• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Pandemic™ [SC2 Infection Map]

Status
Not open for further replies.
Level 9
Joined
Sep 6, 2008
Messages
477
forum_header-1.jpg


Index
[c]Gameplay
[r][c]Units
[r][c]Survivor Units
[r][c]Infected Units
[r][c]Weapons
[r][c].............Equipment.............
[r][c]Changelog

forum_gameplay-1.jpg


.......Pandemic is a Starcraft 2 map, formally known as Epidemic, it has been redesigned with longevity and competition in mind. Please take time to review this entire post and give us feedback on the ideas we have thought up. Keep in mind this map is being designed for Starcraft 2 so therefore we are unable to provide ingame screenshots.

  • Keep in mind the game is in the design phase and is being made for Starcraft 2, so keep all hateful comments about me putting so much work into a project before the engine is even released. Thank you.
  • We made this thread for feedback and help on the project, so please give us suggestions on skills, items, gameplay and more that you want to see in Pandemic.

Thread Key:

"Notices" Make sure to read these.
"Main Headers" The beginning of a large section.
"Quick Headers" The beginning of a smaller section.
"Minor Headers / Statistics" Marks statistics / minor headers / and items.
"Work in Progress" Marks that a section is currently a WIP.

Major Gameplay Features:
  • 4v4 competition
  • Hundreds of items
  • A plethora of infected units
  • 2 round system
  • Survivor to infection transformation
Gameplay Information:

.......Pandemic is based around competition in an equal game that allows alot of customization for players units. The game is a 4v4, two round, zombie survival custom map. The game starts off with two teams, the Infected and Survivors. Infected players are given a random hero unit each time they respawn, for more information visit the Units section. On boss waves the boss is in control of one of the infected players, the only AI factors in the game are the common hordes of zombies. Other than that the players completely determine their fate in the game.

Two Round System:
.......The Two Round System in Pandemic allows for an equal game. If it was not for this system players would end up getting stuck playing Infected or Survivors for an entire match, multiple matches. The Two Round System fixes this issue. The first round of the game follows the standard lobby format (players who selected Infected will be Infected, players who selected Survivors will be Survivors). At the end of round 1 all points accumulated throughout the match are added up for a team score. Points are accumulated by damaging the other team and for other tasks (for more information on points refer to the section below). Round bonus is also added to each team for completing certain objectives throughout the round. This process is repeated for round 2 but the teams get swapped. People that were originally Infected are now playing as Survivors. At the end of the game all of the scores from the two rounds are added up and a winning team is determined.​

Point Accumulation:
.......The primary objective for a team playing Pandemic is to acquire the most points over the two rounds, whichever team has the most at the end of the 2nd round wins the game. One may ask how to accumulate points to help their team, that is what i am about to cover. A few details about point accumulation in Pandemic: if a survivor is killed he becomes an infected for the remainder of the round, this meens if Jim is on Team A (survivors), and is killed he is swapped over to Team B for the remainder of the round, but will be moved back to Team A at the end of the round. Points accumulated by Jim when he is killed and becomes Infected are added to Team B, because he is part of this team for the remainder of the round. So keep in mind, if your a Survivor and your teammate dies he'll now be working against you in both score and numbers as it would be 5v3, 6v2, or even 7v1 if your whole team dies; you've been warned.

Point Accumulation for Survivors:
  • Killing zombies
  • Damaging Infected
  • Reaching the objective
  • More points for higher number of survivors left at the end of the round.
Point Accumulation for Infected:
  • Killing survivors
  • Damaging survivors
  • Common Infected damaging survivors
  • More points for lower number of survivors left at the end of the round.
Round Bonus:
.......Round bonus is a great addition to a teams points at the end of a round which can completely tip the scale of who's winning the game. Round Bonus for Survivors is gained by reaching the objective, killing a certain number of Infected, or playing with a handicap (less amount of players on their team). For Infected, Round Bonus can be gained in several ways. The biggest Round Bonus is added for defeating the entire Survivor team before they reach the objective, other forms of Round Bonus for the Infected include playing with a handicap, killing several Survivors, and doing a certain amount of damage to the survivors.​

Game Objective:
.......For both teams the Objectives are rather simple instructions wise, but very challenging to actually complete as team cooperation is the key to success.

Survivor Objective: The objective for Survivors is to get from point A to point B. Seems simple enough, right? No, it's alot more difficult than it sounds. Throughout the Survivors journey they must take up camp along the way to avoid swarms and large hordes of zombies, failing to do this will result in a guarenteed failure. The game from a Survivors viewpoint includes running, shooting, and building. Running during the day time and uneventful nights is the simplest, but when the Swarm Warning comes up on your screen you better find a nice corner and start building barricades because you've got a fight ahead of you. If you manage to juggle of these tasks and reach the final destination, then my hat is off to you.

Infected Objective: This is quite a bit simpler than what the Survivors have to do, but can be rather challenging if the other team is good at watching eachothers backs and staying together. Your goal is to simply kill off all of the survivors before they reach the final destination. There are many methods to killing survivors as there are many Infected you can play as. The best strategy is to seperate the Survivors, if they are seperated for even a few seconds then you have quite the advantage.​

Tools Available:
.......Our team is equipped with the best tools for designing, and creating the game. If you are too join the team you will be working with people that are well equipped for the job and can help you out. I recently upgraded to Max 2010 which Starcraft II will hopefully take advantage of, as the power of Max is growing exponentionally. These tools have been accumulated by me over the last few years and are going to end up making Pandemic one of the top played games on Battle.net 2.0, Starcraft II. Our inventory of tools being used for Pandemic includes but is not limited to:
  • Max 2010
  • Photoshop CS2
  • Aftereffects CS2
  • Sony Vegas 8 Pro
  • Flash 8
  • Dreamweaver 8
These tools will be used by me and our team to make one of the top Starcraft 2 games, be part of it and join the team!​

Team Slots:
.......I won't be able to advertise, promote, design, texture, model, and create the game solo. This is a very daunting task and isn't doable by one person. With a very solid team of 3+ people that are dedicated to developing the game i believe we can reach some amazing heights with this project. The following are team slots that will become available once the release of Starcraft 2 becomes closer.

Beta Tester
This job slot is currently closed.
Beta testers will be selected after Starcraft 2 is released and we have begun work on the game itself. There will be 100 open beta slots which will be given to people that are dedicated to helping us improve the game. Beat testing will begin soon after Starcraft 2's release.
Concept Artist
This job slot is currently open.
We need an artist to begin sketching out level designs and character designs so i can begin modelling the infected/survivor units and creating scenery objects for the game. You must have a passion for gaming and not ditch the development team, we are looking for an artist that loves to draw and can give us front/side "T" views of characters and environments that we can model in Max. Please send me a Private Message if you are interested in the job, please attach sample work to the message.
Coder
This job slot is currently closed.
Even though this slot is closed feel free to message me with a casual PM if you think you may be interested, we can work something out. The job of the coder will be to work on the triggers for the map, giving it a unique ambience and making the game fun to play. This is a crucial job, me and the coder will be working close; sharing work load.
Terrainer
This job slot is currently closed.
I will be taking care of the early terrain but we need a skilled terrainer to take care of the big picture, i am okay with terrains but lack the skill needed to create an exceptional but playable map that looks great. Feel free to message me about this opportunity.
I will be taking care of modelling/texturing/animating as that is more down my ally. I will also be doing terraining/object editing/some triggers if we cannot find people for these positions. I am in no way "avoiding" parts of the project by handing it off to other people but i am trying to spread the work load out so we can make a successful game right off the bat.​

forum_units.jpg


.......Pandemic features many different units on both the Infected side and the Survivor side. I will go over the different units one by one explaining their strengths / weaknesses and detailed explanations for each one. The unit system is different for the two different teams. For the Survivors players select the unit they want to play, (Gunner, Demolitions, etc.) and then can pick whatever weapons they choose. Certain professions have recommended guns (ex. Gunner is recommended to have an LMG.) but there is nothing standing in your way from being a Medic with a Sniper, it just might not be the smartest decision. For the Infected the system is quite different, each time an Infected team member respawns after death they are given a random unit. This evens out the playing field so they can't all be insanely overpowered Infected units. During boss spawns the boss is assigned to a random Infected player to play as, this will make some very interesting boss battles. Below is detailed information on each Survivor, Infected, and Boss unit currently designed (expect alot more in the future.)

