- Joined
- May 20, 2008
- Messages
- 433
Urban Survival
Zombie Survival
Any ideas to help make this survival unique will be happily accepted.
Credit goes to kilst4r for his Terran Supply Depot used in this map. No other credits are required (I am hoping to make some custom icons for my map, but don't count on it).
Map is in its ALPHA stage and is unprotected for now.
Screenshots are up.
Zombie Survival
Technology has brought the world many great things. The day we took it too far was the day the world fell into chaos.
The world in these years has been divided into 5 Zones. Each zone specifies the infection damger. When a special reactor was created, those who fell within its radiation range where killed slowly, then were brought back as zombies. The 5 zomes of the world include:
Red Zone: Covers 10% of the world. Untold exactly were this area lies, but the UZCF (United Zombie Control Force) thinks its Ground Zero, the Coolant Reactor in North America. This area lies in complete ruin by radiation. No vegitation or any life (this includes zombies). The area cannot support life for more then 10 minutes due to radiation.
Black Zone: Covers about 15% of the world. These areas are the hives of the zombies. Attempts to attack them are ultimatly destroyed. These areas cover most of North America and part of Russia's eastern coast.
Gray Zone: Covers about 50% of the world. These are lesser hive areas that are well destoryed. Many attempts to attack these areas are stalemates between Humans and Zombies.
Blue Zones: Covers about 15% of the world. These areas are lightly infected areas. They don't last long because the zombies infect the city more and more, creating a hive. Many attempts to attack these area are successful, but they are lost because the zombies have explored the city.
Green Zone: Covers the worlds last 10%. These are areas free of zombies. They are heavily guarded and cannot be broken easily. Zombies who attempt to break in are, what we call, over killed (shot, grenaded, exploded, burnt). About 0.1% of Green Zones lie in Canada, because of its cold north, and nothing in America due to its environment and population.
In the news lately was a story that shocked the UZCF. A small city was infected in a Green Zone. The UZCF sent a Marine force to go stop the infestation before it got out of control in the city. The city was not considered a Blue Zone when the force was sent out.
However, the zombies shot down the transport carrying the Marine force with artillary. The landing zone of the ship was just outside a Blue Zone city. The city had been infected not a week ago, but the infection grew fast. The leader called for backup, but was only told that 15 days was the quickest any transport could be sent. Now the Marines must face 15 days and nights in horror.
The world in these years has been divided into 5 Zones. Each zone specifies the infection damger. When a special reactor was created, those who fell within its radiation range where killed slowly, then were brought back as zombies. The 5 zomes of the world include:
Red Zone: Covers 10% of the world. Untold exactly were this area lies, but the UZCF (United Zombie Control Force) thinks its Ground Zero, the Coolant Reactor in North America. This area lies in complete ruin by radiation. No vegitation or any life (this includes zombies). The area cannot support life for more then 10 minutes due to radiation.
Black Zone: Covers about 15% of the world. These areas are the hives of the zombies. Attempts to attack them are ultimatly destroyed. These areas cover most of North America and part of Russia's eastern coast.
Gray Zone: Covers about 50% of the world. These are lesser hive areas that are well destoryed. Many attempts to attack these areas are stalemates between Humans and Zombies.
Blue Zones: Covers about 15% of the world. These areas are lightly infected areas. They don't last long because the zombies infect the city more and more, creating a hive. Many attempts to attack these area are successful, but they are lost because the zombies have explored the city.
Green Zone: Covers the worlds last 10%. These are areas free of zombies. They are heavily guarded and cannot be broken easily. Zombies who attempt to break in are, what we call, over killed (shot, grenaded, exploded, burnt). About 0.1% of Green Zones lie in Canada, because of its cold north, and nothing in America due to its environment and population.
In the news lately was a story that shocked the UZCF. A small city was infected in a Green Zone. The UZCF sent a Marine force to go stop the infestation before it got out of control in the city. The city was not considered a Blue Zone when the force was sent out.
However, the zombies shot down the transport carrying the Marine force with artillary. The landing zone of the ship was just outside a Blue Zone city. The city had been infected not a week ago, but the infection grew fast. The leader called for backup, but was only told that 15 days was the quickest any transport could be sent. Now the Marines must face 15 days and nights in horror.
