[Release] [ZM] [WIP] Nacht der Untoten T5 ported to T6 (v1.4)
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️ First release. The map is complete and playable, but this is v1.4 of a port, so expect rough edges. Feedback and bug reports are very welcome.About
Nacht der Untoten is where zombies started: the bunker, three rooms, no perks, no power. This is the Black Ops version of the map (the one from the Rezurrection pack, with the Black Ops box guns), ported to Black Ops II zombies on Plutonium T6. Everything comes from the Black Ops map: the geometry, the night lighting and fog, the sky and every weapon it has.
Screenshots



Features
- The whole map: the three rooms, the help-room door, both debris routes upstairs, all 12 windows and the Mystery Box in its fixed spot.
- Every weapon of the Black Ops map, ported with the original models, animations and sounds:
- Wall guns: Kar98k, M1 Carbine, Thompson, BAR, Double-Barrelled Shotgun and the Sawed-Off, Trench Gun and Stielhandgranates. The scoped Kar98k is in the weapon cabinet.
- Mystery Box: CZ75 (single and dual), G11, FAMAS, AUG, Commando, Spectre, SPAS-12, HS10, Dragunov, L96A1, Crossbow, RPK, HK21, M72 LAW, China Lake and the Thundergun, alongside the BO2 M1911, Python, Galil, FN FAL, Ray Gun, Ballistic Knife and Cymbal Monkeys.
- Exploding barrels that chain when one goes up.
- The "Undone" music easter egg: shoot the three barrels.
- Atmosphere: Black Ops' night lighting with moonlight through the windows and the roof, the lamps and lanterns, the fog and Black Ops' own sky
- No perks, no power, no Pack-a-Punch, no hellhounds. Just like the original.
Download
Download: zm_ShepsNacht v1.4
Changelog
v1.4
- The zombies are now Black Ops' own German zombies from Nacht (the Honor Guard uniforms and their four heads) instead of BO2's TranZit zombies, with their own pieces when arms, legs and heads are shot off.
- The zombies have their Black Ops voices, the classic zombie voices from World at War's German zombies.
- The zombies no longer have glowing eyes.
v1.3
- New lighting: the map now uses real lightmaps built from Black Ops' own lighting data instead of being lit per vertex. Moonbeams through the windows and the roof have sharp edges, the fires outside light the rooms next to them orange, and corners and ceilings have real shadows instead of a flat grey.
- Fixed flat panels and triangle-shaped patches on some walls, such as the spawn room's back wall.
- The help-room door is lit properly (it was almost black) and has its "HELP" chalk and blood splat again. A missing chalk message on another wall is back too.
v1.2
- Players can no longer mantle (climb) onto walls and ledges. Some wall tops could be climbed, and you got stuck in the wall.
- Both stairs debris can now be bought from the top of the stairs as well as the bottom.
- Fixed a see-through gap in the upstairs wall next to the box-room stairs.
v1.0
- First release.
Install
- Extract the zip and copy the
zm_ShepsNachtfolder to%localappdata%\Plutonium\storage\t6\mods\.
If you're updating, delete the oldzm_ShepsNachtfolder first. - Start Plutonium T6 Zombies, open Mods and load Sheps Nacht der Untoten.
- Start a TranZit (Classic) game. The mod replaces TranZit's map while it's loaded.
Known issues
- Found a bug? Post it below.
Credits
- Treyarch: the original map
- Shep: BO2 port
- Built with the LJW-Dev OpenAssetTools BSP fork and a customised Husky exporter.
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Now we got the og natch in all classic zombies games

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