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WZW :: The Plague 1.3c
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Information
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| Uploaded: | 02:32, 27th Mar 2012 |
| Last Updated: | 19:35, 15th Apr 2012 |
| Type: | Strategy / Risk |
| Category: | Modern Warfare |
| Map Size: | 256x192 |
| Playable Map Size: | 244x185 |
| Suggested Players: | Full House |
| Tileset: | |
| Rating by users: | 3.00 (2 votes) |
| Hits: | 10459 |
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| Details |

 |  | Overview: World Zombie Wars :: The Plague is a rehash of an old style of map - Zombie Risk Maps! This map isn't like most other Zombie Risk Maps, however. For one thing, rather than covering only Europe, the map covers most of the world. The Zombies also have a functional AI. The AI is known to cause minor lag spikes, so it is highly recommended that you use human players for the zombies (and because human players will hopefully be less dumb). In this map there are land units, sea units, and air units as well.
Game-play: As listed above, this map has the core game-play mechanics of risk/zombie map. The humans may ally/unally eachother, although it is recommended they stay allied.
Humans: The humans must expand their base in order to increase their income.Both the Humans and the Zombies have a wide array of units and upgrades at their disposal. The humans spotlight weapons include nuclear bombs, bombarder planes, barricades, and towers.
Zombies: The Zombies must infect and obliterate all of mankind. The Zombies are much more offensive than the human players. The Zombies spotlight minions include The Hook-Horror, Exploding Zombie, Frost Wyrm, and of course the ZOMBIE. |  | Humans: (4-10 Players) Zombies: (1-2 Players)
Screenshot 1: http://oi44.tinypic.com/dh36ft.jpg Screenshot 2: http://oi44.tinypic.com/315mwt3.jpg
- Night and Day Game-play
- Diplomacy
- Zombie Extermination
|  | Special Thanks:- Map Creator: Megamax/Mr.Pockets00000
- Abomination Skin: Grendel
- Faceless One Skin: Just_Spectating
- Ghoul Skin: X-OMG-X
- Hero Space Orc Model: Frankster
- Hook Horror Model: donut3.5
- Nuclear Strike Model: WILL THE ALMIGHTY
- Space Orc Rocket Hunter Model: Frankster
- Bunker Model: Kofi_Banan
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Crypt Warlock Model: Grendel - Skeleton Warrior Skin: 67chrome
- Halo Tree Model: Fingolfin
- Deciduous Tree Model: eubz
- Tropical Tree Model: Uncle Fester
- Rifleman Model: Dragon Elf Mogare
- Peasant Skin: Red Shift
- Inspiration: World Zombie Wars by Nail N Hammer - A Semi-Popular ROC map.
- 0neM4n4rmy and Spank_my_kodo for supporting the map during its development and providing useful suggestions.
|  | V1.1 Changes! -Added hawaii and Antarctica. -Added a time limit for mini zombies. -Removed Siege Engine AA. -Increased bombarder splash damage radius. -Fixed cities moving after being infested by zombies. -Added night and day. Zombies gain bonuses at night. -Yellow is now a zombie player.
V1.2 Changes! -Gave yellow and teal a little more space inbetween them. -Fixed an issue that may occur with anti-rush and boats. -Added Iceland. -Added new zombie unit: Zombie Swarmer.
V1.3 Changes! -AI update. Notice: USE AIs as spairingly as possible! They are known to cause lag, a glitch that I cannot fix! UI fixes/changes. -Made Saber Jabers cost more. -Gave Siege Engines the ability to load units. -Made Naval upgrades worth the money for humans. -New models for trees. -Various bug fixes. -Expoding zombie given an attack rather than an ability to explode. -Made Exploding Walls more useful. -Replaced many models/skins with custom ones from hive! -Many terrain updates/tree movements. -Made base locations easier for some human players. -More Trigger/Memory Leak Cleaning
V1.3a Changes! -Fixed a major MAJOR glitch where underconstruction cities being cancelled would give the human play a free city! -Nerfed spiked barricades upgrade. -Reduced the range of all melee zombies from 100 to 50. This should hopefully fix the glitch mentioned int he comments where the zombies can attack units through the barricades from a diagonal.
V1.3b Changes! -Emergency Update: DO NOT PLAY V1.3a! -Removed Spiked Barricades upgrade, as it somehow caused a fatal error. -Plan to re-impliment this somehow in future updates, for now just sit tight with only 5% damage return.
V1.3C Changes! -Fixed the hero becoming unrevivable when a city is destroyed while the hero is reviving. |
Map Description Template Created by -Kobas-
Find more here: Map Description - Templates
| Moderator Comments (Not Rated) |
Vengeancekael - 
Date: 2012/Apr/06 14:25:37
Reasons:
Missing custom preview image: To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'.
Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone
Comment: [Approved]
Admin Contact - Resource Moderation - Rules
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This map is approved and works properly.
 (2.22 MB, 2456 Downloads)
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03-27-2012, 11:20 AM
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#2 (permalink)
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User
Join Date: Feb 2012
Posts: 106
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wouldnt it be better if u just put the screenies rather than a link. but it works so yeah. looks awesome ill try it
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Anyways, have a nice day
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03-27-2012, 08:38 PM
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#3 (permalink)
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User
Join Date: Jan 2010
Posts: 121
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Quote:
Originally Posted by 0neM4n4rmy
wouldnt it be better if u just put the screenies rather than a link. but it works so yeah. looks awesome ill try it
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Yeah but you know. Sometimes you do things and you don't know why.
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03-27-2012, 09:52 PM
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#4 (permalink)
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User
Join Date: Feb 2012
Posts: 106
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meh fair enough. ill try it once i get home
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Anyways, have a nice day
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03-27-2012, 10:06 PM
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#5 (permalink)
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User
Join Date: Jan 2010
Posts: 121
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Quote:
Originally Posted by 0neM4n4rmy
meh fair enough. ill try it once i get home
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Well sir, I sure do hope you enjoy the map. If you are going to play alone, don't forget to make the zombies computers! I do recommend, however, that you do host this on battle.net if you are capable. I know that battle.net is horrible nowadays with the bots and no one being on because of StarCraft II, but multi-player is still preferable as you could imagine.
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03-29-2012, 06:13 AM
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#6 (permalink)
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User
Join Date: Feb 2012
Posts: 106
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alright i tried playing it and there are a few things that could be improved. the gameplay is alright, but i think u should make this of some kind of survival game rather than the humans trying to kill the zombies. thats my opinion anyways
there are a few bugs. when the zombies captures a city, the infected city spawn in a different area than where the human city once was.
i also didnt like the locations they were quite imbalance. for example, the green would always die first, because theyre in the front. the teal, however, will surely always be in the end game, having been the only one in the back. meanwhile, the yellow are isolated and very prone to zombie naval attacks.
u should try and make being the zombie more exciting. make it different to the humans not the same. make the zombie so unique, that people who play this game, want to be the zombies.
some descriptions are also unclear. it says humans can declare war on one another, but the commands for doing so are not specified. this also seems like a very fast-paced game and i dont think there will be enough time or resources to divert attention to one another. i guess its a good addition though
overall its a good game i liked it. it tends to be a bit addictive but some aspects can be improved. ill rate it 3/5
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Anyways, have a nice day
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03-30-2012, 07:46 PM
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#7 (permalink)
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User
Join Date: Jan 2010
Posts: 121
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Quote:
Originally Posted by 0neM4n4rmy
alright i tried playing it and there are a few things that could be improved. the gameplay is alright, but i think u should make this of some kind of survival game rather than the humans trying to kill the zombies. thats my opinion anyways
there are a few bugs. when the zombies captures a city, the infected city spawn in a different area than where the human city once was.
i also didnt like the locations they were quite imbalance. for example, the green would always die first, because theyre in the front. the teal, however, will surely always be in the end game, having been the only one in the back. meanwhile, the yellow are isolated and very prone to zombie naval attacks.
u should try and make being the zombie more exciting. make it different to the humans not the same. make the zombie so unique, that people who play this game, want to be the zombies.
some descriptions are also unclear. it says humans can declare war on one another, but the commands for doing so are not specified. this also seems like a very fast-paced game and i dont think there will be enough time or resources to divert attention to one another. i guess its a good addition though
overall its a good game i liked it. it tends to be a bit addictive but some aspects can be improved. ill rate it 3/5
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I'm kindof semi-aware of the these issues myself, but note whethor or not green dies first depends on the player's skill level along with a little luck, however your complaints are noted. I've considered adding a third zombie player to help even up the "warzone" as well as cleaning up some of the triggers. I was originally planning on making this map ROC compatible and there are some pretty strange triggers in the map because of this. The ally/unally commands will be specified in-game at a future update, for now I'll just tell you that they are -ally/unally color.
As for making the zombie a unique player, what are your suggestions to this? I've thought of a few ideas, but I still want to stay true the core gameplay I planned from the start. I'm also planning on removing certain upgrades of the barricade 1 such as the knock-off barricade. The exploding barricade I plan on improving as I am not really satisfied with its current state. I think it needs to be a bit more powerful/useful.
Another potential plan was adding Antarctica and Greenland/ Iceland area.