Many values (especially hitpoints and damage) are marked as X as we don't have the information to determine these values yet.

forum_survivor.jpg

plate_demolitions-1.gif

Description: Some call him a pyromaniac, i would just call him a badass. This class is all about blowing shit up. From Claymores, to C4, to Nukes this profession has it all. It is recommended to have one player playing as Demolitions, the reason for this being his skills are crucial for taking down large hordes, swarms, and bosses. With C4 and Nukes, Demolitions can clear whole areas of Infected. Although powerful, these abilities are rather slow and it is suggested to have no more than one Demolitions per group.

Recommended Weapon: [Rocket Launcher] or [Shotgun] These are the recommended weapons because they harness the power that goes hand in hand with the abilities of this profession. The Rocket Launcher is the preferred weapon as even with your regular attacks you carry out large AOE's and massive damage. The Shotgun is much better if there are other people in your group that have slow shooting weapons. One thing you don't want to do in Pandemic is get caught reloading without a team to back you up. If there are Sniper Rifles and Rocket Launchers in your group think twice before picking a Rocket Launcher.

Skills:

icon_c4-1.gif
C4 Explosives
Plant a pack of explosives at the designated location which is detonated remotely.
Rank[1]: 3 second plant time, inflicts 300 damage in a small AOE.
Rank[2]: 2.25 second plant time, inflicts 500 damage in a medium AOE.
Rank[3]: 1 second plant time, inflicts 700 damage in a medium AOE.
Rank[4]: Instant plant time, inflicts 1000 damage in a large AOE.


icon_claymore-1.gif
Claymore Mine
Instantly place a Claymore Mine at the designated location, detonates upon movement infront of it.
Rank[1]: Inflicts 500 damage on units in it's front 180o.
Rank[2]: Inflicts 750 damage on units in it's front 180o.
Rank[3]: Inflicts 1000 damage on units in it's front 180o.
Rank[4]: Inflicts 1300 damage on units in it's front 180o.


icon_carpetbomb-1.gif
Carpet Bomb
Control a remote air raid using your laptop, carpet bomb is very effective against Swarms and large hordes of infected.
(Player actually controls an air raid from the perspective of a pilot using their HUD.)
Rank[1]: Incinerates infected below, has no effect on bosses., drops one bomb in a line.
Rank[2]: Incinerates infected below, has no effect on bosses., drops two bombs in a line.
Rank[3]: Incinerates infected below, has no effect on bosses., drops three bombs in a line.
Rank[4]: Incinerates infected below, has no effect on bosses., drops four bombs in a line.


icon_incendiary_rounds-1.gif
...Incendiary Rounds...
Changes the rounds your gun uses to incendiary rounds, which causes victims to ignite in flame.
(It is for this reason that the Flamethrower is a very ineffective weapon for this profession.)
Rank[1]: Causes initial target to ignite.
Rank[2]: Causes initial target to ignite and spread to other enemies.
Rank[3]: Causes multiple enemies to ignite and spread to other enemies.
Rank[4]: Causes multiple enemies to ignite and spread to other enemies, also leaves a burning patch of tar beneath the initial target.

icon_nuke-1.gif
Tactical Nuke
Tactical Ability
Control a nuke which does an obscene amount of damage, leaves behind radioactive waste which damages any Infected that near it.
(Player actually controls the nuke using their HUD.)
Rank[1]: Small radius, light radiactive residue.
Rank[2]: Medium radius, mediocre radiactive residue.
Rank[3]: Large radius, heavy radiactive residue.

Very similar to the Predator Missile from Modern Warfare 2, video below:

plate_exterminator-1.gif

Description: This profession does exactly what you think it does; exterminates. The ultimate zombie and chemical specialist, with multiple tricks up his sleeve to take down any zombie threats. His skills allow him to turn zombies against eachother, confuse them, turn them into time bombs, and just mess shit up. Using chemical warfare and his smarts he is the Infected's worst nightmare, you'll want one of these guys on your team.

Recommended Weapon: [Flame Thrower] The Flame Thrower is by far the best weapon for the Exterminator, you can cause some serious damage with an LMG or Shotgun but the Flame Thrower really just makes this class so much more powerful. Your skills really synergize nicely with this weapon, Tier Gas + Flame Thrower = Super confused flaming clusterfuck of zombies. This is just one example of how much havok you can cause with this weapon, the possibilities are truly endless.

Skills:

icon_na.gif
Mustard Gas
Toss a Mustard Gas grenade at the target location causing all infected in the radius to collapse for a duration due to irritation.
Has less of an effect on bosses.
Rank[1]: 300 toss range, small AOE, 4 second duration.
Rank[2]: 450 toss range, small AOE, 5.25 second duration.
Rank[3]: 600 toss range, medium AOE, 6.5 second duration.
Rank[4]: 775 toss range, large AOE, 7.75 second duration.


icon_na.gif
Nitrous Oxide
Roll a Nitrous Oxide canister "Laughing Gas" towards a target location, causing Infected to turn against and attack one another.
Must be a direct path from you to the target, gas will be released upon collision with anything, or if max range is reached.
Has no effect on bosses.
Rank[1]: Max range of 500, duration of 4 seconds.
Rank[2]: Max range of 625, duration of 5.25 seconds.
Rank[3]: Max range of 775, duration of 6.5 seconds.
Rank[4]: Max range of 950, duration of 7.75 seconds.


icon_na.gif
Decoy
Call down a decoy airdrop on the target location, 5 second delay, the decoy attracts nearby infected causing them to attack it; the ultimate distraction.
Rank[1]: 1000 hit points, 60 second max duration.
Rank[2]: 1500 hit points, 100 second max duration.
Rank[3]: 2000 hit points, 140 second max duration.
Rank[4]: 2500 hit points, 180 second max duration.

icon_na.gif
...Nitrogen Cocktail...
Toss a bottle that contains liquid nitrogen at the target location, freezing all nearby infected upon impact.
Rank[1]: 200 AOE, 3 second duration.
Rank[2]: 300 AOE, 4.5 second duration.
Rank[3]: 400 AOE, 6 second duration.
Rank[4]: 500 AOE, 7.5 second duration.

icon_na.gif
Concealed Genocide
Tactical Ability
Inject an infected with neurotoxins turning it into a walking timebomb, the zombie will combust creating a chain reaction and annihilating anything near it.
(Premature death of the target will cause the neurotoxins to die down and have no effect.)
Bosses cannot be targeted, but can be victims.
Rank[1]: 6 second countdown, medium radius, chain reaction to zombies within 150 units.
Rank[2]: 4 second coundown, rather large radius, chain reaction to zombies within 225 units.
Rank[3]: 2 second countdown, large radius, chain reaction to zombies within 300 units.

plate_engineer-1.gif

Description: Are you into building stuff? Do you like your LEGO's alot? I sure do, if so then this profession is for you. The Engineer is a profession that is in very high demand, if a team is without an Engineer they are pretty screwed unless they are total mofos at the game. Don't get me wrong, the game is doable without an Engineer but it makes it more difficult. This guy can whip out barricades, turrets, and other gadgets like its no'thang. Personally, this is my cup of tea.

Recommended Weapon: Anything There is no "best" weapon for the engineer, but there are better choices based on your team. If your team already has a sniper and rocket launcher you obviously don't want a slow reloading weapon. Go for a weapon that makes the most sense for the situation and don't condemn your team by being the third guy with an RPG or Flamethrower.

Skills:

icon_barricade.gif
Barricade
Place down a barricade at the target location, keeps out all zombie threats while it lives except ones that can travel below or above it.
Rank[1]: X hitpoints (value not yet determined).
Rank[2]: X hitpoints (value not yet determined).
Rank[3]: X hitpoints (value not yet determined).
Rank[4]: X hitpoints (value not yet determined).

icon_na.gif
Repair
Gives you the ability and knowledge to repair your own creations (useful, eh?).
Rank[1]: 20 damage repaired / second.
Rank[2]: 35 damage repaired / second.
Rank[3]: 50 damage repaired / second.
Rank[4]: 65 damage repaired / second.

icon_na.gif
Turret
Place an attack turret at the target location that attacks both ground and air units.
(Lasts indefinately or until destroyed.)
Rank[1]: Turret does X damage. (value not yet determined).
Rank[2]: Turret does X damage. (value not yet determined).
Rank[3]: Turret does X damage. (value not yet determined).
Rank[4]: Turret does X damage. (value not yet determined).

icon_na.gif
...Mechanical Arm...
Use a special contraption to extend a mechanical arm, pulling the first target it hits to your location, Infected or Survivor.
Has no of an effect on bosses.
Rank[1]: Mechanical arms range is 700.
Rank[2]: Mechanical arms range increases to 1500.
Rank[3]: Mechanical arms range increases to 2300.
Rank[4]: Mechanical arms range increases to 2900.

icon_na.gif
Nanotank
Tactical Ability
Engineer a Nanotank to fight for you and your team, the tank moves at immense speeds and is equipped with a long range cannon.
(Lasts indefinately or until destroyed. Only allowed one at a time.)
Rank[1]: Nanotank has X hitpoints and does X damage. (value not yet determined).
Rank[2]: Nanotank has X hitpoints and does X damage. (value not yet determined).
Rank[3]: Nanotank has X hitpoints and does X damage. (value not yet determined).

plate_gunner-1.gif

Description: The trigger-happy gunmaster. This guy is all about the firepower coming out of the barrel of his gun. Any gun you put in this guys hands is much more lethal than usual. Be it a Sniper, AR, LMG, or SMG the Gunner will destroy Infected with it. If your the kind of player that likes to sit back and shoot shit up then the Gunner is for you. With skills that benefit his "on-the-move" run and gun style he is the ultimate gunmaster.

