all of us from CustomCoD.com staff thought what better way than to torture our members even more. FW-Corey (yes the scripting genius behind Tower defense) is celebrating his 666th birthday and we decided to put out this little mini-mod for you to enjoy.<br />
<br />
The mod features endless waves of our fine little friends the Nazi Zombies. Yes, you read right, endless. The zombies are all runners, they continue to spawn (no potty break in between rounds, no afk codnerd!). They also added the powerups from Tower defense, and Gamblers Ruin (just the good ones). <br />
<br />
Specials thanks to Sparks for scripting help and Way2evil for his way 2 evil ideas, and of course FW-Corey for being the scary individual he is. <br />
<br />
This server side mod can be played with any map, if you are hosting, just run the mini-mod and then invite your friends to thier doom.]]></description>
		<pubDate>Wed, 08 Apr 2009 14:32:29 +0000</pubDate>
		<guid isPermaLink="false">116</guid>
	</item>
	<item>
		<title>nazi_zombie_snowypark</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=115]]></link>
		<description>Its A Great Snow Level Zombie Map So Enjoy</description>
		<pubDate>Wed, 08 Apr 2009 14:24:54 +0000</pubDate>
		<guid isPermaLink="false">115</guid>
	</item>
	<item>
		<title>Nazi Zombie Modern Weapons 1.0</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=114]]></link>
		<description><![CDATA[Fixes<br />
1. Added a few more weapons<br />
2. Lots of bugs fix.<br />
3. Lots of little things added<br />
<br />
This is the 1.0 release of the nazi zombie modern weapons mod.<br />
It replaces almost all weapons in the nazi zombie mode with modern weapons From Call Of Duty 4<br />
<br />
Read the readme.txt for more info and help.<br />
<br />
Have fun with it and please report any bugs that are not in the known bugs list in the readme.txt.]]></description>
		<pubDate>Wed, 08 Apr 2009 14:00:58 +0000</pubDate>
		<guid isPermaLink="false">114</guid>
	</item>
	<item>
		<title>nazi_zombie_dead_sand</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=113]]></link>
		<description><![CDATA[Description:<br />
<br />
This map is a fantastic map done by a talented and amazing mapper/modder. This name you will be sure to remember his name. This person we are raving about is Jacmac. This map plays flawlessly with lots of twists and turns. There is changing weapon values, increased AI offense and defense, there are a few perks we wont tell you about. The map opens, the landing boats are on the beach, you and you team mates are defending a series of trenches and bunkers. You have at your arsenal, bouncing betties, mounted machine guns, deployable weapons, mortars and a few custom weapons that will be sure to blow your mind. From the trenches you make you way trough a series of mountain side bunkers again with lots of twists and turns. There is a last stand area that will blow your mind. Now back to the AI, you have reinforcements, that you can gain from time to time to help with the onslaught of zombie attackers. There is also the presence of enemy AI who has a large arsenal of weapons also. This will definitely be a map you will remember. Download it now, play it and then play again, I guarantee you will not be disappointed. It is a very large map and the extras make it play smoothly. Ottawolf, WizzardOfOzz, FW-Corey and CoDNerd are proud and honored to have tested it and now we bring it to the community. Also we want to welcome Jacmac to the CustomCoD staff. Great job Jac, keep it up. (Written by Ottawolf)<br />
<br />
Features:<br />
<br />
   • The chests are progressive in cost and old weapons are cycled out as the game level increases. <br />
   • Bouncing Betty mines and 60mm mortar rounds have been added as primary weapons. The ammo count for each of these is the same as grenades, four at a time. When you have two weapons and pickup 60mm Rounds or Bouncing Betties, the current weapon will be “saved”. That is, when you use up the mine or mortar rounds, you get your weapon and ammo you previously had. This is only true for guns. If you have 60mm and pick up Bouncing Betties, you lose the 60mm rounds and you will get a pistol back instead.<br />
   • There are a few custom weapons in the game (don’t ignore a pistol out of the chest, it might be more than you think).<br />
   • Zombies will be faster in the beginning levels due to the terrain distances they have to move. They will also speed up later in a round when there are only a few left.<br />
   • There is both Friendly and Enemy AI with guns. Both types are stationary and are simply designed to add something new to the zombie game. All Enemy AI must be killed to end a level, this means Enemy AI outside will hold up a level ending until it is killed off.<br />
   • There are turreted machine guns in a few key locations.<br />
   • There’s more, go discover it.]]></description>
		<pubDate>Wed, 08 Apr 2009 13:40:19 +0000</pubDate>
		<guid isPermaLink="false">113</guid>
	</item>
	<item>
		<title>1.3 Patch</title>
		<link><![CDATA[http://forums.fkmod.com/index.php?app=downloads&showfile=111]]></link>
		<description>1.2 to 1.3 Patch</description>
		<pubDate>Fri, 06 Mar 2009 00:50:17 +0000</pubDate>
		<guid isPermaLink="false">111</guid>
	</item>
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