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The Walking Dead [Medieval] 1.4

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Created by Mahadoko(me) also known as THESAMPPA

The Walking Dead [Medieval] 1.4

Map Info:

Inspired by the well known series: "The Walking Dead".

You are in medieval era where plague/virus has spread out causing human to become "Walkers" when they die. There is hardly any survivors left and the remaining one has to struggle in order to survive.

In this game, you can choose between two modes: Survival or Evacuation. In evacuation you will have to help Civilians to escape the Map and survival is just endless surviving. There is also few events to play.

Keep in mind that the amount of Walkers keeps increasing slowly, but surely!

Features:

* Hard combat which requires your focus completely, because just by getting hit once will get you infected. You can clear infection twice by amputating, but then the ability will be removed. Also, each time you amputate, your movement speed slows down permanently.

* The vision is foggy and limited, you will have proceed with much care

* You can rescue Civilians that will help you or become your enemy

* Cities are much more dangerous than wild, but you must visit them for supplies. You start without supplies.

* Fancy item system, wear 1 weapon/armor of type at a time

* Every weapon has a skill of their own, you learn it when you pick up a weapon. (unlearned if dropped)

* Your "hero" unit is very fragile, but learns ways to avoid getting hit when you level up

* There is items such as: Building Material, Bandages, Apples, Bananas, Bread, Leg Armor, Chest Armor, Armor Gauntlets, Axe, Polearm, Sword, Club, Bow, Worker's Toolkit and more.

* With "Building Material" you can build barricades and Tent(lets you hide for a while)

* There is also "herds" that are well known in the Walking Dead series, you can come across them here and there. They are overwhelming sometimes.

* Quite simple and fun. Keeps you on the edge all the time :)


Changelog:

* Amputation will now cause you to bleed for a while
* Terrain is no longer flat
* Foul Abomination has taken over the Capital city
* Big Walkers can now spawn sometimes (Takes more hits to kill)
* There is now a chance to gain double loot when you destroy barrels
* New Items introduced, such as: Silver Ring, Noble Ring, Mystic Ring and Tome of Gods. Very rare items. (Note: Nothing too powerful)
* New object to loot; "Secret Stash", harder to find than Barrels. Chance to provide those new items which were introduced.
* Torch introduced. Using torch will let you gain better vision during night.
* Avoidance skill changed to Combat Experience (Gives Evasion- and Critical chance)
* Max level 10 to 13
* Fixed few typos as well





Changelog:

* Bunch of hotfixes





Changelog:

* Added ally camp that initially treats you as ally, but if you attack them.. :p (There is benefit from being their ally or trying to kill them)
* Added "Campfire", its buildable with Building Material, if you of course have Worker's Toolkit
* Added new loading screen
* Slowed down the Increment of Walker a bit
* Fixed Barricade, again :p Now it works perfectly
* Fixed many memory leaks
* There was few barrels that were doodads before, now they are structures and work as intended
* You can no longer Evacuate infected units (makes sense?)
* Fixed few text typos..
* Changed model of Club to look more like a Club
* Small terrain changes
* Changed target priorities of Walkers a bit, now they should target Villagers more often than then "player's hero" (they had put high priority on hero while letting the Villagers just kill them)





Changelog:

* Added two new rescuable events
* Buffed up Bow damage (now 1 hits Walkers)
* Reduced the amount of Walkers at the very beginning of the game by 40-50
* Reduced the amount of Civilian needed to clear "Evacuation" from 30 to 20
* Added more Barrels to cities and camps (contain the loot)
* Forgot to add Bandages to the loot, now they are there
* Buffed up sword's "cleave" ability slightly
* Changed model of axe to be more smaller, since its throwable axe
* Added bonus code if you clear the Evacuation mode, you can unlock it in the next game
* Fixed Barricades, they were kind of broken
* Fixed rescueable events, now they can be done again once the npc have respawned
* Reduced the duration of "Hungry for Flesh" ability of Walkers from 6 to 4.5
* Reduced the base damage of walkers from 47 to 40
* Improved movement speed of player's hero by 5
* Fixed a text typo when entering cities
* Since the Game is challenging, you can now reset the Game right after both of you are dead. It'll pop up a window asking whether or not you want to try again. No need for rehosting. :p






Play with your friend and remember to proceed with much caution! Send me replay if you managed to win the "Evacuation" mode. Because, I haven't yet. :) Its very hard and challenging + fun. <-- Any feedback about the difficulty is also welcome.

