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(12) Infection

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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.

Terrain Example
161106-albums6511-picture70663.jpg

Zombie Blight
161106-albums6511-picture70664.jpg

Human Blight
161106-albums6511-picture70665.jpg

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
Vengeancekael - [Contact] Date: 2012/Jun/15 22:21:08 Comment: [Approved] Resource Moderation - Rules
Level 3
Joined
Mar 17, 2012
Messages
40
Sometime the undead might spawn on an island or sea. This cause lose to undead ... And the game is too short already 20 minute.. Maybe you can let the host choose how long per match?
 
Well, there's a funny story about why undead spawn in the ocean. I soon as I can get the new resource system working for undead I'll post an update. I'll also correct the undead spawning to never spawn in the ocean. I am trying to get the time limit back down to 15 minutes because I feel that 20 minute rounds are too long. The new update will speed up the undead's progression through their tech tree. Humans will be getting a few new buildings and other tech adjustments.
 
Level 3
Joined
Mar 17, 2012
Messages
40
Well, there's a funny story about why undead spawn in the ocean. I soon as I can get the new resource system working for undead I'll post an update. I'll also correct the undead spawning to never spawn in the ocean. I am trying to get the time limit back down to 15 minutes because I feel that 20 minute rounds are too long. The new update will speed up the undead's progression through their tech tree. Humans will be getting a few new buildings and other tech adjustments.

I'm looking forward for the update. I like to play this map but the ocean thing...
I will try to get full house when you solved this problem. Btw, you got a nice story for this game.
 
Level 3
Joined
Mar 17, 2012
Messages
40
This map has a story? Hehe, thanks though! At least it's a bit different from the city infected and marines sent in huh?

Ya, i have no idea why the city infected or marines games happen something like that or maybe I didnt see the maps's describe.The story I mean is the things i read from your map's describe and i love the story but in game just the Ahh! Human .....
Maybe you should make a video for it? Like maddeem's Mineralz starting video. I think this post contain a lot of grammar, I don't feel right...
 
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