• 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.

Wicked Rising - A new kind of survival

Status
Not open for further replies.
I played around with an idea for a long time about a zombie survival where the main focus is to survive, rather than combat against the dead like most other zombie survivals. A map where one would get the real "feel" of the zombie apocalypse: to gather supplies and stockpile them, to barricade your self inside buildings and seek the shelters, to user your ingame and real life survival skill to its full potential. In short terms: The thing any real zombie nerd have ever dreamed about.

wickedrisingbannerfinal.gif


Surviving: To survive you have to keep your status bars above a minimum, to get enough nutrition, water, to keep healthy and other basic human needs. Mind you the names are not final. So far the idea was:

Status Bars:
[TD]
Nutrition: Your need to eat. If this gets low, your character will regain energy slower; lose more energy, and overall move slower. Depletion will result in starvation, which might end in death.

Hydration: Your need to drink water. Much the same effect of hunger, but depletes much faster. Depletion will result in dehydration, which might end in death. (An average person need minimum at least 1 L every day.)

Energy: Your short term energy, is influenced by many different factors. Low energy results in slow movement and slow reactions. Depletion results in unconsciousness.

Immunity: Your natural immunity system, if low, you’ll get sick easier. Depleted and you can die of from simple illnesses like cold or low fewer.

Hygine: Your body hygiene, if low you’re natural immunity and physiological health will weaken.

Toilet Need: Lets be honest, everybody needs to do this, no matter how ill thought of. If low, you’ll lose immunity and get certain diseases. If depleted you lose heavy amounts of energy and might… “yeah you know on” where you stand.

Physiological Health: Your mental strength, if low you might get mental sicknesses. If depleted you’ll panic or lose self control.

Physic Health: Your resistance to attack, affects your in game health, if low your lose energy and might get open wounds and fractured bones. If depleted you die.


[/TD]
Skills and attributes: Every character will have certain skills to help ensure survival. You choose your skills at the start of the game. Skills will approve as you use them. This remove all need of classes, when you start you also choose you history and which jobs and what educations you’ve got until that point.

Skills:
[TD]
Domestics: Covers all house-holding skills like cooking, keeping a house clean and operating basic house articles.
Medicine: Your ability to identify drugs, use them and perform surgical and medical procedures.
Chemicals: Your ability to manufacture chemical substances such as explosives. Also your aillity to identify such substances and use them.
Technology: Your ability to use manufacture objects and use electronics. Also your ability to operate electrical circuits, hack computers and the like.
Stealth: How well you are at hiding from zombies and other survivors. You can use this skill to open locks.
Survival: Basing survival skills like creating a camp fire and setting up a tent. Survival also determines your ability to hunt animals.
Strength: Affect how many inventory slots you have and how good you are at melee combat.
Accuracy: Your ability to hit with guns and other ranged weapons.
Farming: Your ability to plant and nurture vegetables, fruit, trees, bushes and the like. Along with the ability to interact with animals and prevent feral animals from attacking you.
Perception: Your five senses, are used to find hidden items and units. Also determines sight range.
Discipline: You have a better self discipline, you are better at controlling physiological distress.
Linguistics: Your ability to communicate with other people and get your will through either by lies, manipulation, diplomacy, intimidation or something similar. (This only works on npcs)


[/TD]

gameplay:
[TD]
Attahcments: The game will use the “villager many animations” model equipped with various items according to items in inventory.
Inventory: Multiboard with lists of items: ideas to lists is: Tools, Equipments, supplies.
Statusbars and Skills: Multiboard with list and numbers. From 1-100 % in each.
Multiboards: Most custom interface should be multiboards with arrow key movement to reduce map size and make more room for playable terrain.
Virus: The virus should be as close to the one descriped in the zombie survival guide written by Max Brooks. Links will be provided later.
Night: The night is as black as the abyss. You’ll need flash lights if you don’t want to stumble around the walking dead.


[/TD]
13202698.jpg

screen1w.jpg

One of two gas stations currently.
screen2rq.jpg

The hospital in its current state, will splatter it with trash and gore upon its finishing.
screen3qs.jpg

A store house in the industrial harbor area. Previously shown gas station in background.
screen4sj.jpg

Industrial Habor view

(More will come as I progress. My laptop can’t show the actual details of the skin, sorry :p)

This is of cause and recruiting thread, as I can manage such a bunch of work on my own :p
[/TD][/TABLE]

People I need:
[TD]
Script and Spell maker: probably need more people to do as this is quite a job. I’ll use my limited programming skills as much as I can too when needed.
Animator: I can model, I can’t really animate on an advanced level though.
Building Designer (terrainer): This is really the funnest job, and will mainly be done my self as I model the walls and doors and so forth too. Altough, the map will contain a whole city. So need other to do this too.

