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- Jun 13, 2008
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Zombie Warfare
Zombie Warfare
It is the year 1000, and an unexpected surprise is headed for Europe...
At its simplest, the idea is risk... with zombies. Zombies will slowly encroach on human territories and the humans will fight back, eventually they will eradicate all the zombies or be consumed by the ever growing horde.
Rather than being a "Wall 'em Up" like Eras Zombie Invasion, I intend this to be map to be a lot more Tactical, at first zombies will be able to tackle humans on even footing during the medieval ages, but as technology improves, the zombies will need to be more subtle and infect the humans population base as opposed to charging headlong at the humans troops. Alot of the skill in playing as zombies will be scouting effectively and choosing the easiest and therefore best target to attack (if you face tough opposition you're unlikely to end up with more zombies than you started with, or even any at all!).
The humans also have a more difficult time than walling and waiting. They must increase technology if they want to effectively eradicate zombies and keep up with zombie evolution, but to do that they need lots of people to gather resources who will be much more vulnerable than soldiers.
The Gameplay
How (I think
) it improves on other zombie invasion maps
Credits
Thanks for Reading.
Zombie Warfare
It is the year 1000, and an unexpected surprise is headed for Europe...
At its simplest, the idea is risk... with zombies. Zombies will slowly encroach on human territories and the humans will fight back, eventually they will eradicate all the zombies or be consumed by the ever growing horde.
Rather than being a "Wall 'em Up" like Eras Zombie Invasion, I intend this to be map to be a lot more Tactical, at first zombies will be able to tackle humans on even footing during the medieval ages, but as technology improves, the zombies will need to be more subtle and infect the humans population base as opposed to charging headlong at the humans troops. Alot of the skill in playing as zombies will be scouting effectively and choosing the easiest and therefore best target to attack (if you face tough opposition you're unlikely to end up with more zombies than you started with, or even any at all!).
The humans also have a more difficult time than walling and waiting. They must increase technology if they want to effectively eradicate zombies and keep up with zombie evolution, but to do that they need lots of people to gather resources who will be much more vulnerable than soldiers.
The Gameplay
Humans
-I have built a population system which accurately(ish) models the real growth of nations over time. This is implemented so that the population (represented as gold) of the human players grows automatically over time.
-Every 1 gold/population represents 1000 people. As the population grows more peasant type units will be created to harvest, build etc...
-When population grows by 400 a peasant will be created (each peasant represents 400k people). Population cannot grow unless food used (no of peasants) is less than food produced.
-Population growth can be speeded up through technology and by building more farms.
-Soldiers require population as well as lumber to train.
-I have made a realistic tech tree that includes up to 20 levels of technologies like: Metalworking, Military Training, Industrialisation, Electricity, Explosives and Flight.
-Resource gathering moves from harvesting from trees to garrisoning peasants in Factories.
-I have built a population system which accurately(ish) models the real growth of nations over time. This is implemented so that the population (represented as gold) of the human players grows automatically over time.
-Every 1 gold/population represents 1000 people. As the population grows more peasant type units will be created to harvest, build etc...
-When population grows by 400 a peasant will be created (each peasant represents 400k people). Population cannot grow unless food used (no of peasants) is less than food produced.
-Population growth can be speeded up through technology and by building more farms.
-Soldiers require population as well as lumber to train.
-I have made a realistic tech tree that includes up to 20 levels of technologies like: Metalworking, Military Training, Industrialisation, Electricity, Explosives and Flight.
-Resource gathering moves from harvesting from trees to garrisoning peasants in Factories.
Zombies
-Zombies will spawn in one of 4 random areas: the North or the East of Europe, the Black Forest or Africa and the Middle East.
-Zombies must kill humans to get more zombies
-When a zombie kills a unit it has a small chance of getting a special zombie, instead of an ordinary zombie.
-To deal with the problem of excessive mass and to give the zombies upgrades, the zombie players can kill of excess units to get upgrade points.
-These points can be used to upgrade zombies, increase the chance of getting certain special zombies or upgrading individual special zombies into Epic Zombies!
-The zombies have detailed evolution with 2 levels of upgrades.
-Zombies can swim but their movement speed is severely reduced.
-Zombies will spawn in one of 4 random areas: the North or the East of Europe, the Black Forest or Africa and the Middle East.
-Zombies must kill humans to get more zombies
-When a zombie kills a unit it has a small chance of getting a special zombie, instead of an ordinary zombie.
-To deal with the problem of excessive mass and to give the zombies upgrades, the zombie players can kill of excess units to get upgrade points.
-These points can be used to upgrade zombies, increase the chance of getting certain special zombies or upgrading individual special zombies into Epic Zombies!
-The zombies have detailed evolution with 2 levels of upgrades.
-Zombies can swim but their movement speed is severely reduced.
How (I think
-A highly realistic and accurate Europe map.
-Historically accurate countries, including the Holy Roman Empire and the Byzantine Empire.
-Less focus on walling and hiding more on fighting and tactics (hopefully).
-Less predictability: the zombies will not always come from the same direction, and there are randomly generated Neutral Hostile units (capturable by human players).
-An increased difficulty mode for experienced players.
-Historically accurate countries, including the Holy Roman Empire and the Byzantine Empire.
-Less focus on walling and hiding more on fighting and tactics (hopefully).
-Less predictability: the zombies will not always come from the same direction, and there are randomly generated Neutral Hostile units (capturable by human players).
-An increased difficulty mode for experienced players.
Credits
-James7 for Europe Template Map
-Tennis on WC3.net for host detection system.
-Maker for leak fixing.
-Anteep for the general map idea.
-The Hiveworkshop community for answering my various questions.
-Some-Guy for excellent criticism on battle.net.
-Tennis on WC3.net for host detection system.
-Maker for leak fixing.
-Anteep for the general map idea.
-The Hiveworkshop community for answering my various questions.
-Some-Guy for excellent criticism on battle.net.
Thanks for Reading.
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