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(12) Infection

Submitted by Zeatherann
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

Zeatherann Presents:


An Anthro-Vixen Games' Map



Infection


Version: 1.061813


Story



A group of woodsmen, all very good with their craft, get enough wood to build a ship to carry them out to sea. They sail for days, and find an island covered in trees, with mountains capped with snow. They venture in looking to find new lumber to return home with. After searching for a day they return to their ship to find it ruins. The woodsman left to guard the ship attack his fellow friends. Terrified the woodsmen managed to get away, using the cover of the trees to hide them. One such woodsman told the others what happened; that their lost friend was now a zombie! Making a small campsite together, the old woodsman told the others about the zombifying of their friend. A rustle of leaves behind them; what could it be? Terrified the woodsmen split up, running to all corners of the island hoping to find protection.


Objectives

  • Construct a small base to gather resources.
  • As a human, you have to survive for 20 minutes. As a zombie, you have 20 minutes to find and kill all humans.
  • Have Fun!

Features

  • Randomly generated environment.
  • Custom blight systems for humans and zombies.
  • Round system to keep the game going, Round 1 and Round 100 are completely the same.

Disclaimer

  • This is a minigame! as such every 20 minutes, or when all humans are dead, a new round will start meaning that the game isn't over until you all leave.
  • Version numbers match the date that they were uploaded; v1.060713 means June seventh, 2013 (v<major version number>.mmddyy)
  • Inspired by Halo's Infection game style. Though not sure why anymore to be honest.
  • Map is not protected.

Some Screenshots
Terrain Example
[​IMG]
Zombie Blight
[​IMG]
Human Blight
[​IMG]
Updates

v1.061813

Gameplay
  • Shortened out some more triggers.
  • Added a destroy building button to all buildings, kills them without refunds.
Terrain Generation
  • Made the generator create an island with a mountain in the middle.
  • Deep water (black tile) is unwalkable/unbuildable.
  • Added randomly generated gold mines! Each tile has a 1% chance to spawn a gold mine containing 10-50 gold.
  • Removed trees from layers 0 and 1 (deep water/shallow water)
Zombies
  • Recreated nearly the entire zombie tech tree.
  • Zombies now have four tiers, up from three.
  • Zombies have several new units to attack with:
    • Skeleton Archer (Tier 2): Basic ranged unit, deals 10 more damage than skeletons.
    • Ghoul (Tier 2): Fast melee unit that can gather resources faster than skeletons.
    • Abomination (Tier 3): The long awaited anti-building unit! It will crush walls/towers fairly quickly.
    • Acolyte (Tier 3): Non-combat units that gather resources faster than ghouls do.
    • Shade (Tier 4): Sacrifice an acolyte to become a shade and spy on the humans!
  • Unit Changes:
    Skeleton:
    • Lumber cost changed to 25, down from 50.
    • Skeletons now decay and can be raised!.
    • Reduced the melee attack range down to 32.
    • Changed attack damage to 1-10 instead of 10-10.
    Necromancer:
    • Lumber cost changed to 10000, up from 100.
    • Gold cost changed to 200, up from 0.
    • Health reduced to 50, was 100.
    • Movement speed reduced to 150.
    • Attack range changed to 750.
    • Damage increased to 50-170, was 1-100.
    • Attack is now instant, was a projectile.
    • Moved to tier four, up from tier two.
  • New Buildings:
    Tier 1:
    • Gravestone: Raises skeletons.
    • Pile of Bones: Drop off point for resources.
    • Symbol of Undeath: Building that doesn't need/make blight that slows nearby enemies down.
    Tier 2:
    • Crypt: Raises ghouls.
    • Frost Tower: Upgraded from the spirit tower, offers a slightly stronger attack for burst damage, doesn't attack buildings.
    • Graveyard: Summons skeletons, and skeleton archers, upgraded from Gravestone.
    Tier 3:
    • Fleshworks: Stitches together abominations.
    • Symbol of Evil: Improved symbol of undeath, makes nearby enemies even slower.
    • Unholy Ritual: Recruits acolytes.
    Tier 4:
    • Death Tower: Fear this tower, or die! Attacks buildings, upgradeable from spirit tower.
    • Sacrificial Pit: Turns acolytes into shades.
  • Building Changes:
    Spirit Tower:
    • Changed resource cost to 10 gold, 500 lumber.
    • Health raised to 250.
    • Attack range raised to 900.
    • Doesn't attack buildings.
    • Changed attack damage to 4-10.
    Infected House:
    • Changed name to infected house.
    • Moved to tier 3.
    • Changed resource cost to 0 gold, 1250 lumber.
    • Health changed to 150.
    Infected Mansion:
    • Name changed to infected mansion.
    • Moved to tier 4.
    • Resource cost changed to 0 gold 2500 lumber.
    • Raised life to 300.
    Unholy Shrine:
    • Resource cost changed to 100 gold, 5000 lumber.
    • Health raised to 1500.
    • Moved to tier 4.
  • Changed how zombies are created/respawned. They no longer turn into ghost when they die, instead you can train a new one at your main building.
  • Spawned main building is unbuildable, but is unkillable.

