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To Catch an Echo™
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Before I start with the usual posting details, Id like to say that my brother (Darkling) and I made a map named Zombie Outpost. Now as it is my first map I ever took part in finishing, it didnt spread well. Now...I see it pop up out of nowhere on Bnet, and I can remember it only being in the first SEN DB for a day (Before it got reset), so I doubt thats how it appeared. Oh well. What I'm trying to say is the map was very unprofesionnal, and was decent, not really good. I gathered most of my ideas from Panzer's RE: Raccoon City (Which may explain kills to cash, finding civilans on roof tops, etc). So, after that being said, its time to remake it, more up to todays standards.
- Ling 'n' Rine productions presents
- A map made and remade by Darkling and Dark_Marine (Formally Darkling[ShF] and Dark_Marine_123)
[align=center][line=40][size=18][color=#CE091D]Z[/color][color=White]ombie[/color] [color=#86EE59]O[/color][color=White]utpost[/color][/size][line=40]
[line=25][/align]
Story: A Group of survivors are trapped in a city, with a large fortress in the center. Those willing to fight gather ammo and supplies and construct barricades, while others not so ready run and hide. Zombies then surround the city and begin attacking the exterior barricades, whilst you and the other survivors fend them off. Slowly the more corrupt and infected attack, from infested bugs, to the Walking dead itself! Can you survive the night long enough for help or anything?
Concepts:
- Barricades made of neutral units. Probably one of the most realistic looking ideas seen, so again it is reused.
- Computer units recive stronger guns as they are unlocked by players, staying efficent as long as the players make them
- Simple yet efficent AI instructing the zombies where to attack, then where to find those who decide to hide
- Some, not so well blended, extended terrain
- Basic kills to cash system, either beneficial to you, or the towns survivors (They will recive units when they have enough minerals as well)
Features:
- RPGish like upgrade system, with a forge in town for customising those guns of yours.
- Buildings as well as some with interiors to make your job for finding better guns harder.
- 9 (Or more) waves of enemy masses well over 100,000 units! Including bosses!
- Banner
- Possible music loop, we'll talk later
- Missions
Specifications:
- 128^2 map
- Space terrain, with city ish terrain
- 5 (or 6) players
[Collapse=Guns:]
- Beretta M92-F
Low damage, Low upgrade rate, High range
- H&K MP-5
Decent damage, Low upgrade rate, Medium range
- Mossberg 500
High damage, Low upgrade rate, Medium range
- PSG-1
Low damage, High upgrade rate, High range
- G-36c
Medium damage, Medium upgrade rate, Medium range
- Flamethrower
Medium damage, High upgrade rate (But lowered greatly due to enemy armor), Melee range
- Tool kit
Medium damage, No upgrade rate, Melee range
- Med kit
Heals, No upgrade rate, Melee range
[/collapse]
[collapse=Screen Shots:]
[IMG]http://img293.imageshack.us/img293/3981/zo1xs2.gif[/IMG]
[IMG]http://img501.imageshack.us/img501/6957/zo2ec5.gif[/IMG]
[/collapse]
Testers:
- Gonna be needed, this map wont take long though
Before I start with the usual posting details, Id like to say that my brother (Darkling) and I made a map named Zombie Outpost. Now as it is my first map I ever took part in finishing, it didnt spread well. Now...I see it pop up out of nowhere on Bnet, and I can remember it only being in the first SEN DB for a day (Before it got reset), so I doubt thats how it appeared. Oh well. What I'm trying to say is the map was very unprofesionnal, and was decent, not really good. I gathered most of my ideas from Panzer's RE: Raccoon City (Which may explain kills to cash, finding civilans on roof tops, etc). So, after that being said, its time to remake it, more up to todays standards. - Ling 'n' Rine productions presents - A map made and remade by Darkling and Dark_Marine (Formally Darkling[ShF] and Dark_Marine_123) Zombie Outpost
Story: A Group of survivors are trapped in a city, with a large fortress in the center. Those willing to fight gather ammo and supplies and construct barricades, while others not so ready run and hide. Zombies then surround the city and begin attacking the exterior barricades, whilst you and the other survivors fend them off. Slowly the more corrupt and infected attack, from infested bugs, to the Walking dead itself! Can you survive the night long enough for help or anything? Concepts: - Barricades made of neutral units. Probably one of the most realistic looking ideas seen, so again it is reused. - Computer units recive stronger guns as they are unlocked by players, staying efficent as long as the players make them - Simple yet efficent AI instructing the zombies where to attack, then where to find those who decide to hide - Some, not so well blended, extended terrain - Basic kills to cash system, either beneficial to you, or the towns survivors (They will recive units when they have enough minerals as well) Features: - RPGish like upgrade system, with a forge in town for customising those guns of yours. - Buildings as well as some with interiors to make your job for finding better guns harder. - 9 (Or more) waves of enemy masses well over 100,000 units! Including bosses! - Banner - Possible music loop, we'll talk later - Missions Specifications: - 128^2 map - Space terrain, with city ish terrain - 5 (or 6) players Guns: - Beretta M92-F Low damage, Low upgrade rate, High range
- H&K MP-5 Decent damage, Low upgrade rate, Medium range
- Mossberg 500 High damage, Low upgrade rate, Medium range
- PSG-1 Low damage, High upgrade rate, High range
- G-36c Medium damage, Medium upgrade rate, Medium range
- Flamethrower Medium damage, High upgrade rate (But lowered greatly due to enemy armor), Melee range
- Tool kit Medium damage, No upgrade rate, Melee range
- Med kit Heals, No upgrade rate, Melee range
Testers: - Gonna be needed, this map wont take long though
This post was edited 2 times, last edit by Dark_Marine: Jun 20 2008, 11:33 am.
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