Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: SEN Map Project
SEN Map Project
Apr 6 2010, 10:50 pm
By: lil-Inferno
Pages: < 1 « 2 3 4 5 >
 
Polls
What map should be made?
What map should be made?
Answer Votes Percentage % Voters
Zombie Map 29
 
70%
Pirate Map 13
 
31%
Please login to vote.
Poll has 42 votes. You can vote for at most 1 option(s).

Apr 9 2010, 8:36 pm lil-Inferno Post #61

Just here for the pie

Quote from Apos
Really, we don't really need EUD to make a unit enter an other unit... All you have to do is move the unit that enters somewhere else and then play the .wav. After that, get a system to get the units out when needed.
That's what I was gonna do if we did vehicles :lol: . It's kinda... an obvious solution ;o.


Quote from ImagoDeo
On a side note, I'll contribute any concept ideas I come up with. I doubt that I could actually help build the map, but I could easily submit some ideas.
I'd like that.




Apr 11 2010, 4:33 am XGenesis Post #62



I guess I'll try to help out, but I don't have very much experience :D



None.

Apr 16 2010, 12:45 am lil-Inferno Post #63

Just here for the pie

Progress is pretty satisfactory right now. The map's been started and a few basic things are done. If you wanna view the progress then sign up on the forum I made :3.




Apr 17 2010, 12:01 am atto Post #64



Here is something I'd like to contribute. I think you all have wonderful ideas, but I think that if this map is going to work, it needs that cutting edge experience of a zombie map that makes it truly fun.

No matter what the case is, this can be applied to both the 3v3 4v4 HvZ ZvH whatever ideas.

Idea:

Use an idea that hasn't been tapped into (from what i recall) for a while now. The best idea I can think of to make a zombie map truly inspiring to play, would be to use ideas taken from The Thing Ice. For those of you who do not know what this map, here is a quick rundown.

The objective of the map is to firstly survive, but while doing so, grab specific items to make things around the map (environment) work towards your advantage. Things like power generators, disruptor fields and plasma cannons are all activated in a sequence of events if the proper items are placed in the correct spots. Using this same idea, the limits of this new zombie map could become potentially endless if we get creative enough.

Okay, so now that I've given you a run-down of the idea, here is a quick display of how it can be applied.

Methods of Application:
- Have items created around the map that can be used by both sides (if 3v3 or 4v4 styles are created). An example of this would be an "unknown substance" (mineral chuck or data disk). Lets say that the Humans team gets a mineral chunck... They somehow use it on one of their team members... it mutates them (possible idea) to have longer range as well as the ability to cloak himself/herself (the unit becomes a ghost with special abilities). Now, as for the other side, this would create the same effect but on a much different scale. If the Zombies side retrieves the the mineral chunck or whatever the item is, they can use it to power an abandoned building to recieve upgrades and items from within (of course, it's only an idea... there are better ones below).

- Oil (Dual purpose, can be used by both sides Humans or Zombies): Oil can be an effective item in the game with regards to purpose. Oil could be used by one of the Human heroes (OR ZOMBIE HEROES) as a weapon against their opponents. Using the container full of oil and laying down on the ground, a hoard of zombies (or humans) could potentially slip and fall (units move around in all directions, slipping, unable to attack their opponents on the other side of the oil spill). The oil could also be used to repair a weapon found on the ground (as a form of greasing the weapon) or it would be used to reduce the wear and tear on using an abandoned (and very rusty) machine gun outpost tower in an unused outpost.

- Gears (Dual purpose, can be used by both sides Humans or Zombies): Gears can be used to open doors, to change the position of lets say an old gun turret that has been disabled to block the path of supplies, an outpost, a tunneling system, etc.

- Data (Dual purpose, can be used by both sides Humans or Zombies): Data, gathered by either side of the battle, can become useful in finding weak points in their armor and or techniques of defence/assault. To give an good example, lets say the Zombies find the data first. The data, once found, could make any reinforcements that the Humans side recieves, weaker. To do this, all that would be needed, is a copy of a single unit such as Terran Marine and Jimmy Raynor. So, getting back to the Zombies finding the data... the reinforcement spawns for the Huamns would now be (same hp, different base defence and less range) Terran Marines instead of Jimmy Raynors (has upgraded range already and a higher base defence).

