Staredit Network > Forums > SC1 Map Production > Topic: SENZP (Incomplete)
SENZP (Incomplete)
Jun 4 2008, 6:14 am
By: A_of-s_t  

Jun 4 2008, 6:14 am A_of-s_t Post #1

aka idmontie

SENZP (Uncomplete)
StarEdit.Net Zombie Project

If you would like to join this project, please register and sign up here: http://z4.invisionfree.com/SEN_Zombie_Project/index.php?showtopic=164


This project was started over a year ago by DEAD (aka Gigins), but, when he dissappeared and SEN died, SENZP was gathered together by Zeratul_101 and A_of_s_t. Laser_dude and Dapperdan (and JaFF, who thought we were headed in the wrong direction and left) were the only members to actually work on SENZP. SENZP is uncomplete because the project eventually fell apart. Zeratul disappeared and I became project lead. Dapperdan had already finished most of his work which involved the storyling. The map was then handed to Laser_dude, who now had to do EVERYTHING else... this eventualy led to the projects downfall since we have tons of concepts that needed to be coded and added. Now, everything it to be released to the public.

The original working forum for SENZP can be found here: http://z4.invisionfree.com/SEN_Zombie_Project/index.php?act=idx

Here is everything that only the workers could see that I am now releasing to the public.


First, here is the storyline, written by Dapperdan:
Quote
Prologue

Six individual persons who have no particular relation to each other have decided they need to move on from the life they have-and move on to their life of the future. Each with their own very particular background, and their unique attitudes. The place they have decided to travel to and make their residence at was SEN City; it being far out in the countryside near the mountainous areas it was a completely secluded area to settle down in, and start anew. And while they would still have all the advantages of the country life they would still be in the presence of a thriving city with a big downtown area that would give them all the hustle and bustle they could ever erge for. Each one in there own manner had decided they would go for their first night on the town to Bob's Bar downtown. But first, they would have the make the long hazardous trip to SEN City which they hoped would be well worth their while...

As each person made their travel through long winding roads leading to SEN City they could sense a certain freshness and cleanness and the air. It seemed to them almost too perfect; it was at that moment when each of them realized that-they seemed to see something dash by just out of their site--causing a great sensation of curiosity in this new land. Ultimately, several roads could be taken to reach the final destination and 2 of them each choose 3 different paths to SEN City.

The first traveler was nearing the city when he suddenly was met with a startling creature dashing across the road with it's back turned-he quickly swerved out of the way and crashed off the side of the road eventually slamming into a tree in a ravine off the road. The second traveler down traveling down that particular road was in a particularly stormy mood as he normally was and clearly had no care for the person he saw stuck on the side of the road. He would soon be comprised by something called karma; as he began to get well beyond the crashed car that he had passed he was met by a block in the road--a pile of what appeared to be flaming bodies blocking his way. He stopped in awe in front of the flaming mass and got out of his car. The rain began to pour down from the ominous skies above around that moment, and after a quick pondering he decided to drive around off the side of the road and high tail it into town. Little did he know that his car was leaking gas all the while, and that when he attempted to go off the road to avoid the blockade his car was quickly stuck in the mud with the rain pouring down upon him. He began to walk through the thunderstorm to SEN City to get someone to help him with his car; it was then that he heard a sudden explosion, and turned around to see his car in a burst of up roaring flames. He now decided he needed a ride... and began the walk back to the car he had seen on the side of the road a few miles back. The hard core of this man hardly affected by the awful sight he had just walked away from, and he would not speak of what he had seen for a long time... it was perhaps not awful enough for him to have to tell others.

The next 2 travelers had chosen a different road, although each their own it was one following the other. While the one in front seemed very confident of his direction the man following him was lost and merely following the car in front of him. They would soon be met by a roadblock of their own, yet it was not a pile of burning bodies. A sign that had appeared to be just put up read "Stop here, no cars passed that point period, walk to town at your own peril." They each got out of their own cars and after a moment of pondering the first man began to walk that mile or so left to town, and he was quickly followed. Neither took their luggage as the first man was planning to come back shortly to get his things or perhaps leave, and as the second person was simply following. The road that they had been traveling on was now not visible, but rather covered with a thin sheet of sand. So as they walked they were swiftly met with gunfire about half of the way there, they each dove to the ground and covered as the gunshots continued.