Special Credits for Models to: KayS, NFWar and xXm0rpH3usXx
Contents

The Walking Dead [Medieval] 1.4 (Map)

Reviews
Orcnet20:36, 09th Dec 2013700 The Walking Dead [Medieval] (Tested Version 1.3) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


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Orcnet20:36, 09th Dec 2013

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The Walking Dead [Medieval] (Tested Version 1.3)


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"The game is thrilling and more sets you on survival mode than getting equipped for heavy gear and win the game, very good to play with a buddy along."

Terrain

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"Terrain looks flat and lacks enough cliffs and atmospheric view for a deceased, zombie theme, still can be considered."

Management

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"Overall map can be useful."

Total Score: (Gameplay[x/5] + Terrain[x/5] + Management[x/5] / Total Score[15] * 50 + 50)


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8/1577%C
 
Level 3
Joined
Oct 28, 2013
Messages
17
Difficulty is currently very hard, I plan on optimizing that tomorrow. So, if you hungry for challenge, grab it while you still can. ;P

Couple of new events tomorrow as well.

Edit: New update has been added. I recommend you guys give it a shot! I'm all in for feedback about this map.
 
Last edited:
Level 4
Joined
Mar 7, 2009
Messages
41
I think you should give everyone a skill wich one hits a walker, from the beginning with a 30 seconds cooldown or something to take down single walkers. like in the series single walkers shouldnt be a problem only big crowds should be. remove some of the walkers at the start, if both heroes have that one hit spell 2 walkers should be enough, else many people wont play it more than 30 seconds. some more events would be great, and change the terrain a little, I know its a town buts a little too flat.
Add some screenshots to your describtion!
 
Last edited:
Level 3
Joined
Oct 28, 2013
Messages
17
I think you should give everyone a skill wich one hits a walker, from the beginning with a 30 seconds cooldown or something to take down single walkers. like in the series single walkers shouldnt be a problem only big crowds should be. remove some of the walkers at the start, if both heroes have that one hit spell 2 walkers should be enough, else many people wont play it more than 30 seconds. some more events would be great, and change the terrain a little, I know its a town buts a little too flat.
Add some screenshots to your describtion!

Thanks for your feedback! Thought that I wouldn't get any, hah. :D I know the terrain is flat, gotta look into that. :)

I managed to clear this map at its current difficulty, so it shouldn't be too hard. Players can 2 hit walkers which is good enough at the start, because you have longer reach and they are slow (after "Hungry for Blood" expires).

Perhaps the map has high learning curve at the very beginning and I'd say that 9/10 of the people will die right of the bat, I guess it makes this map sort of niche(because people tend to quit easily). It takes couple of times to figure out how to survive, its a lesson that you have to through. Making it easier would be to add start tutorial or cinematic that teaches you how to kill walkers efficiently, I don't know about that. :)

What I'm thinking of adding next is: Enterable houses, torches(limited vision at night without), few more rescuable events and perhaps other events. Still thinking.

ps. yeah, gotta add some screenshots sometime. :p
 
Level 1
Joined
Dec 10, 2013
Messages
3
hmm.. quite nice one, but yeah lack of events,and terrain. And also can you make a "base" for survivor? i'm rescued few survivors but it's very hard to control them all, and can you make "Hunger" system? if Hero doesn't eat any food in 4 minutes, their HP/Mana regen decrease every few seconds.

BTW, was there any bow item in this game? the only item i can find was club,gauntlets,building material, and bandage.
 
Level 3
Joined
Oct 28, 2013
Messages
17
Map approved, see moderator comment on top.

