~*The Undead*~
~V.4 Download Below~
by zsnakezz
The dead are rising, are you RISING to the challenge?
More info has come.
You must build up your forces defeating zombies to gain resources.
With said resources you can travel to 4 different "towns" spread across the map.
The towns themselves are safe from attack, unless you are currently using them.
You must be careful when using towns, because if you lose a building, you lose your ability to make more units, that you will likely need.
The main objective is to destroy 7 "Festering Graves" from which zombies spawn.
Each time you destroy a festering grave, the difficulty rises, more zombies, stronger zombies, more challenges.
You can destroy the graves in any order you wish, a part of the game, is for you to come up with your own strategy to minimize danger to your force.
Completing the map in particular orders may prove to be quite difficult to accomplish.
I'm code naming this map "Zombie Craft", because it mixes RTS, RPG, and classic Zombie map mechanics without feeling too inorganic.
All zombie encounters are to seem spontaneous, zombies are not specifically hunting you down, and will not attack you in "waves"
Instead the map populates itself overtime with zombies that seem to be doing their own thing until you run into them.
+Enemies utilize up to 25 different attack formations during the course of the game.
"Overlord hunting" is a thing in this map, they are the only thing you can kill to get gas, and I found it mildly amusing within play testing.
Right now all gameplay is in place, all the towns mechanics work fine, 7/7 difficulties have been made, the "zombie trajectory randomizer" (stolen from the Hyperion 2 gambling
system)
~*Version.4 Update*~
Yellow = Under Development
Red = Completed
+ Wrath of the Elder.
~ This is an alternate ending to the map.
* By killing 3 Exoprawns/defiler you unlock the Elder Achievement.
* This unlocks several Zombie Elder/High Templar.
* The High Templar are worth 8 gas each.
* By killing 3 High Templar you unlock the ending.
~ The ending is an event I'm not giving away atm.
+ Overmind Ending.
~ By killing 6 festering graves you unlock the overmind ending.
* This spawns, an overmind at a spot of the map.
* Some things happen.
+ Financial Changes.
~ The player now accumulates money over time.
* Killing festering graves increases your income input.
~ All rewards for killing zombies have been decreased again.
* You can say what you will, but I believe the map was easy in previous versions.
* I want to encourage the player to kill the graves, this way seems fair.
+ Balancing Changes
~ Footmen have 10 more health.
~ Raynor has 20 more health.
~ Tanks are now more tanky, lol.
* This should help Raynor survive a tad more early game.
~ All zombies do + 1 damage.
+ Most zombies have more health.
~ All units are more expensive.
* This is to balance with the new economic and difficulty system.
* There are some storms happening in the map now, I needed to scale
the health up a bit for player 1's units.
~ Hydralisks have a more significant health buff from other zombies.
~ Upgrade prices now scale more expensively.
* The additional price increase costs an extra 710 more minerals at full upgrade.
+ Pathing upgrades.
~ Adding 2 Extra pathing options.
* To order the zombies to go all over the place, I use a randomizer.
* This was taken from the Hyperion 2 Gambling system.
* Adding 2 new variables can do a lot to make zombies move more dynamically.
~ Fast overlords will also have more pathing options as well.
* You get a pathing option, you get a pathing option, everyone gets a pathing option!
+ Achievements
~ 4 New achievements have been added.
* Wrath of the Elder, Overmind Ending, Overkill Zombie Basic x 2, Overkill Zombie Lizard x 2.
*Overkill Zombie Basic = 300 Zombies. Reward : +200 Minerals +All units healed.
*Overkill Zombie Lizard = 200 Zombie Lizards.: +200 Minerals +All units healed.
*In the last patch, most overkill achievements healed your men, forgot to mention that.
*This is to help keep your vehicle units alive.
+ Town Defenses
~ Bases now have "Automated Defense Systems"
* They Provide some early game defense relief.
~ You can now build photon cannons in your towns.
* Cannons turn on/off like the rest of your town.
+ The intro has received an overhaul
~ Some things have been added to the intro.
* This means something.
+ Unit Storage
~ The player can now store extra units in a dropship for later.
* You can leave the dropship in bases, and it will change to a neutral player when you leave it there.
* I made this system, because I found myself walking around with a probe and scv that would often
get killed during combat, I needed a way to leave them behind safely, as well as whatever other unit
I might want for later. They were taking up valuable firepower space in my group.
+ Raynor Lives!
