Staredit Network > Forums > SC1 Map Production > Topic: Zombie Panic! *Version 1.0.1 is available!*
Zombie Panic! *Version 1.0.1 is available!*
Jan 15 2010, 3:38 am
By: Cayden  

Jan 15 2010, 3:38 am Cayden Post #1




Progress: 100%


Version 1.0.1 is available for download!



Quote
What is Zombie Panic?
Zombie Panic for Starcraft is based off the actual mod for Half Life 2, known as Zombie Panic! and Zombie Panic! Source. The map resembles the mod is various ways and simulates the action from the real thing. The game starts with choosing an arena to play on and choosing a player to be the Infection Carrier. The rest of the players are survivors, bound together by team work, they must stick together through the challenges that they face ahead. Both the Survivors and the Undead possess unique abilities that will help them achieve their desired goals.


Features
  • Up to seven players.
  • Simplistic learning curve.
  • Access to 11 weapons as Survivor.
  • Unique abilities for Undead.
  • Randomized weapons.
  • Randomized arenas.
  • Ammunition system.
  • Barricading system.
  • Shuttle (Inventory) system.
  • Human to Zombie conversion.
  • Infection system.


Quote
Playing as Survivor
You start the match unarmed as a Survivor. Your task is to scout the area for provisions such as ammunition and firearms. Be sure to hot-key your Shuttle and Engineering bay. Arm yourself immediately, stock up on ammunition, and stick with other survivors. Help others obtain weapons and ammunition if you find yourself stuck with nothing to shoot. Survivors are encouraged to find suitable locations to defend together. When a survivor falls victim to the Undead, they become the very enemy they were trained to fight, be sure you have a Plan B if the sh*t hits the fan. Survivors achieve victory by outlasting the Undead through the timer located at the top of the screen. When this timer hits 0:00, Survivors win.

[quote]Survivors Weapons
+Barricades
+Glock18c
+Desert Eagle .50
+H&KMP5 Sub-machine gun
+Remington Shotgun 870
+Field Dressings
+Crowbar
+Incinerator
+Chainsaw
+M4 Carbine Assault Rifle
+M40A3 Sniper Rifle

+Upgrade Module
Upgrade Modules provide the survivor with beneficial weapon upgrades and armor upgrades that enhance their maximun performance on the field. The max limit of armor upgrades is three with the same restriction to weapon damage per level. Each weapon favors the upgrade module in different ways based on maximun amount of damage per upgrade.

Quote
Playing as the Infection Carrier
The Infection Carrier is the bringer of infection. Through the Infection Carrier the virus is spread. The Infection Carrier is considerably stronger than the typical zombies that roam the map, and comes with a whole bag of tricks ready to catch an unwary Survivor off guard. Playing as Infection Carrier is a whole lot easier than playing as Survivor, but when the game starts, you are the only Undead player. Your objective is simple; kill the Survivors. You are given a set amount of time to do this which is represented by a timer located at the top of the screen.

Quote
Infection Carrier abilities
+Vomit
Vomit allows the Infection Carrier to regurgitate blood upon Survivors. There is a 25% chance to infect nearby Survivors. Always be sure to stand close to Survivors before using this ability.

+Subterranean Spines
The Subterranean Spines are an excellent ranged ability that can send Survivors scattering when they try to avoid these. Use the Subterranean Spines in barricade situations to tear down barricades from a distance. Subterranean Spines wear off after a dozen seconds or if the Infection Carrier is killed.

+Extirpator
The Extirpator is the suicide zombie in the undead ranks. The Extirpator is quick to move but weak. Be sure to send this in with a few other zombies and catch Survivors off their guard.

+Ensnare
Use this to catch Survivors that run from you!

+Reinforcements
The reinforcements ability is shared through all zombie players. When this ability is used, you receive an extra zombie on the map.

The Infection Process
Being Infected doesn't take long to notice as a Survivor. You are given no warning, until a few minutes later, your own unit starts gushing up blood. He will continue to do so for the next minute and eventually the infection will take over and he will try to eat any nearby Survivors. Undead players are given a notice when a Survivor becomes infected.