v1.060713

Gameplay
  • Centralized building construction, making Mills, Houses, and Graves similar in timing.
  • Removed heavy leaking on adjusting the player's cam.
  • Removed minor leaks with gold income/trees/graves.

v1.060613

Gameplay
  • Removed nearly all the old terrain generator and replaced it with a new, better one.
  • Changed the map size to 192x192 (was 160x160).
  • Redesigned the trees.
  • Fixed several text errors.
  • Added minimap preview, and changed the minimap ingame to a blank, grey map.
  • Reduced the filesize of the loading screen.
  • Removed unused imports.
  • Cleaned up a fair bit more code.
Humans
  • Added Reinforced Towers, upgraded from normal towers. These are tier 3 buildings that have 250 hp, and 800 attack range.
  • Made Footman train in 15 seconds (was 20).
  • Fixed the pathing map for the Village.
Zombies
  • Removed Skull Pile.

v1.070812

Gameplay
  • Changed Pathing Map for Gold Chunks.
  • Vision granted when 1:30 left in round.
  • Added custom Icon for Grave.
  • Added Credits.
  • Added Credit Icon.
  • Added Testers Quest.
  • Removed nearby trees from 'start locations'.
Terrain Generator
  • Added Weather.
  • Added Fog.
  • Added Water.
  • Tweaked Height.
  • Changed Map Size to 160x160 (was 96x96).
  • Replaced Grassy Dirt with Sunken-Ruins - Dirt.
  • Swapped more tiles around.
  • Made Terrain Generation roughly 4 times faster.
  • Improved environment and the generation of it.
Zombies
  • Changed cost of Necromancers to 5 gold and 50 lumber, used to be 0 gold and 100 lumber.
  • Made Skeletons able to be raised by Raise Dead, also made Skeletons raise more Skeletons, not weaker versions of themselves.
  • Changed Zombie Blight.
  • Tweaked Skellington Raise Dead.
  • Fixed a few spelling errors.
  • Changed Spawning from Height 7 to Height 10.
Humans
  • Removed Militia.
  • Added Footman.
  • Added Barracks.
  • Added Gold Wall.
  • Changed Icons for Wall and Grave.
  • Changed Church from Tier 2 to Tier 3.
  • Changed look of Woodsman.
  • Changed Position of Barracks on Command Card.
  • Changed Position of Church on Command Card.
  • Made Graves Useful.
  • Fixed the name on the Graves.
  • Changed Human Blight.
  • Changed Spawning from Height 0 to Height 3.

v1.0

Gameplay
  • Map edited and changed from This Contest.
  • Map Uploaded as map resource.


Quick hotfix, not a new version, but solves a desync on death. Sorry for not changelog.

Keywords:
Zombie,Infection,Zeatherann,Antho Vixen Games, Minigame, Mini, Game, Mini Game, Terrain
Contents

(12) Infection (Map)

Reviews
Moderator
Vengeancekael - [Contact] Date: 2012/Jun/15 22:21:08 Comment: [Approved] Resource Moderation - Rules
  1. Weng

    Weng

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    Nice
     
  2. Zeatherann

    Zeatherann

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    "Nice"? Simple and eloquent, thanks. Glad you like it, feel free to post comments, concerns, or suggestions.

    Map is best played with lots of players,
     
  3. EtikS

    EtikS

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    Ok bro i played your map and i have to say that it needs a lot of work on it..

    first you should make bigger the map because the zombie spawn is close to the humans not only that the main zombie have 50 damage and 1000 hit points. he does not need the other small skeletons :/ atleast put 2 not 4 anyway. I see what you did with the terrain when you build it, it extand more and more , you should make a refund when you build your towers outside from your buildable area. you should also make a better arena because it's too easy to walk and find the human.and one more and last thing, when a player dies you should put some special-effects and a better text warning (example : Madietor has died from the Zombie ) or something like that anyway i like your idea for such a map !!. i will rate 3/5
     
  4. ToPsYoNe

    ToPsYoNe

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    Yeah that's true, i'll rate 3/5 too
     
  5. Tanasren

    Tanasren

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    A dead zombie, banshee can summon infinite zombies

    the terrain "system" disappointed me at start and i thought it was bugged...

    there is few things to do as human when u make the church, build towers and priests and thats all...