The objective of Urban Survival is to live through 15 days of zombie attacks. The advantage to you is that the zombies have not adapted to light. They may only attack by night. Even though the city lies intact, the damage to the buildings lets enough light through to stop any zombies from staying up and out of their underground lair during the day.
As highly trained marines, you are able to hold unrealistic ammounts of certain items, and are able to construct items when you pick up the proper supplies.
Red, the leader, may call in for support from a nearby mountain base. Though the base may not supply any infantry or transports, they may send, by day, support abilities that you may like.
As highly trained marines, you are able to hold unrealistic ammounts of certain items, and are able to construct items when you pick up the proper supplies.
Red, the leader, may call in for support from a nearby mountain base. Though the base may not supply any infantry or transports, they may send, by day, support abilities that you may like.
Map size: Small
Tileset: Edited Daralan Ruins
Maximum Human Players: 9
Suggested Minimum Players: 3
Max Level: 20
Current systems in use:
-Item Stacking
-Item combining
-Extra menu
-Random events
-Random unit selection
-Red income
Triggering Systme Used (GUI/JASS): GUI only
Protection: Unprotected, open for observation and/or edits
Notes: Its a small map, but I will implement many other abilities, and all that. The map itself includes many hidding spots and most of them are easily defended, if you do it correctly. Lack of knowlage about the enemies can lead you into ruin. Also, having to many support buildings can make you defend more areas, as zombies will target them as they target you.
Tileset: Edited Daralan Ruins
Maximum Human Players: 9
Suggested Minimum Players: 3
Max Level: 20
Current systems in use:
-Item Stacking
-Item combining
-Extra menu
-Random events
-Random unit selection
-Red income
Triggering Systme Used (GUI/JASS): GUI only
Protection: Unprotected, open for observation and/or edits
Notes: Its a small map, but I will implement many other abilities, and all that. The map itself includes many hidding spots and most of them are easily defended, if you do it correctly. Lack of knowlage about the enemies can lead you into ruin. Also, having to many support buildings can make you defend more areas, as zombies will target them as they target you.
Red, being the leader, is in charge of the entire operation. He may decide to kick another player, and he is able to contact a nearby base. To pull up a menu of options, red must type "-Menu". A menu will appear quickly, but prevent any movment.
To survive in an infected city, you should follow these tips:
1: If the city is in a Blue Zone, stay near the city walls. The closer to the center of the city you get, the higher the risk of being attacked by subterrainian zombies. If you are in a Grey Zone, stay near light, and escape the city to the nearest safer zone (Blue or Green). If you are in a Black Zone, find lots of light, and leave the area as fast as possible. If you find yourself in the Red Zone, leave immediatly. You will survive longer the closer you are to the outside of the region.
2: Use any cover available if you are stuck. If you can, create barricades and walls to prevent zombies from getting to you from all angles.
3: Use anything the civilians collected. Items will be extremly helpful, but they may not be unlimited. Use them carfully, and use your skills.
4: If possible, get support from any nearby base. Even if it might not be transport, get some help to survive.
5: Use your days carfully. The day is your friend, the night is your doom.
1: If the city is in a Blue Zone, stay near the city walls. The closer to the center of the city you get, the higher the risk of being attacked by subterrainian zombies. If you are in a Grey Zone, stay near light, and escape the city to the nearest safer zone (Blue or Green). If you are in a Black Zone, find lots of light, and leave the area as fast as possible. If you find yourself in the Red Zone, leave immediatly. You will survive longer the closer you are to the outside of the region.
2: Use any cover available if you are stuck. If you can, create barricades and walls to prevent zombies from getting to you from all angles.
3: Use anything the civilians collected. Items will be extremly helpful, but they may not be unlimited. Use them carfully, and use your skills.
4: If possible, get support from any nearby base. Even if it might not be transport, get some help to survive.
5: Use your days carfully. The day is your friend, the night is your doom.