Quote
The Arenas
So far, the amount of playable arenas is nine. The total amount of arenas can reach up to 15. The arena is randomly chosen at the start of the game.

+map_caves
+map_cabins
+map_riverestate
+map_castle
+map_village
+map_helmsdeep
+map_trenchfields
+map_cruiseship
+map_jungle



Quote
Screenshots






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Credits


I would like to thank all my testers for dedicating their time to playing countless games of Zombie Panic! during Beta testing and for all their contributions on concepts and the like. Beta testing went over a span of one to two months, but it helped fix over dozens of bugs. You all earned yourself a little part on the map.

Quote
Fir3@USEast
Permit@USEast
dark_blade_3@USEast
bloodforblood@USEast
3pT]Flu@USEast
Mp)Psi@USEast
liason_nature@USEast
maverickNL@USEast
HolyPikeman@USEast
HunterBeta[RE]@USEast
vash950@USEast
Lingie@USEast
T0xic1@USEast
chocolump@USEast
Th3blu3ghost@USEast
Duban@USEast
bloodyzerg@USEast
JStyleZ@USEast
Insula@USEast
eR]Dj@USEast
RaWr_ZaRd[nWo]@USEast
Selvy@USEast
iA-Carnax999@USEast
Mr.Smile@USEast

Vlaeder[AOS]@USWest
youlikeme@USWest


Attachments:
ZombiePanic1.0.1.scx
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Post has been edited 14 time(s), last time on Mar 19 2010, 3:28 am by Cayden.



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Jan 15 2010, 3:56 am Positively Post #2



This looks interesting :). Hope you finish it or release a beta for the public.



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Jan 15 2010, 4:01 am CecilSunkure Post #3



Hey looks promising. I shall be downloading it when it is released! About map protection, in my opinion you should not even bother worrying about it :)



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Jan 15 2010, 4:07 am Cayden Post #4



Quote from CecilSunkure
Hey looks promising. I shall be downloading it when it is released! About map protection, in my opinion you should not even bother worrying about it :)

Thanks for your info mate. I'm really paranoid over map stealers, even if there isn't a threat. I've been making maps since '05 and always used protection for my maps. No doubt you would of heard someone called Life2Death, he stole a lot of my maps, especially ones that took a lot of my time to make, such as Resident Evil: Tag. I just want to know that if my map spreads around Battle.net, I want to know that it is secure in almost any way possible. I'll be putting up screenshots ASAP, and thanks again.



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Jan 15 2010, 4:22 am CecilSunkure Post #5



No problem. And that link I shouted to you actually protects from OSMAP v1, at least since I last messed with it, which is why I recommend it to people. You could also try out Farty's tiny compressor.

Yeah, I thought you had been mapping for a while just by the nice looks of your post. Good luck with the map sir.

http://www.staredit.net/topic/3992/0/



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Jan 15 2010, 12:13 pm MadZombie Post #6



Is this like a Zombie riot re make or something? What about that map? D:



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Jan 15 2010, 4:57 pm Cayden Post #7



Quote from MadZombie
Is this like a Zombie riot re make or something? What about that map? D:


Haha, you remember that map! I can say that map had an influence on this map, you'll find that it will be very similar. As for Zombie Riot, well that just didn't stick to me. Don't worry about that, this is just as good!



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Jan 15 2010, 6:09 pm MadZombie Post #8



Quote from Cayden
Quote from MadZombie
Is this like a Zombie riot re make or something? What about that map? D:


Haha, you remember that map! I can say that map had an influence on this map, you'll find that it will be very similar. As for Zombie Riot, well that just didn't stick to me. Don't worry about that, this is just as good!
Dude, zombie maps suck. Your Zombie riot seemed like the only decent one to come out when i read the topic. I was waiting for it. Just don't abandon this one.

IF YOU DO THEN YOU ARE REQUIRED TO POST YOUR WORK SO SOMEONE ELSE CAN FINISH IT (and post some contact information, i wan'ted to try and finish your map myself since you gave up on it last time) ;/

Post has been edited 1 time(s), last time on Jan 15 2010, 6:15 pm by MadZombie.