The next 2 travelers had chosen yet another road and we're separated by some length inbetween the distance of the previous 4 travelers spoken of. Not too far, but yet not directly within a few feet of each other either. They too were met with the same sign previous travelers had been met with [/I]except[I] that sign happened to have been knocked over flat on its back completely unable to be seen while driving by at the 50 mph speed limit. So as the car in the back out of the 2 watched the one in front drive ahead he followed behind, and soon saw the car in front of him go under gun fire from the left side and crash while flipping over a few times and eventually landing up right with a now completely totaled car and disoriented driver. All the while this driver quickly realized he was going to have to avoid the static car in front of him which he was not enclosing upon; he quickly swerved off to the right and trying to settle his car at the same time. Well, it turned out the he had veered and thus dived into a little valley off the side of the road. His car now totaled and looking as if it was ready to set a fire he quickly ran out of his car towards the fellow totaled car ready to get over there and check the injured driver all the while escaping the radius of his flaming car. Yet, on his quick run over he was met with gunfire and ducked and covered praying not to be dead on the spot. Soon after that you could see the driver of the other car crawling out his driver side door several feet and stopping lying face down.

Each group of 2 now had a long walk ahead of them to reach the town of SEN City, although it was not a much of a walk of great distance as it was a walk of great struggle... three of them would have to be at the hospital within only a matter of time.

In Game

All 3 groups of 2 will now have to make the walk to the City still unaware of what is going on in town and not peeping a word to anyone once they reached town, and no one saying anything to them. The players will have to dodge their way through the brief landscape ahead of them to town (no zombies), when they reach town they will have to go to the hospital to be treated-after reaching the hospital there will be a cut scene which take them through the next day or so until they are all released from the hospital and eventually decide not to let their terrible experiences stop them from enjoying a night on the town in spite of all the troubles. All the players will be in "Bob's Bar"(or w/e name we decide on), when every1 inside suddenly hears gunshots outside. Everyone quickly scatters to the sidewalk to attempt to see what is going on and find that some type of beasts are scanning the streets. They are in fact mutated zombies (I say mutated because zealots/lings if used for zombies aren't exactly normal zombies), and the local police force, and apparently some reinforcements are fighting them off. Seeing all the mayhem in the street in front of them everyone runs back into the bar and straight through out the back as well as the characters in the game. Quickly the zombies chase behind them through the bar out the back. The 6 characters new to the town keep moving straight ahead as the pack of people from the bar run out, straight ahead into what they will find as a dead end. All the other people running out the back had taken a left to where they knew an opening was. Yet, the zombies who seemed to have developed a sense of detection for where the most human blood was for them to feed upon followed the larger mass of people. Shortly there after all our characters find the dead end they were not planning on, they see no zombies chasing them, but after a quick moment of pondering all begin to run back where they had come from-they find that a one stray zombie who appears to be injured is coming their way and is right between them and where they're going (very slow zombie), they will rather take the zombie out with their "bare hands" or one of them will find a gun somewhere in the vicinity and be able to take the zombie out. They take a look to their now right where they had realized everyone else had turned and saw a couple dozen zombies simply tearing dozens of the civilians that had taken that route to shreds with blood splattering everywhere. They have only one option-to back through the bar and out the front again. They do that and eventually have to make their way to the SEN Hotel where one of them suggests they should go be shelter on the other side of town. They will find and use guns from dead cops, which they find on the road to protect themselves with limited ammo and fight to survive. After reaching the hotel it will go to the next morning when they all walk outside the hotel to see what has become of the place. They see the wreckage everywhere but they also see that the town is settled and been taken under control. They begin to move through the city and meet with different NPCS, and find out different things about what has happened. They will find that across the bridge on the EAST side of town (this map works from west to east/left to right) has been taken over by the zombies is in complete abundance of them, and the whole side of town has been lost save a few particular survivors scattered around. Within a matter of time the characters realize they should leave town and go back as far as they could to where they came from. Yet as they begin to travel back the find the entire area, which they had walked to town through, is completely infested with these zombies and they simply must turn back. The RPG now truly begins. They will not split up simply one group of 3 defending town, another going on quests in the mountains-hell no. They will switch back and forth between tasks as the game goes along, fairly at the rate and order they like, yet as it goes at certain times they will be called to duty while it out in the mountains to come back to town and defend the flood of zombies crossing the bridge. As the game goes on different characters in the City will offer them different quests which they can partake in to help the cause and ultimately performing these quests will provide the characters with leveling up which will help them later in the game. Early the players will realize they need to travel north to the mountains and scan the countryside, where they will encounter various zombies, a few scattered police and government members who will give them further ideas as to what has happened and what to do about it. They will eventually have to partake on a quest to the hidden headquarters which where in the mountains where the government had been undergoing tests (see end description on how zombies came to be)-this plays a little off jaff's idea. When they reach there they will find a zombie infested headquarters and eventually will reach the main control room/lab or something and face the first zombie boss. Some of the other missions/quests as it goes along may/will include: having to back to town while in the mountains to fight off a large flood of zombies-this will happen at least two times-on at least one time they will face a zombie boss who is crossing the bridge in the flood that they will have to defend. They will have to save various groups of police/government members who have been trapped throughout the mountains. They will have to go back to the original paths they traveled on to reach town and clear out all the now completely infested area of all it's zombies in order to allow some brave reinforcements to get into the city. They will have to eventually (later on in game), save all the remaining survivors in the east half of town. They will have to clear out certain areas out in the mountains and wilderness that are particularly infested with zombies that they are informed about. Near the very end of the game they will end up off on the far west side of SEN City, they will then be sent on a last chance mission (from Jaff's story), where they will have to fight across their way across town, and eventually all the way through the east side of town until both areas are in large cleared out, and they all are in fair condition. They will then partake in the final stages of the game, where they will explore the south east part of the map that will have been kept from them venturing into before. They will be met there with hordes of stronger/smart zombies and new mutations (perhaps hydras-any unused unit that could be a zombie) of zombies. It will all lead to them fighting the man zombie boss, which is ultimately the hinge of the zombie's existence. Zombies will be spawning below him as the boss battle goes along and it will be a very difficult test...

