Staredit Network > Forums > SC1 Map Production > Topic: Resident Evil - Chapter One
Resident Evil - Chapter One
Mar 1 2009, 3:10 am
By: Fierce  

Mar 1 2009, 3:10 am Fierce Post #1



[ Resident Evil - Chapter One ]


[ Storyline ]
------------------------------
Everyone is dead. The people you used to know are no longer who they used to be. They have changed into something vicious, bloody, and fierce. You and your friends were running from a horde of the undead. You managed to find a hospital and you made it inside, however the others did not. The only problem is you are now caved in from the snow. You must find your way out and survive whatever may come; hoping your friends are okay.

[ Character Background ] NEW!
------------------------------
Name: Paul Greenwood
Age: 23
Height: 5' 11"
Weight: 129lbs.

[ Features ]
------------------------------
Map Name: Resident Evil - Chapter One
Map Size: 96x96
Tileset: Ice World
Players: 1 Human, ? Computers
------------------------------
+ Ammunition system
+ Item Pickup system NEW!
+ Scenarios (3)

[ Ammunition system ]
------------------------------
Your typical ammunition system; minerals = bullets, gas = clips.


[ Item Pickup System ] NEW!
------------------------------
+ Basically, whenever you find an item in the map, you will want to pick it up. I wanted the player to take their time, so I didn't want them to just speed right to the end.

+ You will have a civilian and a beacon. When you reach an item on the map you must move your screen over to the civilian and place him on the beacon. When you do this, the item is now in your inventory.

[ Scenarios ]
------------------------------
Imagine, if you will, a map that you can replay for different results. I have created a simple system in which you can play 3 different scenarios; each having their own unique play style.

+ Scenario 1

- The original way to play: run and gun. Minimal puzzles.

+ Scenario 2

- Like scenario 1, you are going to do the run and gun style, with a twist. The twist is you are having more zombies walking around instead of Scenario 1 where the zombies don't move unless provoked. More puzzles involved, as well as different weapons are available.

+ Scenario 3

- You must make it out in a certain amount of time while still doing puzzles. This is considered a hard mode.

[ Screenshots ]
------------------------------

Sample as of now. More coming soon.

[ Other Notes ]
------------------------------
View =>


Post has been edited 5 time(s), last time on Mar 11 2009, 4:48 am by Fierce.



None.

Mar 1 2009, 3:39 am MadZombie Post #2



Looking at the story line, what does this have to do with the Resident evil universe other than zombies? That would be nice to know.



None.

Mar 1 2009, 3:49 am Fierce Post #3



I don't wish to spoil much information because I have plans to explain everything. I will tell you, however, that you and your friends aren't related to any of the classic Resident Evil characters (which I will not rule out the possibility of meeting up with them).



None.

Mar 3 2009, 2:32 pm ETEFT(U) Post #4



Seems like a very good map. Unfortunately it sounds a lot like L4D. Damn.. now it ruins the surprise of what I had in store for the SC community before SC2 and D3 came out and kill this game, literally:[



None.

Mar 4 2009, 1:48 am Fierce Post #5



Quote from name:ETEFT
Seems like a very good map. Unfortunately it sounds a lot like L4D. Damn.. now it ruins the surprise of what I had in store for the SC community before SC2 and D3 came out and kill this game, literally:[
I was inspired to make this map because of L4D. But man, I've always loved your resident evil maps so I'm sure yours will be better :P



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Mar 4 2009, 7:38 pm emptyy Post #6



Looks pretty cool... i like the different scenarios. Just adds to the replay ability which is what zombie games need now a days.
I enjoy seeing it unfold. Need a tester?



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Mar 4 2009, 11:29 pm ETEFT(U) Post #7



Quote from Fierce
[quote=name:ETEFT]Thanks man! I always love a compliment.. lol. Can't wait to play this map, if you need ne assistance testing, pme. ;:][

To ne haters.. ef u! lol..



None.

Mar 5 2009, 1:17 am Fierce Post #8



Updates!
Updated on March 4th, 2009

  • Item Pickup System
  • Character Background

..

Thanks guys, but I will use the beta version as a test so many people can tell me what they like and dislike so far.



None.

Mar 10 2009, 1:24 am ShizTheresABear Post #9



Quote from name:ETEFT
Seems like a very good map. Unfortunately it sounds a lot like L4D. Damn.. now it ruins the surprise of what I had in store for the SC community before SC2 and D3 came out and kill this game, literally:[
*Braces himself*



None.

Mar 10 2009, 2:17 am DevliN Post #10

OVERWATCH STATUS GO

/locked due to lack of screenshots.

If you'd like this re-opened, be sure to have some screenshots of your map ready.

EDIT:
Re-opened for screenshots.

Post has been edited 1 time(s), last time on Mar 11 2009, 4:12 am by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Mar 11 2009, 7:31 pm Fierce Post #11



Updates!
Updated on March 11th, 2009

  • New screenshot sample

..

Sorry for not having screenshots. I'll be adding more soon once I add finishing touches to the map.



None.

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