If you have any ideas on how to help on the project, you’re welcome to suggest them :D At som point I’ll also need testers, but that’s at some point in the future and not needed much now


History feats:
[TD]


Doctor: You worked as a surgeon/vet/nurse before all this happened. You have great medical skills. You also managed to salvage some medical equipment from the clinic of which you were employed.

Beggar: Your life didn't changed so much after the zombie apocalypse, maybe just that most of pedestrians want to eat you. Since you got used to your smell, you have higher stamina, imunnity and hygiene. You start with a lousy economy.

Office clerk: You spent all your life in an office, doing boring paperwork. You have limited computing skills and probably an better than average economy.

Bachelor/Housewife: Most of time you spent alone, making food yourself and living alone. Loneliness won't have so big impact on your psychological health and all your skills are a bit higher that usual.

Teenager: You are still very young and you aren't even eighteen yet. Your knowledge received from school fresh, so your chemistry and computing skills is better than the average. Also you're quite athletic so it's easier for you to hide from others and you move faster, on the other side, teenage life is hard and you are not so experienced as many other persons might be, so you have slightly less psychological health.

Paranoid: You knew this was coming, you knew once everything will end, you even knew who stole your lunch. As a paranoid, you're always suspicious and always listens to every noise and notices every detail, your vision range is a higher than other's and he has higher accuracy, stealth and survival skills

Third World Country Immigrant: You've emigrated from third world country. You got used to all the wars and medieval living conditions, so you know a thing or two about surviving and not to panic in dangerous situations. Your economy is probably slightly weaker than the average.

Hunter: You're a professional hunter who've spent a lot of time in nature hunting animals. You have good hunting and survival skill, and experience with light ranged weaponry.

Gamer: When you first time heard about zombie invasion, your first tough was "Oh goodie, everything is just like in that game I played, Wicked Rising!". You have some experience with electronics and advanced computing skills, plus all those sleepless nights playing games non-stop made your body get used to hunger and dehydration, meaning it will deplete slower. However this have taken its toll to, when work and school becomes secondary priority, some knowledge and experience might get lost in the way.

Body Builder: You got some pretty buffed up muscles and your favourite place to go the gym. You are very strong and have a good immune system, but you're muscle mass prevents you from doing certain actions focused on precision.

Circus performer: You worked in a circus all your life and performed some pretty hard tricks. You have great precision, agility and stamina, but might lack some basic skills and the circus life isn't exactly the path to great wealth.

Mental Patient: When zombies attacked the city, you managed to escape the mad house. You have very low Psychical health, but rather than lose control when it is low, you now gain a heavy boost to your survival and stamina skill. While this is going on you're completely unaffected by hunger and hydration temporarily.
Apart from this, the government has confiscated all your stuff, so you pretty much have to survive on what you scavenge on the way.

Politician: You have advanced linguistic skills and decline to keep your temper, along with a very good economy. But you lack the know-how on multiple areas outside of your political expertise.

Rich Businessman: You were big fat boss of a big fat company, and now you're nothing. Of course you had a very high salary which allowed you to buy lots of things, but all this careless life when everyone was doing everything for you made your skills worse. Best possible budget.

Elderly: You're an old man who has nothing to lose. Of course you're still feeling quite well for your age, but your health is still worse than the one of younger people. And all your life experience made especially your non-athletic skills better.

Farmer: When it comes to farming, you're the professional. From childhood you spent your life on the farmyard and you've got some good health and some good survival, hunting and gardening skills, but your education and budget are lower than average.

Law Offender: You're a gangster and crime is your second name. You're quite good with weapons and fighting, you also got your own gun, but you're not exactly the smartest one...

Celebrity: You're an Ex-famous movie star/singer. You got a very good salary, but you're a bit mentally and psychically weak, because of your fame you have a boost to linguistic too...

Teacher: Teaching children was hard but rewarding job, at least before they all went zombie and tried to eat you. You got some nice science skills and know how to be an authority figure, which reflects on you linguistics.

Technician: You know a lot about mechanics, electronics and other things, and what's the best is: you know how to use your tools against zombies.

Reporter: You are a reporter from a big international news corporation. You were send to this town to make a report on the recent viral outbreak, but realised to late with the rest of the world that this wasn't no ordinary disease. You have good linguistic skills and due to research of the area you have high knowledge of the region. Along with you, you have a trusty camera from which you can use the blitz to blind other survivors and even zombies, although zombies are less eye depended. Using the camera to record events will also give you an small additional learning rate in skills associated with the picture.

(All above history feats was made by tleno)

Soldier: You have a history in the national force, and have received melee and ranged combat training along with a semi-automatic rifle and a handgun. You have great survival skill, but might lack basic training in other fields.