Recommended Weapon: [LMG] or [Assault Rifle] The gunner specializes in guns, hence his name. So technically you could roll with any gun you choose, but the best choice would be an LMG. The reason for this is that the gunner is supposed to be a constant source of damage against the horde, the LMG provides and steady flow of DPS with a large clip and damage. A shotgun or assault rifle would also work, play with what you prefer and what your team chooses.

Gunner Skills coming soon.

plate_medic-1.gif

Description: The Medic is a very fun profession to play, one of the few defensive survivor classes, you will be hanging back behind your teammates healing them up. With skills that allow you to benefit everyone on your team the Medic is a necessity. If you get damaged pretty hard, don't worry for the medic will heal you up rather fast. The Medic should always be one of the first targets for the Infected, because if he dies the Survivors are at a huge disadvantage.

Recommended Weapon: [Shotgun] or [SMG] When the Medic isn't caring for his teammates he needs to provide short bursts of damage inbetween heals. SMG's and Shotguns are the best option for this. The reason being that these kinds of guns offer short, high-damage burst. The Medics main purpose is to assist his team, so always go with what benefits your team the most.

Skills:

icon_na.gif
Firstaid
Restores a survivors lost hitpoints, the medics primary skill that keeps the team alive.
Rank[1]: Use firstaid on a teammate, restoring X hitpoints.
Rank[2]: Use firstaid on a teammate, restoring X hitpoints.
Rank[3]: Use firstaid on a teammate, restoring X hitpoints.
Rank[4]: Use firstaid on a teammate, restoring X hitpoints.

icon_na.gif
Steroids
Shoot a syringe containing stimulants at either a teammate or infected unit, unit affiliation affects the outcome.
Rank[1]: Increases movement speed, hitpoints, and rate of fire of a survivor for X seconds / slows and disorients an infected for X seconds.
Rank[2]: Increases movement speed, hitpoints, and rate of fire of a survivor for X seconds / slows and disorients an infected for X seconds.
Rank[3]: Increases movement speed, hitpoints, and rate of fire of a survivor for X seconds / slows and disorients an infected for X seconds.
Rank[4]: Increases movement speed, hitpoints, and rate of fire of a survivor for X seconds / slows and disorients an infected for X seconds.

icon_na.gif
Condition Kit
Fix negative conditions affecting teammates such as broken bones, fractures, hypothermia, heatstroke, sprains, hallucinations and more.
Rank[1]: 3 second heal time, both survivors must remain still. Heals fractures and sprains only.
Rank[2]: 2.25 second heal time, both survivors must remain still. Heals fractures, sprains, and torn muscles.
Rank[3]: 1.5 second heal time, both survivors must remain still. Heals fractures, sprains, torn muscles, hypothermia, and heatstroke.
Rank[4]: Instant heal time, both survivors must remain still. Heals all negative conditions.

icon_na.gif
...Energy Stimulant...
Restore a survivors lost energy using medical stimulants.
Rank[1]: X energy restored.
Rank[2]: X energy restored.
Rank[3]: X energy restored.
Rank[4]: X energy restored.

icon_na.gif
Morphine
Tactical Ability
Inject a teammate with morphine restoring their hitpoints too full, can have negative effects.
Rank[1]: X cooldown, 65% chance to cause hallucinations.
Rank[2]: X cooldown, 35% chance to cause hallucinations.
Rank[3]: X cooldown, 10% chance to cause hallucinations.

plate_recon-1.gif

Description: The master of sight. The Recon has skills that allow him to see Infected that are coming for the team, be it in the air, or underground he can place down beacons to let the team know what's coming and what direction it's coming from. With the ability to scavenge for items on the radar he is incredibally powerful. Having a recon player on your team is always a great benefit, especially if you are running low on items which happens lategame also when camping out through bosswaves and swarms. The Encroacher is the Survivors worst nightmare, as it travels underground, pops up and grabs somone. A recon can place down beacons which have the ability to see units underground, which gives the Survivors the upperhand.

Recommended Weapon: [Sniper] The recon helps his team spot Infected and items around the map using becons and scouting equipment. No other weapon suits the Recon player better than a sniper rifle. The sniper allows very high damage in a single bullet with exceptional range. This allows the recon player to move about scouting and still assist his team if they're not right next to him. The recons abilities also go perfect with a sniper rifle choice. Keep in mind any weapon is viable but the sniper is probably the best option.

Recon Skills coming soon.

forum_infected.jpg
infected_units_sticky-1.gif


.......Welcome to the Infected units section of the post, the way Infected units work is quite interesting so stick with me while i explain. The game is still in the planning stage, especially the Infected gameplay type, so when you post please if you have any suggestions for this section post them because i want to know what you guys think about this. So how do the Infected work? When you spawn/respawn as an Infected player you are given control of a random Infected unit. When you spawn all abilities are already unlocked for you. The trick is, when you die as an Infected your level carries over to your next unit. Your unit will change upon death but your level, xp, and chosen level bonuses will transfer. So how exactly does leveling up help an Infected player if you keep changing units? You gain skill points which you can put into your favorite attributes and bonuses. These include and are certaintly not limited to movement speed, attack speed, skill potency, radar jammer, visibility, and many others. Infected units have permanent vision of the Survivors for locating purposes.

Skills for Infected units coming soon, please post recommended skills and help us improve this section!

Plate_screecher.gif

Description: Every Infected unit poses a different threat to the Survivors, the screecher enstills fear in its enemies verbally. He can screech calling hordes to the target location, and i meen, hordes of zombies. This unit wouldn't exactly win American Idol but in the zombie apocalyptic world he's the king of vocals.

Screecher Skills coming soon.

Plate_predator.gif

Description: There are three heights to Pandemic, below, level, and above. The Predator falls in the last two of those three. Jumping over barricades, cliffs, walls, and virtually anything that stands in his way he poses the second biggest threat to survivors when they are camping through swarms. With the ability to leap over barricades and get behind the Survivors he can cause some major damage if played correctly. With the ability to leap, and the grab and drag his opponents away from the group if he is not taken down fast he will bring prey back to the other Infected to feast on.

Predator Skills coming soon.

Plate_encroacher.gif

Description: Ahhh, the Encroacher, my favorite Infected by far. As stated in the previous description i talked about the three different heights in the game: below, level, and above. What makes this Infected so great is that he plays below ground coming up at the right time to snatch his prey, sounds pretty baller, right? The Encroacher can move below ground and is very hard to detect, a small crack above ground will give away his position if the Survivors have their brightness up and are watching closely. Your worst enemy is the recon, if you arn't rocking the radar jammer bonus then it's possible that you'll be easy prey unless you are pretty sneaky. If you are given this unit, use him to benefit your team, get below the enemy pop up and grab somone then haul ass dragging him behind you while the others are distracted. Never strike alone without a horde/swarm/other infected causing a distraction or else you'll die fast.

Encroacher Skills coming soon.

Plate_brute.gif

Description: There has to be a brute in every game, the guy that likes to just stand in front of everyone that can take boatloads of damage, well this is your man. The brute has many defensive aswell as offensive abilities that make him especially powerful against Survivors that are on the run, half the game involves moving not just camping, which meens the Brute is a major player. He can charge in from the shadows, knock down survivors, and even smash in barricades. His main weakness is getting killed from behind, don't let them get behind you or circle you. If this happens you will die.

Brute Skills coming soon.

plate_hatcher.gif

Description: In every play theres the guys that work their asses off backstage making the play enjoyable for the audience, now take a guess what the hatcher does, exactly that. The hatcher can create hatcheries wherever he feels is a nice spot for breeding, if the hatcheries are not taken down they increase in power over time. The hatcheries spawn powerful swarm which are controllable by the Hatcher himself. So in a sense he is more of a puppetmaster. Keep in mind that your hatcheries and swarm will live until killed, even if you are killed, this makes you exceptionally powerful early game so you can setup hatcheries.