How the zombies came to be:

This is a mix of Jaff's idea and Zeratul's idea and I think it works pretty well. The government has set up a bunker in a mountain near the town of SEN City where they are partaking in several very large experiment's with organic matter, which would eventually be used as a healing medicine if able to be controlled, or as something that in large enough quantities could create an entire being to fight for their causes. Ultimately an experiment goes terribly wrong which leads to a major spill of all their testing materials, which quickly expands and grows in larger quantities as it quickly multiplies. The toxins in some of the experiments killed a few of the scientists on the spot. The matter that had been spilled quickly consumed the dead scientists and brought them back to life as zombies. These zombies would grow to have very little intelligence but yet were fully functional in the matter of instincts; they had the reactions of microorganisms and attempted to kill everything they saw that was not one of their own. They quickly spread through the headquarters and killed off one after another government official. Soon most of the place was cleared out and it spread outside the bunker in that mountain and slowly spread out from there. Steady ooze also came pouring down from that mountain containing all that organic matter and hormones came down to fertilize the graveyard that lay near the base. A large quantity of graves were disturbed and brought to life even more zombies. The original zombies formed in the lab became the very strongest, which would grow to be the boss zombies. All the zombies were fed and on and ran by this organic matter and hormones created back in the labs. Ultimately, dousing any dead body with enough of this substance (which was often dripping off zombies bodies) would raise another zombie. As the zombies continue to evolve throughout the game, their mutations begin to become more advanced and more intelligent-although the make up of their bodies allowed for almost no intelligence in 99% of zombies so becoming more intelligent didn't say much. The only zombies with any real intelligence were some of the original zombies, which housed the most hormones and had the longest time to evolve. The final boss zombie (ultralisk) is the initial first zombie that controls such a large source of hormones and organic matter that many zombies live off of him. If this zombie were killed it would basically stunt any addition to the zombie population, and only allow for subtraction by killing them off one by one.

