Destroy 6 Festering Graves.
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Each Grave Destroyed Raises Difficulty.
Survive The Zombies
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Info for the COOP version:
[collapse=Collapse Box]+ 2nd players primary unit - Ghosts
+ Some bugs are still being worked out, but this version works for the most part.
+ Some compromises had to be made to add an extra player, you will notice a drastic increase,
in difficulty regarding stationary zombies, they will kill you, be careful.
+ All buildings health has been buffed to compensate for extended use by 2 players.
+ Almost all prices and rewards have been modified slightly.
+ 4 more invasions have been added, invasions now last up to the 5000 mark.
+ Some towns have been restructured to be less retarded.
+ The mech base town now has a barracks.
+ Most invasion waves now spawn slightly more monsters.
~ This is mostly earlier waves,
the difference between the easy waves, and the hard waves at the end was retarded.
~ Players can store and share units by leaving "blimps" in towns.
~ Players share income for killing zombies, but receive achievements separately.
~ If you are playing with someone who doesn't know what they are doing, good luck.
* More fixes and patches will be made. But for now, this is the first full functioning version.
* I encourage people who know how to play The Undead from previous versions to host the map as player 1.
* There is a drastic shift in difficulty, and the map will play differently from previous versions.
* I can not stress this enough, people are dumb, and I'm working on making ways for them to learn the map
without detailed explanations from more serious players. But be warned, some people are very dumb.
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To visit The Undead main page and update history:http://www.staredit.net/topic/16724/-----------------------------------------------------------
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12/14/15
A patch fixing some player 2 bugs is here. Not sure why they existed to begin with, thought I fixed these things already.
But apparently not.
+ Player 2's units will spawn with Sarah when she dies like Raynors death mechanics.
+ Second player will no longer have random spawning units all over the map for seemingly no reason.
~ Still investigating a bug that causes Sarah to be given to player 1.
+ Gave some stranded units to their proper players.
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12/22/15
Another small patch adding some gameplay elements has arrived.
+ Player 1 and Player 2 now get rewarded extra units for certain achievements.
~ Each Player has 5 separate achievements that now reward units.
+ Cannons now cost more gas.
~ Still exploring new ways to spend gas, re evaluating how much gas some things should cost.
+ 3 Pylons/ Power grids have been placed in some key areas around the map.
~ Trying to give the player more stuff they can use to their advantage.
+ Boss spawns beyond the first one, will no longer switch your camera to the boss spawn.
~ Switching the camera around like that was not convenient 99% of the time it happened. So it's gone.
! As a note to players, 2 of these camera centers still exist, but the rest of them are gone.
+ A number of doodads have been deleted off the map.
~ We all love the insane amount of doodads I put in this map, but in some areas it was discouraging the player to explore.
+ 2 New overkill achievements have been added early game for both players.
~ Early game is needlessly slow, so I added these achievements to help bridge the large early game hurdle.
+ Second Player can now also make cannons. Forgot the forge, sorry guys.
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12/25/15
Yet another small patch has been made. This one adds some additional balancing.
+ Switched around yet another butt load of units to different players.
~ You will have a much more balanced time attacking certain areas now.
+ Gave the air base a science facility so its more practical to build battle cruisers.
+ Battle Cruisers have received a buff of health and dmg.
~ Battlecruisers should be more viable now.
+ Basically retouched all the bases so that they are shaped more conveniently.
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1/18/16
A slightly more exciting update.
+ The Undead Store has been added ingame.
~ With the store you can trade various units for stronger counterparts.
* Ex: 3 Firebats = 1 strong firebat 3 Battlecruisers + Probe = Strong Carrier
+ Powergrids around the map have been outfitted with bunkers, cannons, and supply depots.
~ Players often complain about the supply limit This is me giving you another way of raising it.
* You can think of these locations as control points that will up your income, and give you additional supply.
+ Players are now rewarded for killing higher quality zombies of different color that didn't give reward before.
~ Depending on the color of zombie, it will give +1, +2, or +3 minerals from its yellow counterparts.
* In game players will experience a notable increase in income after mid game.
+ Player 2 can now use nukes.
+ Mutas now spawn from level 4 onward.
+ Some zombie waves will now send substandard amounts of higher quality zombies of different color.
+ The reward for killing strong overlords has been nerfed by 1 gas.
+ All weapon upgrade prices have been increased by 13 minerals per upgrade.
+ Most upgrade caps have risen slightly.
+ Additional information is given to the player soon after starting the game.
~ This info includes reminders of the main objective, and how to use blimps correctly.
* Some people grasp the concept well, some dont, this should help bake it into peoples heads.
+ Reformatted grave kill dialogue to be centered so the info is more noticeable and readable.
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1/21/2016
+ Bug where second players hero unit is given to player 1 when sarah uses the "mall" light has been fixed.
+ Bug where "rescue" sound would play continuously if entire bases were destroyed has been fixed.
+ Bug during the dragoon ending where dragoons are spawned for the 2nd player instead of the enemy has been fixed.
+ Units that spawn from store purchase now spawn in town 1 instead of starting area.
This bug fix patch addresses all of the known bugs I know to exist through various playtests.
I apologize for the delay, but it took awhile to get enough tests online with random people to find and fix all these.
It was probably frustrating downloading this map and finding it riddled with bugs. Between work and difficulties online it took me a long time to list and fix all these/ remember to actually fix them due to rarity of occurrence.
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This will probably be the last patch for awhile, and is what I fully intend for this version to be. The changes I've made in the past few patches came through a lot of playtests with players who never played this map at all, and I've tried my best to bridge the gap of information for them.
Perhaps someday in the future I will come back to this project. For now, the image of a competitive defense/offensive map is realized. There is plenty of things for new players to learn and digest, and take advantage of. Some might feel this map is hard to digest, and hard to learn/ disheartening the first go. But I suggest to players they take a second look at least, for there is enough content and freedom for the player to use multiple strategies and have it pay off for them. If you have not played in a long time, and were waiting for a final update, now is probably the time to check what COOP has to offer.
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1/28/2016
+ fixed exoprawn gas bug caused by player 1.
+ Zombies now gather in certain areas and coordinate attacks to various places.
* There are 3 of these zombie grouping areas.
* I may or may not add more layers to the functionality of grouping areas.
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5/23/2016
+ Added survival mode.
~ All zombies spawned have a 40% to come directly to your hero character.
+ Fixed store bug where 3 tanks couldn't spawn reavers.
+ The following balancing changes were made.
~ Phonton Cannons - 25 minerals (now 175 and 2 gas)
~ All add ons cost less gas.
~ Science Vessel costs 250 less min 2 less gas.
~ All air units have received semi substantial health buff.
+ most dark templar groups have been moved closer to lights,
~ they are also closer to where you need to go objective wise.
+ Players can now upgrade protoss hero units purchased from store.
+ More additions to AI for zombie grouping have been made.
~ AI now healthy groupings of different kinds of zombies.
+Bosses can usually be seen rolling with groups, making them much more challenging.
+ Some terrain adjustments have been made.
+ There are more resources randomly strawn about the map to be picked up.
~ Exploration is now a bit more rewarding.
+ Added "The Cerebrate Ending"
~ There are 4 cerebrates spread across the map. Killing them causes an invasion on your position.
~Cerebrates are guarded by purple zombies of multiple variety, and usually have other side objective based units/buildings around them.
~ Killing all 4 Cerebrates triggers the Cerebrate ending.
+ The cerebrate ending teleports you back to start base, where you then fend off every zombie on the map.
This concludes the changes made for this patch.
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+ Fixed beginning portion where Sarah spawns and attacks you if Player 2 is not present.
+ Fixed bug where player 2 couldn't receive rewards for killing bosses.
+ Fixed all items that couldn't be picked up.
+ There are more items to be picked up in general, some placed in key spots for gameplay.
+ Player 2 now hears the deaths of boss units.
+ There are now several "Undead Mechanisms" that are on the map from the beginning onward.
~ They are triggered to not enter beginning area within the first 300 seconds.
+ All bosses rewards have been scaled correctly in regards to their difficulty.
+ Festering Control Lobes now have 400 less health.
+ Photon Cannons "Military Defense System" have 25 more health.
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1/2/2017
+ All supply drops have been moved to more convenient positions.
+ The first item drop is now based off of kills rather then game timer.
+ Upon the start of the map dropships now load all units in human bases.
+ save code dialogue has been fixed and actually tells you what you got after entering the code.
+ All building and town locations for the players are a bit more compact.
~ The base feels a little more like a base, and the outskirts of the map are more defined to be the undeads.
~ Traveling and upgrading is now more convenient and efficient saving the player some time here and there.
+ Addons and the price of a flashlight are now substantially cheaper.
+ Fixed side ending where bosses wouldn't move and get their dicks blown off pretty easily.
+ Overlords have been re balanced to have a more even flow of gas income.
8/13/2017Official ReleaseMajor Gameplay Changes and Fixes;+ You can now turn off vision and stack buildings.
~ This can be activated near the starting area.
+ There is now no limit to the amount of blimps you can leave in towns when leaving towns idle.
+ Players now take control of single buildings within towns that are under occupation from the other player.
+ 2 new bosses have been entered into the boss pool, making the number of possible bosses 3 to 5 unique enemies.
+ You can now beat the map by surviving against all the zombie invasions.
+ Defilers(Exoprawns) now have 4 tiers, all with different armor, later tiers giving them Plague.
! Late game defilers can now mess you up.Balance and Upgrade Changes
+ Broodlings now give rewards upon death.
+ Broodlings do 100% Damage.
+ All men owned by player have received a health buff.
+ All mechanical units have received a substancial damage buff.
+ Templar that storm your army now have less health.
+ All bosses you fight have received health, damage, and reward updates.
+ You now receive a small gas reward for killing graves.
+ Slight terrain edits have been made to improve gameplay.
+ Cannons have been been balanced to have better damage/health vs price.
+ Some static enemy groupings have been re shaped to be more difficult.
~ Some enemies have been moved to make things more convenient as well.
+ Basic zombies have slightly more health.
+ Zombie Evolution also received a semi substantial buff.
This concludes most of the changes made for this version.
NEWEST DOWNLOAD
http://www.staredit.net/topic/18689/
One more thing, the cerebrate ending for player 1 ends in failure, I didn't notice any obvious signs of why it does this, I've looked into it multiple times whilst moving forward with the other stuff; might be trigger load related, or some other "rule" conflicting with how completing the cerebrate ending works. Just note, if you receive a failure because you've completed the cerebrate ending, that is not intended, and you should give YOURSELF a little victory sip of wine whilst pondering how you just spent your time. But I do however apologize.