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Resident Evil: Umbrella Assault

Should the ammo be represented in gold or item charges?

  • Gold

    Votes: 25 37.9%
  • Item Charges

    Votes: 41 62.1%

  • Total voters
    66
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Level 18
Joined
May 27, 2007
Messages
1,689
OVERVIEW
Original creator of the map is Kofi_Banan, who made all of the sweet custom models, and came up with the weapon system, and has done a lot of work on the map and it's terrain. This map, is of course some what of a survival, but you will have a few different ways to win, rather than just surviving, for example we will soon add a destroyed train and train station, that if you can assemble all of the parts, you can make your escape and win that way. Also by way of surviving, by waiting a certain amount of time a helicopter will finally be able to land and pick up the team.There is also a custom camere, that can be turned on and off by each player, that we are checking for lag. And when you die, you will turn into a a flesh hungry zombie that is looking for some brains, and will turn agaisnt your former friends. There is no way you can save yourself, but maybe your team will be able to assemble an antidote....
Weapon System
This map uses a custom weapon system in which you equip a weapon from your inventory,and then ammo is represented as your gold. The map features 8 weapons so far that include:
-M4A1
-Sub-Machine Gun
-Pistol
-Mine Thrower
-Shotgun
-.45 Magnum
-Sniper Rifle
Special Weapons
-Flamethrower
-Spark Shooter
-Rocket Launcher
In order to reload a weapon, you can either click on the clips in your inventory, or just wait for the Auto-Reload System.
Herb Mixing System
In this map, you will be able to find various herbs, that can range from just health healing, to a poison antidote. Eventually once you start getting different types of herbs, you will be able to mix more powerful concotions, ranging from a T-Virus Antidote (Reincarnation),to a simple posion cure, and many other different creations.

Terrain
The terrain features many interesting....features, that would be found in a real city. Like Light Poles, Power Poles, Bathrooms, Hospital, Police Station, Cars, and many other things. But a very cool feature of this map, is that it has enterable buildings (Without Roofing)
Progress
So far, the terrain is almost complete, just need to add some more improved walls, and other special doodads. The weapon system has been completed for all of the players, and most other triggers finished. Right now, it is not quite ready to be released, but still needs some testing and such, to make sure everything is working correctly and to balance the map somewhat, before moving to far ahead. If you are interested in testing you can post here, and PMing me would be appreciated.The herb system hasn't been started yet, but shouldn't take too long. Updates/Log
9/6/07- Found a major bug in the weapon system, and working to fix it, easy but tedious job... Starting the Herb Mixing System.
9/7/07- Fixed weapon system, got a few recipes started
9/8/07- Finished a few of the recipes, working to add custom tilesets, also transferred zombie animations to villager model, to make the zombies look more zombie like (Very Cool)
9/11/07-Fixed an herb system problem I was having, thanks to GST_Nemisis, did some other trigger work and such
9/16/07-New Weapon System Added
9/18/07-Added Two New Weapons: .45 Magnum, Sniper Rifle
9/19/07-Found a Bug with the Weapon System
9/21/07-Fixed the Weapon System Bug
 

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Level 8
Joined
Jun 23, 2007
Messages
548
If you need a beta tester im getting bored of dota and so far im loving the screens feed us more! good luck on it and have fun
 
Level 5
Joined
Apr 12, 2007
Messages
158
Besides the Herbing Mixing system, will there be a system that lets a player combine weapons/ammo, like in one of those RE games?
 
Level 25
Joined
Mar 25, 2004
Messages
4,880
The UV mapping of the skins on the building models need work. Some of it looks out of place and isn't in very good quality; though that may be caused by scaling the model size larger.

Also, are you planning to base the terrain on the actual terrain in Resident Evil?
~Craka_J
 
Level 8
Joined
Aug 29, 2007
Messages
277
Looks good! (Thanks for adding Kofi_Banan as the creator) I can't wait to beta/alpha test it :D. (I don't know if it is in beta or alpha stage yet....) Note: I have played it before (Gotten at the project rucruitment stage... So it may be an much older version.) and I have 5 questions 1. What's with the Southwest edge of the map? (All it looks like is a ward with a bunch of units around it...) 2. Is the character a human or a robot? 3. Why does red own a knight o_O? 4. Is the weapons system working yet? (The whole slots for wood and gold replaced with clips and ammo system.) 5. Does the ammo now spawn? (Didn't find any in the version I played...)
 
Level 25
Joined
Mar 25, 2004
Messages
4,880
Well I'm pretty sure Resident Evil had maps in the game. All you'd have to do is play the game, open the map, and make a layout of the map. Then give it details according to how it looks in-game without the map openned. Shouldn't be very hard to do to be honest.
~Craka_J
 
Level 18
Joined
May 27, 2007
Messages
1,689
1. At first that is what I was wondering, but it is part of the weapon system, don't worry bout it.
2.Human
3. Just randomly placed IDK
4. I have finished the weapon system for all the players, Some thing were tried out with different weapon systems, but the gold and wood has nothing to do with it at this point, it deals with the charges left on the item.
5. You will be able to find ammo in different places around the map, (Police Station) and there will be random troop and supply drops, which will have random items, and if you acquire a radio, you can call down your own helicopter to come and drop supplies at your location.