The government:

This explains the prologue-where the city is closed off and such. The government was trying to control their mistake without every letting the general public know about it, and it was kept hidden seeing as how no one living in SEN ever needs to travel out of it out the west side. In addition they would kill any1 they saw leaving the city for zombies were wondering the area and they could not let the word spread (also didn't know if it could be a zombie who was wandering out there). The only way they knew if you were a human or was if you went down the ground and covered-which is something they knew zombies wouldn't do and if they knew those persons hadn't seen any zombies they'd let them go through.

Other things in map not mentioned--there will be certain "cars" left in the city while you'll be able to drive around using once again Jaff's idea, and they would be some cars up in the mountains.

This story still allows for flexibility on a good amount of the things in it-especially different quests in it. Post ideas/suggestions things you want in the map here, give feedback on it. I think we're using this storyline now that I spent all this time on it... and I still used plenty of ideas from the original outline we made in chat room and plenty of ideas from Jaff.



(Important) ADDITION:This is crap I said in other threads. They are further mission and story ideas.

If by mana/energy potion you mean food or drink then yes. Yet, I don't think we need it to be carried around with the player like a real item, just something they need to have every once in a while. We could make food/drink become hard to find at some point in the game that is not conaminated by zombies at one point in the game. And make them find food/drink for a mission at same point of the game, ooo that sounds good.


As for day/night cycles-I think I just had an idea. Instead of simulating day/night cycles throughout the game. We could have it so that there is a rolecall message given to the players to get back to town when night is coming because more zombies come out at night. There is going to be a hotel in the map where they stay at beginning of game, we should make use of it and have the people use it every night. When the rolecall comes that it is night time, the players will need to make their way back into the ranges of town then they will just be brought to hotel and we will bring them to the next morning. The later into night it gets the more we can bring zombies out. Not following orders to go back to town could ultimately cause the players death. If the players are in the middle of an important mission they will have to make their own choice on whether to head back or not.

On to something else that I have not yet said in a thread, but I did mention to zera a few weeks ago in the chatroom and he seemed to like the idea, I forgot to add it in here, so now I will. As referenced in the storyline I wanted to set up some missions where you have to defend large hordes of zombies flooding in across the bridge to your side of town. Well, I decided I think we should have a constant flow of zombies coming into the town (but rather slowly-now that I have this day/night cycle idea going perhaps we could make their #'s somewhat relate to the time of day-not sure bout that). This steady but slow flow of zombies will be able to be handled by NPC Players that are defending the town while you are gone to an extent, but if you leave the city alone for too long a period of time it will start become flooded with zombies. You will get a rolecall to come save the city when it starts becoming flooded, you will ultimately suffer the consequences for letting the city become flooded with zombies in some fashion or another. I suppose we would have it set up so that you will be told whenever the city reaches a few different levels of being flooded.

Ok I can live with this, but if we end up with a huge honking city anywhere near the size of a of s t's original layout we'll need some transportation. Having a train sounds like a great idea. We will then be able to regulate whether the players can operate the train at certain times in the game. OooO, I hear another mission afoot, whenever the train area is overflowed with zombies (which will be whenever we want), they won't be able to use the train, or if it just goes out of order. This also gives me the second start of a background for a player--someone who can operate a train. (train=subway and vice versa for my purposes untill we officially decide what we call it).


Here is an AI I created for the project.

#-------------------------------------------------#
Hive System
by A_of_s_t

Makes zombies 'smart' if their in groups. This is Version 1, so its very simplistic and only 1 Player. Test it out, you'll notice the enemy probe gathers units, then relentlessly follows you. After you kill all the zombies of the hoard, it loops over again.

[attach=1107]

#-------------------------------------------------#

Now here is the terrain:
http://sd.awardspace.info/off/SEN_City.scx

Here is promotional terrain that was never finished:
[attach=1108]

#-------------------------------------------------#


If you guys want anything else that deals with this project, feel free to ask.