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Jan 15 2010, 6:19 pm Cayden Post #9



Quote
Dude, zombie maps suck. Your Zombie riot seemed like the only decent one to come out when i read the topic. I was waiting for it. Just don't abandon this one.

IF YOU DO THEN YOU ARE REQUIRED TO POST YOUR WORK SO SOMEONE ELSE CAN FINISH IT (and post some contact information, i wan'ted to try and finish your map myself since you gave up on it last time) ;/

Zombie Riot became a dud when a hefty amount of bugs threw themselves onto the map. That and I bought a new computer at the time so I found it less interesting to work on. It never worked out properly and things needed a major overhaul in the trigger system itself. It disappointed me a lot, and when I tried to return to it, I had no idea what to do. There were well over a thousand triggers and I simply had no clue how to continue it.

Zombie Panic! has exceeded Zombie Riot, I assure you. The chances are very well slim that I would abandon this map, things have gone smooth so far and most bugs that have appeared during beta testing are easily fixed. So you can count on this map to be released once its complete! Have no fear!



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Jan 16 2010, 12:10 am Lingie Post #10



Remember me Cayden? :D Lol, I see you have Toxic in your screenshots too. That was a fun afternoon. Whisper me if you ever need a tester, and I'm online.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Jan 16 2010, 2:29 am Cayden Post #11



Quote from name:Darkling
Remember me Cayden? :D Lol, I see you have Toxic in your screenshots too. That was a fun afternoon. Whisper me if you ever need a tester, and I'm online.

I will be in contact with you when I've finished up the bugs in 0.2.0! If that is successful and other bugs are fixed, I will release 0.2.1 on Staredit.net. Thanks for those rather ridiculous but fun games! (Not including the non-english readers)

Post has been edited 1 time(s), last time on Jan 16 2010, 4:14 am by Cayden.



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Jan 16 2010, 2:32 am ClansAreForGays Post #12



"visit mapdepot.com for more info on map"

ORLY?




Jan 16 2010, 9:52 am Cayden Post #13



I will be implementing a new system later on into this map, called Infection. The Infection Carrier has an action called Vomit, which in turn vomits blood in the Carriers Vicinity. There is a possibility that those caught within the vomit will become infected. Those who are infected, will slowly die off over time. A zergling that is created and killed off will simulate infection next to the infected player and eventually the infected player will turn into a zombie on the spot and turn on his friends.

If anyone has any suggestions for any more Infection Carrier special abilities, please submit them here!

New screenshots have been added from the latest Beta version. More typical bugs surfaced, but will be uprooted and disposed of! Once these are done, Beta will be available to download here on SEN for final testing!



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Jan 20 2010, 9:10 am DavidJCobb Post #14



The Infection Carrier could have an ability that makes them sprint really fast, but they play a sound as they approach a player. They wouldn't be able to vomit while sprinting, and there'd be a cooldown when they stop sprinting before they could vomit again. (No clue how you'd implement this, however.)

Or perhaps a detection ability of some sort: the Carrier gets minimap pings of the survivors, but the survivors get pings on it as well. (This would really only be useful for large maps.)

If all else fails: Projectile Vomit. Ranged Vomit attack with much smaller probability of infection.



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Feb 16 2010, 4:42 pm USS Cane Post #15



Glad to see some good old school re mapper back in action, back in the day you wer one of my favorites, i playes like all RE maps ever made and to this day i think RE Tagz was one of the best ever. I hope you finish this.

Plus. Dont worry about that L4D map stealer, he stole mine maps, he stole biojects, but w/e even if he steals, hes just spreading our creations :P.



