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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

The Reldwood Horror v1.5

Submitted by Solu9
This bundle is marked as approved. It works and satisfies the submission rules.

The Reldwood Horror




http://www.youtube.com/watch?v=gxpBNQn3PPA&feature=youtu.be

Introduction:
The Reldwood Horror is a classic zombie survival horror map inspired by the game Dead Nation. It is a story driven map with a lot of zombies to slaughter along the way.

Reldwood City suffered a fate worse than destruction. Namely that the citizens turned into brainless marauders with a big appetite for human flesh. No one knew how or why but the whole city was lain to waste in mere days. Only a small band of individuals survived in what they called the Safezone.
Food and water was running low so something had to be done if they didn't want to end up in the low end of the food chain.

You take control of the highly negative protagonist and re-live the story of him and the rest of the Reldwood City survivors.
You decide how the events unfolds and how it will ultimately end.
The story is told in past tense.

There are two possible ways for the game to end. A good and a bad. Be warned though. The good ending requires you to be both lucky and thorough.

Please rate and comment. I need the feedback.

How to play the map:

You start out in the Safezone where you are safe for the time being. You have a small amount of food and you need to watch this carefully as you go on. While in the Safezone you don't have to eat. But as soon as you leave, your food count will start to diminish. Every 60 second you will lose 1 food.

Scrap Metal is used to assemble equipment. Fx. if you find an Empty Flashlight and a Battery you can go to an Anvil and assemble it into a working Flashlight for a small Scrap Metal fee.
You need to find Blueprints to figure out how to fix or create equipment.

At the start you have 5 stat points you can distribute between Strength, Accuracy and Stamina.
Strength determines how large an armor you can wear.
Accuracy determines how accurate you are and therefore gives extra damage.
Stamina determines how sustainable you are and gives extra stamina.

Every time you find a Blueprint or a Note it will be copied to the Notes section. This way you don't have to keep them on you, and you can always check the Notes if you forget what a specific note said or what items were needed to assemble an utility piece.

You have two backpacks in which you can store items you find along the way. Simply click the Backpack ability, throw in your items, and click the ability again to dismiss the Backpacks. You also have a stash in the Safezone where you can store items you don't need on you way.

The Backpack also has the nifty feature that you can swap your current weapon with a weapon in the Backpack. This way you can quickly change what weapon you want to use in a current situation (Be aware that you have to place your secondary weapon in the sand-colored bag for this to work, and the backpacks must be dismissed).

The last ability you have is Sprint. When used you run at high pace for a short amount of time. This is probably the ability you will use the most. It is truly a lifesaver.

You will encounter huge amounts of enemies all ready to kill you if they get the chance. Save your utility till you really get in trouble or you will find yourself in a tight spot when the braindead really comes at you!

Tip: If you hate the default camera distance you can type -camera to zoom out. This is especially neat when utilizing the Sniper Rifle.


Features:

-In depth storyline.
-A whole city to explore with realistic settings.
-Heavy use of The Hive models.
-A note system that keeps track of writings you find so you always can read them again.
-Able to enter houses.
-Secret areas and equipment.
-4 difficulties.
-Supports up to 4 players.
-Several kinds of enemies to encounter.
-Multiple weapons like the Hunting Rifle, Shotgun and Assault Rifle.
-Find Blueprints so you can upgrade or assemble equipment.
-Assemble equipment using items you find around the city.
-An easy-to-use backpack system.
-Weapon swap between current weapon and a secondary weapon in the backpack.
-Several utility equipment like Grenades, Mines and Flares.
-Several armors.
-Tweak your equipment to your needs.


Bestiary:

-Zombie: The standard slow walking undead
-Runner: A fast and vicious stalker. If you see one, expect more
-Bomber: These zombie are so rotten and filled with gas that, when killed, causes them to explode. Stay clear
-Diseased: Also rotten to the core and therefore a sticking cloud surrounds them. When killed the disease spread to nearby comrades
-Humongous: These fellas are big, really big. They take a lot of damage and strike a mean punch. If you see one, then stay at range... really
-Frenzies: This version have poor sight and have difficulty spotting you. However when damaged they run like the devil was after them


Multiplayer:
If, or when, you want to play the map with friends there are a couple of things you should know.