Attachments:
AI_Test.scm
Hits: 33 Size: 41.71kb
PromoTerrain.scm
Hits: 6 Size: 40.22kb

Post has been edited 2 time(s), last time on Jun 4 2008, 9:36 pm by A_of-s_t.



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Jun 4 2008, 6:19 am A_of-s_t Post #2

aka idmontie

Concepts -- of which, some where completed, but were lost due to aniquatedness...:
The next step were concepts that were thought up.

#-------------------------------------------------#

Items:
-One type of healing pack
-One type of mana/energy potion
-One type of ammo clip
-Different useful items, like flashlight (if you're going to have day/night cycles), lockpicks (if you'll have to pick doors and cars).
-Bombs, mines, shocker bombs.

#-------------------------------------------------#

Single-combat Bonus & sensoryperception:
Essentially, this is meant to prevent 'stray hits' from enemies killing you. whether you receive it enroute to base, due to stupid movement AIs, a missed hotkey, or w/e situation occurs.

when you're in 'single-combat'(one vs one, mano a deadmano), you'll receive an 'armor boost'(this can be damage reduction, chance of the enemy 'missing' when attacking, w/e). this doesn't mean that you don't have any allies or enemies nearby, it just means that there is only one(or w/e number we decide upon) enemy in melee range. this feature essentially represents agility. the reasoning behind this is that while you can't maneauver while surrounded by a horde of zombies, you CAN do so against one, reducing your odds of getting hurt.

another little, unrelated idea:

sensory perception

basically, we use the three supply counters to represent our 'senses.' it can be something along the lines of: 'zerg = sense of smell,' 'terran = sense of touch,' 'protoss = sense of hearing.' otherwise, it can be something like: 'zerg = amount of bad smell(rotting flesh, blood, etc.),' 'terran = amount of mechanical smells(gunpowder, oil, etc.),' 'protoss = amount of natural smell(food, trees, animals(living), etc.).' the counters would fluctuate depending on the amount of stimulus(stimulus depends on what we're gonig to use it for) and would be another way for the players to 'sense' their environment to detect incoming zombies, people, etc.

naturally, to reduce the amount of the units on the map, we'd keep the values low to about 50 or w/e.

#-------------------------------------------------#

Shove Action:
basically, this is a special ability.

i've always hated when 'zombies' would just stack up around you and just slowly wear you down(even if it took like 10 minutes) and you'd never have a hope in the world to escape. some will say thats just a part of the game, but i say thats just useless frustration.

in response to that, i am recommending a 'shove' action. basically, what this would do is bounce enemies off of you. lets just say you're surrounded on all sides by a 1 unit deep ring of zombies and more are on their way. normally, you'd have one chance to kill one of the zombies and escape through that hole. if you didn't, you're dead. BUT, with the shove action, you can now shove the zombies away from you, creating gaps in the encircling ring and increasing your odds of surviving. basically, shoving is an trigger action that tells the zombies to move in a direction(away from the player). it'll be really simple. any zombie to the top-right of the player will be ordered to move to the top right of the map and the sme for any other side. simple as that, no complex triggers(and therefore no complex errors - orerrors period). i'm thinking you can shove two-unit thick rings maximum.

even if not for gameplay, i still think it'd be a neat thing to see in a zombie map.

ps,i think i explained that clearly...

#-------------------------------------------------#

Gunner Systems:
OK, here's a current list of all the gunner systems we are capable of implementing.

Ones that say "no player detect" means we can either only have one player using it at a time, or the effects will have to remain the same, and we will be unable to implement special stuff (ammo, kill counters...).

If they are labeled "no effects", that means that whatever we've got, is whatever we've got. We can't use ammo, VHP, variable damage, accuracy systems, sounds, explosions, 'nil. Just what comes with the weapon.
Dark Swarm (no player detect)
Hallucination
Classic lock (ghost... attack and click) (no effects)
Classic Auto (ghost... unallied, autofire) (no effects)
Mind control
Anyspell Gunner (no player detect)
Targeter Unit (i.e. a scourge that you move around to aim)
"Bald Locks Probe Sytem" A combo of classic lock, and targeter unit, where you have to shoot the targeter unit.
"Sweep System" This involves using a corsair to move a cloaked guardian which constantly deals damage to its current location.
And as for how to implement them...
We could have all players using the same unit, with variable fire methods (like rush, only with several units)
We could have each player use a different gunner, with variable fire methods (like rush, with a High Templar, a defiler, a different unit for each player)
We could have players use variable units (High Templar = shotgun, MC = Pistol...)
This is not an argument about which we will use. Which we will use will probably be decided by SeN. Post your ideas here, and in due time, I will add them to the lists.