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03-31-2012, 02:09 AM
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#8 (permalink)
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User
Join Date: Feb 2012
Posts: 106
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hm.. im not sure on how to make the zombies unique without changing the core gameplay.
one of my ideas was that infected cities have an ability to constantly spawn corpses like the undead graveyard in warcraft melee, and infected cities can raise the dead permanently. they can raise different types of unit from the corpses, but the more stronger the unit raised, the more corpses are required. make the time for the corpses to spawn two times longer than usual.
so this way, the more infected cities the zombies have, the more, well, zombies they have! it makes the gameplay more realistic i guess, the more the world is infected the more zombies in the world. also make higher unit cap for zombies and make the infected cities unable to retaliate to attack, thus changing the whole strategy for zombies.
would this work?
adding more land would always be great. good idea.
__________________
Anyways, have a nice day
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03-31-2012, 02:57 AM
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#9 (permalink)
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User
Join Date: Jan 2010
Posts: 121
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Quote:
Originally Posted by 0neM4n4rmy
hm.. im not sure on how to make the zombies unique without changing the core gameplay.
one of my ideas was that infected cities have an ability to constantly spawn corpses like the undead graveyard in warcraft melee, and infected cities can raise the dead permanently. they can raise different types of unit from the corpses, but the more stronger the unit raised, the more corpses are required. make the time for the corpses to spawn two times longer than usual.
so this way, the more infected cities the zombies have, the more, well, zombies they have! it makes the gameplay more realistic i guess, the more the world is infected the more zombies in the world. also make higher unit cap for zombies and make the infected cities unable to retaliate to attack, thus changing the whole strategy for zombies.
would this work?
adding more land would always be great. good idea.
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Well I'm about to submit what I have right now. 1.1 features a 3rd zombie player and new terrain, now no player is completely shielded by another player from zombie attack, even if the path is only shallow water to their base. Also I'll think about how to incorporate some of your idea, I'll think about removing the whole attack for the infested cities, if that is what you meant by what you said their. As for the corpses thing, well I'll tell you that I was thinking about adding a new unit. My idea is a necromancer that can spawn zombies from corpses, and can also summon a temporary zombie spawning structure, similar to the pocket factory, that spawns mini zombies. So maby I could kindof mix the ideas, but change it so well I get why you want multiple corpses for bigger units.... but I think it would be easier just to make the bigger units cost more to make from a corpse. I'll think about it but I don't really wanna sap the core gameplay too much.
ALSO! - I think you'll like this update, i added a night and day system, the Zombies gain bonuses at night.
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03-31-2012, 07:20 AM
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#10 (permalink)
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User
Join Date: Feb 2012
Posts: 106
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Quote:
Originally Posted by Mr.Pockets00000
Well I'm about to submit what I have right now. 1.1 features a 3rd zombie player and new terrain, now no player is completely shielded by another player from zombie attack, even if the path is only shallow water to their base. Also I'll think about how to incorporate some of your idea, I'll think about removing the whole attack for the infested cities, if that is what you meant by what you said their. As for the corpses thing, well I'll tell you that I was thinking about adding a new unit. My idea is a necromancer that can spawn zombies from corpses, and can also summon a temporary zombie spawning structure, similar to the pocket factory, that spawns mini zombies. So maby I could kindof mix the ideas, but change it so well I get why you want multiple corpses for bigger units.... but I think it would be easier just to make the bigger units cost more to make from a corpse. I'll think about it but I don't really wanna sap the core gameplay too much.
ALSO! - I think you'll like this update, i added a night and day system, the Zombies gain bonuses at night.
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Night and Day? That is like the BEST idea ever. keep up the good work. also, im fine with the necromancer and the pocket factory stuff. sounds interesting. should download the newer versions and tell my friends to play together. ill be zombies this time XD
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Anyways, have a nice day
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03-31-2012, 08:15 AM
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#11 (permalink)
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User
Join Date: Dec 2009
Posts: 90
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GREAT MAP, MATE! :D You really did a great job on this. I like the idea of the map and the customized skins for the Zombies is just magnificent. Al though I do think teal might be a bit TOO close to the yellow Zombies :/. But regardless, great job, dude. Keep up the good work.
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03-31-2012, 08:48 PM
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#12 (permalink)
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User
Join Date: Jan 2010
Posts: 121
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Quote:
Originally Posted by Spank_my_kodo
GREAT MAP, MATE! :D You really did a great job on this. I like the idea of the map and the customized skins for the Zombies is just magnificent. Al though I do think teal might be a bit TOO close to the yellow Zombies :/. But regardless, great job, dude. Keep up the good work.
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Yes and taking the suggestions of my peers like you will help to improve the map. I was thinking that myself that yellow could use a move-back.