-When the game begins only player 1 is able to act. When he has picked a difficulty and the initial monologue fades the rest of the players will be able to act.
-Due to the nature of the map (a storyline) only player 1, the Protagonist, can trigger story based content. This include picking up the next part of the main quest, handing in quest items, trigger story events and more.

Suggested difficulty depending on player amount:
2: Disease - Epidemic
3: Epidemic - Pandemic
4: Pandemic - Apocalypse

Do not try to complete the map on any difficulty higher than Epidemic in singleplayer.


Author's Notes:

This is the first map idea I have had that has actually been completed.
I must say I am very proud of it. I have had a lot of fun creating it, especially the whole city theme. Triggers are always frustrating to me but in the end I carved through. I think the map is fun and especially challenging, even on the easiest difficulty.

The map offers little to no hits. This is on purpose as I my self like challenging games where you need to use your head as well as explore.

Save often...


Screen Shots:

[​IMG]


[​IMG]


[​IMG]


[​IMG]


[​IMG]


Multiboard and inventory pre v1.4
[​IMG]


Multiboard and inventory v1.4
[​IMG]


Trailer:

So I wanted to make a trailer for the fun of it. I quickly downloaded some video editing software and fizzled around with it for about an hour. That's also the reason for the watermarks present and the low resolution. Well, here is the result.

http://www.youtube.com/watch?v=gxpBNQn3PPA&feature=youtu.be


Change Log:

Version 1.1
-The Sniper Rifle's Snipe ability now works as intended
-Due to a strange bug with the random item tables the following items were not able to drop at all: Lens, Pistol Handle, Handle Attachment and Studded Body Armor. This has been fixed. The Lens is still NOT obtainable though.
-Several triggers have been optimized.
-Hank the Tank will now jump into the tank after 20 seconds instead of when the player leaves the zone.

Version 1.2
-The map should now be able to be played in multiplayer.

Version 1.2.1
-Minor changes made to the tank quest. The quest should be working as intended now.

Version 1.3
Abilities:
-Sprint: Has been standardized to cost 25 energy no matter what armor is carried.

Misc:
-Blueprints and notes now appear in the "Notes Log" in a much smoother way than before. They are now easy to locate since they have fixed places.
-The "Location" multiboard is now updated to multiplayer. It will show the location of each player.
-Movement speed is increased to 300 up from 250 but will now suffer from carrying heavier armor.
-Several triggers have been optimized.
-Each player starts with 15 Can Food up from 10.
-Many of the zombie types has had their Range Motion Buffer reduced from 250 to 100.

Version 1.3.1
-Hotfix: Blueprints and notes would not show propperly in the Notes Log. They will now.

Version 1.4
Abilities:
-Sprint, Backpack and Weapon Swap has been moved to an Utility panel. In this panel you can also operate all existing utilities such as Frag Grenade and Med-Kit. In this way you can use hotkeys to use your utility items instead of clicking them in the inventory.

Items:
-All utility items (Frag Grenade, Med-Kit etc) has been changed to power-ups. This means you no longer hold them in your inventory. This is to save space for other items and make it easier to utilize them.
-Utility items is now shown in the multiboard. (See Screen Shot section)
-Item's sell, acquire, give and drop range has been changed to standard values.
-"Survivor's Log" and "Eye Witness" will now show all of the text in the Notes Log.
-"Eye Witness" now updates correctly when acquired.

Misc:
-Several icons and tools tips has been corrected.
-Most neutral buildings cannot be highlighted anymore.

Version 1.5
Items:
-Quest items can now be handed in from the backpacks. No need to have the items in the character's inventory.
-Several typos has been corrected.
-Armor descriptions now clearly explains the effect of wearing them.
-A small amount of crates containing Can Food has been added throughout the city.
-The amount of Can Food found in crates has been increased to 5 up from 3.

