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Zombie-Simulator.1.7

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Game play: This map is a very unique zombie survival where not only does a player play the zombie he actually only has one zombie... until he decides to break out of his cage and infect the military bases scientists and slip away from the guards with his new army of poorly motor skilled beings that will eventually cause cities hell and- uh, maybe I am giving too much away... The humans play out much differently and both sides, I know from experience, are very fun.

Story line: It is in the near future, the city of Vincio and Marvia are very close cities and going their people going on as normal. Secretly, in the woods, a military base has a terrible operation going on, a biological weapon called the Biomind, which is being held to be unleashed on the Russian capital Moscow, for the reason being is that the Russian winters seemed to always stopped every ones machines (the Nazis, the French) but Russians since theirs where built for it: making the Biomind the perfect weapon to start a war, and end it at the same time! It seems an angel saw what they where doing would cause more than they could imagine, so, the angel decided to show them what with an unfinished version of their creation! (I have been told I should write a book due to my very creative imagination, I might, I don't know...)



This version is old: I am currently aware that this version has two bugs, and only one really effects game play but it is ancient compared to the lost, but soon to be found and completed, version 2.0.


Bugs:

1. When the Biomind puts his first zombie in hibernation at the start of the game victory goes to the humans for an instant win. (This is the major bug which is fixed in version 2.0)

2. The AK-47 can shoot crates open.(It might actually seem realistic, so I might change other high caliber guns to do that as well.)

3.(This one is just an imbalanced thing I wasn't thinking about at the time) Spitters may fire further than some guns.

If you find anymore that you think are bugs please tell me, and please I don't want any dumb shits posting non constructive reviews.

Keywords:
Zombie, Biomind, Survival, Infection, Future, Vincio, Marvia, Invasion, Simulator
Contents

Zombie-Simulator.1.7 (Map)

Reviews
04:30, 30th Jul 2010 ap0calypse: Rejected
Level 5
Joined
Jul 21, 2005
Messages
120
Rather interesting. I enjoyed it as the Biomind for the time I played, but there's a few things.

--Goods
-Pretty fun for the Biomind. I can't speak for the humans.

--Mehs
-People seem to want to leave or die early.
-Zombies were never that powerful, were they? My opinion, really.
-Errr, Teamkill for zombies?

--Bads
-You call that a Science Facility? Only thing really sciency about it was the guards (in storage area), and the suitless people. Need actual walls too. You should download one of those future tile packs and use it.
-Sure, people are stupid. But the normal AI for people don't cut it, if you can, make the villagers smarter (triggering?)
-Blue Guys attack players.
-Landscape is blank of wildlife and all the sorts. Why?


--Suggestions
-Stuff ALWAYS comes from crates, kind of weird to me.
-Seems a little confusing for some people.
-Point of Barricades is to do what? They seem rather useless to me.
-Make a Unit that's named something like "Zombie Unit Choice Upgrade" and create it when the bio chooses a unittype to upgrade to.
-Random tinting for created units?
-Random zombie types for new zombies? Like certain ones better than others.
-When a player dies, you should make it so they are "respawned" as an existing civilian. This way the game keeps going.
-Zombies start off slower with more HP? In my knowledge of zombies they could never actually move their legs right.
-More buildings for everything, variation, zombie buildings, etc.
-Didn't really notice the Zombie Building doing much.
-Parasite Building should be based off of the Wisp's.
-Change description for a lot of things on the interface, too many WC3 default abilities.
-Cocoons should see themselves.

Good ideas, need some work though. I like the very fact you can play as the zombies.
 
Level 19
Joined
Oct 1, 2008
Messages
1,667
A reasonably good map.
You should make the hibernation not work if none of the upgrades are researched.
Make corpses stay and spawn zombies after a certain time instead of immediately.
It seemed a little carelessly done though.
Keep at it and fix things such as the speed potions effect appearing when dash is used.
Work on putting in more zombie types and make it better off for the humans, it seems rather pointless playing as them...
3/5
 
Level 4
Joined
Oct 15, 2006
Messages
58
Rather interesting. I enjoyed it as the Biomind for the time I played, but there's a few things.

--Goods
-Pretty fun for the Biomind. I can't speak for the humans

--Mehs
-People seem to want to leave or die early.
1)arkdemon: They don't read the instructions, and are impatient: I never mind because I don't need dumb shits like that in my matches

-Zombies were never that powerful, were they? My opinion, really.
1)arkdemon: What? 3 marines could take a whole army of zombies out no sweat, they are weaklings

-Errr, Teamkill for zombies?
1)arkdemon: Another bug I forgot to list and it is fixed...

--Bads

-You call that a Science Facility? Only thing really sciency about it was the guards (in storage area), and the suitless people. Need actual walls too. You should download one of those future tile packs and use it.
1)arkdemon: 2.0 does have suited soldiers, and experimental weapons might come later in the science lab.