Hatcher Skills coming soon.

plate_mutilator.gif

Description: The mutilator is a very interesting unit to play. The reason for this being he is one of the of the stealthy Infected that is still up in the action. The mutilator is pretty messed up as his name suggests, with his intestine's extending out of his arms he is a deadly character to face. The mutilator is able to launch his intenstines out, grab his target and reel them back towards him thrashing and mutilating his victims horribly if they reach him. It is suggested for the survivors that if you are the unfortunate target of one of these attacks try to fight the pull by moving forward, this will buy your team time to free you. There are a few ways of freeing a teammate being pulled by a Mutilater. The intestine's are an individual target and can be killed, incapitating the Mutilator's ability to pull people for a period of time. Or you can hunt down the Mutilator and end him in a few different ways, there are various kinds of shooting, stabbing, and nuking you can do to kick his ass.

Mutilator Skills coming soon.

plate_headhunter.gif

forum_items-1.jpg


......Welcome the Items section for Pandemic. Items play a huge role in the game, the reason for this is that it is the one major system that allows you to totally customize your character and switchup the game. Want to be a Exterminator with a sniper? Go for it, items allow you to totally mess with your character and bring out other sides of the game that allow you to have alot more fun. "Everyone want to use snipers this round?" Fuck yeah, that's what im talking about. There are two major classifications for items: Equipment and Weapons. The weapons category has everything from Frying Pans to deployable Gatling Guns. The equipment section contains everything from Barricades (if you don't have an engineer for some reason) to Scout Beacons. This is the section for items that really change up the game, and items that allow you to substitute for classes that you don't have in your group. So sit back, relax, and enjoy the items section of the post. (Please keep in mind if there is a value marked as "X" it meens i have not yet determined the number yet, it is not a typo.)

All weapon images in this section were created by me, some are also posted my website www.mw2hub.com, just incase you feel like you've seen them before.

forum_weapons.jpg


..........[Assault Rifles]

M4.gif


AK-47:

ak47.gif
icon_ak47.gif


The AK47 is the [rank 1] weapon in the assault rifles weapon tree, this weapon is great for people that like fully autos without a long reload but still packs a big punch. It is the balance between the SMG's and the LMG's, powerful with a medium sized clip.

M4A1 Carbine:

m4.gif
icon_M4-1.gif


The M4A1 Carbine is the [rank 2] weapon in the assault rifles weapon tree, this weapon is obtained by reaching X points while using the AK-47. Your weapon will be automatically upgraded upon reaching this goal.

G36c:

g36c.gif
icon_g36c.gif


The G36c is the [rank 3] weapon in the assault rifles weapon tree, this weapon is obtained by reaching X points while using the M4A1 Carbine. Your weapon will be automatically upgraded upon reaching this goal. The G36c is the ultimate lawn mower, you'll mow down zombies dead in their tracks with this thing.

.............[Shotguns]

AA12.gif


Model 1887:

1887.gif
icon_model1887.gif


The Model 1887 is the [rank 1] weapon in the shotgun weapon tree. The model 1887 has a spray and will completely wreck infected that dare stare down either of your barrels. Keep in mind that this gun only has 2 shots before reloading but can clear out wide areas in those two shots, the Spas-12 and AA-12 are rediculous so the shotgun is worth getting for the later models.

Spas-12 Semi-Automatic Shotgun:

spas12.gif
icon_spas12.gif


The Spas-12 is the [rank 2] weapon in the shotgun weapon tree, this weapon is obtained by reaching X points while using the Model 1887. Your weapon will be automatically upgraded upon reaching this goal.

AA-12 Fully-Automatic Shotgun:

aa12.gif
icon_aa12-1.gif


The AA-12 is the [rank 3] weapon in the shotgun weapon tree, this weapon is obtained by reaching X points while using the Spas-12. Your weapon will be automatically upgraded upon reaching this goal. I like to call the AA-12 R.A.P.E (really awesome purposeful equipment), a fully automatic, 8 shot, fast reloading shotgun. What else could you ask for? If you manage to get this shotgun (if your team makes it far enough), the props to you because you are going to be blowing heads off left and right.

.......[Rocket Launchers]

thumper.gif


RPG-7:

RPG7.gif
icon_RPG7.gif


The RPG-7 is the [rank 1] weapon in the rocket launcher weapon tree. This weapon only has 2 shots before reloading, with a rather long reload, do not have more than one of these per group; you'll get screwed. Great for clearing out hordes and swarms, take a look at the rank 3 rocket launcher, that is the reason to buy this.

Thumper:

Thumper.gif
icon_thumper.gif


The Thumper is the [rank 2] weapon in the rocket launcher weapon tree, this weapon is obtained by reaching X points while using the RPG-7. Your weapon will be automatically upgraded upon reaching this goal.

MGL-140 Semi-Automatic RPG:

mgl140.gif
icon_MGL140.gif


The MGL-140 is the [rank 3] weapon in the rocket launcher weapon tree, this weapon is obtained by reaching X points while using the Thumper. Your weapon will be automatically upgraded upon reaching this goal. Probably the best gun in the game as of now, a semi-automatic 5 round rocket launcher. That is 5 shots without having to reload, with a rocket launcher. Swarms and hordes look out for this mofo.

......[Light Machine Guns]

MG4.gif


Steyr AUG:

aug_hbar.gif
icon_aug.gif


The Steyr Aug is the [rank 1] weapon in the light machine gun weapon tree. The Steyr Aug is quite different than the other two LMG's in the tree, it's clip size is about half but does about the same damage, rank 2 and 3 of this weapon tree are much better and if you can tough it out you won't regret it.

RPD:

rpd.gif
icon_rpd.gif


The RPD is the [rank 2] weapon in the light machine gun weapon tree, this weapon is obtained by reaching X points while using the Steyr AUG. The RPD is quite an upgrade from the Steyr AUG, it has a little bit longer reload time but over double the clip size with bigger rounds. Expect to sit behind your shotgun friends and mow down infected, they'll think they're pwning when it's actually you getting all the kills!

HK MG4:

mg4.gif
icon_mg4-1.gif


The HK MG4 is the [rank 3] weapon in the light machine gun weapon tree, this weapon is obtained by reaching X points while using the RPD. Your weapon will be automatically upgraded upon reaching this goal. The king of spray and pray, biggest clip in the entire game, fast rate of fire, faster reload than the RPD, and even bigger rounds. Prepare to kill.

.......[Sub Machine Guns]

MP5.gif


Mac-11 .380:

mac_11.gif


The Mac-11 is the [rank 1] weapon in the sub machine gun weapon tree. The Mac-11 is a difficult weapon to start off with because of its small clip, range, and damage. The gun has an instant reload time because of the exceptional clip type, the guns later on increase in quality exponentionally, so if you like close range, fast shooting, fast reloading guns, these guns are for you.

UMP .45:

ump45.gif


The UMP .45 is the [rank 2] weapon in the sub machine gun weapon tree, this weapon is obtained by reaching X points while using the Mac-11. This gun is quite better than the Mac-11, twice as big of a clip, more damage, and range, a very solid upgrade.

MP5 9mm:

mp5.gif


The MP5 9mm is the [rank 3] weapon in the sub machine gun weapon tree, this weapon is obtained by reaching X points while using the UMP .45. Your weapon will be automatically upgraded upon reaching this goal. Rated the best SMG in the world by multiple sources, one of the top close range guns in the world, this thing kills it. A solid upgrade from the UMP.

..........[Sniper Rifles]

50cal.gif


M21:

M21.gif


The M21 Sniper Rifle is the [rank 1] weapon in the sniper rifle weapon tree. The sniper rifle tree is an interesting one, they have insanely long range and rediculous damage. Sniper bullets travel in a line through enemies, so if you get a nice line of infected running towards you, collateral damage their ass. Because of the inconvenience of aiming a sniper it has a low rate of fire but is very good against bosses because it is single target only but packs quite a punch.

Dragunov SVD:

dragunov.gif


The Dragunov SVD is the [rank 2] weapon in the sniper rifle weapon tree, this weapon is obtained by reaching X points while using the M21. The Dragunov has a higher rate of fire than the M21, does more damage, and has a higher chance to headshot the enemy, quite a good all around upgrade from the previous weapon.

Barrett .50 cal:

50cal.gif


The Barrett .50 cal is the [rank 3] weapon in the sniper rifle weapon tree, this weapon is obtained by reaching X points while using the Dragunov SVD. Your weapon will be automatically upgraded upon reaching this goal. Ahhhhh, the Barrett .50 cal, bullets 3x the size of normal bullets, most powerful gun in the world. This thing will blow anything that stands in its way to shreds, insanely high damage, range, and rate of fire, insanely good upgrade from the Dragunov.