Bugs:
-The tank quest has been changed and optimized, and now finally works as intended after extensive testing by Burndead!
-The endings have been optimized and works as intended (thanks again Burndead).
-A major issue with the "Assault Rifle 7.62" has been corrected.

Misc:
-Added the command line -clear to clear the chat.
-Additional triggers have been optimized.
-AntiCheat has been introduced. The cheats: iseedeadpeople, whosyourdaddy and thereisnospoon will either cause you to lose or simply not work.
-RED_BARON and Burndead are now also credited in-game.


Lastly I hope you enjoy my map, and please! summit suggestions or bug reports.

Every model used is credited in the questlog. And now HERE! :)

Credits:
Huinipachutli, HappyTauren, General Frank / zombie2279, AlienArsonist, General Frank / Tomura / zombie2279Zombie, oh_snap, KelThuzad, IamtheRper, Riley, CRAZYRUSSIAN, kola, Chriz, Kofi_Banan, Kitabatake, Carrington2k, Red Shift, Illidan(Evil)X, Deolrin / Ike_Ike, Zap, Uncle Fester, HappyTauren / Gallin, Fingolfin, Pyramidhe@d, Sallenisko / MasterDragons, EviL_BuddhA, shamanyouranus, epsilon, AlienAtSystem, Yayoi, chilla_killa, Deolrin, Mr. Bob, hellblazer-14, geries, anarchianbedlam, Dark Hunter1357, horusrogue, The_Silent, ana, M0rbid, 67chrome, RED_BARON, Burndead

Feedback is appreciated
Please rate and comment

Keywords:
Zombie, undead, horror, survival, survive, story, Reldwood, City, Reldwood City, The Reldwood Horror, OnlyAddicted, escape, action, protagonist, Solu9
Contents

The Reldwood Horror v1.5 (Map)

Reviews
Moderator
Vengeancekael [img] Date: 2012/Oct/31 13:31:34 [Please do not send me a message, use Staff Contact] [img] Reasons: Credits to be posted in-game + in the Hive Description. [Optional] Missing Custom Preview Image: To add a preview image, resize...
  1. Solu9

    Solu9

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    You are right. The reason his "name" is protagonist is because it is the player. I wanted a nameless character so the player gets to believe he is the main guy. A nameless character will at the same time add further to the mysticism (what happened? Who is HE? and so on). I could have called him Comrade Kasternikov but that would not have given the same feeling :)
     
  2. Burndead

    Burndead

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    I'm stuck at the tank quest. Found him in the industrial zone and he don't want to move. What should I do now?

    Anyway, the map is great. I hope there are more updates for it. Good luck. :)
     
  3. Solu9

    Solu9

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    Yeah another guy had the same problem. I find it strange since when I tested it after he told me the quest worked fine and the tank began to move.

    How long did you wait after the fat dude appeared? You are supposed to wait around 20-25 seconds before he jumps into the tank and moves.
     
  4. Burndead

    Burndead

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    So, the first time I went there, it was only the tank and no Hank around. When I approached the tank, the note of the quest appeared, then he appeared and I'm staying near him for over a minute and nothing happens. I guess it is a bug?
    Btw, I'm playing right now on Apocalypse and I'm heading towards the tank, so I'll give you some feedback if anything goes wrong again.

    P.S. Difficulty on 1st time playin was the easiest... forgot the name but it might counts... somehow.
    P.S.1 Again the same story. I'm staying close to him for over a minute or so and nothing happens. Should I be somewhere in particular or it doesn't matter?
     
  5. Solu9

    Solu9

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    Hmm that is odd. (Havn't tested it since your post) When I play I just go near the tank. Hank show, the monologue shows, hank jumps in, tank move. I'll test it again later tonight and I think I'll redo the activation trigger.

    Thanks for the feedback.
     
