UAC DayZ mod, Scoredoom + other mods
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Hi,

 

My old site scoredoom.com is no longer.  So I am archiving some of my old mods and other work, and figured it was worth a mention here. :-) 

 

One mod that I think many here might find interesting is UAC DayZ.  It is focused on PvE mainly, as well as PvP, and is built with DayZ Control Center, so you can play by yourself  easily on a local server against AI Bandits & Zeds, as well as other players. UAC DayZ is based on the old halycon days of DayZ Mod, and is built with DayZ Mod 1.7.6.1. So you can pick up some of the old AS 50 and other weapons that got removed. It also features bug fixes to that version, as well as missions and other features like an End Game mission to complete.  Like my AIZ Enhanced 2 mod for PZ, this mod has a lot of community content included as well, like new areas, missions, dogs, HUD etc..., but most of it can be turned off in the config files, if you prefer a more vanilla experience. Basically, it has a some of the features that EPOCH has (like missions), but focuses more on the core survival experience and an End Game, instead of base building and trading with PVP. 

 

download is here: 

https://www.moddb.com/mods/uac-dayz-mod/downloads/uacdayzbetarelease1-4

 

The wayback machine preserved my old site, so you can go to the link and then click on 'features' link to see a detailed list of features (many of which can be turned off for a more vanilla experience). I also posted the features below the video below.  

 

https://web.archive.org/web/20161118034007/http://uacdayz.scoredoom.com:80/

 

Here is  the promo trailer: 

 

 

 

Features (beyond standard DayZ 1.7.6.1):

--Atmosphere and gameplay of the original mod that made Dayz popular. More focus on PvE, but PvP is possible as well 
Gameplay is similar to Vanilla Dayz Mod, in that when you die you start over with just a bandage and painkillers (starting equipment can be edited as well), but UAC DayZ adds some mechanics to allow players to get back into the action a little quicker, but at greater risk. This is more about survival, and rewards, with an available successful end game, rather than base building. And more about Players vs Enemies, though PvP is fine as well.(credits: Karel Moricky, ebay)

--Tasteful map additions that add much more to be explored 
Many new map additions to create more atmosphere and back story, and to allow potentially quicker access to loot.. but at a risk to players. These include anomalies that players can use.(credits: Karel Moricky, PiXel, Poncho, hexxar, Mamu1234, Jeff, allavett, Excelsior)

--More enterable and lootable buildings than Vanilla Dayz as well 
Addition of more enterable buildings, thanks to DayZed & DayZero mods. (credits: cryq, ZacharyUK+Tansien)

--Bug fixes to original Dayz 1.7.6.1 code base

--Oldschool Dayz scoreboard HUD and actual game-time played displayed
The actual gameplay time is available to the game & HUD (server<->hive modification) to reward points for actual time played in-game, instead of the default real world days where the player can be logged off and not playing. Also a multi-modal HUD monitor, similar to the pre-1.7.6.1 Dayz scoreboard that shows player stats that are currently playing on the server.

--Single player/Low player count supported
A 'single player' setting, that, when turned on will decrease the amount of bandits spawned in missions, to make them more manageable. It will make the End Game more possible for one player too.

--Chernarus Winter as well as Chernarus maps supported
Support for Chernarus Winter map by ArmanIII. Re-play Chernarus in harsher conditions. Utilizes Namalsk-like weather (harsher than Namalsk even) and skins/models. (credits: ArmanIII, DayZ Namalsk, modifications by me)

--Run your own server/hive as well as dedicated server
Release of a slightly modified Crosire's Dayz Control Center 5.9.2.0 for supporting running your own UAC DayZ (or other Dayz 1.7.6.1) Servers. Modifications include an easy to use script for unattended dedicated servers that will cycle a stop and restart of the server every defined amount of time, and support for Chenarus Winter map as well.

--A simple crafting system
A simple crafting system to make old and new survival items, including an explosive booby trap,ability to create stashes, and a 'zombie bait' placeable.(credits: Allen Kaganovsky, Freaking Fred, Matt L)

--Stashes
Beyond tents, players can also create and use stashes for persistent storage.

--Multi-modal in-game HUD and all time player scores viewable in web browser
In-Game player scoreboard ranking for alive players currently on the server (similar to pre-1.7.6.1 Dayz Mod versions). Overall all-time player scores viewable in a web browser.