........[Flamethrowers]

flame.gif


Flamethrower:

flame.gif


The Flamethrower [not upgraded] is the [rank 1] weapon in the flamethrower weapon tree. The Flamethrower tree works differently than any other type of weapon in the game. Instead of getting a new weapon when upgrading your tank is upgraded. The #1 problem with flamethrowers is overheating tanks, with these upgrades you get improved fuel (better range and damage), aswell as more collant to reduce overheating.

Tank Upgrade #1:

flame_tank.gif


The Flamethrower [upgrade #1] is the [rank 2] weapon in the flamethrower weapon tree, this weapon is obtained by reaching X points while using the Flamethrower [not upgraded]. This upgrade improves the coolant and fuel in your tank, increasing range and damage by a fair amount. The coolant increases the longevity of your tank and reduces the cooldown time between overheats.

Tank Upgrade #2:

flame_tank.gif


The Flamethrower [upgrade #2] is the [rank 3] weapon in the flamethrower weapon tree, this weapon is obtained by reaching X points while using the Flamethrower [Upgrade #1]. This upgrade improves the coolant and fuel in your tank, increasing range and damage by a fair amount. The coolant increases the longevity of your tank and reduces the cooldown time between overheats.

.....[Melee Weapons]

melee.gif


Melee Weapons:

wrench.gif


katana.gif


frying_pan.gif


baseball_bat.gif


More to come...

forum_equipment.jpg


.......Equipment in Pandemic plays a huge part in the game. As there is only 4 people per team the survivors are unable to have every class on their team, this forces them to pick and choose and good combo (or a really shitty one if no one listens to eachother.) Equipment is here to help you fill in for the slots that you are missing aswell as just add diversity to the game and allow players to customize their play style.

This section is a very big WIP, expect alot more information here in the near future.

[Reconnaissance Beacon:]

...
icon_beacon-1.gif


.....The Reconnaissance Beacon is a less powerful version that mimics one of the major roles of the Recon player, locating infected before they reach you. The Reconnaissance Beacon can be placed down anywhere on the map with a build time of 10 seconds and will show Swarms, Hordes, and Infected as red circles that are in the fog. Keep in mind that Swarms show up as purple circles, but Infected and Hordes appear the same. So you will not be able to tell the difference from somone that is playing an Infected versus the average AI zombie til they actually show themselves.
Reconnaissance_Beacon_infected.jpg


Reconnaissance_Beacon_swarm.jpg
[C4 Explosives:]

...
icon_c4-1.gif


.....Plant a pack of explosives at the designated location which is detonated remotely, causing 500 damage to nearby infected units. Has a plant time of 3 seconds.
(C4 Explosives in item form must be detonated by clicking on the C4 itself, there is no ability to detonate it from your character)

[Wooden Barricades:]

...
icon_barricade.gif


.....Place down a weak barricade to defend your team from charging infected. These barricades are rather weak and it is recommended to have an Engineer on your team instead of using these, having to use Wooden Barricades as an item should be a last resort if no one on your team will cooperate.

This section is no where near completion.

[Piercing Rounds:]

...
icon_piercingrounds-1.gif


.....Lethal rounds which penetrate any surface, be it bulletproof surfaces or rock-hard skin, these bullets will destroy infected.
+X damage
This section is no where near completion.

This section is no where near completion.

This section is no where near completion.



.....Thank you for taking the time to review my post, if you havn't read the entire thing i strongly encourage that you go back and do, as i've been working on this thread for two weeks and i want everyone on the hive to enjoy this thread. Please if you find any mistakes, grammar issues, miss-spellings, or have any suggestions whatsoever make a post in the thread letting me know. Keep in mind this project is for Starcraft 2 and changes are competely likely to occur, make sure to check the change log below this post frequently to see what i've updated so you can check it out! Help us make this one of the top Starcraft 2 maps and help promote the hive.

Cheers,
-Bane​
 
Last edited:
Level 9
Joined
Sep 6, 2008
Messages
477
Changelog

[12/14/09][08:53 PM] Thread posted.
[12/14/09][10:37 PM] Tear Gas changed to Mustard Gas.
 
Last edited:
Level 5
Joined
Mar 16, 2008
Messages
104
Ok just a few thoughts on the post, first off I think the "Demolitions" has abilities that are rather cliched for that role.
2. Tear Gas -> Mustard Gas, or some other debilitating gas.
3. Use more variation on the guns, namely the shotguns.
4. Change the name of "Piercing Rounds" sounds like you are piggybacking off of DotD.
5. I also think one of the melee weapons should be dual knifes (Just seems cool).
6. Skills for the gunner: "Double Fistin'. Gunner pulls out another gun, and just goes crazy increased attack speed. "True Shot, slows attack speed for a bonus in damage."
Those are just off the top of my head.
7. The Barrett should not be on the sniper list.
8. Infected, Screecher skills: "Sound Wave: sends out a wave deals damage, slows momentarily. Hypersonic: Increased sight area as well as movement speed.

Just some thoughts on improvement, take what you want. I can also help with some icons if you want. Let me know.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Ok just a few thoughts on the post, first off I think the "Demolitions" has abilities that are rather cliched for that role.
2. Tear Gas -> Mustard Gas, or some other debilitating gas.
3. Use more variation on the guns, namely the shotguns.
4. Change the name of "Piercing Rounds" sounds like you are piggybacking off of DotD.
5. I also think one of the melee weapons should be dual knifes (Just seems cool).
6. Skills for the gunner: "Double Fistin'. Gunner pulls out another gun, and just goes crazy increased attack speed. "True Shot, slows attack speed for a bonus in damage."
Those are just off the top of my head.
7. The Barrett should not be on the sniper list.
8. Infected, Screecher skills: "Sound Wave: sends out a wave deals damage, slows momentarily. Hypersonic: Increased sight area as well as movement speed.

Just some thoughts on improvement, take what you want. I can also help with some icons if you want. Let me know.

Some great points in that post man, ill get right to changing some stuff.
But out of curiousity how is the demolitions cliched? Other than the C4 and Claymore hes totally unique from other games. Ill change the tear gas and why shouldn't the barrett be on the list? And i will be changin the guns around, i just was in a hurry to finish up the post so i slapped on some guns that were on the hub.

Cheers,
-Bane
 
Level 5
Joined
Mar 16, 2008
Messages
104
@Bane: The Demolitions guy almost exactly represents the same one from DotD, Carpet Bomb was used, leaving the only original skill being the Nuke. While the Incendiary Rounds, something close to that was used by another hero in DotD. I'm not suggesting that you change it, just to be aware it is very close.
On topic of the Barrett, I think for the most part it is too overused in games. Especially since it became widely known from CoD4. It's your choice really I think the old Springfield 20 Caliber would be better. As I like the idea of starting with older forms of the weapons and then moving up to more modern.

@X-OMG-X, They are completely, and for a good reason. L4D2 Melee Weapons are the greatest.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Sounds really awesome! I think this is going to be a must-play for me.
Btw, arent the melee weapons a little bit inspired from l4d2? :p

Awesome, thanks for the vibes. And the weapons in L4D2 are the bomb, and we are playing around with ideas, expect these weapons to change anyways.

@t3hb055. The demolitions character is alot different than the one from DotD in many ways. Claymore and C4 will be unique in certain ways and carpet bomb will actually be controlled by the player (he flys to plane remotely and can drop bombs, pretty sick). And incendiary rounds will make the game awesome to watch, zombies burning and spreading the love all over the place.

Cheers,
-Bane
 
Level 4
Joined
Feb 21, 2009
Messages
92
ive got a idea for at least 1 skill for the Hatcher, its tough thinking up skills for a infected like that lol, well here it is


Hatcher:
Birthsac(name can be changed if you want to change it)-
Produces a Hatchery in which gives "birth" to swarms of infected, in which the Hatcher can control.
Rank1: X-hitpoints for hatchery and X-amount of infected spawned.
Rank 2: X-hitpoints for Hatchery and X-Amount of Infected spawned.
Rank 3: X-hitpoints for Hatchery and X-Amount of Infected spawned.
Rank 4: X-hitpoints for Hatchery and X-Amount of Infected spawned.


I know that the skill seems odd though i figured, with each rank it has, the more infected that are spawned from it, any thoughts on this Skill is welcomed :)
 
Level 7
Joined
Dec 4, 2009
Messages
175
This looks insane! Very cool.:thumbs_up: Now first off, uuu...the picture at the top has bullet shells flying out of the gun, but the shells still have the tips on them. So...they where never fired?:confused: Second, please set me straight, this map is going to have nothing to do with WC3?:eekani: If so will it still be posted on the HIVE when its done? Please give reply.
 
