- Joined
- Apr 4, 2011
- Messages
- 995
Due to unexpected real life situations, I'm halting progress on this map until further notice. The beta is still available, but don't expect any changes until later
What is Tactical Zombie Warfare?
How does the game work?
The simple explaination of Tactical Zombie Warfare:-Survive 25 rounds as a marine, or kill the marines. Build towers and use upgrades to win.
The more in-depth understanding of Tactical Zombie Warfare:-As one of four marines, fight against an ever stronger zombie horde, led by the Zombie Master. The Zombie Master has direct control over the zombies, and can bring forth special units, and upgrade the zombies, and the strength of the marines is their ability to build towers
Please note that features are subject to change! What you are seeing now is simply an appetizer.

Highlights: Detailed multiboard
View attachment 100829
Highlights: Detailed round information, droppable pickup items, title of multiboard changes with round
View attachment 100830
Highlights: Highly detailed tooltip, giving a wide range of info, including units affected and upgrade amount (and total)
Being built from the ground up by an inspired individual (me of course), the map has the feel of a survival, with a lot more elements mixed in. Filled with features like gangsters get filled with bullets, Tactical Zombie Survival puts the extras in like a fat person puts donuts in (his mouth)
Features:
-25 rounds of multiplayer mayhem, candy coated in a bevy of upgrades and towers
-Detailed scoreboard, shows wave, kills, remaining zombies, important items, and health of marines.
-Customized hero interface, use stamina, speed, and accuracy instead of boring old strength, agility, and intelligence.
-Truly a fight for survival. Health and mana (dubbed "skill points") do not regenerate. Use a streamlined recovery system (killed units drop a small health or mana pick up) or a precious inventory item to regain any lost points.
-Level cap of 100, but levels truly are insignificant in this game. Experience earns you a customized stat bonus, pick-ups grant skills.
-Zombies constantly grow stronger. Marines must use their resources wisely in order to face the threat, buying upgrades for themselves or their towers.
-Pretty tooltips galore! Filled to bursting with info on everything you need to know, the game will easily be more enjoyable with the colored and informative tooltips.
-Able to make custom units, the Zombie Master will have total control over his default units and any specialized ones he purchases. Need a terribly annoying turret gone? Buy a sapper mercenary. Need a unit to lead the attack, with a powerful aura? Look no further than the powerful Death Knight.
Current Project Status:
Terrain: 100%
Units: 80% Ready for Beta
Triggers: 75% Meeeeh
Spells: 20% (Low priority currently)
Items: 35% (Minor Tweaks)
OVERALL: 310/500 About 62% finished.
There are about 60 imported files, but since I'm still in creation stage only about 40% of those will be used. A full list of resources crediting their authors will be available upon map finalization
Want to help in this project?
-I desperately need a good triggerer to help revise code and help with spells and 1 or 2 systems. Anyone who would like to be a part of this project, simply PM me and your contribution to the map will be noted in credits (both at end of game and in quest log)
-Leave comments at bottom with any ideas/changes you think should be applied to the game
-Volunteer to Beta test when the Beta becomes available. Easy as downloading, playing, and telling me goods/bads/need fixes
What is Tactical Zombie Warfare?
Tactical Zombie Warfare is a survival map, but with more of a focus on intellect. Using a plethora of towers and upgrades, you must survive another players determined zombie onslaught. The zombies come in waves, with increasing magnitude and strength. The players must cooperate and use their limited resources effectively and efficently in a struggle to survive.
Tactical Zombie Warfare will have 5 players max in the game. 4 marines, working together to survive, and 1 zombie master, who has control over the zombie spawn.
Tactical Zombie Warfare should have an Alpha version ready by Friday. Depending on feedback and help from my friends, I will release a Beta version to the public soon after. After Beta testing and finalization of the map, I shall make one final checkover of everything and submit to the maps section of THW
Submit ideas for improvement and Beta test it when it is available.
Tactical Zombie Warfare will have 5 players max in the game. 4 marines, working together to survive, and 1 zombie master, who has control over the zombie spawn.
Tactical Zombie Warfare should have an Alpha version ready by Friday. Depending on feedback and help from my friends, I will release a Beta version to the public soon after. After Beta testing and finalization of the map, I shall make one final checkover of everything and submit to the maps section of THW
Submit ideas for improvement and Beta test it when it is available.
How does the game work?
The simple explaination of Tactical Zombie Warfare:-Survive 25 rounds as a marine, or kill the marines. Build towers and use upgrades to win.
The more in-depth understanding of Tactical Zombie Warfare:-As one of four marines, fight against an ever stronger zombie horde, led by the Zombie Master. The Zombie Master has direct control over the zombies, and can bring forth special units, and upgrade the zombies, and the strength of the marines is their ability to build towers
Please note that features are subject to change! What you are seeing now is simply an appetizer.

Highlights: Detailed multiboard
View attachment 100829
Highlights: Detailed round information, droppable pickup items, title of multiboard changes with round
View attachment 100830
Highlights: Highly detailed tooltip, giving a wide range of info, including units affected and upgrade amount (and total)
Being built from the ground up by an inspired individual (me of course), the map has the feel of a survival, with a lot more elements mixed in. Filled with features like gangsters get filled with bullets, Tactical Zombie Survival puts the extras in like a fat person puts donuts in (his mouth)
Features:
-25 rounds of multiplayer mayhem, candy coated in a bevy of upgrades and towers
-Detailed scoreboard, shows wave, kills, remaining zombies, important items, and health of marines.
-Customized hero interface, use stamina, speed, and accuracy instead of boring old strength, agility, and intelligence.
-Truly a fight for survival. Health and mana (dubbed "skill points") do not regenerate. Use a streamlined recovery system (killed units drop a small health or mana pick up) or a precious inventory item to regain any lost points.