- Stripped and Open-Ended Electrical Cord (Dual purpose, can be used by both sides Humans or Zombies): This could be very useful to restore power to a once dead Satelite (call for reinforcements... a One-time airstrike, a blimp (sci vessel)... get creative..) for the human side, or it could be useful to the Zombie side (because they are curious creatures) if they try shocking a Zerg Zergling to only find that it supercharges the Zergling (turns into a Devouring One) and now can run much faster because of the electrical shock it has recieved.

- Camouflage (Zombies only): Purposeful for an assault or infiltrating a Human base because you look exactly like them.

- Corpse Contamination / Food Contamination (Humans only, Zombies eat flesh & brains haha): This could work for both sides if the zombies found a way to maybe hide their excrement inside a package of food that the humans ate (its poisoned and injures the human hero). But the idea would be to have the humans poison a human corpse with uranium or something like that which makes the Zombie hero sick upon eating it (but cannot tell that it is poisoned).

- Exhaust Manifold / Ductwork & Fuel (Gasoline, Diesel, Biofuel) (Humans only): Humans can only use this to install on a machine or generator so that the building does not get filled with Carbon Monoxide while having the generator run to create power for a satelite uplink, industrial warehouse (full of useful items), an outposts futuristic defence system, or a laboratory to find medical kits/work on the injured/create a bomb with chemicals within the lab.

The above items could all be used in a mission or an object available to either side (without them knowing, they have to figure this stuff out for themselves).

Missions:
**NOTE** All missions can be given, or the Humans/Zombies must figure this out themselves from hints around the map (a dying individual, an instruction manual that was found, a journal) **NOTE**

Mission #1: <-- HUMANS
1) Find Fuel for the generator at the current outpost
2) Find electrical cord to power the satelite created by the generators power
3) Find the missing motherboard that allows the satelite to send out its signal
4) Radio for backup (dropship brings reinforcements)

Mission #1: <-- ZOMBIES
1) Find an electrical cord to enhance the abilities of a Zerg Queen so it can now intercept and interpret any incoming or outgoing Radio Distress Calls
2) Gather intel on the humans to weaken any further reinforcement
3) Proceed to the drop zone of the Human reinforcements
4) Ambush and destroy any reinforcements

These are just very simple ideas, but they could become potentially large ideas if these objectives are not given to the users playing the game (they must figure this out for themselves while playing).

Let me know if this helps at all or if clarification on this idea is needed.



None.

May 1 2010, 11:18 pm TiKels Post #65



Sounds like mercury, which is not what this map is.

In essence, this map is supposed to be like fallout 3.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

May 1 2010, 11:35 pm ClansAreForGays Post #66



Just saw this. I'm down, I just don't want to read through 4 pages of spam jokes. Can some just summarize everything important that was said?




May 1 2010, 11:46 pm Derqua Post #67



go here:
http://s7.zetaboards.com/SEN_Map_Project/index/



None.

May 2 2010, 2:23 am lil-Inferno Post #68

Just here for the pie

Quote from TiKels
In essence, this map is supposed to be like fallout 3.
Maybe because I've been playing it lately and thought it was magnificent. Just a few ideas are 'borrowed' from it such as perks :).




May 4 2010, 11:38 pm x-EnAlex Post #69



I'm back from my 1.5 month of fishing to see my brother has messed with my account very disruptive way
I'm Sorry about the topic thing, I was just excited to tell some suggestions, y'know...
I'll just leave it to the creator, but I wish he'll let me beta test his wonderful map if he can.

*By the way,that double post was the mistake of my older brother, along with his stupid "I'm superior then you so I can post in your account all I want" Rule.
I wonder why older brothers always does things that younger brothers are smart not to do... -_-

Mission 2 in my suggestion (Mission 1 is a real great idea to start the game)
Humans:
1. Regroup at the marked point of the map
2. Help the reinforcements assault on a infested hive
3. Find Cpt. (Name)
4. Help the Captain escape to a truck
5. Regroup at a nearby safehouse while protecting truck

Infected:
1. Kill the humans before they reached the point
2. Help the zombies destroy the reinforcements
3. Kill Cpt.(Name) Before the humans find him
4. Kill all the humans on the road
5. Prevent even 1 human from reaching the safehouse

Post has been edited 3 time(s), last time on May 9 2010, 1:22 am by x-EnAlex.