Level 9
Joined
Sep 6, 2008
Messages
477
ive got a idea for at least 1 skill for the Hatcher, its tough thinking up skills for a infected like that lol, well here it is


Hatcher:
Birthsac(name can be changed if you want to change it)-
Produces a Hatchery in which gives "birth" to swarms of infected, in which the Hatcher can control.
Rank1: X-hitpoints for hatchery and X-amount of infected spawned.
Rank 2: X-hitpoints for Hatchery and X-Amount of Infected spawned.
Rank 3: X-hitpoints for Hatchery and X-Amount of Infected spawned.
Rank 4: X-hitpoints for Hatchery and X-Amount of Infected spawned.


I know that the skill seems odd though i figured, with each rank it has, the more infected that are spawned from it, any thoughts on this Skill is welcomed :)

Great idea man, this is the path we were going to go down with the Hatcher, looks like you've done some of our work for us, +rep. Cheers.

Wow. If I don't play this, I'm gonna smack myself in the face.

Haha thanks for the vibes bro.
 
Level 4
Joined
Feb 21, 2009
Messages
92
Great idea man, this is the path we were going to go down with the Hatcher, looks like you've done some of our work for us, +rep. Cheers.

Thanks : )

I didn't know that was the path you were going to go with the Hatcher XD, great minds think alike I guess <o< lol
 
Level 9
Joined
Sep 6, 2008
Messages
477
Models will be designed by me and other artists. Expect some pretty sweet looking zombies.
 
Level 9
Joined
May 9, 2009
Messages
536
Here's a couple of suggestions I've whipped up over a 15 minute period of time from the time this project was inactive a couple months ago to now, after 15 minutes.

Pistols
I've been unable to research good pistols, so you'll have to find them good names. Unlike other weapons, Pistols don't gain upgrades, but are alternatives of each other.

Pistol 1
This pistol fires at a rate of 5 shots per second, but its damage is low compared to most weapons

Pistol 2
This pistol fires at a rate of 1 shot per second, but it deals high damage and can pierce through 4 targets before stopping

Pistol 3
This pistol fires at a rate of 2 shots per second and it deals an average damage but it gains an accuracy boost from this laser sight bound to the gun

Mercenary

The Mercenary is a jack-of-all-trades, capable of being trained in all weaponry. Unlike other survivors, the Mercenary is unable to take out large mobs or single larger targets simultaneously, being stuck with a single gun at a time. Mercenaries however, unlike Gunners, are capable of filling in all playing styles to an extent. Mercenaries come in male and female variations.

The skills below are suggesting the Mercenary is male.

Light Weaponry
Enables the Mercenary to use light weapons such as Melee weapons, Pistols and Sub-Machine Guns. Higher ranks increase his accuracy with all weapons by 5% per level.

Medium Weapon
Enables the Mercenary to use medium-sized weapons such as Shotguns, Assault Rifles and Sniper Rifles. Higher ranks grant a 4% damage increase per level.

Heavy Weapons
Enables the Mercenary to use heavy weapons such as Rocket Launchers, Light Machine-Guns and Flamethrowers. Higher ranks grant the Mercenary an extra weapon slot every two levels.

Finishing Strike
Gives the Mercenary a chance to finish off a target by a melee strike or head shot depending on his range differentiation. Targets must have 25% health of lower. Higher ranks grant a additional 5% per level from the original 10%.

Aimed Shot
The Mercenary aims at his target, firing a single shot from a great range and dealing additional damage. Rapid-fire weapon shoot 3 shots while single-shot or slower weapons fire a single shot. Flamethrowers cannot be used. Higher ranks increase the damage multiplication by .5 from the original 1.5.

Rogue

Rogue's are infected capable of hiding in the shadows and grabbing their victims with their bodies. While both are the one and the same, the Mutilator's ideas of combat allow him to fire his intestines and grab his victim, but Rogue's combat plan allows him to strangle his victims and run from the team, dragging the poor survivor as he suffers choking and suffocation.

Fade
The Rogue sneaks in the shadows, causing him to become almost invisible. Survivors will not see the Rogue, but will hear him as they approach him.

Strangle
The Rogue grabs and chokes the nearest survivor with a lasso of intestines. The Rogue can run while dragging a survivor along, damaging and hurting him or her over time, but the Rogue can only move at 75% of his normal speed. Mutilators and other disabling Infected can steal the Rogue's kill by disabling the Survivor the Rogue is dragging. Strangle can only be used while Fade is activated. Strangle will also drag a dead survivors body, only releasing it when the bind is cut.

Intestine Removal
The Rogue cuts the Intestine binding him and the survivor during a strangle. Doing so causes the Rogue to lose health, but allows him to move at maximum speed again. The health lost regains over time and a blood trail is created to allow survivors to locate the Rogue. Can only be used during strangle.

Game-Play Styles

Classic Starcraft Controls
Normal RTS controls with right-clicking to move or using keys to select commands

RPG Controls
Controls that allow movement with the keyboard using keys such as Up and Down or the WASD key-set. Available in Starcraft II with the new Keyboard API.

Warcraft III Shooter Controls
Controls that use the UDLR(Up Down Left Right) key-set to move while the keyboard is used to change the camera or for actions.

Real-Time Strategy Camera
A variation of game-play that puts the player's camera over its current unit. Most likely for Infected capable of controlling many units.

Shooter Camera
A variation that locks the player in a third or first person view. With new Mouse API in Starcraft II, this is now possible. This mode is ideal for survivors or non-army Infected.

Swapping Camera
A variation that changes the player's camera when they enter another area. This is shown in Resident Evil and is not recommended for Infected Players that can mass armies.

Classic Shooter Camera
A variation that is similar to the normal Shooter Camera except that the right or left movement key is locked as turning, not moving. This is used in Warcraft III shooter maps.
 
Level 9
Joined
May 9, 2009
Messages
536
Survivor Suggestion Below!!!


And Yes i would like to see infected killed by laughing gas xD!!!


Fighter

The Fighter is a melee-only class capable of wiping out swarms of infected with a single strike at the cost of ranged combat. The Fighter attacks using hand-to-hand combat and melee weapons.

Charge
The Fighter charges towards a point, causing him to move at an extremely high speed and damaging all foes in his direction. During Charge, the Fighter takes 50% damage but cannot stop until he hits an immobile object or he reaches the target point. Higher ranks increase the damage dealt by 50%, from the 100% of the Fighter's initial damage.

Striking Storm
The Fighter spins a with his weapon to create a whirlwind of bashing or slicing, striking all targets whether they be enemy or ally around him. The damage dealt is less than the normal damage the Fighter normally deals. Higher ranks increase the damage percentage dealt, raising by 10% from the original 50%.

Devastating Blow
The Fighter channels his energy into a single blow that damages a single target. The energy travels towards other enemies in back of the target, taking only 50% of the damage. Higher ranks increase the initial damage by 20%, from the original 130% of the Fighter's initial damage.

Battle-Cry
The Fighter releases a scream of terror and rage, increasing his initial damage by 150% for 6 seconds. During the rage, all targets that were within a range of the rage are dazed for 4 seconds, disabling their skills and limiting their movement to 70% until the rage ends. Higher rank increase the rage duration by 2 per level.

Dual-Wielding
Allows the Fighter to hold two melee weapons at once. The second weapon has a damage penalty, limiting the effect of the weapon. The first rank limits the second weapon's damage to 60%, 75% on the second rank and 90% on the third rank. Two weapons also increase the effect of the Fighter's skills. Only one-handed melee weapons can be dual-wielded while two-handed melee weapons are held with one hand.
 
Last edited:
Level 9
Joined
Sep 6, 2008
Messages
477
@ Cookies. Some great suggestions in there and some that are going to have to go, no harm intended. I'm not sure if we'll implement pistols as who would take a pistol over an assault rifle? Maybe we add in some secondary weapons, (backups if u run out of ammo, etc).

Different camera modes will not be added. Players will be able to adjust their camera however they please but different modes will not be added like you suggested as it would just be too much change for the players/too much work for us. The mercenary looks interesting but the different options such as light, medium, heavy etc. don't make much sense as any profession can use any gun. The rogue looks sweet and we'll be adding him in when i get the time. And the Fighter i would have to say not. The abilities really strike me as abilities you would find in WC3, or WoW. Battle Cry, Devastating Blow, etc. Just seem like something you'd find in an RPG. Let's think modern with weapons of mass destruction etc. I do like the idea of dual wield though, we'll be implementing that someway or another.
Welcome to the team.