~ Raynor can now die a number of times before you lose.
* You are welcome.
+ Let there be grades.
~ You will now be graded on your performance upon completing the map.
* This is to help you feel self conscious about yourself.
* This will also help rehash dark memories from Highschool.
~V.4 DOWNLOAD HERE~
http://www.staredit.net/sc1db/file/3017/
(Remember to load the map in multiplayer if possible)
Here lies a space between two lines.
~*Version.2 Update*~
____________________
Yellow = Under Development
Red = Completed
+Weapons Rack
~Walk up to a shuttle and switch out your hero.
+Price and Unit adjustments
~There will be several changes to units properties and prices.
*This will make some units weaker, and some more effective.
*Medics are pretty OP early game, trying to explore ways to balance them out.
~Medics now cost 60 min 2 gas but you can rescue a medic in the "Crossroads"
+Difficulty additions
~All white "guard" units now raise in difficulty as you progress.
*Each "guard" mob should be increasingly difficult upon killing festering graves.
~ Added Defiler Zombies, dark swarm is good for the family.
* Defiler Zombies give gas upon death.
~ Enemy pathing is getting an upgrade
+Infestation update
~As you progress through the main objective, infestation will visibly take hold of the map.
+Bling Bling
~Character names and info texts are getting some more attention. Some sounds may be added.
~Achievements have been added.
* These reward you with resources and other game mechanics.
+A Host of Bugfixes and other improvements
~*Version.3 Update*~
____________________
Yellow = Under Development
Red = Completed
+ Infestation Improvements
~ the number of "festering growths" has doubled, more of the map gets covered in creep.
+ Let there be Light
~ the number of lights in the map has doubled, there are now 9 lights scattered throughout the map.
* the 5 lights that have been added are all outside, as apposed to being inside buildings, this should help a brotha out.
+ Fixed some building availability quirks.
~ You can now build supply depots and bunkers.
* You can make more crud.
+ Your light turns into an observer.
~ Science Vessels are big and fast, need something that can stick with the group and not die.
* A big thing I wanted to address with this update is light sources, and I think these improvements do the job.
+ The reward structure has now been filled out,
~ all player 8 units now give appropriate rewards.
+ Some units received balance adjustments.
~ Zombie Bolvine life increased.
~ Some passive zombie groups are now owned by player 3.
* This player has unit settings geared towards tankyness.
* This helps the game be a little more stable as well.
~ Raynor and Footmen now have slightly more health.
~ Vehicle units now have +15 health.
* Raynor and Footmen health addition will help player survive early game.
* Vehicles can now take more of a beating, they are now more worth their money.
~ Unit upgrade time scaling has been decreased, researching upgrades should be a little easier.
+ Some "Uber" Achievements have been added.
~ Overkill Zombie Elite, Overkill Zombie Lizard Elite, Overlord hunting X 2
* These achievements grant larger than average rewards, and some new unique rewards as well.
+ Overlord Hunting Improvements
~ Killing 15 overlords will make them evolve into faster overlords.
* Fast overlords give 6 gas upon death, as apposed to 5 gas from slow overlords.
PATCH V3.2 NOTES
This patch is designed more specifically towards increasing overall difficulty.
Players tend to have a pretty easy time after getting over the early game difficulty hump,
I'm exploring ways to make the difficulty more balanced as you progress. I made some simple changes
for now that should help out, though there are some more complex systems in the works to address these
issues for good, so until V.4 roles around, these slight changes should help.
+Unit Balance changes
~ All Zombies have received a slight health increase
~ Medics now have the same life as Footmen
~ Some extra types of zombies have been placed throughout the map
+Reward Structure changes
~ All financial rewards for zombies have been decreased.
* -1 minerals for all zombie killing rewards.
~ Slow Overlords now reward 3 gas instead of 5.
* This is a very slight change, but it should help out with financial pacing.
+Overlord Hunting Changes
~ Faster overlords now spawn after killing 10 overlords, instead of 15.
~ The second overlord achievement happens after killing 20, instead of 25.
* The player would already have plenty of gas by the time this shift occurred,
this should make overlord hunting more appropriate in difficulty.
+Festering Tentacle's
~ 4 "sunken colonies" have been added to the map.
~ killing 1 +50min killing 2 100min killing 3 150min killing4 300min + Achievement effects
* Just adds some extra things to look out for when womping around.
Here lies a space between some lines.