-Level cap of 100, but levels truly are insignificant in this game. Experience earns you a customized stat bonus, pick-ups grant skills.
-Zombies constantly grow stronger. Marines must use their resources wisely in order to face the threat, buying upgrades for themselves or their towers.
-Pretty tooltips galore! Filled to bursting with info on everything you need to know, the game will easily be more enjoyable with the colored and informative tooltips.
-Able to make custom units, the Zombie Master will have total control over his default units and any specialized ones he purchases. Need a terribly annoying turret gone? Buy a sapper mercenary. Need a unit to lead the attack, with a powerful aura? Look no further than the powerful Death Knight.
Current Project Status:
Terrain: 100%
Units: 80% Ready for Beta
Triggers: 75% Meeeeh
Spells: 20% (Low priority currently)
Items: 35% (Minor Tweaks)
OVERALL: 310/500 About 62% finished.
There are about 60 imported files, but since I'm still in creation stage only about 40% of those will be used. A full list of resources crediting their authors will be available upon map finalization
-Finished Death Knight
-Finished Returned
-Finished Multiboard (but still extra space to add if I want more stuff)
-Terrain update, mostly fire near graveyard
-Massive tooltip touchup
-Added new unit upgrades and abilities
-Added 4 screenshots
Current Project Status:
Terrain: 95% (Nearing 100% completion. Idea finalized, just finishing rough patches)
Units: 65% (Adding more hireable units for the Undead)
Triggers: 70% (Playable, but with rough patches/glitches and not optimized)
Spells: 20% (No change)
Items: 35% (No change)
-Finished Returned
-Finished Multiboard (but still extra space to add if I want more stuff)
-Terrain update, mostly fire near graveyard
-Massive tooltip touchup
-Added new unit upgrades and abilities
-Added 4 screenshots
Current Project Status:
Terrain: 95% (Nearing 100% completion. Idea finalized, just finishing rough patches)
Units: 65% (Adding more hireable units for the Undead)
Triggers: 70% (Playable, but with rough patches/glitches and not optimized)
Spells: 20% (No change)
Items: 35% (No change)
-Added upgrades for undead, and finished some custom units
-Made tooltips even better
-A few bug fixes, mostly with new round starting upon villager death
-Made and finished Demo team and Undead Assassin
-Small tweaks to game balance (more hp drops)
-Medkit and grenade changes, no longer droppable
-Began work on implementing abilities through items (more to come)
-Released public beta
Current Project Status:
Terrain: 100%
Units: 80% (Need more units for Zombie Master)
Triggers: 75% (Playable)
Spells: 20% (No change)
Items: 35% (Tweaks to existing items)
NEW-Upgrades: 40% (Need more upgrades for humans and undead)
-Made tooltips even better
-A few bug fixes, mostly with new round starting upon villager death
-Made and finished Demo team and Undead Assassin
-Small tweaks to game balance (more hp drops)
-Medkit and grenade changes, no longer droppable
-Began work on implementing abilities through items (more to come)
-Released public beta
Current Project Status:
Terrain: 100%
Units: 80% (Need more units for Zombie Master)
Triggers: 75% (Playable)
Spells: 20% (No change)
Items: 35% (Tweaks to existing items)
NEW-Upgrades: 40% (Need more upgrades for humans and undead)
Want to help in this project?
-I desperately need a good triggerer to help revise code and help with spells and 1 or 2 systems. Anyone who would like to be a part of this project, simply PM me and your contribution to the map will be noted in credits (both at end of game and in quest log)
-Leave comments at bottom with any ideas/changes you think should be applied to the game
-Volunteer to Beta test when the Beta becomes available. Easy as downloading, playing, and telling me goods/bads/need fixes
Expect possible bugs or broken abilities in the Beta. Deets about the map right now
-There are no mana abilities
-No items
-Limited Upgrades (will be expanded upon greatly)
-GAME BALANCE! THIS IS HUGE! I have been unable to test in any kind of real game. I have worked purely off of numbers and guesswork for balancing. Some towers/units will be ridiculously good while others are not. That is the main purpose of this beta. Please PM or post below about balance changes that are needed
-There is currently no list of sources. There is a giant spam of imported models, only of which 10 are used. Ignore these. Proper credits will be given upon map release when I have finalized which models will be used and how.
-Please give critical feedback, "MAP IS GOOD
" is not useful, neither is "SO IMBA OMG!". Include specifics that need changes. This will help me change the game so it is more fun for you, the player, but also tell me the good things so I can expand upon them.
-I know the triggering is bad, especially on the multiboard. I'm not a talented triggerer but I tried to clear all memory leaks and make as efficient as possible. If you want to help with triggers, go right ahead, but don't bother flaming.
BEHOLD THE BETA! (War! is just a nameholder currently)
View attachment 101005
-There are no mana abilities
-No items
-Limited Upgrades (will be expanded upon greatly)
-GAME BALANCE! THIS IS HUGE! I have been unable to test in any kind of real game. I have worked purely off of numbers and guesswork for balancing. Some towers/units will be ridiculously good while others are not. That is the main purpose of this beta. Please PM or post below about balance changes that are needed
-There is currently no list of sources. There is a giant spam of imported models, only of which 10 are used. Ignore these. Proper credits will be given upon map release when I have finalized which models will be used and how.
-Please give critical feedback, "MAP IS GOOD
-I know the triggering is bad, especially on the multiboard. I'm not a talented triggerer but I tried to clear all memory leaks and make as efficient as possible. If you want to help with triggers, go right ahead, but don't bother flaming.
BEHOLD THE BETA! (War! is just a nameholder currently)
View attachment 101005
Last edited: