One Big Zombie Rampage 3.0, Brand new version with improved gameplay
Post #1 USS Cane Feb 3 2012, 5:44 pm
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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 ![]() ![]() ![]() ![]() ![]() ![]() |
Post #2
UnholyUrine
Feb 3 2012, 9:14 pm
Post #3 USS Cane Feb 4 2012, 12:20 pm
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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.
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Post #4
Oh_Man
Feb 4 2012, 1:06 pm
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Studying Psychology
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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. This post was edited 1 time, last edit by Oh_Man: Feb 4 2012, 1:12 pm. ![]() ![]() ![]() ![]() ![]() ![]() I am working on Hell's Awakening RPG, stay tuned for further details.
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Post #5
Tempz
Feb 4 2012, 1:50 pm
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What a caterpillar calls death a master calls a butterfly.
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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.
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #6
UnholyUrine
Feb 4 2012, 9:41 pm
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I choose you!.. um.. if that's alright with you...
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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. |
Post #7 Caedo Feb 24 2012, 1:02 am
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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." ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8
lil-Inferno
Feb 24 2012, 1:59 am
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