None.

May 5 2010, 5:26 am samsizzle Post #70



most of the things on your list are already implemented try reading the topic before posting...



None.

May 12 2010, 2:32 am lil-Inferno Post #71

Just here for the pie

Quote from x-EnAlex
Infected:
1. Kill the humans before they reached the point
2. Help the zombies destroy the reinforcements
3. Kill Cpt.(Name) Before the humans find him
4. Kill all the humans on the road
5. Prevent even 1 human from reaching the safehouse
For the last time, this isn't a human player versus zombie player sort of thing...

EDIT: Now that the short story contest is up, I'm ready to begin work on this again.




May 12 2010, 2:49 am ClansAreForGays Post #72



Hang in there, my uber help will arrive friday.




May 16 2010, 1:40 am lil-Inferno Post #73

Just here for the pie

Quote from ClansAreForGays
Hang in there, my uber help will arrive friday.
Let's make it happen :D.




May 17 2010, 3:01 am ClansAreForGays Post #74



And by friday I meant tommorow.




Apr 28 2011, 12:21 am lil-Inferno Post #75

Just here for the pie

It's been a year or so since this project started and I'm thinking of starting this up again for the 2011 RPG challenge, except this time I'll do the work and the community is there for feedback, ideas, and -maybe- backup terraining or whatever. Sign up to the forum in the first post to read the development of the previous version, but I will be restarting the map from scratch. As progress goes on I'll keep up a development log.




Apr 28 2011, 4:08 am FlashBeer Post #76



I was thinking of a few ideas for a unique zombie map:

A zombie map where the zombies are uber hard to kill without a gun (like maybe you have a zlot with shields that can only take one hit, so you have to micro and heal to fight zombies one at a time, or team up on a lone one)- firearms are rare and have scarce ammo.
Zombies move very, very slowly (maybe during the day they do). Zombies will be still most of the time and will "step" slowly by JYD and/or ordered to your location, and given to other players (neutral?) So it's as if they creep around slowly and sometimes drift to your general direction. Getting near zombies will cause they to move toward you; killing a zombie with a firearm will cause many to come to you.
Gas is an extremely valuable resource (and could perhaps be currency in this apocalyptic world) which you allow you to use chainsaws, use a flamethrower, make molotov cocktails, use vehicles, use gas/oil lamps, power generators (generators could power lights, turn on devices, allow door access, etc.)
A light/dark system — zombies could either congregate in dark areas or be attracted to light areas. Players could have no vision of themselves, and be required to seek/utilize light in a strategic way (Flashlights could let them have vision of themselves)
Multiple endings - players can search around and find missions and clues for different things they can do. There will be a countdown timer, and eventually the map will fill with zombies that kill off any lone players. Grouped players will try to find and stick with a plan. If they decide to hold up in a building and defend it until the time is up, then maybe they get an ending that they are trapped in there without any supplies and it is assumed they die. Or perhaps they try to leave the city by piling into cars and smashing through a gate, but are engulfed by a horde of zombies.



None.

Apr 28 2011, 4:19 am Heinermann Post #77

SDE, BWAPI owner, hacker.

Quote
Gameplay can get repetitive.
Repetitive play would only be the result of poor design.

Quote
Possibly cliche.
Not as cliché as a zombie map. I havn't seen many pirate maps.

I'd rather see a pirate map since there are already 754306 zombie maps.

Though a "reverse" zombie map might also work out, where the humans are owned purely by a computer player running an assisted ai script.




Apr 28 2011, 5:23 am Sacrieur Post #78

Still Napping

I voted for pirate =D

We could have ships and then implement weapon systems + other functionality. Most air units fire immediately forward ahead of them. Naturally it is all going to have to be on water, which will make mobile grids interesting.



None.

Apr 28 2011, 5:38 am lil-Inferno Post #79

Just here for the pie

It's a zombie map called Blight by the way :P.




Apr 28 2011, 5:46 am Sacrieur Post #80

Still Napping

Quote from lil-Inferno
It's a zombie map called Blight by the way :P.

Zombie pirates?



None.

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