The Undead V.7
By zSnakezz AKA Beef
(9/02/2022)
Updates and changes:
+ Added mission briefings.
+ All units and buildings players can build or use are buffed significantly.
+ Supply Depot in first base has been replaced with a command center.
+ You can now build scvs.
+ Damage and health for mech and ship units has been buffed.
+ Damage amd health for heroes has been buffed.
+ Protoss Pylons have a lot more health and shield.
+ Lurkers have been divided to several undead graves instead of one.
+ Groups of enemies have been moved.
+ Army of goliaths reward has been changed to a battlecruiser.
+ Purchasing a light is now substantially cheaper.
+ Lights (missle silos) do 3 more damage and have more health.
+Terrain Modifications
+ Large paths of zombies no longer clpg up in late game.
+ Some graves had limited access because of ramp sizes, made ramps wider.
+ The mall looks more like a mall.
+changes to reward system.
+ Overkill achievements now give small incrementally increasing gas rewards.
+ Text Fomat changes
+ most important text is now centered.
+ A lot of space was lost because of formatting, it took up a lot of strings.
So I shrunk down and centered a bunch of text For player 1 and 2.
+Bug Fixes
+Fixed overmind not spawning in the end game.
+Timing for a lot of triggers is faster.
+Zombies no longer get stuck.
+Dying no longer kills civilian light control.
~Version 7 COMING SOON~
http://www.staredit.net/sc1db/file/3817/
By zSnakezz AKA Beef
(9/02/2022)
Updates and changes:
+ Added mission briefings.
+ All units and buildings players can build or use are buffed significantly.
+ Supply Depot in first base has been replaced with a command center.
+ You can now build scvs.
+ Damage and health for mech and ship units has been buffed.
+ Damage amd health for heroes has been buffed.
+ Protoss Pylons have a lot more health and shield.
+ Lurkers have been divided to several undead graves instead of one.
+ Groups of enemies have been moved.
+ Army of goliaths reward has been changed to a battlecruiser.
+ Purchasing a light is now substantially cheaper.
+ Lights (missle silos) do 3 more damage and have more health.
+Terrain Modifications
+ Large paths of zombies no longer clpg up in late game.
+ Some graves had limited access because of ramp sizes, made ramps wider.
+ The mall looks more like a mall.
+changes to reward system.
+ Overkill achievements now give small incrementally increasing gas rewards.
+ Text Fomat changes
+ most important text is now centered.
+ A lot of space was lost because of formatting, it took up a lot of strings.
So I shrunk down and centered a bunch of text For player 1 and 2.
+Bug Fixes
+Fixed overmind not spawning in the end game.
+Timing for a lot of triggers is faster.
+Zombies no longer get stuck.
+Dying no longer kills civilian light control.
~Version 7 COMING SOON~
http://www.staredit.net/sc1db/file/3817/
~*The Undead*~
~V.6.2 Download Available~
by zsnakezz
~*Version.6 Update*~
(The update that makes the map more difficult yet more convenient)
Yellow = Under Development
Red = Completed
+ Save Code System
~ In the beginning, you can skip the into, OR enter a save code.
~ Save codes will start you off with more units and resources.
~ Save codes will also destroy a number of festering graves, depending on which code you use.
* Had to balance some early invasions around this system for difficulty purposes.
* Save Codes are designed to allow the player to sit down and get right in the middle of the action.
* You Can skip the early game hump, you can skip to late game. Plus this allowed me to make some cool menu systems.
+ Invasion
~ Timed and Triggered invasions now attack your position.
~ There are 14 invasions in total.
~ Invasions become increasingly more difficult.
* These were created to add some more action to the experience and mix up game play.
+ Open Bosses
~ 3 sets of open bosses will spawn throughout your playtime.
~ These bosses will spawn in pairs of 2, and emote semi humorous sayings upon spawn and death.
~ Bosses will give substantial reward upon death. Not all bosses are equal in difficulty, nor reward.
+ Misc. Changes
~ The overall amount of zombies that spawn is substantially more than v.5
~ The passive economy system has been slightly buffed from last update.
~ The player now has access to 2 blimps, the extra one is located in the scv and probe base.
~ Photon Cannons or "Military Defense System"'s have received a price cut.
~ Bunkers now have 95 more health totaling 520.
* By the time the player can afford or want to use cannons, it's already late game. This should allow the
player to use cannons earlier in the game.
* The map is now overall more intense than v.5, and offers some more spicey challenges. To which I hope the players enjoy.
+ Redemption
~ Upon completing certain achievements, the player can receive an additional grade point.
~ There will be 2 tasks that will be linked to redemption.
* So if you have an overall bad grade at some point, this will help earn some of that back.
* I may or may not add an A++ and A+++ grade for those who are good at not dying. But I'm not sure yet.
~ Some kinks regarding the save code system with some other systems are still being worked on, using save codes changes "things".
Expect V.6 to released tonight or tomorrow. 4/24/15
~V.6.2 DOWNLOAD HERE~
http://www.staredit.net/sc1db/file/3019/
(Map Best Experienced Online.)
