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.

New.

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.

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.

New.

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.

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.