Zombie Panic! *Version 1.0.1 is available!*, Production thread
Post #1 Cayden Jan 15 2010, 3:38 am
Post #2 Positively Jan 15 2010, 3:56 am
Post #3
CecilSunkure
Jan 15 2010, 4:01 am
Post #4 Cayden Jan 15 2010, 4:07 am
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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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
CecilSunkure
Jan 15 2010, 4:22 am
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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. TinyMap Compressor |
Post #7 Cayden Jan 15 2010, 4:57 pm
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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! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8
MadZombie!
Jan 15 2010, 6:09 pm
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mfw
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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! 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) ;/ This post was edited 1 time, last edit by MadZombie: Jan 15 2010, 6:15 pm. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #9 Cayden Jan 15 2010, 6:19 pm
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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! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #11 Cayden Jan 16 2010, 2:29 am
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Remember me Cayden? 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) This post was edited 1 time, last edit by Cayden: Jan 16 2010, 4:14 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #12
ClansAreForGays
Jan 16 2010, 2:32 am
Post #13 Cayden Jan 16 2010, 9:52 am
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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! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #14
HCM™DavidJCobb
Jan 20 2010, 9:10 am
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↑ STUDENT DRIVER ↑
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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. ![]() ![]() ![]() ![]() ![]() ![]() ░░░▒▒▒▓▓▓▓███▀▀░▄▄▄▄▄▄░▀▀███▓▓▓▓▒▒▒░░░ ░░▒▒▒▓▓▓████░▄██████████▄░████▓▓▓▒▒▒░░ ░▒▒▒▓▓▓████▐▀▀▀█████▀▀▀▀██▌████▓▓▓▒▒▒░ ░▒▒▓▓▓████▐░██░░███▌██░░░██░████▓▓▓▒▒░ ▒▒▒▓▓▓███▌▐░██▌░███▌███▌░██▌▐███▓▓▓▒▒▒ ▒▒▓▓▓████▌██▄▄▄▄████▄▄▄▄▄███▐████▓▓▓▒▒ ▒▒▓▓▓████▌██▀▀▀▀▀▀▀▀▀▀▀▀▀███▐████▓▓▓▒▒ ▒▒▓▓▓████▌███▌▓▒▓▒▓▒▓▒▒▒▌███▐████▓▓▓▒▒ ▒▒▒▓▓▓███▌▐██▌▒▓▒▓▒▒▒▒▒▒▌██▌▐███▓▓▓▒▒▒ ░▒▒▓▓▓████░███▐▒▓▒█████▌███░████▓▓▓▒▒░ ░▒▒▒▓▓▓████░▀██▄▀▀▀▀▀▀▄██▀░████▓▓▓▒▒▒░ ░░▒▒▒▓▓▓████▄░▀▀██████▀▀░▄████▓▓▓▒▒▒░░ ░░░▒▒▒▓▓▓▓█████▄▄▄▄▄▄▄▄█████▓▓▓▓▒▒▒░░░ |
Post #15 USS Cane Feb 16 2010, 4:42 pm
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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 . ![]() ![]() ![]() ![]() ![]() ![]() |
Post #16 Cayden Feb 27 2010, 5:08 pm
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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. This post was edited 1 time, last edit by Cayden: Feb 27 2010, 5:14 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #17 Cayden Mar 19 2010, 3:30 am
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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! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #18
UnholyUrine
Mar 19 2010, 7:41 am
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I choose you!.. um.. if that's alright with you...
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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! Barricades EDIT: After skimming thru.. For complicated maps, you don't have to worry about map protection... Just be sure to make your triggers confusing and stick your name everywhere. |
Post #19 Cayden Mar 19 2010, 8:16 am
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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! Barricades EDIT: After skimming thru.. For complicated maps, you don't have to worry about map protection... Just be sure to make your triggers confusing 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! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #20
MadZombie!
Mar 19 2010, 12:51 pm
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mfw
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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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. Hope you finish it or release a beta for the public. 

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.

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.. as you Pee![[close]](/images/up.gif)