~MULTIPLAYER VERSION DOWNLOAD HERE~
http://www.staredit.net/sc1db/file/3050/
~*Version.5 Update*~
(The last stride for pride and glory)
Yellow = Under Development
Red = Completed
+ Skip Intro
~ You can now skip the beginning intro by unloading a civilian.
+ Balance Changes
~ Photon Cannons now have 175 health, up from 125.
~ Photon Cannons now do 14 damage, up from 13.
~ Automated defenses now have 130 health, up from 90.
~ All vehicle units have received a substantial health increase.
* As a result, vehicle units are now more expensive.
~ Zombie Lizards have 10 more health
~ All Elite zombies have received a slight health increase.
~ All fixing prices for buildings have been modified and balanced.
~ Undead Ancient bosses have received a significant health increase.
+ Zombie Spawn Changes
~ There is now limit of zombies that can be on the map at any given time.
~ The limit cap rises with each level.
* This helps control difficulty better, as well as "clogging" issues with too many zombies.
* The map responds more to what you do, there is now more controlled large and small groups.
* Adjustments are being made to make sure difficulty remains challenging, while keeping it from being crazy.
~ 2 New Special enemies have been added.
~ Spawn levels 4 and 5 have increased in overall difficulty.
* elite zombies start spawning mid game, mid game was too easy last update.
~~~~~~~~+ Bug Fixes~~~~~~~~
~ The flag bug that when picked up, would spam the message "now leaving -" "now entering -" has been fixed.
~ The bug where you could kill Zombie Elders before you were supposed to, is now fixed.
~ All bugs and triggers regarding ending events have been fixed and modified to be less "obtuse"
~ Zombies tended to clog in certain spots, this has been fixed as well.
~~~~~~~~+ Special Delivery~~~~~~~~
~ 7 Items now spawn on the map for you to collect.
~ 2 of the item drops are associated with achievements.
~ 4 of them are timed.
* All item drops are randomized, there are 4 item possibilities.
Minerals, Gas, Minerals + Gas, All Buildings and Units healed.
* This should help encourage the player to explore, and give the player some more objectives.
~~~~~~~~+ Reward Structure Changes~~~~~~~~
~ The passive reward system has been nerfed
* Update 4 gave way too much minerals, it happens at a more tame rate now.
~~~~~~~~+ Terrain Improvements~~~~~~~~
~ Terrain has been made slightly more convenient, the mountains have recieved some custom terrain reworking.
* More of the mountains are now higher in elevation.
* There are now more ways to enter the mountains, some of the terrain has been opened up.
* Zombies now have better ways of getting about efficiently without clogging.
* Traveling in general should feel slightly better.
~~~+ 8 Achievements have been added. ~~~
~ There are now 3 zombie dog overkill achievements.
~ All Zombie basics, Zombie Lizards, and Zombies Dogs all now have 3 overkill achievements.
~ Overlord master is the third overlord hunting achievement.
~ Multiple Elite Zombies also received more overkill achievements.
~ King of the Hill - If you clear the middle hill portion of the map in crossroads, it unlocks this achievement.
~ 2 new achievements have been added for 2 new special enemy types.
* There are now 3 different endings to the map.
* The Overmind ending is the main objective, you can unlock the other two through a series of achievements.
The Overmind Ending, The Wrath of the Ancient ending, and the Dragoon Ending
~ Overall difficulty of the map should now feel slightly more formidable.
Old.
![](http://i.imgur.com/xXUhaXB.png)
New.
![](http://i.imgur.com/gG00JJw.png)
An Info Graphic to completing the early game phase of the map.
This should give you roughly 99% chance of success.
I've played this map over 100 times, so I have it down to a science pretty much.
![](http://i.imgur.com/dfnAVy9.png)
If You So happen to beat the game, please post your grades given, and playtimes here.
~V.6.2 Download Available~
by zsnakezz
~*Version.6 Update*~
(The update that makes the map more difficult yet more convenient)
Yellow = Under Development
Red = Completed
+ Save Code System
~ In the beginning, you can skip the into, OR enter a save code.
~ Save codes will start you off with more units and resources.
~ Save codes will also destroy a number of festering graves, depending on which code you use.
* Had to balance some early invasions around this system for difficulty purposes.
* Save Codes are designed to allow the player to sit down and get right in the middle of the action.
* You Can skip the early game hump, you can skip to late game. Plus this allowed me to make some cool menu systems.
+ Invasion
~ Timed and Triggered invasions now attack your position.
~ There are 14 invasions in total.
~ Invasions become increasingly more difficult.
* These were created to add some more action to the experience and mix up game play.
+ Open Bosses
~ 3 sets of open bosses will spawn throughout your playtime.
~ These bosses will spawn in pairs of 2, and emote semi humorous sayings upon spawn and death.
~ Bosses will give substantial reward upon death. Not all bosses are equal in difficulty, nor reward.