Militia: You've part of the local militia and have received training in melee and ranged combat. You have throughout knowledge of the region and advanced survival skills.

Police Officer: You serve in the local police force. Along with a handgun and a police baton, you have advanced training in dog handling and melee combat.

Political Activist: You have throughout melee combat training along with a profound knowledge of bomb making. You have a below average economy.

Scientist: You have advanced knowledge on subjects of chemistry, medicine, biology or engineeringm along with a good economy. You life of study have sadly left you with an below average physic condition.

Religious Fanatic: "The end has come! The End has come!! You knew all along that the gods punishment was coming, and now it seems you were right. You have a low psychology, but the down sides are far less fatal. Your economy is slightly below average.

Veterinarian: You are better at handling animals and have profound knowledge of medicine. Along with that you have an above average economy. At the down sides, you physical skills lack some training.

Vegetarian: You have a discomfort when it comes to meat. Eating meat will have a negative impact on your physiological status. When this is said, you body is used to handle less amounts of food than the average and you have a bigger knowledge about what you eat overall: Your hunger bar decreases slower than the average and you have slightly higher cooking, discipline and gardening skills.

Vegan: Like vegetarian, but you also gets a downside from drinking milk and other animalistic substances, but your cooking skill and your discipline is considerably higher.

Outsider: All your live you have been an outsider when it comes to social relationships with other people. From constant questioning and even mockery, so you have higher discipline and physiological strength, but you might lack basic skills which could were the primary reason for why you were mocked.

Politician: You have advanced linguistic skills and decline to keep your temper, along with a very good economy. But you lack the know-how on multiple areas outside of your political expertise.

Addict: You are very addicted to one or multiple drugs, including caffeine and smoking. You constantly lose psychological health when not taking your “drug”. The psychological health lose and your economy is determined by the strength of the drug. You also gain a lesser effect from each drug your are addicted to than a healthy individual, but can take considerably more with a stacking effect without getting an overdose.

Forest Ranger: you're spend most of your life as a part of a ranger corps. You are the ultimate master of survival in the nature and have great know-how in fields of hygiene, but your focus in nature has prevented you from learning much knowledge in the matter of computing and electronics.

Martial Artist: Your hand and foot is your ultimate weapon, with a finess unlike many others you can manage to prevent zombies bites from ever reaching you or even kill them before they get close enough to deliver any attacks.

Engineer: Your primary activity is to repair or build machinery, such as vehicles and the like. You have great skills when it comes to engineering, computing and electronics, but your time with machinery have given you minor penalties in linguistics and animal handling.

Below by TheKurt009
Explorer: you have travelled many parts of the continent and have seen far more than others. Your linguistics are better than the average since you know other languages, you have stamina and since you have been wandering a lot about in the woods, your stomach have gotten used to hunger and thirst.
On the downside you are left out by technology, and your fighting strength is low due to your dependence on guns.


[/TD]


Animals:
[TD]


Rabbit: Reproduce fast, is very affected by animal handling, but are unable to learn actions. Can be eaten or used for psychological strengthening, especially on kids.

Dog: Reproduces slowly, is very affected by animal handling and can learn many tricks. Can be eaten, but with almost no nutrition, used for psychological strengthening, and/or guarding. Dogs are the only animal that can detect infected individuals before they have turned. Is a predator and cad therefore be infected.

Chicken: Reproduces fast, is not effected by animal handling and can’t learn tricks. Can be eaten and can lay eggs.

Cat: Reproduces slowly, is very affected by animal handling, but cannot learn very many tricks. Can be eaten, but with almost no nutrition. Cats have and very high psychological strengthening, but are predators, and can therefore be infected. Cat’s make high warning noises when threatened, and can serve as alarms.

Cattle: Reproduces very slowly, and is not very affected by animal handling. Can be eaten and can produce milk.

Sheep: Reproduces very slowly, is affected by animal handling, but can’t learn many commands. Can be eaten or used to produce warm clothes. Sheep can have psychological strengthening abilities.

Hawk: Reproduces fast, is very affected by animal handling, and can learn many commands. Can be used to hunt and attack bigger animals, but is predators and can therefore be infected. Warning, don’t use to attack zombies which will result in infection.



[/TD]


Vehicles:
[TD]


Vehicles require engineering skills to hotwire, and lock picking skills if the key isn’t available.

Car: 1 pilot, 4 seats with average strength and endurance. Cars drive with an average speed and are easy to hotwire.

Bus: 1 pilot, 10 seats with high strength and average endurance. Busses drive with an average speed and are easy to hotwire.

Tanker/truck: 1 pilot, 2 seats with very high strength and high endurance. They drive with average speed and are hard to hotwire. Tankers is very explosive.

Tank: 2 pilots, 2 seats. With very high strength and endurance. Drive with above average speed and are almost impossible to hotwire.