  6. Burndead

    Burndead

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    Any news about this annoyin bug? :/
     
  7. Solu9

    Solu9

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    Yup yup yup. I thought I could find time for it but I have been pretty busy lately. I'll update it as soon as I get the free time. Kisses.
     
  8. Burndead

    Burndead

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    In the meanwhile when OP is fixing this, does anyone have a working save game after the tank quest ?

    P.S. Should've asked earlier.
     
  9. Solu9

    Solu9

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    Sorry for the long wait. I have been both busy and the computer with the newest version crashed badly. I am, however, in the position of the version 1.2 again. I am working on a few adjustments now.

    @Burndead: I need to know if you have played the 1.2 version of the game where I changed the way the quest works.

    On a note. When you get near to the tank, Hank should appear. The trigger is set to wait 20 seconds then make Hank jump into the tank again.
    Here the trigger is told to run the next trigger where the tank is picked and told to move-to the destination.

    Again. The quest works for me :S
     
  10. Burndead

    Burndead

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    "The Reldwood Horror v1.2 -opt" - this is the full name of the map that I'm playing.
    Is there any new update that I'm unaware of?

    Edit: If it's working for you, can you send me a save just right after this moment?
     
    Last edited: Dec 27, 2012
  11. BandolXD

    BandolXD

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    Nice Map ! But Cheese xD
     
  12. Burndead

    Burndead

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    Any news? Been waitin for so long now... -.-
     
  13. Solu9

    Solu9

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    Sorry for the way too long wait time. Several reasons though where the most prominent was I lost my harddrive with the map on...

    I have uploaded a hotfix (v1.2.1) and the tank quest works when I play the map.
    The reason I only upload a hotfix and not a new version is that I have just now gotten the map back, and I want to go through all the triggers for an overhaul.
     
  14. Solu9

    Solu9

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    Version 1.3.1 has been released. Check main page for the changes made.
     
  15. Burndead

    Burndead

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    I totally forgot about this map. Nice to see there's an update to it. I'm gonna play it once again and I'll give my feedback if I notice something weird/buggy etc.

    Cheers.
     
  16. Solu9

    Solu9

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    I have begun the initiate actions for the expansion.

    So far it will include new areas, utility and weapons. It will also include a side story which is told in the same fashion as the current storyline.
     
  17. Burndead

    Burndead

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    I can't believe this.
    The bug happened again while I was playing 1.31 version. The tank won't move. Hank is sitting right next to it and... nothing happens. I'm waiting for 4-5 mins already... -.-
    Damnit. I'm angry at the fact that I won't complete this map. So sad...
    Also, I do realize that there's something wrong in me playing the map and not you since you've fixed it.


    P.S. If the quest is working just fine for you, please save a game where the tank is just arriving in the town and send it to my mail: burndead@abv.bg. This sounds like a last resort for me to complete the map. -.-
     
  18. Solu9

    Solu9

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    That is really really odd. As you can see in the trailer in the last clip that's when the tank quest ends.

    I will send you a save. But first I need some info.

    -When you get near the tank. Does Hank appear?
    -If yes. Is the text shown? (The one where the protagonist shakes Hank and talk about the rusty piece of garbage the tank is)
    -If yes. Does Hank go closer to the Tank? (Should be after 20 seconds)
    -If yes. Does Hank disappear and the tank moves (I guess this is where it goes wrong).

    Tell what you do after you go up the ramp to the Industrial Area.
    If you can record what you are doing that would be the best.

    Lastly. Send me a screen shot so I can see what equipment you have to I can tweak the inventory for you. (Take a screen shot of the Stash, the two backpacks and the character inventory). And do you want the utility equipment as seen in version 1.3.1 or 1.4? (see screen shot section, last and second last picture to see the difference.

    Sorry for the trouble.

    Send the screen shots to: with the topic "The Reldwood Horror".