I think that and another modification of the siege engine will be in 1.2. I may also bring my necromancer idea to the map. Thanks for your feedback. I've been working on this map for a long time. It really is a great concept, and I thank the map that inspired me to make this one, World Zombie Wars by Nail N Hammer. Sadly, he never made many updates from the release version so that's why I wanted to make my own.
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04-02-2012, 01:58 AM
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#13 (permalink)
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User
Join Date: Feb 2012
Posts: 106
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just a few notable bugs when i was playing with my friends:
1. the upgrade to large bank icon was a bit wrong. it said upgrade back to small bank.
2. the AI zombies get weak at the end. recommend making them smarter somehow (dont have to though, just a suggestion).
anyways, still loving this map. especially with the night&day system, it really makes it a lot better.
P.S. my brother loved this map too. he says its really good.
__________________
Anyways, have a nice day
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04-02-2012, 06:46 PM
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#14 (permalink)
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User
Join Date: Dec 2009
Posts: 90
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Quote:
Originally Posted by Mr.Pockets00000
Yes and taking the suggestions of my peers like you will help to improve the map. I was thinking that myself that yellow could use a move-back.
I think that and another modification of the siege engine will be in 1.2. I may also bring my necromancer idea to the map. Thanks for your feedback. I've been working on this map for a long time. It really is a great concept, and I thank the map that inspired me to make this one, World Zombie Wars by Nail N Hammer. Sadly, he never made many updates from the release version so that's why I wanted to make my own.
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Yes, it is a great concept indeed. I just hope you don't abandon this map like others did and Nail n Hammer as well. I think the map is just fine.. BUT updates wouldn't hurt either. And yesterday I hosted this game on Battle.net and was playing all well and good until we starting getting random lag spikes and lag freezes. I'm not sure what may cause this map to lag, but I THINK the game lags whenever there are big clashes between units. And I wasn't the only one lagging, the rest of the players in the game were lagging as well. So you might want to take a look into and try to fix the lag. Other then that, the game is quite entertaining and fun to play. And I also love the idea of adding AIs to zombies  Because most people would much rather prefer to play humans most of the time then zombies. And most of zombie maps RARELY have AIs for zombies so I thought that is a unique idea on this map  Keep up the good work mate. I hope to see more versions of this map
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04-03-2012, 07:56 PM
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#15 (permalink)
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User
Join Date: Jan 2010
Posts: 121
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Quote:
Originally Posted by Spank_my_kodo
Yes, it is a great concept indeed. I just hope you don't abandon this map like others did and Nail n Hammer as well. I think the map is just fine.. BUT updates wouldn't hurt either. And yesterday I hosted this game on Battle.net and was playing all well and good until we starting getting random lag spikes and lag freezes. I'm not sure what may cause this map to lag, but I THINK the game lags whenever there are big clashes between units. And I wasn't the only one lagging, the rest of the players in the game were lagging as well. So you might want to take a look into and try to fix the lag. Other then that, the game is quite entertaining and fun to play. And I also love the idea of adding AIs to zombies  Because most people would much rather prefer to play humans most of the time then zombies. And most of zombie maps RARELY have AIs for zombies so I thought that is a unique idea on this map  Keep up the good work mate. I hope to see more versions of this map 
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Were you using the AIs? THAT is what can cause lag. Honestly AIs are meant to be used as sparingly as possible. You see the AI is a standard wc3 AI just adapted for zombies so that may be why it lags. Also, new updates will be released atleast monthly, if not more.
Quote:
Originally Posted by 0neM4n4rmy
just a few notable bugs when i was playing with my friends:
1. the upgrade to large bank icon was a bit wrong. it said upgrade back to small bank.
2. the AI zombies get weak at the end. recommend making them smarter somehow (dont have to though, just a suggestion).
anyways, still loving this map. especially with the night&day system, it really makes it a lot better.
P.S. my brother loved this map too. he says its really good.
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Your glitches are noted. The zombie AIs getting weaker is simply an effect of the way wc3 standard AI handles the situations. I'd code my own, but sadly I'm not THAT skilled. Your large bank icon glitch will definitely be fixed. I wonder if I can make the AIs a little better with some late-game wood pumps. I already give them some free wood as it is, but they may need more.
Also this goes for Kodo and one man army or any other person looking at this map:
-What do you guys think of the Zombie Swarmer Unit? I was kindof nervous releasing it for issues regaurding balance, but I thought the zombies could possibly use something like this.
Also another questoin for Kodo:
DID YOU EVER EXPERIENCE THIS LAG WHEN YOU WEREN'T USING AIS!? BC IF YOU WERE THEN THIS MEANS VERY BAD NEWS FOR ME! :(
Last edited by Mr.Pockets00000; 04-04-2012 at 08:42 PM.
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