@ Everyone, sorry about my absence from the project; i'm in hawaii at the moment and have my hands full if you know what i meen. lol.
 
Level 9
Joined
Sep 6, 2008
Messages
477
FUCKING LUCKY???!!! Careful though, waves can ram you and you cant do Epidemic if your dead.

And yes I intended pistols to be secondary.

This is true, been doin some body surfing and have gotten my shit rocked quite a few times.

@ everyone: if you post a useful suggestion that helps us further develop the game you'll be given rep, simple as that.

Cheers,
-Bane
 
Level 9
Joined
May 9, 2009
Messages
536
And here is my suggestion. The Pyrotechnic or otherwise known as a Metal Worker on Drugs.






Pyrotechnic

The Pyrotechnic is a person capable of handling fire and traps, burning all in the front and destroying those in the back. Continuous work with flames given the Pyrotechnic many scars in his many years, giving him slight immunity to the psychological effects of the burning beast that continues to cross his path as a barrier and an advantage.

Suggested Weapon: Melee, Shotgun, Flamethrower


Statistics

Health: 150
Energy: 50
Regeneration: 1 per second
Speed: Average

Skills

Fire Bomb
The Pyrotechnic throws a bomb created from a magnet and multiple pieces of metal covered in oil. When thrown, the magnet creates a spark, setting the metal aflame. Upon hitting the ground, the metal separates, creating multiple smaller fires. Greater ranks allow the Pyrotechnic to fit his bombs with more metal, creating additional fires. Uses 20 energy.
Rank 1: 5 Fire Puddles, 50 damage per second
Rank 2: 7 Fire Puddles, 60 damage per second
Rank 3: 9 Fire Puddles, 70 damage per second
Rank 4: 11 Fire Puddles, 80 damage per second



Burning Trap
The Pyrotechnic crafts a trap drenched in alcohol with multiple flints and piles of raw metals. Upon stepping on it, the flints generate a spark and light the trap, burning anyone who steps on it. The fire will burn an initial 10 damage per second and will continue to burn an infected for 15 seconds and a survivor for 3 seconds. Greater ranks increase the number of materials used for the trap and decrease the setup time. Only 1 Burning Trap can be setup at a time.
Rank 1: 200 Area, 7 second arming
Rank 2: 300 area, 6 second arming
Rank 3: 400 area, 5 second arming
Rank 4: 500 area, 4 second arming



Mental Flame Resistance
The Pyrotechnic irons his mind in the presence of flame, removing the effect of panicking to a greater extent, thus reducing the damage done to him. Greater ranks increase fire resistance. Upon being infected, Metal Flame Resistance is retained.
Rank 1: 15% fire resistance
Rank 2: 30% fire resistance
Rank 3: 45% fire resistance
Rank 4: 60% fire resistance



Material Harvesting
While moving, the Pyrotechnic is capable of harvesting metals with his abundant supplies of magnets, pulling them in as they move. The magnets will drag the metals from the light and decaying living bodies of infected, sometimes moving them as well. When the metals reach the Pyrotechnic, his energy is restored by 3. While being dragged, infected have a chance to run but are slowed by the pull effect. Idle weapons are also pull-able. Greater ranks increase the magnetic pull.
Rank 1: Very Slow pull
Rank 2: Slow pull
Rank 3: Average pull
Rank 4: Fast pull




Burning Inferno
The Pyrotechnic grabs all gathers all of his materials(Energy) and throws them in the air with a burning formula created by himself in secret. When the physical material comes in contact with the formula, the material explodes into fiery shrapnel. When a shrapnel shard hits an infected, the infected takes 45 damage and is set on fire for 15 seconds, dealing 25 damage per second stacking with all other fiery damage. Greater ranks increase the number of explosions created from the material.
Rank 1: 1 explosion per 9 energy
Rank 2: 1 explosion per 6 energy
Rank 3: 1 explosion per 3 energy

(What is the Formula? Here's a hint. Your body produces it. You figure it out)
 
Last edited:
Level 9
Joined
Sep 6, 2008
Messages
477
Thanks for everyone giving vibes.
@ Hawk900, the TM sign doesn't meen you own the predecessing product, name, etc. TM can stand for registered trademark (filed and owned) or unregistered (not filed / just implied). Unregistered trademarks are harder to enforce than registered. With unregistered nothing is actually preventing people from using the name but it gives me an edge over people that use my name later on and i can try to convince them to change it.

@ cookies. I like the idea of the pyrotechnic, except for the final ability. I think the last ability should be scrapped and redone, you don't want to be within melee distance of zombies in the first place lol.

Cheers,
-Bane
 
Level 9
Joined
May 9, 2009
Messages
536
Changed the Pyrotechnic's final ability. He now creates random bursts of explosion depending on his energy.

Here's another suggestion below, Unit Statistics.

Unit Statistics

Survivors

plate_demolitions-1.gif

Health: 450(High)
Speed: 325(Slow)
Reduction: 75% Fire, 25% Explosive
Bonuses: 25% Shotgun, 25% Rocket Launcher

The Demolitions can take out hordes of infected in one single bursts. Due to that, he can also kill himself with his own skills. In that matter, he gains high health and low speed.


plate_exterminator-1.gif

Health: 300(Above Average)
Speed: 350(Average)
Reduction: 50% Fire, 50% Explosive
Bonuses: 25% Shotgun ,25% Flamethrower

The Exterminator is a close-ranged class, capable of using a flamethrower to combat Infected and finishing them off during a mustard gas phase. Health and Reduction is apparent because of the lesser self-damage explosive attacks of the Exterminator.


plate_engineer-1.gif

Health: 250(Average)
Speed: 350
Reduction: None
Bonuses: 10% All

The Engineer is a middle-line man, building structures in front to protect the team while building walls in back to block off infected. While usually seen making machinery, the Engineer can use any weapon and acts as a jack-of-all trades while being unable to use one to its full extent.


plate_gunner-1.gif

Health: 250
Speed: 350
Reduction: None
Bonuses: 20% Assault Rifle, 20% LMG, 20% Sniper Rifle

The Gunner is more than capable of filling in the role of the main boss hunter while taking down the smaller infected. With an average health, the Gunner would be seen in the middle, leaving the tanking to the more explosive classes.


plate_medic-1.gif

Health: 250
Speed: 350
Reduction: 10% All
Bonuses: 25% Shotgun, 25% SMG

The Medic will usually be somewhere behind the front, tending to the team tank while providing support. The Reduction comes from the fact that most will target the Medic, giving him some defense against enemy infected.


plate_recon-1.gif

Health: 200(Low)
Speed: 400
Reduction: None
Bonuses: 50% Sniper Rifle

The Recon would be the most fragile member in the team while being the strongest, capable of taking out bosses in a single shot. The Recon's speed comes from the truth that he is, in fact, a Recon.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Sweet stats and nice looking post, we'll have to do some tweaking with the stats as we don't actually have the editor yet but great post.
 
Level 6
Joined
Jun 8, 2008
Messages
256
Great ideas, and I'm sure you've put in a lot of work, even before SC2 is out.

However, the changing of teams, I'm sure some people will like to be zombies, and some will like to be survivors, but not everyone will enjoy both sides of the game.
What will happen then is, that players who enjoy zombies will join and play as zombies, then when it's their turn to be a survivor, they leave.

I think one way of decreasing the amount of these players would be randomizing what team you will play on first, in one way or another.
That way you'll have impatient kids that don't want to play survivor not join, as their chances of being a zombie first are smaller.

I'm not trying to say I think one of the teams will be boring to play, I'd like to try out both before I even started thinking in those directions, but you can't count on everyone who plays the map to enjoy both sides.

And slightly related to this subject are modes.
Different modes could be:

- Survivors only: Now, while NPC zombies aren't as scary as player zombies would be, this mode could still be fun, if only for learning the abilities of the different survivor heroes.

- Zombies only: This seems harder to accomplish, but if you manage to put in a NPC player that could for example try to perform different missions, and the zombies did their best to sabotage them, it could turn out to be a fun mode.

- Only one turn: Speaks for itself, instead of changing teams, there is only one round before the game ends.

- More then two turns: Simply replaying the turns more then the default number of turns.

- FFA Survivors: The survivors are unallied and fight for their own survival only.

- Last Man Standing: A single survivor is trying to survive on his own.
 
