Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: t-Virus' zombie survival guide
t-Virus' zombie survival guide
Jan 7 2009, 3:22 am
By: T-Virus  

Jan 7 2009, 3:22 am T-Virus Post #1



This is a mirror of the list i made in another thread. This includes a list of all concepts i feel are essential to all zombie maps, and could be used for most horror maps.
Plot
An essential element to any good map. It is a necessity to have a good storyline, players want to know whats going on and why. This can be achieved through a series of cinematics, also another sign of progress in the map. Cinimatics will also motivate players to continue playing, rather then walking around for hours with the only objective to be to kill. Collaborated with the storyline should be a series of objectives/missions. Objectives seem to play a major role in a reason a player will play your map more then once.


Action
When someone plays a zombie map, they are looking for a lot of killing. The more gore the better. The action keeps the player's attention and essentially keeps the player to continue to progress in the map. Think outside the box and come up with new ways to surprise the player. Say you have to regress to an area earlier in the map, maybe something hops out of a window over looked earlier in the map. Actions like these motivate the player to apply his/her full attention to their current surroundings.


Terrain
How many times have you played a zombie map with massive amounts of endless terrain that lack detail? This can play a major role if a player is going to continue to play your map. If your terrain is too repetitive, a player may lose hope and just quit. Detail can be very essential to the plot as well; However, this should not be confused with cluster. There is a big difference between spending time on terrain and filling the map with pointless cluster that takes away from the illusion of your environment. Your terrain must be balanced between detail and good unit placement, if you want to keep a player in the map.


Sound
Essential to any good zombie map, are a series of wav.files that set the tone of the map. This includes anything from scary background music to basic walking movements. Another great way to add a little more to the map would be a zombie moan or a scream noise every time you're attacked. These little effects can play a huge role on who is going to enjoy your map.


Systems
Over the years, some basic systems have become essential to the RPG world. Below are a list of systems i find help the delusion of starcraft, and more of the illusion of a real zombie game.

Essential Systems and Concepts:
Inventory System and Item system

Upgrade System

Ammo System



Non-essential Systems and Concepts:
A is for Atack

Night/Day Effect

Apocalypse Effect

Infection

Objects used as weapons

Zombies and Zealots

Life after Death



A combination of these elements allow the player to really get the feeling that their achieving goals, and feel more "inside" the game. The more you can alter the reality of the player, the better. I hope you take the time to read this, i aim to help you think outside of the box. :)

Post has been edited 11 time(s), last time on Jan 10 2009, 8:41 am by T-Virus.



None.

Jan 7 2009, 3:30 am PridefulOne Post #2



... Is there a reason you just copied the idea behind my thread and renamed it and reposted the same material? O.o



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Jan 7 2009, 3:35 am T-Virus Post #3



Quote from PridefulOne
... Is there a reason you just copied the idea behind my thread and renamed it and reposted the same material? O.o
because i realized that no one would ever read the guide. If you notice i edited the post and just relinked it here. Your thread is about the ideas for your map. This thread is about the concepts and ideas of zombie maps all together. If your thread would have been just for concepts of zombie maps in general i would have left it, i realized that i misread the thread. I figured if i started my own thread to generally discuss the subject, it would be used. Once again your thread is an accumulation of ideas for your own project, these are for everyone to post. If you have any additional concepts for the genre ill be more then happy to add them to the list. =D



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Jan 7 2009, 7:16 am Riney Post #4

Thigh high affectionado

Cant forget wonderfully horrible ammo systems that cant be any bit realistic. :P



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Jan 7 2009, 7:30 am T-Virus Post #5



Quote from name:Dark_Marine
Cant forget wonderfully horrible ammo systems that cant be any bit realistic. :P
they are included in the inventory section :bleh:



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Jan 7 2009, 2:05 pm ETEFT(U) Post #6



You have some pretty good ideas on there. If anyone is serious and wants to make a well made zombie map, you should defintley take a look at this topic and take in consideration some of the ideas. One thing you should add is the foot step effect (move your unit and hear foot steps) but remember you should always add two foot step wavs that fit the tile of the terrain. Also the moan effect *don't get hard anyone...* moan effect (when your unit moves next to a zombie you hear a random set of wavs that you put in, aka zombie moans). And my last suggestion is the gun wav effect (everytime you kill a zombie let's say you are equipped with a shot gun, once you kill the zombie a shot gun wav plays). It gives your map a more professional look and at the same time you shock people because most of these SC pubbies don't even know what hyper triggers are, lol.



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Jan 7 2009, 5:50 pm T-Virus Post #7



I think the 3 suggestions in the past couple of posts ill go ahead and add to the other systems, so ima go ahead and update the list.



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Jan 10 2009, 6:00 am Jack Post #8

>be faceless void >mfw I have no face

This is pretty good for summing up everything that should be in most zombie maps, although some sort of obvious exceptions are the ones where you have heaps of survivors, such as Resident Evil 3 Nemesis.

For the ammo/item system, it's really annoying to have to use a civilian/probe onto beacon type system, and dropships/buildings are much more effective and easier to use.

The infection idea I was going to use in a map, with something like a 1 in 20 chance of infection, and you have to find antidotes, from maybe a special lab installation to get healed, or else you slowly become a zombie.

Another thing you should add is living after death, as a zombie. I personally think that more zombie maps should let you come back from the dead as a strong zombie, sort of a two-life type of thing.

One quite good map that has several of the things in that list is Resident Evil: Bloody Survival, I will post a link once I'm on my other comp. It didnt have any storyline or good terrain, but it had ammo system, life after death(which was buggy and kept you allied to the survivors), sounds for guns and footsteps, and was slightly chellenging, and much MUCH better than sucky Dawn of the Dead maps which are so easy and yet get hosted all the time.



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"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 10 2009, 8:31 am T-Virus Post #9



Quote from name:zany_001
For the ammo/item system, it's really annoying to have to use a civilian/probe onto beacon type system, and dropships/buildings are much more effective and easier to use.
I would agree; however, the point i was getting across was regardless of what type of inventory system it is, it is an essential system to all good zombie maps. =P but thanks for the note.


Quote from name:zany_001
Another thing you should add is living after death, as a zombie. I personally think that more zombie maps should let you come back from the dead as a strong zombie, sort of a two-life type of thing.
I am going to add this to the non-essential systems/concepts.



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