    The zombie can't beat a lot of tower unless he makes towers himself in the enemy base.

    Many tags never finished or were imbalanced...
     
  6. Zeatherann

    Zeatherann

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    • A larger map increases the time it takes to generate the terrain, my goal is to have a 256x256 sized map in the end, I'm just working on getting the terrain engine to be smooth enough to do this.
    • The stats of the main zombie are there because of prior versions of this map, before i applied the face lift.
    • I will gladly improve some of the warning messages and such.
    • As far as the building being destroyed when built outside of your 'blight' area I was going to provide the message along the lines of 'You building has collapsed without the proper supports!'
    • Usually the zombie and human spawn isn't close: Zombies spawn on snow, while humans spawn on sand, but with enough players it'll end up being close.
    • Tanasren; how did the terrain generation disappoint you?
    • Madietor; How is it too easy to walk and find the humans? Usually in the end of the round we zombies have a heck of time finding that running human.

    Anyways, here is a list of bugs I intend to fix:
    1. Vision errors generated between rounds
    2. Ability to 'see' the blight of other players in Fog of War
    3. Zombie Death
    4. Main Buildings needing blight to be built on.
    5. Correct tech Trees for both sides regarding the main building.
     
  7. Tanasren

    Tanasren

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    i meant it disappointed me that u must build on blight for undead otherwise it disappears
     
  8. Zeatherann

    Zeatherann

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    Doesn't most undead buildings need blight anyways? still making blight more user friendly.
     
  9. Da Fist

    Da Fist

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    Gameplay Screenshots please? But, nice game. Hosted it on Garena, everything went fine.
     
  10. Zeatherann

    Zeatherann

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    Awesome!, how many players? Also; I'll add screenshots when I update the map. Which is after I change the tech tree a bit and get weather and fog working.
     
  11. wolfikun

    wolfikun

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    I like the idea about the game never ending until everyone leaves but there are still some bugs that needs fixing but still good job... I'll be waiting for the next one
     
  12. Zeatherann

    Zeatherann

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    Can you list any bugs I haven't shared in here yet?
     
  13. bladerdog

    bladerdog

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    Out of all the words I can chose to describe this map only one comes to my mind and that is limited. So very limited and so very little options. The zombies don t really have a chance to fight more players the building selection is limited and the ground you can actually construct buildings gives no chance for strategy. Even if it is meant to be a mini game the game play isn t suited for that kind of map. The only nice thing was the random terrain generator .
     
  14. Zeatherann

    Zeatherann

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    bladerdog: I've been getting that feeling, I am updating this map with a few more things, however the next version I plan on separating the Tech Trees and giving Zombies their own line of buildings and units. Right now they have a limited mirror of the Humans'.

    If you meant limited in any other aspect besides buildings/units let me know!
     
  15. Sheep

    Sheep

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    try playing this with full house.. impossible for zombies to kill all the humans before time runs out
     
  16. Zeatherann

    Zeatherann

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    Not true! Once you get a few allies and in the last minute and a half when you can see everything you can usually assassinate the human builders because they are too busy building more things, or hunkered down in too small a base.

    Also: Send in your Zombie builder, if it dies just have your ghost thing build a new one right by the Human builders. Might take 2 tries.
     
  17. Sheep

    Sheep

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    i just had tons of arrow towers around my base and the zombies couldn't get to me in time
     
  18. Zeatherann

    Zeatherann

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    Then the zombie player(s) didn't know how to play. After over a hundred games i've discovered two great strategies, one for each race.

    Humans: Build a Gold Wall surrounded base, then towers and have workers, all of them, repair. Make sure you're builder is at least 750 units away from wall.

    Zombies: Scout early and everywhere. Send in 24-36 units of Skeletons followed by a targeted strike of Necromancers only focused on the builder. If this fails (late in the round) send in your zombie builder to whip the humans out. If this fails then the human used my above method of protection.

    Once i change the Zombie tech tree it'll be much more balanced.