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Near the Death [Zombie Survival]

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Level 5
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Feb 6, 2008
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Near the Death
[Zombie Survival]

By: Zombie007

Currently working on:
Terrain: [|||||||||||] 78%
Systems and (Tiggers): [|||||||||||] 74% <
Items: [|||||||||||] 5% <
Units: [||||||||||] 4% <
Abbilites: [||||||||||] 19% <



Features:
- Hidding places for items [*New]
- Dynamic Weather [65%]
- Backpack carrying capacity system [Finished]
- Day/Night cycle
- Radar System [50%]
- Random Zombie HP [New]
- Throwable smal objects [Is not sure]
- Cars [Is not sure]
- Food System [Is not sure]
- Free Zombie Movement on Map [67% Currectly working on this]
And more...


News:
22. 1. 2009 - 20.04
!Great Interface Bug Detected/I cant change custom data and icons... saving now working!

22. 1. 2008 20.39
Repaired :) (Removed imported error txt file.)


Other Info:
Map Size: 128x128
Playable: 95x95
File Size: 911 kB [With imported loading screen]
Max Players: 6

Screenshots:

attachment.php



45140d1232656697-near-death-zombie-survival-near-death-alpha-screen1.jpg

45141d1232656697-near-death-zombie-survival-near-death-alpha-screen2.jpg

45142d1232656697-near-death-zombie-survival-near-death-alpha-screen3.jpg

45143d1232656697-near-death-zombie-survival-near-death-alpha-screen4.jpg
 

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Last edited:
Level 8
Joined
Dec 10, 2006
Messages
544
finally a zombie map with atmosphere!

Guess you've never heard of ROTD, or Epidemic, Heh.
The Atmosphere looks nice, although I have defiantly seen better.
Isn't much more to say, so far we have a list of some systems that might be implemented.
But, well thats about it. =/

Future maps fail.

Have knights and ghouls for win.

Thats not really constructive criticism as much as its your own opinion,
Don't post if you have nothing good to say, or have anything that you could suggest, that isn't based on your own opinion, unless you bring up reasons why you think your opinion is right.
 
Level 12
Joined
Oct 23, 2007
Messages
565
Interesting map,
want to see how the throwing system turns out, sounds good so far
terrain atmosphere is perfect, but the doodad placement + tiles need some work... its still in progress so thats good

off topic:
i am also making a survival map,
i would appreciate it if you could tell me where you got the walls in picture 4 :p
i searched the hive but couldn't find it.
 
Level 5
Joined
Feb 6, 2008
Messages
134
Thanks for comments and hints... terrain i shall be modify. :thumbs_up:

_________________________________________
Just finished Backpack carrying capacity system...

Features of Backpack carrying capacity system
-Carrying capacity of items in backpack is based on Survivor's Strength .
-Higgest weight of backpack=slower movement speed.
-When Player reach Max. carrying capacity of survivor, will not be able to move.
-When Player reach Max. carrying capacity of backpack, all items they will be dropped on the ground near the survivor.
-every item will have different weight.


sorry for my English :cry:
 
Last edited:
Level 8
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Dec 10, 2006
Messages
544
Seems like you've stole ideas from my map completely <3

Actually,
This map looks completely like one of Phil [43Berries] old maps.
Give us a screenshot of the entire map, because I'm actually really curious as all the systems seem exactly the same.
I'm not much worried about bringing a moderator in here either. It seems like very little edits, on a really old map of Phil's.
I'm just skeptical.

No biggy if its not stolen, Just I spent a lot of time working on his old map, and if I even see one texture thats mine I'll know.
 
Level 5
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Feb 6, 2008
Messages
134
no, i not played and stealed your maps and i creating my map from absolutey start... map is my, i have all old versions of my map... from start to curret verison....

Sry for my English...

Map Size: 128x128
Playable: 95x95
 
Level 8
Joined
Dec 10, 2006
Messages
544
no, i not played and stealed your maps and i creating my map from absolutey start... map is my, i have all old versions of my map... from start to curret verison....

Sry for my English...