~V.4 Download Below~
by zsnakezz
The dead are rising, are you RISING to the challenge?
More info has come.
You must build up your forces defeating zombies to gain resources.
With said resources you can travel to 4 different "towns" spread across the map.
The towns themselves are safe from attack, unless you are currently using them.
You must be careful when using towns, because if you lose a building, you lose your ability to make more units, that you will likely need.
The main objective is to destroy 7 "Festering Graves" from which zombies spawn.
Each time you destroy a festering grave, the difficulty rises, more zombies, stronger zombies, more challenges.
You can destroy the graves in any order you wish, a part of the game, is for you to come up with your own strategy to minimize danger to your force.
Completing the map in particular orders may prove to be quite difficult to accomplish.
I'm code naming this map "Zombie Craft", because it mixes RTS, RPG, and classic Zombie map mechanics without feeling too inorganic.
All zombie encounters are to seem spontaneous, zombies are not specifically hunting you down, and will not attack you in "waves"
Instead the map populates itself overtime with zombies that seem to be doing their own thing until you run into them.
+Enemies utilize up to 25 different attack formations during the course of the game.
"Overlord hunting" is a thing in this map, they are the only thing you can kill to get gas, and I found it mildly amusing within play testing.
Right now all gameplay is in place, all the towns mechanics work fine, 7/7 difficulties have been made, the "zombie trajectory randomizer" (stolen from the Hyperion 2 gambling
system)
~*Version.4 Update*~
Yellow = Under Development
Red = Completed
+ Wrath of the Elder.
~ This is an alternate ending to the map.
* By killing 3 Exoprawns/defiler you unlock the Elder Achievement.
* This unlocks several Zombie Elder/High Templar.
* The High Templar are worth 8 gas each.
* By killing 3 High Templar you unlock the ending.
~ The ending is an event I'm not giving away atm.
+ Overmind Ending.
~ By killing 6 festering graves you unlock the overmind ending.
* This spawns, an overmind at a spot of the map.
* Some things happen.
+ Financial Changes.
~ The player now accumulates money over time.
* Killing festering graves increases your income input.
~ All rewards for killing zombies have been decreased again.
* You can say what you will, but I believe the map was easy in previous versions.
* I want to encourage the player to kill the graves, this way seems fair.
+ Balancing Changes
~ Footmen have 10 more health.
~ Raynor has 20 more health.
~ Tanks are now more tanky, lol.
* This should help Raynor survive a tad more early game.
~ All zombies do + 1 damage.
+ Most zombies have more health.
~ All units are more expensive.
* This is to balance with the new economic and difficulty system.
* There are some storms happening in the map now, I needed to scale
the health up a bit for player 1's units.
~ Hydralisks have a more significant health buff from other zombies.
~ Upgrade prices now scale more expensively.
* The additional price increase costs an extra 710 more minerals at full upgrade.
+ Pathing upgrades.
~ Adding 2 Extra pathing options.
* To order the zombies to go all over the place, I use a randomizer.
* This was taken from the Hyperion 2 Gambling system.
* Adding 2 new variables can do a lot to make zombies move more dynamically.
~ Fast overlords will also have more pathing options as well.
* You get a pathing option, you get a pathing option, everyone gets a pathing option!
+ Achievements
~ 4 New achievements have been added.
* Wrath of the Elder, Overmind Ending, Overkill Zombie Basic x 2, Overkill Zombie Lizard x 2.
*Overkill Zombie Basic = 300 Zombies. Reward : +200 Minerals +All units healed.
*Overkill Zombie Lizard = 200 Zombie Lizards.: +200 Minerals +All units healed.
*In the last patch, most overkill achievements healed your men, forgot to mention that.
*This is to help keep your vehicle units alive.
+ Town Defenses
~ Bases now have "Automated Defense Systems"
* They Provide some early game defense relief.
~ You can now build photon cannons in your towns.
* Cannons turn on/off like the rest of your town.
+ The intro has received an overhaul
~ Some things have been added to the intro.
* This means something.
+ Unit Storage
~ The player can now store extra units in a dropship for later.
* You can leave the dropship in bases, and it will change to a neutral player when you leave it there.
* I made this system, because I found myself walking around with a probe and scv that would often
get killed during combat, I needed a way to leave them behind safely, as well as whatever other unit
I might want for later. They were taking up valuable firepower space in my group.
+ Raynor Lives!
~ Raynor can now die a number of times before you lose.
