• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

The Infected Cities v0.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The Infected Cities v0.2
Created by Johnleus

Map Info:

An multiplayer survival build-base map created for 5 players. have a difficult level: Easy, Medium, Hard. Rescue all Survivor or Citizen in this city you can also use the survivor as a soldiers. be careful, if you die you defeat instantly!


Features:

Rescuer:
-has defensive buildings against infected like Barricade.
-has offensive buildings like Turrets.
-has defensive buildings against useless survivor
Infected:
-has zombies units, basic combat units used to feed and destroy humans.
-if the survivor or rescuer killed they will be infected.


Screenshot:


Entire Map
ildddy.jpg


Starting Point
28qvomd.jpg


Center Map
2s14s5d.jpg


1
245hks1.jpg


2
verwpw.jpg


3
13yr6r.jpg


4
n4uyat.jpg

There's some hidden shop anywhere on map!


Description:

The humans have to find a good place and make a big base or rescue instantly the survivor or citizen on this city.The zombies are very hungry and nobody will stop them to eat you! The humans have to work as team,if they want to save their brains.if you killed by zombie you become a infected heroes and you will be DEFEAT.


Author's notes:

Thank you to all of the countless users of The Hive Workshop for help with triggers, spells and various other bug / world editor problems that I had. Thanks for The Hive Workshop for hosting my map!

If you have any suggestions for my map, please comment below and share your thoughts! Please also share any bugs / constructive criticism about my map.


MAP PROTECTED


Change Log:




-add new codes on the game
-add some models and skins
-replace a path with road
-add some rode barricade
-add some vehicle decoration
-replace tank
-fixed bug, cause lag 70%
-fixed bug, cause stop moving infected 60%
-add some HIDDEN SHOP
-increase Hp and Mana to boss
-increase Hp to all infected
-add some lightning effect
-replace gold to money
-replace lumber to points
-replace food to unit
-change loading screen
-add 25 mins to the helicopter back
-add some corpse
-add some tips and hints
-add some billboard and trashcan
-add many Fire



-Has been Released
-Map unprotected
-Version 0.1
Contents

The Infected Cities v0.2 (Map)

Reviews
23:03, 28th Apr 2013 Orcnet: hello there just use the in your http://www.hiveworkshop.com/forums/maps-564/infected-cities-v0-1-a-232755/ by reuploading it instead of uploading a same map
Level 16
Joined
Mar 27, 2011
Messages
1,349
Looks interesting, I love Zombie maps. From your screenshots I'd also like to see gameplay elements rather
than just your terrain. Just so I get a sense of what it feels like to actually play the game rather than just
look at it.

  • One thing I hate about maps is music playing over music. It sounds sooo bad. Human music is playing in the
    background, while you play custom undead music on top. No, no no. Also play your undead music as "music"
    and NOT a sound. This is so the player can go into his audio setting and turn off music if he pleases.

  • As for your terrain, you could add modern looking houses. The current houses appear medieval which contradict
    with the police cars and roads, ultimately looking odd. I also reccommend using much less fire. Fire is ok, but its
    just EVERYWHERE. It simply seems annoying. Make each area of the map unique. Dont just throw fire all over the
    place. You did the same thing with impaled corpses. There no sense to it, just impaled corpses everywhere. Surely
    you can position them better, some areas may not have impaled corpses in them you know. Its overused is what I'm
    trying to say, lol. Additionally, add some grass. There is a lot of that white tile besides roads. Maybe grassed areas
    would be appropiate in some areas just to give your map more terrain variation. In the city use "Trimmed Grass" or
    something like that. Outside the city normal grass would suit.

  • I noticed the maximum damage for cluster rocks is very low and the damage output is never what is described on the spell.
    You know 1100 damage killed that abomination boss I versed in no time at all. He only had 4000 health. Consider lowering the
    damage and raising the maximum damage so the description is more accurate. If you want the spell to be much weaker on large groups, specify that in the spell. Also the cluster rockets had a 5 second stun. Jesus man. There are 5 players. That means 5
    heroes with cluster rockets. That's a 25 second stun. The cooldown on cluster rockets is 8 seconds or something. Are you aware
    that you can permenately stun any mass of zombies? Game over, win. Too easy.

  • Come up with better ideas for spells. There is trueshot aura and critical strike. The names don't fit the theme for
    marines. And besides, every other game has trueshot aura and critical strike. Its boring. The least you can do
    is change trueshot aura to "Leadership Aura" or something to make it seem like a marine spell. Critical Strike
    could be changed to "Headshot" or something. And blink can be changed to "Jump". Are they supernatural beings that
    teleport, or are they marines in real life facing a zombie onslaught?

  • My screen also flickers black sometimes. I don't know why, but you should look into it.

  • Maybe when a boss comes, you can feature him with a cinematic. A big abomination came in and it wasn't too exciting.
    If you played a short cinematic of him mutating out of a zombie cave and making some freaky zombie noise, it would be so much
    cooler and interesting.

I'll rate it 2/5. Not because it's bad, but there can be a lot of improvement. Its a little unpolished at the moment but it definately
has potential.
 
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