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Nacht Der Untoten: Revamped - Enhanced Edition

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Created 2 weeks ago
by finngol88
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Date Registered: 18 June 2026
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The mod aspiring to be the most thorough and interesting zombiemode modification COD:WAW has ever seen!
 
Do you think Nacht Der Untoten is boring? So did I. Not anymore.
 
Reworking the entire experience from the ground up — the mod addresses all the long-standing frustrations and shortcomings of the beloved zombies debut map, while introducing properly implemented DLC content, meaningful difficulty scaling, and one ultimate objective to conquer.
 
No longer an endless, repetitive grind, the level finally presents a progressive challenge that can catch even the ardent zombiemode veterans off-guard, without being too much of a handful for casual players to enjoy.
 
Can you reach and beat the final round?
 
Best experienced in Co-Op!
 

 
--- NACHT DER UNTOTEN: REVAMPED - ENHANCED EDITION ---
 
*** README version 1.21, content below subject to change ***
 
How to install:
 
Make sure your game is not running, and if you have problems copying the files, check the 'processes' tab in task manager if a rogue 'CoDWaW.exe' is running, and kill it.
 
Go to AppData\Local\Activision\CoDWaW\mods, and extract the archive there.
 
Correctly installed, the folder structure looks like this:
 
AppData\Local\Activision\CoDWaW\mods\proto
 
mod.ff
proto.iwd
 
Next, open the game, open the 'mods' menu, double click 'proto', or click once and then press 'Launch'
 
You'll know the mod is loaded correctly, when the main menu background and music has changed. Have fun!
 
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GENERAL:
 
This mod makes the level beatable. Several boss rounds and a final round 30 gives purpose for playing the level besides just killing time (and zombies)
 
The level now employs 5 checkpoints in singleplayer over the session, and the player is reset to the last checkpoint after the game over screen has finished.
 
Zombie movement speed, damage, health and spawn rates are all adjusted to increase the level's difficulty, but never in a way that makes it feel unreasonable, or unbalanced. No matter what strategy you use, the mod is meticulously tested and proven to be beatable consistently.
 
Zombie health scaling is now linear instead of exponential. The game doesn't turn basically into an impossible grind fest after a while, and your available weapons roster is always on par with the difficulty level.
 
The box room door can now be opened and closed infinitely. This can be used to access the level in a configuration previously impossible, and can be used at will to limit zombie movement even midround.
 
Purchasing items now actually requires the player to hold Use for a couple of seconds. Looking or walking too far away interrupts the process.
 
Most of the in-game sounds have changed in one way or another. Reverb, pitch, occlusion, and volume have been adjusted to match the setting much more realistically.
 
Anticheat is enabled, meaning cheats are disabled, and any player that by any exploit gets out of bounds is instantly killed. Spots on the level with buggy behavior simply push the player away, or are inaccessible.
 
The visual palette is customized. More contrast, less brightness, and more color saturation have a profound effect on the mood and feel of the gameplay.
 
Several textures have been replaced or enhanced to improve visual appeal.
 
A custom intro sequence and random sound events during gameplay add to the mood and experience.
 
The field of view and graphics settings have been adjusted to make the gameplay more immersive and to increase visual fidelity with minimal FPS loss. FOV is set from 65 to 85.
 
The FPS limiter is set every session based on the player's in-game refresh rate. Be sure to check your in-game settings for maximum fidelity and smoothness!
 
Crosshair and some other UI elements have been disabled for more immersion. The crosshair can be re-enabled from the ingame settings if necessary.
 
Window board count has been reduced from 6 to 5, and they are no longer floating midair. They can't be repaired unless directly looked at, and the level starts with every window barrier broken.
 
Disabled all gore restrictions of German version of WAW, and increased gore even further from the original version.
 
Player melee (stabbing) range has been reduced to match the knife size and animation. The Bowie Knife increases melee range slightly.
 
Players emit a 'pain' sound when damaged.
 
Leaning is disabled, as it's a rarely used feature with no benefits whatsoever.
 
Bunny hopping is disabled, meaning abusing the sprinting mechanic is no longer an option.
 
Player models are now German, and are randomized for each match.
 
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WEAPONS:
 
All weapons are now subject to Battlefield-style partial reloading ammo management, meaning partially reloading a weapon with a magazine will discard the current one, no matter how much ammo it has. The last bullet is obviously always chambered, so reloading with one bullet left incurs no penalty whatsoever.
 
ALL weapons have been thoroughly redone. Their damage, clip size, reload times, recoil, sounds and movement speed have all been adjusted to match their real-life counterparts more, and make them feel less like pea shooters in general. Some weapons have their partial reload disabled outright.
 
Many weapons previously unavailable to Nacht added, incl. Mortar Rounds, Bowie Knife, Bouncing Betties, Wunderwaffe, PPSh-41, Type 99/100, Gewehr 43, and every weapon's upgraded counterpart.
 
All weapons are now grouped into weapons 'classes', which causes them to have differing properties, such as their propensity to gib zombies, bullet penetration, and weight.
 
Reload canceling is fixed for all weapons, and their reload animations perfectly matched to their ammo-adding ingame.
 
Fixed the Ray-Gun suicide mechanic, where accidentally shooting near your feet will instantly kill the player.
 
Heavy machine guns and Ray-Gun have overheating mechanics, and will stop firing when overheated.
 
M2 Flamethrower no longer has infinite ammo, but its damage is significantly increased.
 
Kar98k now has a bayonet, and is fully functional even with a Bowie Knife on the level.
 
Many upgraded weapons were created from scratch, and have custom skins. Some pre-existing models were edited to cover the entire metal body with the upgraded weapon pattern.
 
Many upgraded weapons have their muzzle flash fixed, and now instead of yellow, their 3rd person muzzle flash is pink/magenta, which was originally implemented incorrectly by Treyarch.
 
Mystery box now has the ability to replenish ammo for any primary weapon.
 
Most wall weapons have been replaced with German counterparts.
 
Weapon names are now unabbreviated when applicable.
 
The Trench Gun now offers shotgun ammo to every shotgun available. By holding any shotgun in your hand, you can buy ammo for it from the wall. If you don't hold it in your hand, it'll purchase the Trench Gun instead.
 
The Kar-98k cabinet is now a PTRS-41 cabinet.
 
The mystery box is now highly selective in the weapons it gives. It will never repeat weapon rolls in succession, will help players that are doing worse than they should, and always give weapons in direct relation to the game's progressive difficulty.
 
Bouncing Betties no longer instakill zombies, deal damage to surrounding players, and they no longer get activated by zombies that are outdoors.
 
Bouncing Betties explode instantly when damaged.
 
Pack-A-Punch now upgrades Bouncing Betties.
 
The PTRS-41 now deals damage to a player when shot due to its insanely high caliber. It will not ever kill the player, but can temporarily stun them.
 
The strongest pistol you acquire will remain as your permanent last-stand pistol, even if you trade it away.
 
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ZOMBIES:
 
Special 'boss rounds' occur roughly every 5-8 rounds. Passing each awards the player with max ammo, a new perk machine, and a new powerup per round, up to 4 per round on higher rounds. Special surprise on round 30!
 
Zombies can no longer be stunned by any damage, and will never interrupt their animations unless killed or have had their legs blown off. Their damage range and timing have been intricately adjusted for maximum fairness, and all attack animations increase in speed as the game progresses.
 
Zombies missing arms will no longer deal damage when swinging with a missing arm. Never before seen feature in zombie modding as far as I know. Their attack animations depend on whether they're gibbed or not, and will never repeat the same animations in succession.
 
Zombies no longer spawn at random spawn points, but instead prefer to spawn and enter near windows close to players.
 
All base zombie sounds are ported from Der Riese, with much better implementation. Some originally unreleased sounds are included as well.
 
Several types of 'boss zombies' are now able to spawn based on round number and other factors. They have special attributes, such as increased health, damaging players and other zombies on death, and more.
 
Zombies now attack much more aggressively, and hit the player far more often than vanilla. Their attack damage timings have been set to make the match the animation perfectly for more consistency.
 
Zombies no longer push and block player movement, but implemented in a way that they no longer get stuck on downed players.
 
Zombies can now attack while tearing down windows as if they were indoors, based on line of sight and proximity.
 
Zombies' legs can now be shot off with bulletweapons to create crawlers.
 
Crawlers eventually bleed out to prevent stalling for time.
 
Crawlers now deal reduced attack damage.
 
Headless zombies no longer make running or death sounds, and cannot attack the player.
 
Zombie attacks now 'aim' at players, instead of swinging in their current direction.
 
Zombies have special 'taunting animations', some of which were cut from the game and never seen before.
 
Zombies no longer jump through windows simultaneously, but jump in succession instead.
 
Zombies gib more often. Many bugs of the vanilla game were fixed, resulting in far more accurate gibbing.
 
Weak weapons gib zombies far less often, and powerful weapons do it very consistently. Zombies lose a flat amount of health upon gibbing, which works as an added bonus for using more powerful weapon classes.
 
Upon death, zombies can ragdoll depending on their location and weapon used.
 
Zombies will attempt to escape from live grenades.
 
Zombies no longer face the closest player, but instead their own direction of movement.
 
Zombies caught on fire by flaming weapons, nukes or other sources will damage player even after death.
 
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PERKS:
 
The level has perk machines, which appear one by one after passing each boss round respectively.
 
All perks now have several new functions.
 
In co-op, Quick Revive 2.0 now allows players to revive a player that has the perk as if they had it themselves. It works bi-directionally, so to speak.
 
In solo mode, Quick Revive is replaced by Second Chance. You can only buy it once, and when downed, zombies run away from you to clear the room you're residing in, like it originally works in Black Ops.
 
Double Tap 2.0 now increases all bulletweapon damage by 15%, and increases bullet penetration.
 
Speed Cola 2.0 now increases window repair speed.
 
Juggernog 2.0 now gives the player high resilience against explosive and other self-inflicted damage.
 
Perks are available from the mystery box and random powerup drops as well.
 
Players can now run while drinking perks.
 
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PACK-A-PUNCH:
 
Pack-A-Punch now appears after the first boss round, when any player reaches 5000 points. The machine has a limit on usage, and when it has been used to upgrade too many times, it will disappear, and reappear after the next boss round has elapsed. The times of use before disappearing is the amount of players currently playing. In solo, it disappears after each use. After the last boss round has passed, it stays on the level permanently.
 
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POWERUPS:
 
Added four new powerups to the level!
 
Samantha voiceovers added to each of the original powerups, and pitch fixed.
 
Carpenter is now modified, and awards each player 10 points per board repaired. As its name suggests, it won't repair stone walls.
 
Rampage gives all non-downed players special Ray-Guns with unlimited ammo for 30 seconds.
 
The Wunderwaffe can drop as a powerup on higher rounds if no player has gotten it already from the Mystery Box.
 
The Nuke no longer allows zombies to kill the player during after being grabbed, with the exception of the high-round-only electric zombies, which don't die from Nukes. The powerup awards points based on how many zombies it kills.
 
Max ammo now fills your ammo even if you are downed and revived afterwards. It also fills your weapon clips, so you don't have to reload before grabbing it to truly max out your ammunition.
 
Double points is now needed to get awarded for window repairs. It also boosts window repair speed.
 
Insta-Kill now gibs zombies more violently, and awards 100 points per kill, so it is more viable point-wise to grab it. High-round-only electric zombies aren't affected by Insta-Kill.
 
Perks are now dropped by powerup based on how many perks the players have. The more perks players have, the less likely they are to be dropped, and vice versa. This scales based on round number, meaning on later rounds, perk drops become more common.
 
Powerups now drop much more consistently, and their amounts are scaled based on the current round number. On higher rounds, you can get more powerups per round. The first powerup is only dropped after the first boss round, and then you can get one powerup per round per boss round passed, up to 4 per each round.
 
Fixed Treyarch's extremely poor implementation of the icon-based powerup status, which allows for powerup timeouts to be displayed accurately independently of each other.
 
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SCORING:
 
The game starts with each player having 0 points.
 
The purchasing price of nearly everything on the level is changed.
 
Damaging zombies no longer awards players with points.
 
An upper cap for scoring points has been set. When reached, the player will not earn any further points by any means. Self explanatory.
 
Reviving players rewards you with round number * 10 worth of points. The same amount is deduced from the downed player, unless they run out of points, or the reviver has hit their score cap.
 
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CO-OP:
 
Players lose only one perk when downed, and won't lose the same perk multiple times in a row if reacquired between downs.
 
Fixed Treyarch's poor implementation of the "player needs to be revived" messages, resulting in improved feedback when multiple player get downed in succession.
 
Zombie spawning rates are now intimately connected to the 'state' of the players. The more players are downed or dead, spawning rates are reduced accordingly for a fairer experience. On rounds where multiple players respawn on the level, the beginning of the round is easier.
 
Player names and rank are now hidden for realism sake.
 
Zombie spawning is now evenly split for each player if the players occupy different parts of the level.
 
Players now respawn with 'buffs', depending on which round they respawn on. On higher rounds, they can get awarded points, a stronger pistol, a bowie knife, or Quick Revive.
 
Zombies now have substantially better pathing, and will chase players depending on multiple factors, based on how 'vulnerable' the players are, line of sight, current floor, health, and so on.
 
Zombies now attack and switch targets much more aggressively compared to vanilla. They will immediately attack any player who melees them, and won't keep chasing a player for long if there's another player closer by.
 
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RADIO:
 
The in-game 'easter egg' radio in the box room is now usable even during co-op matches. It can be used during regular rounds by holding the Use key.
 
Its music roster has been edited, and the music plays throughout the level for all players.
 

 
DOWNLOAD: Nacht Der Untoten: Revamped - Enhanced Edition
Last Edit: July 06, 2026, 11:12:16 am by finngol88
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hey how did you implement the partial reload system in cod waw?
Last Edit: July 02, 2026, 11:13:49 pm by Moderator (Approval)

 
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