-Sure, people are stupid. But the normal AI for people don't cut it, if you can, make the villagers smarter (triggering?)
1)arkdemon: The villagers don't need anything special, they are only zombie food!

-Blue Guys attack players.
1)arkdemon: Ugh, READ THE QUESTS AND DON'T SHOOT ANYTHING BLUE DAMNIT!

-Landscape is blank of wildlife and all the sorts. Why?
1)arkdemon: Once again, later versions plus special biomutations will come with animals.

--Suggestions
-Stuff ALWAYS comes from crates, kind of weird to me.
1)arkdemon: Gah, stop being so damn picky!

-Seems a little confusing for some people.
1)arkdemon: Once said by my quests: READ THE DAMN QUESTS DAMNIT

-Point of Barricades is to do what? They seem rather useless to me.
1)arkdemon: Keep the zombies out... what else... you make no sense.

-Make a Unit that's named something like "Zombie Unit Choice Upgrade" and create it when the bio chooses a unittype to upgrade to.
1)arkdemon: Its already in there: go through the game before you do this stuff!

-Random tinting for created units?
1)arkdemon: Its weird I know but it does add variety.

-Random zombie types for new zombies? Like certain ones better than others.
1)arkdemon: I was thinking that origionaly but this game has a science and logic behind it: the special zombie types are super warped, and you can't just become super warped from first infection.

-When a player dies, you should make it so they are "respawned" as an existing civilian. This way the game keeps going.

-Zombies start off slower with more HP? In my knowledge of zombies they could never actually move their legs right.
1)arkdemon: They are slow, anymore slower and humans dont need to do anything but buy pistols and kill the 2 mile an hour "killing machine"

-More buildings for everything, variation, zombie buildings, etc.
1)arkdemon: Hammers are going to build somthing in the future.

-Didn't really notice the Zombie Building doing much.
1)arkdemon: Hives are for multiple things like income and sending waves of parasites to clear minefeilds and cause speedy infection breakouts.

-Parasite Building should be based off of the Wisp's.
1)arkdemon: Parasites only start nests: the Biomind finishes them from the underground.

-Change description for a lot of things on the interface, too many WC3 default abilities.
1)arkdemon: I see no wc3 default abilities: none show up in game at least.

-Cocoons should see themselves.
1)arkdemon: It is all about my weird balancing: as crates dont have eyes neither do cocoons.

Good ideas, need some work though. I like the very fact you can play as the zombies.
I have now answered your questions Mr.Picky man, and please try everything in the game before you tell me to add stuff already in there!
 
Level 5
Joined
Jul 21, 2005
Messages
120
QUOTE-Blue Guys attack players.
1)arkdemon: Ugh, READ THE QUESTS AND DON'T SHOOT ANYTHING BLUE DAMNIT!UNQUOTE

I played the version available here, firstly. And being picky is how games get good, dur.

QUOTE-Seems a little confusing for some people.
1)arkdemon: Once said by my quests: READ THE DAMN QUESTS DAMNITUNQUOTE

You obviously don't understand the human mind. If it CAN get help, it wont. 80% of people who play games DON'T read the quests even when filled with info.

QUOTE-Point of Barricades is to do what? They seem rather useless to me.
1)arkdemon: Keep the zombies out... what else... you make no sense.UNQUOTE

Unless you surround yourself with Barricades, they're useless.

-Didn't really notice the Zombie Building doing much.
1)arkdemon: Hives are for multiple things like income and sending waves of parasites to clear minefeilds and cause speedy infection breakouts.

Income, I meant.

-Change description for a lot of things on the interface, too many WC3 default abilities.
1)arkdemon: I see no wc3 default abilities: none show up in game at least.

Poison Sting is one I remember.

-Make a Unit that's named something like "Zombie Unit Choice Upgrade" and create it when the bio chooses a unittype to upgrade to.
1)arkdemon: Its already in there: go through the game before you do this stuff!

You obviously don't understand. I don't want to evolve into a cocoon to realize that I can't upgrade to anything.

-Cocoons should see themselves.
1)arkdemon: It is all about my weird balancing: as crates dont have eyes neither do cocoons.

It'd be nice to select my 4 cocoons that are in a corner of the map.




You need to take suggestions, and like I said, picky things make the world go round.


Edit:
-Parasite Building should be based off of the Wisp's.
1)arkdemon: Parasites only start nests: the Biomind finishes them from the underground.

Organic buildings require organic material.
 
Level 3
Joined
Oct 24, 2004
Messages
50
The game is a little slow, I suggest you make the map smaller( empty spaces between) Or add another zombie player. Then add more items for survivors. another store and a stronger type of Barricades. I found barricades to be very useful and made a base with several players using them.
 
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