Repo ↗ · Source README ↗ · Markdown & license bundle

Image reference (original game): Call of Duty: World at War · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.

Source maintainer: Mr-Joshh · Revision: 2e1c635bd98c · Catalogued: 2026-10-12

Source license: Documentation license not confirmed · Article: Independent introduction

This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.


This project is a gameplay mod for Call of Duty: World at War that reworks the Nacht der Untoten zombie map into a Halo 3 theme: the player becomes Master Chief, the enemies become Flood combat forms, and the weapons, grenades, sounds and HUD are drawn from the Halo series. According to the README, the package contains no game files; the installer reads the user’s own copies of World at War and Halo: The Master Chief Collection and converts models, textures, sounds and animations locally, so both games are required.

Technically, the build is driven mainly by Python scripts, together with a C# reader for MCC map files built on Reclaimer, and vgmstream for decoding sound banks; conversion and linking rely on the World at War Mod Tools. The README states the installer downloads roughly 300 MB of open-source tools, the build takes about fifteen minutes, and files are written into the Mod Tools folder and the user’s local mods directory, while neither game’s Steam installation is modified.

On scope and limitations, the README states the mod is intended only for Nacht der Untoten and should not be loaded on other maps, and that it was made and tested solo, with co-op untested. It also lists known issues, such as active camouflage replaying the held gun’s raise animation and the Ray Gun remaining visible during camouflage. These feature descriptions and limitations come from the README and have not been independently verified.