#-------------------------------------------------#

Zombie Ideas:
This is the current active list of ideas for types of zombies we could use in the map. Please post any ideas you have for the zombies in this thread. I really haven't thought about this for too long, so I only have a few.
Classic zombies (units, zealots, zerglings)
Medic-style zombies (an idea chuiu posted about before Maplantis' crash.)
Also, how to implement them
Attack to location of characters
Random/Strategic suicide mission
Hive system
Jumpy attack (chuiu's other idea at Maplatis) (can be used with all other systems)

#-------------------------------------------------#

Life After Death:
Ok so, as I've posted in another topic I had an idea that when a player dies, their character becomes a zombie. The idea was based around one of the ideas for AI at the time where there were "smart" zombies and other zombies surrounded it as the leader of the group. Your dead character would then become a "smart" zombie. Well I've just had a stunning idea for an amendment to this idea, but it delves deeper than just the idea, which is what places this topic under "discussion".

What if when your character dies it becomes a zombie that you control?? A problem with many RPG's is that you can easily die, and then their is really nothing to do (lots of rpgs are played in private with friends), except remake and start over. Basically the game is over as soon as you die, and you will only replay the map so many times b4 getting sick of dying, and not being able to partake. Yet we still want to maintain difficulty in our map, and more importantly replayability with it. Well this seems to be a fascinating idea to solve that. Of course, we do not want people to "want to die", it should be more beneficial to their cause to continue playing and push as hard as possible to survive. Basically we will just need the gameplay to be "not as thrilling" once you are a zombie, but something that makes you want to keep playing. It would add to replayability an incredible amount by messing with the immense possibilties of what can happen in a game.

As for what exactly you are doing as a part of the zombie force after you die- we would not have it so that player can just constantly pester the other players through all their missions. Keep in mind vision will be turned off from the surviving players at this point. After you die only in your vision time will be moved to the middle of the night (refering to "the real story" thread, in the middle of the night all players will be in a hotel, simulating night and day, go read thread for further info) where you are off in the middle of the wilderness or somewhere. We will give you as a zombie your own things to do to keep you busy (like kill civilians on the east side of SEN City), and do other thing that zombies do. Sparatically your unit will be changed to a computer unit where you lose control for periods of time (not too long)-to simulate not being in total control of your functions anymore-not being "smart" anymore. Eventually you will get to matchup vs surviving members in certain scenarios.

We need to make sure that as a zombie, you are not able to help the surviving members, like by killing surrounding zombies. Obviously we will need them to constantly unally the survivors and constantly ally the zombies. The amount of scenarios this opens up is endless, but I have a few more questions.

1. Will the difficulty of the game change according to how many players are in the game? If so or if not so, how are we going to handle controlling this?

2. How much of a hinderence will it be to the team each time a player dies? Will it severely hurt their chances or not?-this is just like the first question if you haven't noticed.

There might have been a few other things I wanted to say that I have forgetten in the creation of this thrilling thread (alliteration ), if so hopefully I will remember and I'll add them on. Please give feedback, elaborate on ideas, and tell me if you think I left something out, or if there is a hole in this.
#-------------------------------------------------#

Grenades:
what do you guys think about the grenades?

i have a simplistic system for grenades(i think jaff and lethal are the only ones that were around during my doom3 grenade conundrum AKA zera's version of hell on earth). first off, i have to say, i REALLY loved how tux did his grenades in rush. i've devised a similiar system. once again, it is mobile grid based.

the system divides the area around the player into 8 quadrants(the eight cardinal directions). the player will press the activation button once to show the reticle(so the player knows what quadrant he is throwing the grenade into) and twice to throw the grenade. the system determines by itself which quadrant to throw into.

it determines the quadrant by:

1. which spots don't have allies in them
2. which spots have the most enemies in them
3. which spots will case the most enemy casualties(only if we can figure out how to deal out non-one hit KO damage)


#-------------------------------------------------#

If you guys want anything else that deals with this project, feel free to ask.



