Staredit Network > Forums > SC1 Map Showcase > Topic: The Undead! V.7
The Undead! V.7
Apr 6 2015, 12:52 am
By: zsnakezz  
Polls
Undead Difficulty Levels
Undead Difficulty Levels
Answer Votes Percentage % Voters
Have a set number of zombies you need to kill before they stop spawning in that difficulty. 0
 
0%
None.
0
 
0%
None.
Keep difficulties open so people can progress at their own pace. 3
 
100%
0
 
0%
None.
Please login to vote.
Poll has 3 votes. You can vote for at most 1 option(s).

Dec 22 2015, 8:36 am zsnakezz Post #21



12/22/15 UNDEAD COOP PATCH


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.

+ 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.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Dec 22 2015, 10:01 am zsnakezz Post #22



How to answer the pole:

You will see four choices, the top a bottom choices express strong feelings towards the option they are next to.

The two middle choices indicate you want something "sort of" described in the option.

Keeping difficulties open means zombies will just keep spawning, and it's up to you to make it to the grave.

In the alternate option which I'm proposing: Ex: If you are in undead level 1, zombies would stop spawning after you kill about
50 to 75 of them, allowing you then to go to the grave and kill it, setting up the next difficulty and zombie spawns.

I like this idea because things are slightly more predictable and manageable for the player.

What I don't like about this idea, is that it sort of forces the player to progress in a way they might not find convenient.

It also forces me to have to calculate each undead level in accordance to this structure and how much income and upgrades a player might achieve at any given level.

I know most people probably don't care at this point, and mustering answers from the community will probably be hard.

But I'm not going to do this, unless people think it would benefit their experience.

This poll will conclude in the beginning of 2016.

Post has been edited 2 time(s), last time on Dec 22 2015, 10:08 am by zsnakezz.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Dec 26 2015, 1:26 am zsnakezz Post #23



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.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Jan 19 2016, 12:49 am zsnakezz Post #24



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 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.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

May 23 2016, 7:41 pm zsnakezz Post #25



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.

And unlike many of the other updates ive made, I can say this one is as bug free as your gonna get.
I took a break from working on this, but this update should do good to help wrap things up.

If there are any questions comments or concerns about this map/update, or the future of the undead please let me know.

Any updates to this map will most likely be pretty small, if I do anymore updates at all :P

Post has been edited 1 time(s), last time on May 23 2016, 8:13 pm by zsnakezz.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Jul 18 2016, 7:46 pm zsnakezz Post #26



7/18/2016

+ 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.

+ 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.

This is the final Version of The Undead Coop. Please enjoy.

http://www.staredit.net/sc1db/file/3510/

What's Next?

The Undead Versus

The Undead Coop but with a human player on the zombie side. With 3 players in total instead of 2.

I didn't want to do it at first, but I realized it will be a lot easier to do than adding player 2 was.
I will have more info to share on how player 3 will work later on.

Post has been edited 1 time(s), last time on Jul 18 2016, 7:53 pm by zsnakezz.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Jul 19 2016, 11:31 am Oh_Man Post #27

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

Tried to play it online we got rekt lol. Also I find the concept of Zombie Elder hilarious :P




Jul 20 2016, 1:55 am zsnakezz Post #28



Quote from Oh_Man
Tried to play it online we got rekt lol. Also I find the concept of Zombie Elder hilarious :P

The fact you unlocked the zombie elders means you played long enough to kill 4 defilers. So at least you didn't get rekt TOO quickly.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

Jul 20 2016, 5:36 am Oh_Man Post #29

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

Nah i flew over one in my blimp




Sep 2 2022, 7:05 am zsnakezz Post #30



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/









I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

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