--Functioning dogs
Players may obtain dogs. Dogs are powerful allies, but must be fed. Dogs can persist with players through a custom 'dogtags' inventory item. Dogs are working.(credits: PiXel). [Additional coding by me to fix some serious bugs and added some features.]

--Bandit enemies, with well over 60 missions to take on
Bandits are a constant threat, and survivors can choose to take missions to clean up Chernarus for valuable loot if they have a map and/or radio. (credits: DZAI, DZMS, WAI, DZMSHotSpots, Caveman's missions) [additional coding by me to adjust bandit AI and other settings for gameplay balance]

--Play orientated towards survivors, and survivor cooperation. Players are free to join the bandits.

--Not just about survival, many rewards. An available 'End Game' and back story to optionally pursue.
An 'End Game' scenario that is available that requires that survivors need to work together to achieve.

--A few more vehicle spawns, and vehicle types
A few more vehicle spawns (only a few!). Vehicles spawn undamaged, and a little more often, including some new vehicles like the Armored Hummvee, and gyrocopters. This is also to address balance with the bandit AI and mission system. Vehicles will still need to be fixed once they are damaged. (credits: CSJ)

--Bloodsuckers from Namalsk. Balanced, and improved
Bloodsuckers: Deadly apparition like entities that can suck down your life force. Bloodsuckers have been balanced to address gameplay. (credits: DayZ Namalsk)

 

--Hordes
Occasionally hordes of zombies may spawn, so keep on the lookup. You may encounter more zombies in the wild too.

--PSI Blowouts from Namalsk
Blowouts: Every 3 hours or so there is an energetic blowout world wide where players need to get inside a building, or find protection. (credits: DayZ Namalsk)

--Survivor camps to be explored in the wilderness
Infected survivor camps with loot can be found throughout the wilderness along with the standard lootable wrecks, crashes and care packages (credits: jOoPs) [additional coding by me to fix client server issues]

--Crashing Helicopters & C130s will occasionally appear
Crashing Helicopters & C130s will occasionally appear, and where they crash they can be looted. Survivors can expedient the crash if they have a firearm! Occasionally C130s will fly by dropping care packages. (credits: Graf Zahl, Gorsy)

--Additional items
Additional weapons and items not in DayZ 1.7.6.1. Radios are used to help to receive communications and intercept bandits. APSI mask is used to protect against blowouts and not need to be in buildings and more. CDF Dogtags used to keep a pet dog. Entrenching tool is used to create stashes. Trap is used to create explosive booby trap. Sandbag is used to create zombie bait siren.(credits: DayZ Namalsk)

--Self Bloodbag and Self Refuel at petrol stations (credits: Krixes)

--At night road flares can be used like smoke grenades to distract zombies.

--Full moon nights.
Some of the stronger bandit AI will have night vision goggles, so this can help players without night vision.

--Tons of configurable options
Tons of these settings can be turned on/off and changed to be even more like vanilla DayZ Mod, or to change stuff like different difficulty levels for enemies ,amount of enemies, enemy chance etc...

--Old School-esque in-game Scores: Beyond regular DayZ Stats, UAC DayZ has its own points system, based on zombies killed, bandits killed, bloodsuckers killed, headshots and hours survived. 1 point for a zombie kill, 5 for a bloodsucker kill, 5 for a bandit, 0.5 points for a headshot and 1 point per hour of actual gameplay survived.

 

 

The other mod is Scoredoom, a gzdom/zdoom/skulltag derived source port of DOOM, which adds a scoring system and hi score tables to Doom, as well as optionally hundreds of new enemies and new powerups, including a 'Boss Rush' mode  (all configurable) to make replaying Doom wads more fun, including other stuff. 

 

The download is here: https://www.moddb.com/mods/scoredoom/downloads (scoredoom 3.0r5 is the one to download first)

 

The web archive of the old site has more info, including the online hi score tables: https://web.archive.org/web/20170111201422/http://scoredoom.com/

 

Here is a video someone posted of scoredoom with custom monsters/powerups turned on that enables 'Boss Rush' for Boss maps like E1M8 of Ultimate Doom's Knee Deep in the Dead. 

 

 

 

 

finally some other stuff I worked on in my spare time back in the day (links may not work): 

https://web.archive.org/web/20161027050422/http://scoredoom.com/bhapo.html

 

Working on Killing Floor as the lead coder when it was a mod was probably my biggest claim to 'fame'. Left the team 18 months before it went pro, after listening to my then girlfriend to spend less time in front of the computer. 

 

Edited by ddraigcymraeg

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