Map Size: 128x128
Playable: 95x95

I'm still kind of worried,
Because screenshots of your map, features Exact places from hours it could be coincidence that you are using the Exact same models, and some are even in the same places but hey thats just me.
 
Level 7
Joined
May 11, 2008
Messages
576
All these futuristic models looks like each other, and we will see if its a copy when its released.
I like the atmosphere, but i can see the edge of the map :p
 
Level 5
Joined
Feb 6, 2008
Messages
134
The terrainer for this map needs to learn about aesthetics and the mathematics behind terraining.

this is only alpha, terrain is not completed... yes i know... terees hovering on terrain... i now making tiggers, units, items... terrain will be completed in the end.
 
Level 8
Joined
Jun 20, 2004
Messages
229
berries, you are being extremely rude in this thread and while he may be vague in his sentences due to a slight language barrier, there is no need to treat him like shit every time he posts. Yes, we all know you made Epidemic or whatever its called and you like to wave your e-peen around but that doesn't mean you can go around bashing other peoples projects because it might not be as good as yours yet. I recently started a Zombie-ish project of my own so do you want to start directing rude comments toward me and accuse me of stealing your map because... it has zombies in it?

Anyway, my apologies zombie007 for getting way off topic, your environment is looking pretty good. Most zombie maps will have pretty generic and common looks, but that is ok since it has zombies. If you REALLY want a creepy looking environment, you can use this jass script that you can simply paste in that will make your whole game black and you use the lighting objects that will omni directional light around giving realistic looking lighting and really creepy effects if placed right.

Custom script: call SetDayNightModels("","")

You can place it anywhere, like at a map initialization trigger. But remember, everything will be almost pitch black that doesnt have a light nearby.
 
Level 15
Joined
Dec 12, 2006
Messages
1,664
Nice map. Terrain-wise, I suggest you try to use a bit more tile variation, and I kinda dislike the blighted tile in general (but that's my opinion... don't take it to heart).

The weight system sounds pretty cool though. So every time you pick up an item your total weight increases? And I have a suggestion: you should make it so that the heavier the stuff you carry, the slower you move.

Oh, and I strongly suggest you use Tricky's advice- the pitch black thing would add a lot of flair to your map. Just don't forget to download the "omni-light" model from the models section. You could attach it to light sources that don't have the omni-light attached to them.

Anyways, good luck with your map!
 
Level 10
Joined
Jul 6, 2007
Messages
544
berries, you are being extremely rude in this thread and while he may be vague in his sentences due to a slight language barrier, there is no need to treat him like shit every time he posts. Yes, we all know you made Epidemic or whatever its called and you like to wave your e-peen around but that doesn't mean you can go around bashing other peoples projects because it might not be as good as yours yet. I recently started a Zombie-ish project of my own so do you want to start directing rude comments toward me and accuse me of stealing your map because... it has zombies in it?

Anyway, my apologies zombie007 for getting way off topic, your environment is looking pretty good. Most zombie maps will have pretty generic and common looks, but that is ok since it has zombies. If you REALLY want a creepy looking environment, you can use this jass script that you can simply paste in that will make your whole game black and you use the lighting objects that will omni directional light around giving realistic looking lighting and really creepy effects if placed right.

Custom script: call SetDayNightModels("","")

You can place it anywhere, like at a map initialization trigger. But remember, everything will be almost pitch black that doesnt have a light nearby.


I'm naturally flattered by your ass ramming words of brick. But I'm fine how I am. Naturally, I am an asshole and these words are the only way to deciepher either if I am either making a point or just bashing. Here I am just making a point with a bashing manner. Completely rational.

By the way (call SetDayNightModels("","")) how would you remove that?
 
The only really good zombie map I've played is NOTD, and I can't stand it because of one thing.
You need 7+ players to even stand a chance.

If your map is along these lines, try to stay away from the neverending line of zombies following the strongest hero. It's a terrible idea. If the zombies think on their own, make sure they are all not thinking the same individual thought.

I also think the map should be playable by any number of players. Since I play mostly LAN, I'll hardly ever have more than 6.

If you can do this, while making the map still run and look good, you have my 5/5 and +rep
 
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