Craka_J
I know it would be easy to do, except for the fact that the terrain would probably have to just be started over, which would be a huge delay at this point, but possibly in the future we may terrain just like Resident Evil.
 
Level 18
Joined
May 27, 2007
Messages
1,689
Ya well that is what I guess I was trying to say lol, is that after this has been released and gotten most of the bugs worked out, we would be working on the new terrain, but ya that is a good idea
EDIT: We have encountered some bugs, and are thinking of revamping the weapon system, not becuz of the bugs, but it seems like all the clicking might get tiring.
EDIT:New Weapon System Now Up and Running, will be able to easily add any new weapon ideas
 
Level 1
Joined
Sep 5, 2007
Messages
3
Looks a very nice map, i just love survival maps, its my prefered type ;)
Anywayz, since i dont have an original w3 (wich i guess i will buy out...) i will try to spread this map as soon as it is launched in euro pvpgn, will there be a save/load system?
Rank or alike kind...?
 
Level 20
Joined
May 26, 2006
Messages
653
Some new screens :p

Well models are poorly made from two reasons:
-we dont have eternity to make this map
-map cant be bigger than 3 mb i think

If you want them i could upload them here np.

Any ideas how to incrase the gore level xD?
 

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Level 34
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Jul 4, 2007
Messages
5,552
Back-To-The-Future Quote!
Any ideas how to incrase the gore level xD?

I think I got a idea: Just get some blood models (which you have I saw) and turn them so it looks like blood is on the wall. Was something with pitchangle right? I think that will increase the gore just fine. =) Oh and try different colors of blood (between darkred and red) looks more real. ;)
 
Level 34
Joined
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Messages
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Zombies:
Injure: % to slow enemy by biting
Hunger: The zombie bites his enemy and sucks up blood (Melee Lifedrain)
Come Back to Live: % to come back once more.
Infect: % to infect a enemy, who slowly gets damage and dies and off course revives as a undead.

Mercenaries:
Throw Gernade: You get the point. You throw a Gernade.
(GoW style!) Chainsaw: Mounted a chainsaw on your rifle which you can use to slice up your enemies. (Can be a upgrade?)
Combat Training: Since they're mercs they still have a CT and have the % to inflict more damage and also % to evade an attack.
Rocket Launcher: Which merc hasn't got a LAW (that's a small RPG)? Easiely to use and boom! Your enemies to pieces. That's that. Piece of cake.
 
Level 8
Joined
Aug 29, 2007
Messages
277
Looks like it's coming along nicely. (I do like how the mercs model has changed last one looked like a robot...) Just PM me once it's ready to be beta/alpha tested. And I like the more gore idea. (Note: I will play it single player only.) It would be interesting for some random events to happen. I can't think of any ideas exept some genernic one unfortantly...
 
Level 34
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Messages
5,552
Random Events:

Raiders: A bunch of rogue soldiers are coming to town to find food and other things to steal, beware they got jeeps but not aware of your presence, maybe you can lay a trap or two.

Convoy: Protect the convoy from enemies and guide it trough the city from point A to B.

Umbrella Biohazard Countermeasure- Service: Once in the few days, Umbrella Company sends ''Liquidators'' to clear out ANY lifeform in the city to keep it a bit controlled, they will fire on any (un)living creature, expect no warm welcome.

Bombing Run: Sometimes airplanes take off from a militairy airfield and do a carpet bombing on Racoon City to clear off any large groups, they hit a random part of town so don't get caught in the blast.

Evacuation: It seemed to be that there are still some surviving groups of people who need evac. now. There are trucks being sended to the evacuation point and you need to protect them at all cost, untill they are safe out of the zone.

T-Virus Radiation: It can happen that the T-virus concentration can increase of decrease, this concentration affects the undead, speed and damage.

Rush Hour: Yes, even undead got a life, like in the old DotD movie, they got to their jobs and homes and wandering off to somewhere. When the clock strikes, all zombies go to work and well 'work.'

Supply Drop: To aid the people there, Umbrella drops sometimes a supply off medical and militairy things, like weapons, food and survival gear. Don't miss the drop or scavengers will grab 'em.

May add more ;)
 
Last edited:
Level 34
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Jul 4, 2007
Messages
5,552
Ok.... Just give me a subject or something and I try to brainstorm it into a idea. :wink:

Edit: Btw do you think it's a nice idea if we add the spell and/or trigger:
Indirect Fire Mode: By giving a order of maplocation degrees (you know like 34*, 65*) to the
artillery units far away from the zone, they fire on the giving location you gave.
Don't get caught in the fire.
artillery-barrage-icon.jpg
 
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