When red types "-Menu" (no quotes), a menu pops up. That menu will have a list of options for red to pick. Each option has a cost, and red has a limit of 400 AP (Ability Points). So far I have this for the menu:
-Item Drop - 20 AP
-Deploy Base - 200 AP
-Deploy Beacon
Item Drop -20 points
Calls in for an item drop. The next time the day reaches noon, 15 random items will be dropped at the spawn area. This has a 120 second cooldown.
Deploy Base - 200 points
Calls in for a Base Camp. Next time the day begins (at dawn), a Base Camp will be deployed at the port section of the city. The base does the following:
1: Has a small defence system
2: Gives off 2 auras, 1 upping your armour, the other upping your attack
3: Gives a small income for red's AP
Deploy Beacon
Calls in for a drop-off beacon. Next time the day hits 10am, a beacon will be set up for item transportation. From there on, every dawn, 5 items will appear. Only 1 beacon can be called in, and that beacon cannot die (its invulnerable).
Cancel
Well, this was the hardest to trigger. Basically what I did was moved on to whatever I was doing. Pressing this only closes the menu.
Other ideas are being thoguht through, but ideas are very welcom.
-Item Drop - 20 AP
-Deploy Base - 200 AP
-Deploy Beacon
Item Drop -20 points
Calls in for an item drop. The next time the day reaches noon, 15 random items will be dropped at the spawn area. This has a 120 second cooldown.
Deploy Base - 200 points
Calls in for a Base Camp. Next time the day begins (at dawn), a Base Camp will be deployed at the port section of the city. The base does the following:
1: Has a small defence system
2: Gives off 2 auras, 1 upping your armour, the other upping your attack
3: Gives a small income for red's AP
Deploy Beacon
Calls in for a drop-off beacon. Next time the day hits 10am, a beacon will be set up for item transportation. From there on, every dawn, 5 items will appear. Only 1 beacon can be called in, and that beacon cannot die (its invulnerable).
Cancel
Well, this was the hardest to trigger. Basically what I did was moved on to whatever I was doing. Pressing this only closes the menu.
Other ideas are being thoguht through, but ideas are very welcom.
Achievements unlock certain items depending on what you do. Dark Orange means the achievement is in working order. Red means the achievement is going into the game, but has yet to be used.
Hunter Killer: Kill 400 zombies in 1 game.
Self Medic: Use 300 Medpaks in 1 game.
Marine Tank: Don't use any medpaks in a game.
Headshot Hunter: Kill 70 Ranged Zombies in 1 game.
Hunter Killer: Kill 400 zombies in 1 game.
Self Medic: Use 300 Medpaks in 1 game.
Marine Tank: Don't use any medpaks in a game.
Headshot Hunter: Kill 70 Ranged Zombies in 1 game.
In the map, there are 3 types of Marines.
1: Special Operations Marine: A marine based on agility. Abilities will consist of speed and agility.
2: Tactical Marine: A marine based on strength. Abilities will be more offensive then defensive.
3: Field Intelligence Marine: A marine based on intelligence. Abilities will be more defensive and include auras.
A sample of zombies that you will face include:
Normal Zombie - The normal zombie. Nothing special.
Heavy Zombie - A stronger zombie.
Armed Zombie - A big zombie that you will want to get rid of ASAP.
Ranged Zombie - Zombies have found guns.
Infested Truck - These will make you hate technology. Kill them for a surprise.
Zombie Crusher - Well, these big guys don't have much care for other zombies. They just want at you. Kill them before they kill you.
1: Special Operations Marine: A marine based on agility. Abilities will consist of speed and agility.
2: Tactical Marine: A marine based on strength. Abilities will be more offensive then defensive.
3: Field Intelligence Marine: A marine based on intelligence. Abilities will be more defensive and include auras.
A sample of zombies that you will face include:
Normal Zombie - The normal zombie. Nothing special.
Heavy Zombie - A stronger zombie.
Armed Zombie - A big zombie that you will want to get rid of ASAP.
Ranged Zombie - Zombies have found guns.
Infested Truck - These will make you hate technology. Kill them for a surprise.
Zombie Crusher - Well, these big guys don't have much care for other zombies. They just want at you. Kill them before they kill you.
Throughout the game, random events may occur. These events may or may not be found in a single game, but you will see them after a few games. Dark orange means the event is being used. Red means it has yet to be added in, but will be used.