* You are welcome.
+ Let there be grades.
~ You will now be graded on your performance upon completing the map.
* This is to help you feel self conscious about yourself.
* This will also help rehash dark memories from Highschool.
~V.4 DOWNLOAD HERE~
http://www.staredit.net/sc1db/file/3017/
(Remember to load the map in multiplayer if possible)
Here lies a space between two lines.
~*Version.2 Update*~
____________________
Yellow = Under Development
Red = Completed
+
~
+Price and Unit adjustments
~There will be several changes to units properties and prices.
*This will make some units weaker, and some more effective.
*Medics are pretty OP early game, trying to explore ways to balance them out.
~Medics now cost 60 min 2 gas but you can rescue a medic in the "Crossroads"
+Difficulty additions
~All white "guard" units now raise in difficulty as you progress.
*Each "guard" mob should be increasingly difficult upon killing festering graves.
~ Added Defiler Zombies, dark swarm is good for the family.
* Defiler Zombies give gas upon death.
~ Enemy pathing is getting an upgrade
+Infestation update
~As you progress through the main objective, infestation will visibly take hold of the map.
+Bling Bling
~Character names and info texts are getting some more attention. Some sounds may be added.
~Achievements have been added.
* These reward you with resources and other game mechanics.
+A Host of Bugfixes and other improvements
~*Version.3 Update*~
____________________
Yellow = Under Development
Red = Completed
+ Infestation Improvements
~ the number of "festering growths" has doubled, more of the map gets covered in creep.
+ Let there be Light
~ the number of lights in the map has doubled, there are now 9 lights scattered throughout the map.
* the 5 lights that have been added are all outside, as apposed to being inside buildings, this should help a brotha out.
+ Fixed some building availability quirks.
~ You can now build supply depots and bunkers.
* You can make more crud.
+ Your light turns into an observer.
~ Science Vessels are big and fast, need something that can stick with the group and not die.
* A big thing I wanted to address with this update is light sources, and I think these improvements do the job.
+ The reward structure has now been filled out,
~ all player 8 units now give appropriate rewards.
+ Some units received balance adjustments.
~ Zombie Bolvine life increased.
~ Some passive zombie groups are now owned by player 3.
* This player has unit settings geared towards tankyness.
* This helps the game be a little more stable as well.
~ Raynor and Footmen now have slightly more health.
~ Vehicle units now have +15 health.
* Raynor and Footmen health addition will help player survive early game.
* Vehicles can now take more of a beating, they are now more worth their money.
~ Unit upgrade time scaling has been decreased, researching upgrades should be a little easier.
+ Some "Uber" Achievements have been added.
~ Overkill Zombie Elite, Overkill Zombie Lizard Elite, Overlord hunting X 2
* These achievements grant larger than average rewards, and some new unique rewards as well.
+ Overlord Hunting Improvements
~ Killing 15 overlords will make them evolve into faster overlords.
* Fast overlords give 6 gas upon death, as apposed to 5 gas from slow overlords.
PATCH V3.2 NOTES
This patch is designed more specifically towards increasing overall difficulty.
Players tend to have a pretty easy time after getting over the early game difficulty hump,
I'm exploring ways to make the difficulty more balanced as you progress. I made some simple changes
for now that should help out, though there are some more complex systems in the works to address these
issues for good, so until V.4 roles around, these slight changes should help.
+Unit Balance changes
~ All Zombies have received a slight health increase
~ Medics now have the same life as Footmen
~ Some extra types of zombies have been placed throughout the map
+Reward Structure changes
~ All financial rewards for zombies have been decreased.
* -1 minerals for all zombie killing rewards.
~ Slow Overlords now reward 3 gas instead of 5.
* This is a very slight change, but it should help out with financial pacing.
+Overlord Hunting Changes
~ Faster overlords now spawn after killing 10 overlords, instead of 15.
~ The second overlord achievement happens after killing 20, instead of 25.
* The player would already have plenty of gas by the time this shift occurred,
this should make overlord hunting more appropriate in difficulty.
+Festering Tentacle's
~ 4 "sunken colonies" have been added to the map.
~ killing 1 +50min killing 2 100min killing 3 150min killing4 300min + Achievement effects
* Just adds some extra things to look out for when womping around.
Here lies a space between some lines.
Post has been edited 29 time(s), last time on Mar 28 2015, 6:56 pm by zsnakezz.
I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.