    Triggers involved:
    • Story Part 4 Hank the Tank
      • Events
        • Unit - A unit enters Rusty Old Tank <gen>
      • Conditions
        • (Unit-type of (Entering unit)) Equal to Protagonist
      • Actions
        • Trigger - Turn off (This trigger)
        • Unit - Create 1 Log (1) for Neutral Passive at (Center of Create Log <gen>) facing Default building facing degrees
        • Destructible - Pick every destructible in Kill Tree <gen> and do (Actions)
          • Loop - Actions
            • Destructible - Kill (Picked destructible)
        • Unit - Create 1 Hank "The Tank" for Player 12 (Brown) at (Center of Hank 1 <gen>) facing (Position of (Entering unit))
        • Game - Display to (All players) the text: "The little fat per...
        • Wait 20.00 seconds
        • Trigger - Run Story Part 4 Breakdown <gen> (ignoring conditions)


    • Story Part 4 Breakdown
      • Events
      • Conditions
      • Actions
        • Unit Group - Pick every unit in (Units of type Hank "The Tank") and do (Actions)
          • Loop - Actions
            • Unit - Order (Picked unit) to Move To (Center of Enter Tank <gen>)
        • Wait 5.00 seconds
        • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 1 (Red)
        • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 2 (Blue)
        • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 3 (Teal)
        • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 4 (Purple)
        • Unit Group - Pick every unit in (Units of type Hank "The Tank") and do (Actions)
          • Loop - Actions
            • Unit - Remove (Picked unit) from the game
        • Unit Group - Pick every unit in (Units of type Old Rusty Tank) and do (Actions)
          • Loop - Actions
            • Unit - Order (Picked unit) to Move To (Center of Move Rusty 1 <gen>)
        • Trigger - Turn on Story Part 4 Breakdown On The Move 1 <gen>
        • Trigger - Turn off (This trigger)

    It's badly coded and leaks but look beside that. The only thing I can see should cause a problem is the 20 second wait before the "Story Part 4 Breakdown" trigger is run and the fact that the trigger is turned off in the beginning. But since it works for me I find it odd that it does not for you.

    P.s: If anyone else is experience the same issue please let me know.
     
    Last edited: Sep 30, 2016
  19. Burndead

    Burndead

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    I just read your comment and I find it really helpful.
    I'll post detailed feedback as you requested later, cause I'm going out in a moments.
    Cheers.


    EDIT

    1. -When you get near the tank. Does Hank appear?
    I get near the tank after cleaning the northen section of Industrial zone. Hank does appear.

    2. -If yes. Is the text shown?
    Yes, it is shown perfectly for more than 20 seconds duration.

    3. -If yes. Does Hank go closer to the Tank?
    This is the tricky part. He stays there near the tank at one spot and not moving at all.

    4. -If yes. Does Hank disappear and the tank moves.
    No. He does not disapear and the tank does not move further on.

    5. Tell what you do after you go up the ramp to the Industrial Area.
    I have tried many different approaches to Hank. Some examples:
    - directly heading towards him - same result
    - waiting for couple of seconds and the to him - same
    - not heading towards him, but first explore the building around him (marketplace, tavern, anvil, etc) - same

    6. If you can record what you are doing that would be the best.
    I know but right now I can't do that. Sorry.


    7. Send the screen shots to: tuesander@gmail.com
    I will. Give me a sec to do that.

    9. But since it works for me I find it odd that it does not for you.
    I was wondering what if the WC3 version matters, cause I'm playing the map on 1.26c or whatever the latest version is.
     
    Last edited: Jun 1, 2013
  20. Solu9

    Solu9

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    Just want to give you guys a heads up about v1.5 (Note that it is not the expansion).

    Changes to come so far is:
    -Quest items can now be handed in from the backpacks. No need to have the items in the character's inventory.

    -Additional triggers have been optimized.

    -The tank quest has been changed and optimized, and now finally works as intended after extensive testing by Burndead!

    -The endings have been optimized and works as intended (thanks again Burndead).

    -Added the command line -clear to clear the chat.

    -AntiCheat has been introduced. The cheats: iseedeadpeople, whosyourdaddy and thereisnospoon will either cause you to lose or simply not work.

    -RED_BARON and Burndead are now also credited in-game.