Staredit Network > Forums > SC1 Map Showcase > Topic: One Big Zombie Rampage 3.0
One Big Zombie Rampage 3.0
Feb 3 2012, 5:44 pm
By: USS Cane  

Feb 3 2012, 5:44 pm USS Cane Post #1



I believe there is 2 types of map makers in this world... Those who create maps in 1 day making it a world wide hit with simplicity, like impossibles or golems, and those who really take time to create something perfect, something you may call a game not a map...

Ever since i started map making which was few good years ago, iv always tryd to be one of those mentioned second... (my first map: http://www.nibbits.com/sc/maps/view/125855/ ) So i present to you One Big Zombie Rampage (Innovative Survival RPG Game)

Features.
-5 Unique stacked Units weapon system
-8 variants of items for unique character build.
-Never before seen (i believe) inventory system (il leave it as a surpirse)
-Constant centerview on hero for a unique game expiriance(everything including inventory is near ur hero)
-Many variats on what you can spend money on including interactable environment features.
-2 Difficulty levels

GL & HF

http://sc.nibbits.com/maps/view/137048/one-big-zombie-rampage

Brand new version of One Big Zombie Rampage!

This time gameplay is greatly improved and much more enjoyable also the game is finaly finishable alone (I won it on Heavy Mode solo).

No longer will all zombies go to one player! Also added 2 new city locations and made few changes. Good luck and have fun!

My Old Projects:
http://www.nibbits.com/sc/maps/view/131000/ BioHazard: Code XX (RPG in Raccoon City)
http://www.nibbits.com/sc/maps/view/131001/ Resident Evil: The Last Bastion (RPD Defense {innovative})
http://www.nibbits.com/sc/maps/view/131002/ BioHazard: J's Bar Defense (Part 1/4 of an totaly new to starcraft defense type saga {survival horror def maps})
http://www.nibbits.com/sc/maps/view/131003/ BioHazard: Hospital Defense (Part 2/4)
(Part 3/4 didnt upload idk why.. -.-)
http://www.nibbits.com/sc/maps/view/131005/ BioHazard: Lab Defense (Part 4/4 and my last map before One Big Zombie Rampage hit) hf and gl, hope you enjoy playing ; D



None.

Feb 3 2012, 9:14 pm UnholyUrine Post #2



Zombies are always good, but your points don't make your map stand out from the myriads of other zombie maps.

Also, Constant Centerview just ticks me off. Never will there be a positive experience gained for this mechanic unless the entire game revolves around it (i.e. Dash series)
And 2 difficulty settings just speaks of sloppiness. A "perfect" map would have the courtesy of setting a perfect pace and a perfect difficulty.
Finally, you're very vague with your description of the map.. which, again, doesn't help advertise it. Putting all these links of your other maps doesn't help at all.



I also disagree with your idea of 2 mappers.
The former types of mappers would more likely be Map Copiers/Editors, where they take a good map formula and put their own twists on it. Due to the way maps are spread in B.net 1 (a WAY better system than b.net 2, mind you), maps that are remade most often become most popular, and one way to get your map to be remade is if other people are interested enough to spend their own time to edit it and then remake it themselves.
While I agree that it could be frustrating to see people who spend little effort or have little knowledge about the map editor can still make widely popular maps, it is just how the system works.

The latter is more like opposite of the scale, where the mapper doesn't care about publicity or their map's popularity, as most RPG makers here can relate to... These mappers create wonderful maps, but are no less important than the other mappers which made the UMS scene so robust.

There're a whole range of mappers in between, and I think your shallow view of it is kind of demeaning. Especially since you yourself created so many versions of the same map...



None.

Feb 4 2012, 12:20 pm USS Cane Post #3



How can you say my map does not stand out from the myriads of other zombie maps when im first ever to use Stacked Weapons system in a zombie map (and one of the few ever to place this system in any map) plus i created a completly new system with Larva working as an Inventory so everything you need you got on your screen by thus Constant Center View works fine and fresh with the map. Those innnovations makes my map look like a game not a map, and thats the feeling i wanted to create while you play it.



None.

Feb 4 2012, 1:06 pm Oh_Man Post #4

Find Me On Discord (Brood War UMS Community & Staredit Network)

I am downloading now.

Some screenshots would be nice. Also it wouldn't hurt to elucidate your features.