+ Misc. Changes
~ The overall amount of zombies that spawn is substantially more than v.5
~ The passive economy system has been slightly buffed from last update.
~ The player now has access to 2 blimps, the extra one is located in the scv and probe base.
~ Photon Cannons or "Military Defense System"'s have received a price cut.
~ Bunkers now have 95 more health totaling 520.
* By the time the player can afford or want to use cannons, it's already late game. This should allow the
player to use cannons earlier in the game.
* The map is now overall more intense than v.5, and offers some more spicey challenges. To which I hope the players enjoy.
+ Redemption
~ Upon completing certain achievements, the player can receive an additional grade point.
~ There will be 2 tasks that will be linked to redemption.
* So if you have an overall bad grade at some point, this will help earn some of that back.
* I may or may not add an A++ and A+++ grade for those who are good at not dying. But I'm not sure yet.
~ Some kinks regarding the save code system with some other systems are still being worked on, using save codes changes "things".
Expect V.6 to released tonight or tomorrow. 4/24/15
~V.6.2 DOWNLOAD HERE~
http://www.staredit.net/sc1db/file/3019/
(Map Best Experienced Online.)
~MULTIPLAYER VERSION DOWNLOAD HERE~
http://www.staredit.net/sc1db/file/3050/
~*Version.5 Update*~
(The last stride for pride and glory)
Yellow = Under Development
Red = Completed
+ Skip Intro
~ You can now skip the beginning intro by unloading a civilian.
+ Balance Changes
~ Photon Cannons now have 175 health, up from 125.
~ Photon Cannons now do 14 damage, up from 13.
~ Automated defenses now have 130 health, up from 90.
~ All vehicle units have received a substantial health increase.
* As a result, vehicle units are now more expensive.
~ Zombie Lizards have 10 more health
~ All Elite zombies have received a slight health increase.
~ All fixing prices for buildings have been modified and balanced.
~ Undead Ancient bosses have received a significant health increase.
+ Zombie Spawn Changes
~ There is now limit of zombies that can be on the map at any given time.
~ The limit cap rises with each level.
* This helps control difficulty better, as well as "clogging" issues with too many zombies.
* The map responds more to what you do, there is now more controlled large and small groups.
* Adjustments are being made to make sure difficulty remains challenging, while keeping it from being crazy.
~ 2 New Special enemies have been added.
~ Spawn levels 4 and 5 have increased in overall difficulty.
* elite zombies start spawning mid game, mid game was too easy last update.
~~~~~~~~+ Bug Fixes~~~~~~~~
~ The flag bug that when picked up, would spam the message "now leaving -" "now entering -" has been fixed.
~ The bug where you could kill Zombie Elders before you were supposed to, is now fixed.
~ All bugs and triggers regarding ending events have been fixed and modified to be less "obtuse"
~ Zombies tended to clog in certain spots, this has been fixed as well.
~~~~~~~~+ Special Delivery~~~~~~~~
~ 7 Items now spawn on the map for you to collect.
~ 2 of the item drops are associated with achievements.
~ 4 of them are timed.
* All item drops are randomized, there are 4 item possibilities.
Minerals, Gas, Minerals + Gas, All Buildings and Units healed.
* This should help encourage the player to explore, and give the player some more objectives.
~~~~~~~~+ Reward Structure Changes~~~~~~~~
~ The passive reward system has been nerfed
* Update 4 gave way too much minerals, it happens at a more tame rate now.
~~~~~~~~+ Terrain Improvements~~~~~~~~
~ Terrain has been made slightly more convenient, the mountains have recieved some custom terrain reworking.
* More of the mountains are now higher in elevation.
* There are now more ways to enter the mountains, some of the terrain has been opened up.
* Zombies now have better ways of getting about efficiently without clogging.
* Traveling in general should feel slightly better.
~~~+ 8 Achievements have been added. ~~~
~ There are now 3 zombie dog overkill achievements.
~ All Zombie basics, Zombie Lizards, and Zombies Dogs all now have 3 overkill achievements.
~ Overlord master is the third overlord hunting achievement.
~ Multiple Elite Zombies also received more overkill achievements.
~ King of the Hill - If you clear the middle hill portion of the map in crossroads, it unlocks this achievement.
~ 2 new achievements have been added for 2 new special enemy types.
* There are now 3 different endings to the map.
* The Overmind ending is the main objective, you can unlock the other two through a series of achievements.
The Overmind Ending, The Wrath of the Ancient ending, and the Dragoon Ending
~ Overall difficulty of the map should now feel slightly more formidable.
Old.
![](http://i.imgur.com/xXUhaXB.png)
New.
![](http://i.imgur.com/gG00JJw.png)
An Info Graphic to completing the early game phase of the map.
This should give you roughly 99% chance of success.
I've played this map over 100 times, so I have it down to a science pretty much.
![](http://i.imgur.com/dfnAVy9.png)
If You So happen to beat the game, please post your grades given, and playtimes here.
Post has been edited 19 time(s), last time on Sep 2 2022, 6:44 am by zsnakezz.
I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.