Zombie Crusher: there is a 1/50 chance every 10 seconds of each night that you will face a Zombie Crusher. Those who have played Left 4 Dead will realise these guys can be a relative of a Tank. Those who havn't will soon find out just what a tank is.
Sewage Spill: Every 10 seconds of each night, there is a 1/35 chance that 9 zombies will crawl out of the sewer manholes. Just normal zombies. If you are hidding in the port or up top on the blocked street, watch your back as well as your front.
Collapse: I havn't got this one ironed out, but it works like this. Every 120 or so seconds of the game, there will be a 1/75-100 chance that the armoury's roof will collapse. Units will be damaged, zombies will die. Pieces of the roof will have to be destroyed in order to enter or leave the building.
Zombie Crusher: there is a 1/50 chance every 10 seconds of each night that you will face a Zombie Crusher. Those who have played Left 4 Dead will realise these guys can be a relative of a Tank. Those who havn't will soon find out just what a tank is.
Sewage Spill: Every 10 seconds of each night, there is a 1/35 chance that 9 zombies will crawl out of the sewer manholes. Just normal zombies. If you are hidding in the port or up top on the blocked street, watch your back as well as your front.
Collapse: I havn't got this one ironed out, but it works like this. Every 120 or so seconds of the game, there will be a 1/75-100 chance that the armoury's roof will collapse. Units will be damaged, zombies will die. Pieces of the roof will have to be destroyed in order to enter or leave the building.
Yes, I have tested the game to an extent. I have found bugs that just wont go away or get fixed.
-Abilities will not show the custom traits. I have tried fixing this, but I have not found a solution.
-Using an option from Red's Menu (save cancel) will follow through and say that you cannot do that. Don't worry, you have selected it, and it will happen. I have tried multiple different ways to fix this glitch, but so far I have had no luck.
-The marine base will only give Red an extra 5 gold. I have tried fixing this, but have yet to find out the problem (trigger is as simple as can be).
-Abilities will not show the custom traits. I have tried fixing this, but I have not found a solution.
-Using an option from Red's Menu (save cancel) will follow through and say that you cannot do that. Don't worry, you have selected it, and it will happen. I have tried multiple different ways to fix this glitch, but so far I have had no luck.
-The marine base will only give Red an extra 5 gold. I have tried fixing this, but have yet to find out the problem (trigger is as simple as can be).
I am open for people to join my project. This will not only speed the release dates of future updates, but will also widen and improve gameplay. If you wish to help, choose one of the following and either PM me or post here.
-Terraining: I need people who know their terrain. The terrain for the map is currently bland, I know. Help here will probably not be a bad thing.
-Items/Abilities: With a max level set to 20, I have yet to find the abilities to fit this. Also, help with the "broken tooltips" will count here.
-Triggering: Never bad to have someone who knows what they are doing better then I. People here are encouraged to know GUI and JASS, even though the map only uses GUI in this version.
-Testing: I usually find glitches/leaks and overall problems with the map. I do my best to find them, but there will always be a couple to pop up.
-Odd Jobs: If you really want, you can do small fixes on the map. The map is not protected at this time, and is open for those who wish to learn or fix things up.
-Terraining: I need people who know their terrain. The terrain for the map is currently bland, I know. Help here will probably not be a bad thing.
-Items/Abilities: With a max level set to 20, I have yet to find the abilities to fit this. Also, help with the "broken tooltips" will count here.
-Triggering: Never bad to have someone who knows what they are doing better then I. People here are encouraged to know GUI and JASS, even though the map only uses GUI in this version.
-Testing: I usually find glitches/leaks and overall problems with the map. I do my best to find them, but there will always be a couple to pop up.
-Odd Jobs: If you really want, you can do small fixes on the map. The map is not protected at this time, and is open for those who wish to learn or fix things up.
Any ideas to help make this survival unique will be happily accepted.
Credit goes to kilst4r for his Terran Supply Depot used in this map. No other credits are required (I am hoping to make some custom icons for my map, but don't count on it).
Map is in its ALPHA stage and is unprotected for now.
Screenshots are up.
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