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Feb 27 2010, 5:08 pm Cayden Post #16



This map still soldiers on, after taking a break from it. I'm working hard to deal with various in-game critical bugs that screw people over at the most undesirable times. At the same time, I've made a few more arenas, bringing the total amount of playable arenas to six. All of these arenas are completed and ready to roll in the next version. Along this these, various things have been edited and will be listed in the changelog of the release of the new version.

map_RiverEstate



This map is based at a mansion suited near a river running through the map. Survivors deploy south across the river, while the Zombies deploy in the back yard of the mansion. The most safest place would most noticeably be within the mansion itself. Survivors have the ability to hold both the first floor and second floor against their zombie opponents.

map_Castle



This map focuses on survivors defending an ancient castle against the growing hordes of the undead. Survivors must immediately equip themselves with any firearms they have access to, then make their way to the main gate to hold off the invading enemy force. If the Main Gate is breached, the survivors must prevent the undead from consuming the unarmed civilians in the village. These are a perfect meal for the zombie players to increase their horde size. The last lines of defense for the survivors lies at the Keep and the Throne. Survivors will find themselves trapped within the Keep, and will need to hold off the undead until the timer reaches zero.

map_Village



Another free roam map where survivors take to the ancient streets of an old village searching for equipment. Survivors can use many various houses to hold up in or man one of the two bell towers providing an increased view of their surroundings.

map_HelmsDeep



The infamous Helms Deep has been implemented into the game. Survivors are immediately deployed to the Deeping Wall and must take up arms and man their stations to prevent the undead from wiping them out before the timer hits zero. The survivors must cover both the Deeping Wall and the Main Gate from hostile attacks. The undead must push their way into Helms Deep taking out all the survivors before the timer ends.

Post has been edited 1 time(s), last time on Feb 27 2010, 5:14 pm by Cayden.



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Mar 19 2010, 3:30 am Cayden Post #17



I have ended Beta testing stages and publicly released Version 1.0.1.

You can download it here:
Download Zombie Panic! Version 1.0.1

For more information, please check the main post in this topic. Thanks, and have fun playing!



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Mar 19 2010, 7:41 am UnholyUrine Post #18



Everything looked REALLY AWESOME...
up till the point i saw your terrain... D:

What happened to the good ol' isom days :(...

Tho that was a personal gripe... this next one isn't... why aren't there any bombs? :(

Anyways.. this looks awesome.. i'll play it this weekend!

Quote
Barricades
TTHHHHANK YOU!!!!

EDIT: After skimming thru..
For complicated maps, you don't have to worry about map protection...
Just be sure to make your triggers confusing :P and stick your name everywhere.



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Mar 19 2010, 8:16 am Cayden Post #19



Quote from UnholyUrine
Everything looked REALLY AWESOME...
up till the point i saw your terrain... D:

What happened to the good ol' isom days :(...

Tho that was a personal gripe... this next one isn't... why aren't there any bombs? :(

Anyways.. this looks awesome.. i'll play it this weekend!

Quote
Barricades
TTHHHHANK YOU!!!!

EDIT: After skimming thru..
For complicated maps, you don't have to worry about map protection...
Just be sure to make your triggers confusing :P and stick your name everywhere.


Lol, the terrain is like that solely for the multi+arena purpose. I wanted the maps to be big, but as small as possible to save space. We all know how big isometric terrain can get when used. When it comes to bombs...well let's just say that will be in the inventory concept for future versions along with a few other items. Have fun playing!



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Mar 19 2010, 12:51 pm MadZombie Post #20



I was dissapointed. I guess it was because I still had Zombie Riot in the back of my min and it's features when I was playing it but it really just seems like you turtle yourself in a spot and moving "weapons" around so you can sue them as annoying barricades. When a player becomes a Zombie it becomes like a Snowball effect. The original zombies can just get more and more zombies and even more allies when ever he kills a player. I could see this game being fun if starcraft allowed something like 32 players in a map or something but with 6 it's not so much fun and hardly leaves any space for skills(which is hard to do anyways).

Also, it's almost impossible to lose as the original Zombie.

I hate to be the "jerk" i guess because that's probably how I'm coming off but their would need to be a lot of changes to make this Arcade Style game more... I don't know but that.

I think the best way to explain it is like this:

Let's say you are playing a map right? All the units have 1 armor 10 hp and 1 attack. One of the units is a zergling and the rest are terran infantry and the objective is to be the last man standing. That's what this game feels like to me. I guess a tl;dr would have to be "Not Dynamic enough" partly because I was expecting a lot more because of all these assumptions I was making.



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