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Jun 4 2008, 8:39 pm payne Post #3

:payne:

Wow! That seems nice! I can't wait to see that out!
Actually, it's part of the only 2 zombie maps I think I'll like in my whole life! :D



None.

Jun 4 2008, 9:19 pm A_of-s_t Post #4

aka idmontie

Actually, this project is dead unless I get a new group of coders to join the project.



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Jun 4 2008, 9:23 pm Demented Shaman Post #5



It would be nice if those nubs in the terrain forum actually put to use the terrain they always show off and use it an actual map :-_-: And using it for an SEN map such as this would be even better.



None.

Jun 4 2008, 9:24 pm A_of-s_t Post #6

aka idmontie

Thats why I wanted to post this so that I can actuaally release this terrain.

BTW, can this be moved? I just realized that this needs to be playable, which it is not.

EDIT: The main map is outdated, the newest version download was lost due to how old it was. I am currently searching for it on my hard drive.

Post has been edited 1 time(s), last time on Jun 4 2008, 9:30 pm by A_of-s_t.



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Jun 4 2008, 9:31 pm Vi3t-X Post #7



I maybe in. But at the moment, school is piling up...



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Jun 4 2008, 9:35 pm A_of-s_t Post #8

aka idmontie

If you want to join, please go here:

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Jun 5 2008, 4:41 am Riney Post #9

Thigh high affectionado

I remember this, 20 or so people joined up, 2 were active.



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Jun 5 2008, 4:45 am A_of-s_t Post #10

aka idmontie

Quote from name:Dark_Marine
I remember this, 20 or so people joined up, 2 were active.
4 were active. Then it came to 3. And then, just three months ago, 2.



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Jun 5 2008, 6:04 am Laser Dude Post #11



I have demo maps for the shove system, and the VHP system (which was going to go unused)

Also, There's the spawn system (which has a fatal flaw in that it won't work with more than one person, due to the way SC handles triggers. Lethal_Illusion pointed this out to me, and I never fixed it. The fix just involves duplicating a lot of triggers, which I wasn't up for. Since then, I've learned some javascript, which might really make the system easier on the eyes, and easier to implement.) It's designed to spawn units so that they will always spawn within a certain distance of a player, but never within his sight range. It's built so that it will spawn in spawn locations that it does not know the location of, does not know the number of, but knows which ones are valid. It randomizes between these.

I also have a more advanced version of the AI which has multiplayer support. It uses randomization to pick a player to attack. One fatal flaw with the AI system is that with such a large map, players can get far away from each other. As such, if the AI's observer crosses to one side of the map to kill one player, then decides to attack the other player, it will need to cross the entire map, thus significantly reducing gameplay. To solve this, I was planning to use multiple observers for each player. However, if the observers come near each other, the locations get mixed up. As such, my solution to THIS problem was to use a system which gives one obs to another player until the two separate. This never made it past failed prototypes.

Also, there's the problem of lag. When you have a lot of units on junk-yard dog on a huge map, they will lag the game considerably. To fix this, my plan was to simply use 'zones', which were areas around each player. If a zombie goes out of that "zone", he is removed, because he's doing nothing but making lag.

Simply put, I wanted to set it up so that there's nothing unneccessary going on, wasting valuable non-lagginess.

I have all these maps ready. I'll upload them later, maybe in a few days. Sorry to all for not sticking this out.



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Jun 5 2008, 6:22 am A_of-s_t Post #12

aka idmontie

I was going to contact you to post your demos since all your links died at SENZP. Its sad that I have to recruit new people :(. I really liked you and Dapper -- in a totally heterosexual way.



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Jun 6 2008, 12:40 am Riney Post #13

Thigh high affectionado

Lul my user account is still active on that site, I might sign back up ;o



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