Level 2
Joined
May 22, 2009
Messages
19
Hi im new to the forums and i saw this and this looks awesome and i thought maybe a throwing knife as a weapon? and maybe the engineer can have 2 turrents one chain gun and one rocket turret? :D
 
Level 9
Joined
Sep 6, 2008
Messages
477
Hi im new to the forums and i saw this and this looks awesome and i thought maybe a throwing knife as a weapon? and maybe the engineer can have 2 turrents one chain gun and one rocket turret? :D

Got beta key last night, will start working on the project tommorow most likely.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Excuse me, but what about adding some sort of designated marksman (Sniper) with stunning skills and precision auras? o_O

How i am going about doing classes i am not sure. I am juggling the idea of having everyone the same class but their whole gaming experience is based off their weapon. But i am leaning more towards the idea of having players choose a class at the beginning of the game, if this is the case marksman will definitely be an option. The first thing i am going to work on though is movement and camera angle. I have three camera options. FPS, 3PS, or RTS. First person camera would be cool but could be kinda sketchy, especially in this kind of game. Third person shooter makes the most sense. If i can have the game detect mouse clicks then ill make it so u click to shoot. And then the WC3 RTS camera is an option but i don't think thats gonna be as nice. Share you thoughts!
 
Level 9
Joined
May 9, 2009
Messages
536
Here's a way to create realism and the need to conserve items by simplifying all the classes into one single class and remaking many of the abilities into items

Name: Alex, Bill, Cooper, David, Elisha, Fred...
Title: Human

Health: 100
Energy: 100
Speed: 200 units per second

Control Schemes for Shooters

W/S: Move Forward/Backwards at 100%/50% speed

A/D: Strafe Left/Right at 75% speed

F: Toggle light-source item

E: "Use" key. Pick up/Swap items

Mouse 1: Use primary attack

Mouse 2: Zoom for sniper rifles

Mouse: Rotate and move camera

Control: Hold to walk. Reduces accuracy penalty while moving and shooting

1: Equip primary weapon
2: Equip secondary weapon
3: Use healing item
4: Set trip-mine/Use explosive item

Items

Flashlight: Basic light device. Provides light for dark areas

Bandage Roll: Restores 100 health to the user, but takes 5 seconds to use. Remake of the First-Aid ability

Water: Restores 25 energy to the user. Remake of the Energy Stimulant ability

Sedative Shot: Reduces damage done to the user by 75% and restores 25 health, but reduces accuracy and movement speed by 25% for 10 seconds. Remake of Steroids and Morphine abilities

Trip-mine: Creates a mine at user's location. Can be toggled between exploding on contact or via remote. Combines C4 Explosives and Claymore Mine abilities

Nitrogen Grenades: Rare military explosives. The user throws a grenade that upon exploding, freezes all infected within a set radius. Survivors are affected to a lesser extent. Remake of Nitrogen Cocktail

Riot Gas Bomb: Rare military explosives. The user throws a grenade that upon exploding, releases a gas that forces all nearby infected against each other. Upon the ending of the duration, the affected infected will collapse. Combines Mustard Gas and Nitrous Oxide


Chunks or parts of these suggestions can be directly added, or they could be added into a separate game mode if wanted.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Here's a way to create realism and the need to conserve items by simplifying all the classes into one single class and remaking many of the abilities into items








Chunks or parts of these suggestions can be directly added, or they could be added into a separate game mode if wanted.

Great thinking. I made aton of progress on the game today. I have mouselook with WASD movement (3rd person shooter (gears of war style)), jumping, and the healthbar HUD all set. Shooting is the next task i have to tackle and i cant figure out.
 
Level 12
Joined
May 21, 2009
Messages
994
Hm, really great idea. As all of us know Starcraft 2 has alot more features than Warcraft III, then it'll be much easier to make a good movement and first person shooter map/3rd. The fact that you've made so much out of this even before Starcraft 2 comes out shows that you are putting alot of work into this. If you need any coder I'll be happy to join. As soon as I can get Starcraft 2 I will have it and learn the coding language as fast as possible. Good luck, I like it.
I also have Photoshop Elements, and a Photoshop on a mac aswell.
 
Level 9
Joined
May 9, 2009
Messages
536
Bane, there are multiple choices for a shooter type game. However, since this is only the start and timers are extremely limited, I can recommend some choices from the list I am creating

Instant Projectiles: Upon initiation, damage initiators reach their designation instantly without the need of timers. This system is quite customizable, lacks any lag and can be set only to hit the first target, or additional targets. This system only requires distance detection between a wall, unit or its set expiration point. I recommend using this system until Pandemic reaches further levels, maybe about beta

Projectile Lines: Another class of Instant Projectiles. This system uses lightnings(Trigger-able Special Effects) to make Instant Projectiles look real by adding short-living special effects that appear to be bullet travel lines. This system is also more capable of detecting bugs and errors than Instant Projectiles. I recommend this for alpha testing, one for the looks and two to check if projectiles work correctly. Even when Particle Effects are created, this system should stay with bullet weapons to prevent unwanted frame rate droppings

Particle Effects: AKA Missile System. This system is widely used in many advanced Warcraft 3 maps. This system is extremely efficient and effective. In order for the map to go along quickly, I do not recommend using this system until Pandemic reaches beta stages, but it is required to give grenade launchers their bouncing, arcing and falling effect in order to prevent players from dominating the other team

Here's a suggestion about movement and the HUD

Energy: Energy is drained as your unit moves. Without energy, your unit cannot aim straight, leading to less accuracy. To fix this, stand still to regenerate energy or walk instead to conserve energy. Shooting prevents energy regeneration, while doing both actions of moving and shooting will drain energy quickly. There are, however, many other ways to regain energy such as using items

Energy Amount: 100
Regeneration: 10 energy regained per second while standing still
Shooting: Stops energy regeneration for 3 seconds after firing a shot
Walking: 3 energy used per second. 5 while moving and shooting. Default movement type
Running: 8 energy used per second while running. 10 used while moving and shooting

Wishlist

Male + Female Civilian model: A civilian model for survivors. My recommendation is to base the male off of the marine, and female off of the ghost. I reccomend using the Marine as a temporary place-model until real ones can be made

Many animations: A high amount of animations for both survivors and zombies. Animations could include walking, running, crouching, reloading, shooting, melee animations, punching, clawing, jumping and even hugs
 
Level 9
Joined
Sep 6, 2008
Messages
477
Bane, there are multiple choices for a shooter type game. However, since this is only the start and timers are extremely limited, I can recommend some choices from the list I am creating

Here's a suggestion about movement and the HUD

Great ideas. I'm leaning towards the lightning projectile system. I'm really stuck on how to achieve this in GE, so much more intimidating. If you have any tips hit me up. I was able to make the hud, movement, and mouselook with no issues but this is giving me a headache lol. I am also looking for more animations, i think ill start animating the marine in max, because i need a shoot while animation aswell as prone, crouch, crouch walk, prone crawl etc.
 
Level 9
Joined
May 9, 2009
Messages
536
Here's a suggestion you may like or hate

Accuracy

Accuracy is how well a person can fire a gun and hit his or her target. Every weapon has its own unique accuracy bloom and recoil even if its very low


Accuracy Bloom: Spread increase from firing only affects automatic or fast single shot weapons. Accuracy at 100% without any factors will always fire exactly towards the aimed location. Immediately firing a second shot will increase the spread radius, giving the bullet another path to travel within the new spread radius. As shots are fires, the spread radius increases, reducing weapon accuracy. This acts as a cross-hair bloom effect, and has limits


Recoil: Recoil increase from firing only affects strong single shot weapons. When firing a strong or large weapon, the player's view jumps upwards. This jump will start small, but increases every time the weapon is fired. This recoil has limits as well

No Weapon Ranks

Instead of some weapons being better than others, each weapon could be its own individual weapon with its own statistics, rather than upgrades of others. For example, some players would take an AK-47 over an M4A1 Carbine, and each tank of the flamethrower could be an alternative ammo type such as fire, nitrogen and mustard gas. Other alternatives would include the three explosive weapon. The RPG-7 would be the strongest and slowest rocket launcher, the M79(Thumper) would fire an insanely fast projectile that would deal high damage with average spread, while the MGL would be a 5 shot weapon, firing grenades that dealt average damage and low spread each.
 
Level 9
Joined
Sep 6, 2008
Messages
477
Here's a suggestion you may like or hate

I am definately doing these. I scrapped the upgrade idea since it a competitive map. players need to be able to choose their weapon and GO, so there is going to be a plethora of different kinds w/ different stats that people can choose through preference. I plan on implementing some sort of accuracy system, bullets by default won't always go directly through the crosshair. I'll hopefully be uploading a WIP movie soon so show my progress. Right now we are looking at a versus game (either movement based or survival based) with a survivor and infected team that swap after one round, it's is going to be ill.
 
Status
Not open for further replies.
Top