EDIT:
Wow this is pretty good. Lot's of features I haven't seen before. Reminds me of Raccoon City. Will have to show this at my next LAN. Great work.

Post has been edited 1 time(s), last time on Feb 4 2012, 1:12 pm by Oh_Man.




Feb 4 2012, 1:50 pm Tempz Post #5



Unholy... the description throws you off... its not bad of a map although i would of liked different things added like a complex item system.



None.

Feb 4 2012, 9:41 pm UnholyUrine Post #6



From the looks of it, it seems like a screenie of your inventory would've gotten people more excited than posting links to your previous maps.

Anyway, got around to trying to map.

I don't see the weapon system being any better than hotkeying a building/dropship and dropping units. It is, in my opinion, even worse, because the larvae, once used, will not be hotkeyed anymore. Selecting the larvae from all those left hand weapons is tedious, and because of the way SC1 works, it is hard to tell where the larva will be on your 12 unit selection bar.. thing.
I also had no idea where the items I got by just wondering around went. In a dropship item system, it's easy. It's either inside the dropship, or somewhere near the dropship, represented as a unit in both cases.

Another problem is that the weapon system does NOT warrant the centerview in anyway. While a dropship item system can still use it provided that players are instructed to hotkey the dropship beforehand, the problem is that the game mechanics doesn't reinforce the force centerview. You have to be able to present to the player a compelling reason as to why you would ditch smooth controls and flexibility for a choppy-screen experience.

This would've been fine if the game gave a feeling of claustrophobia, where the centerview AND the movement disadvantage adds depth to the gameplay. But you opted for an open world scenario, which just doesn't work. The corridors should've been tighter, and be laced with high ground in order to decrease the players' vision as much as possible in order to give this feeling of dread. Some of the corridors were wide open, and I could see zombies coming a mile away.

I don't know if it was because I was going Single Player and Light mode, but the game wasn't challenging. I just steamrolled through zombies which spawned basically an inch from me (which is very ugly and should be prevented by checking the condition whether any players units are in the vicinity of the spawn location), and I only took 10 hp damage.. without using weapons.

Overall, it seems to me you made an interesting, albeit unnecessarily complicated, weapon system, but you did not build your game around it. With your clunky system, I expected zombies that requires strategy, and claustrophobic, well thought out areas where a player really needs to use your weaps sys to its full potential. But, it is just another open world RPG with really nothing to give.

So, @Tempz and Oh_Man - No, it is a bad map. I'm sorry. I do not believe there's any place for this map's weapon system, and I feel the game does not reinforce it.



None.

Feb 24 2012, 1:02 am Caedo Post #7



Played this map several times, the quest style zombie map combined with the unique weapon system is pretty awesome. I'd have to agree with the constant centerview deal not being necessary, or the whole, reselect the larva thing, but I doubt the hotkey issue can be helped with something temporary without utilizing a different system.

I played this single player on the easier setting, and I had to try multiple times to beat the clock when it came to finishing missions, a welcome challenge. I'm going to recommend this map to the people I know and see what they think.

I suggest adding some more color to your post, maybe organizing it a bit more, add some more points like which systems you've adopted and/or completely made yourself. Nice work.

Unholyurine, you're right about it not being necessary to even include that map creators need to be categorized like that, but you don't have to be so harsh. This forum is for helping developers as far as I know, not to simply say, "This is a bad map."



None.

Feb 24 2012, 1:59 am lil-Inferno Post #8

Just here for the pie

Quote from UnholyUrine
Another problem is that the weapon system does NOT warrant the centerview in anyway. While a dropship item system can still use it provided that players are instructed to hotkey the dropship beforehand, the problem is that the game mechanics doesn't reinforce the force centerview. You have to be able to present to the player a compelling reason as to why you would ditch smooth controls and flexibility for a choppy-screen experience.

This would've been fine if the game gave a feeling of claustrophobia, where the centerview AND the movement disadvantage adds depth to the gameplay. But you opted for an open world scenario, which just doesn't work. The corridors should've been tighter, and be laced with high ground in order to decrease the players' vision as much as possible in order to give this feeling of dread. Some of the corridors were wide open, and I could see zombies coming a mile away.
I imagine he was going for more of an arcade feel as opposed to a story-driven feel. You're being a bit too conservative in your critique.




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