Thanks :)

hmm.. quite nice one, but yeah lack of events,and terrain. And also can you make a "base" for survivor? i'm rescued few survivors but it's very hard to control them all, and can you make "Hunger" system? if Hero doesn't eat any food in 4 minutes, their HP/Mana regen decrease every few seconds.

BTW, was there any bow item in this game? the only item i can find was club,gauntlets,building material, and bandage.

Thank you. :) If you don't plan on evacuating them immediately, then the best place to put your civilians is the left corner of the map, there is small ally camp.

Hunger system could be implemented, but perhaps as optional feature. And yes, you can get bow from drop.
 
Level 1
Joined
Aug 31, 2013
Messages
2
I have been playing 1.4 the last few days (Mostly solo, sometimes with my wife) and I have to say I like some of the improvements, such as the slight variety of walkers now. To be honest not really a fan of the bright green but to each his own.

I did have a few ideas that might be nice additions/ modifications to your map.

1. Towers. I am not talking about regular towers that shoot the moment they are finished building, that would ruin much of the fun for this game.
I was thinking along the lines of the Orc Burrow mechanics. Construct a tower, then place a rescued villager inside for it to attack. To keep the towers from being to strong vs the Walkers, They should require a fair amount of building materials. keep the range lower (300-400 max) The attack slightly slower than the regular villager attack, and a Base damage of 1. Then give the tower something like a 80-90% 10X critical strike. This would give the illusion of a missed attack every now and then without making all walkers have evasion.

2. I kinda like that barricades are safe from walkers, but at the same time there should be exceptions. Looking back at the Series your map is based from, the walkers were never able to break down any walls until a large amount of them showed up (The Farm, and the Prison fence were both taken down by herds)
I feel a solution would be to have the barricades only attack-able by the walkers when there are X amount or more in a radius around it. For example if there are 20 Walkers in a 1200 radius of the barricade, the barricade becomes vulnerable. I myself am not talented in scripting, so while I believe this is possible, I have no input of making it myself.

3. Ability or Item to remove corpse doodads. Several times I have worked to take the main city from the walkers. Barricaded the entrances, posted villagers around and created a safe haven for my followers...only to be surrounded by burning piles of bodies and other unpleasantness.
An ability or Item ability (Shovel?) that could target those specific doodads for removal would be nice, although not at all essential for game play. I was thinking that the bodies could be marked like trees, target-able for some items and abilities, but not target-able in general.

4. Survival mode need something more. If the goal is just to 'survive as long as possible' That is incredibly easy. However if there is a reason to put your character in danger, that makes survival much more interesting. This could be done with a Needs system.
For example Mana could only regenerate with food, and decreases at slow rate. Wen mana reaches 0 the player moves at half speed, and looses attack damage to simulate early state of starvation. Or if you are looking for something more complex you could script a food system similar to those found in the Troll Tribes maps. This would encourage players to go out into dangerous areas for a reason other than 'Im bored lets go cause trouble'

Also events that reward special items or units would encourage players to go into dangerous areas. For example have a chance that a dog will spawn inside a city, that becomes yours when in rage. Dogs are not affected by the virus(spell immunity), move fast, and have evasion, but have melee attack range.
A chance that you come upon a military unit. Someone who managed to survive when the government fell, or a villager who found good gear. (think Glen when he found Swat Gear)
The unit could join upon saving it, or if It dies could drop a really nice item that is not found anywhere else, for example an armor 3x better than the breastplate you can find from random drops.

5. Villagers carry items. There would be balance issues to work out if villagers used the items, so some ideas on that would be to lower villager attack damage and speed so that item-armed villagers are almost a necessity. Right now villagers in my opinion are a bit overpowered in groups. 5 villagers can easily take out 20+ walkers with only 1 getting hit due to the walkers bad habit of walking in a line. Making them item reliant like the hero would add more depth to the game. I do not think that villagers should gain the abilities the items give such as axe throw or wide sweep, just the base damage increase. With items I think the villagers have should 7-8 minimum damage 10+ max. That would allow them to kill most walkers in one hit, but not always.


Overall I have greatly enjoyed your map one I broke my "tank 'em" mentality
Looking forward to more of your map in the future, Keep up the good work!
 
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