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Revery (ver: 3.0 - final release)

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Created 11 months ago
by stig4532_
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Final version 3.0 - 02.10.2025

Download link: https://www.mediafire.com/file/6bjrf39owsis76r/nazi_zombie_revery.exe/file

T4M required.
 
Take on the zombie horde at an abandoned Victorian railway station. Starting in the main house, you will face an onslaught of zombies and with no repairable barricades, there is a sense of urgency to leave the house and explore the remains of the old station.
 
With narrow corridors and obstacles in your way, do your best to take out the zombies to gain enough points to acquire the buyable ending, by escaping on the next train home.
 
 
 
 
Features:
 
- Difficulty: medium-high. co-op recommended;
- Der Riese style;
- Some Black Ops 1,2,3 perks;
- Verruckt sprinters and scrapped running animations for zombies;
- Custom-made assets, including replicas of real world railway infrastructure;
- Weapon sounds from Medal of Honor: Allied Assault;
- Bunker design from Medal of Honor: Allied Assault, Omaha Beach level;
- Call of Duty 2 recoil on most guns,
- Buyable ending;
- Custom ambient sounds and menu music from Medal of Honor: Allied Assault;
- UGX Jukebox.
- Custom textures
 
 
Special thanks to Kroupa for general help and beta testing and to Numan and Marthur on the UGX Discord for help with glitches/bugs.
Last Edit: October 02, 2025, 05:51:16 pm by stig4532_
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amaaazing map soo ocool bussing
Last Edit: June 21, 2025, 02:23:40 pm by Moderator (Approval)
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Hurtling through time and space since 1945.
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Kicking zombie ass since 11.11.2008.
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Did a quick playthrough, and here are some of my thoughts.
/Detailing is good, but imperfect. Many rooms felt empty, or not sufficiently fleshed out.
-Pacing isn't great. First room is with an M1A1, and a door for 2000. I figure for 2000 points there'll be something decent behind that door. There wasn't. There was a G43, which is even worse than the M1A1, and a door for 3000. This felt more irritating and senseless than it did challenging, especially because opening a new area should mean opening a new area, and not really opening a janitor's closet.
+The idea behind the map was good, and I definitely think there's a good foundation to build on here.
+I really liked a lot of the sound effects, such as the ambient music, and the main menu theme.
-I'm generally opposed to buyable endings, because what's the point of replaying something you've beaten?
All in all, I'd say it's like a...6/10. There's room for improvement, and it's a good concept that I think you should continue to fine tune. Specifically you should seek to fine tune the balancing and the detail.
 
What other maps have you made? I feel like I played something else in the past that you might have made.
Last Edit: July 01, 2025, 06:42:37 pm by Die_Glocke
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"Did a quick playthrough, and here are some of my thoughts.
/Detailing is good, but imperfect. Many rooms felt empty, or not sufficiently fleshed out.
 
Because the rooms are small, I didn't want to stack it full of furniture otherwise it'd be too tight to walk around. When I tried adding furniture etc, I came across issues with the zombies glitching out as the space wasn't wide enough for them.
 
-Pacing isn't great. First room is with an M1A1, and a door for 2000. I figure for 2000 points there'll be something decent behind that door. There wasn't. There was a G43, which is even worse than the M1A1, and a door for 3000. This felt more irritating and senseless than it did challenging, especially because opening a new area should mean opening a new area, and not really opening a janitor's closet.
 
Agreed, but it was more for the co-op element as there are 2 player spawns in either of the starting rooms. It's not really made for solo play.
 
+The idea behind the map was good, and I definitely think there's a good foundation to build on here.
+I really liked a lot of the sound effects, such as the ambient music, and the main menu theme.
-I'm generally opposed to buyable endings, because what's the point of replaying something you've beaten?
 
To be honest, I only went for a buyable ending as a friend recommended it.
 
All in all, I'd say it's like a...6/10. There's room for improvement, and it's a good concept that I think you should continue to fine tune. Specifically you should seek to fine tune the balancing and the detail.
 
What other maps have you made? I feel like I played something else in the past that you might have made.
 
Nazi Zombie Forschung, about 13 years ago
 
Feedback much appreciated :-)
Last Edit: July 06, 2025, 04:21:52 pm by Moderator (Approval)
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"Did a quick playthrough, and here are some of my thoughts.
/Detailing is good, but imperfect. Many rooms felt empty, or not sufficiently fleshed out.
 
Because the rooms are small, I didn't want to stack it full of furniture otherwise it'd be too tight to walk around. When I tried adding furniture etc, I came across issues with the zombies glitching out as the space wasn't wide enough for them.
 
-Pacing isn't great. First room is with an M1A1, and a door for 2000. I figure for 2000 points there'll be something decent behind that door. There wasn't. There was a G43, which is even worse than the M1A1, and a door for 3000. This felt more irritating and senseless than it did challenging, especially because opening a new area should mean opening a new area, and not really opening a janitor's closet.
 
Agreed, but it was more for the co-op element as there are 2 player spawns in either of the starting rooms. It's not really made for solo play.
 
+The idea behind the map was good, and I definitely think there's a good foundation to build on here.
+I really liked a lot of the sound effects, such as the ambient music, and the main menu theme.
-I'm generally opposed to buyable endings, because what's the point of replaying something you've beaten?
 
To be honest, I only went for a buyable ending as a friend recommended it.
 
All in all, I'd say it's like a...6/10. There's room for improvement, and it's a good concept that I think you should continue to fine tune. Specifically you should seek to fine tune the balancing and the detail.
 
What other maps have you made? I feel like I played something else in the past that you might have made.
 
Nazi Zombie Forschung, about 13 years ago
 
Feedback much appreciated :-)
So, you can make the rooms feel more crowded without actually making them much more crowded. An example would be putting carpeting on the floor, or a blood splatter on the wall, or a portrait on a wall, or a coat hanger in a corner. You don't actually have to make the room more crowded...you just have to visually trick the person looking into thinking it's more crowded than it really is. 
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Updated: 20.09.2025
Version 2.2 released
 
- fixed some minor bugs.
- added a bunker from Medal of Honor: Allied Assault, re-textured and moved pack-a-punch inside the bunker.
- moved double tap to the bunker.
- added a few custom textures for aesthetic purposes.
- added cables to the power lines.
 
And more…
Last Edit: September 21, 2025, 04:02:44 pm by Moderator (Approval)
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https://www.bilibili.com/video/BV1yjnKztEDU/  :boss:  Only the old weapons from World War II and the basic four soda skills are available, so the playability is a bit poor. Treat zombies like dogs and make a lot of money. Accumulate 25000 to complete the game. The map is not difficult, but its playability is not high. Additionally, the music in the jukebox is quite pleasant to listen to.
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Here is my playthrough: https://www.youtube.com/watch?v=_kGnBfECtAI Thank you!

 
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