Bicycle: 1 pilot, 1 seat. With very low strength and endurance. Drives with below average speed and is impossible to hotwire. Bikes have very high maneuverability.


Motorbike:
1 pilot, 2 seats. With low strength and endurance. Drives above average and is easy to hotwire.

Skateboard:
1 pilot, 1 seat: With no strength and endurance. Drives very slowly, and is impossible to hotwire. Skateboards are always unlocked.

Bulldozer 1 pilot, 1 seat. With very high strength and high endurance. Is hard to hotwire, and very hard to unlock.

[/TD]


RAGE
The Rage virus does not directly cause the death of its host, but because the host is solely focused on infecting or killing the non-Infected it causes those infected to become disinterested in self-nourishment, which will eventually cause death by starvation. After the virus enters the characters' bloodstream, the virus would be usually very quick to manifest itself in the victim's behavior. Only 10 to 20 seconds is required for the virus symptoms to become noticeable though infection time is possibly determined by the amount of infected blood that has gotten into the bloodstream and the overall mass of the person in question. They are either attracted by the smells of the uninfected, or maybe just able to smell something other than their own rotten flesh. Disease, anxiety, even rage affects the way people smell. In addition, the Infected have a very pungent odor. Even though the survivors hadn't bathed in weeks, they were still saturated with deodorants and shampoos. The Infecteds' sense of smell is how they find the uninfected. And while the Infected will attempt to bite their victims, it is usually as a means of either attack or to kill them (often by biting into the main arteries in their neck). They are not shown to ingest any organic material, apparently due to their disregard for nourishment. Another key difference is that the Rage-infected victims are still living human beings and as such can be killed using conventional weapons that inflict fatal injuries.
Attributes
Very Fast Movespeed
Fast Attack Speed
Favours Fists
Uses Sense Of Smell to find Survivors
Uses basic bludgeoning weapons sometimes
High Damage
Can be killed by conventional means (gassing, fire, extreme physical trauma, etc)
Can survive up to 6 weeks without nourishment
Victim is turned within 5-10 seconds

SOLANUM

Solanum works by traveling through the bloodstream, from the initial point of entry to the brain. Through means not yet fully understood, the virus uses the cells of the frontal lobe for replication, destroying them in the process. During this period, all bodily functions cease. By stopping the heart, the infected subject is rendered "dead". The brain, however, remains alive but dormant, while the virus mutates its cells into a completely new organ. The most critical trait of this new organ is its independence from oxygen. By removing the need for this all-important resource, the undead brain can utilize, but is in no way dependent upon, the complex support mechanism of the human body. Once mutation is complete, this new organ reanimates the body into a form that bears little resemblance (physiologically speaking) to the original corpse. Some bodily functions remain constant, others operate in a modified capacity, and the remainder shut down completely. This new organism is a zombie, a member of the living dead. Solanum is fatal to all living creatures, regardless of size, species, or ecosystem. Reanimation, however, takes place only in humans. Solanum zombies have increased strength relative to normal humans; some sources attribute this to removal of normal neurological limits to muscle strength. Zombies move at a slow walking pace, making them easy to escape from at a brisk walk. However, if a survivor gets within arms reach they are known to quickly lash out and attack.
Attributes
Very Slow Movespeed
Fast Attack Speed
Favours Bites
Low Damage
Can grab and hold survivors
Feasts on dead corpses
Can only be killed via headshot
Lasts for about 5 years
Victim is turned in 24 hours

DARKSEEKER

A genetically-engineered variant of the measles virus meant as a cancer cure mutated unexpectedly, producing bald, pale, aggressive beings referred to as Darkseekers, who hunted down the immune humans as prey. The Darkseekers are so-called for hiding in buildings and dark places during the day due to a painful intolerance to UV radiation. The infected exhibit increased speed, agility, aggression, and strength. These abilities stem from an increased metabolic rate, which also consumes the infected with an overwhelming hunger which makes them resort to cannibalism. Despite their primal behavior, the Darkseekers seem to retain some basic problem-solving intelligence, animalistic cunning, and the capacity to organize themselves.
Attributes:
Fast
Intelligent
Medium Damage
Doesn't infect survivors
Killed by sunlight and other UV lights
Eats dead corpses
Eats animals
Lives for 6 weeks before starving
Cold sensative
Can infect dogs
No mutation
Killed normally

TYRANT VIRUS
The Tyrant Virus, or T-Virus, is a vicious medically engineered virus created by the Umbrella corporation. Upon infection, all higher brain functions are destroyed. This leaves only the cerebellum to govern behavior. This leaves the infected host with a very animalistic behavior. As the virus spreads, it damages the hypothalamus. This produces a massive flood of neurotransmitters, enzymes, and hormones such as nor epinephrine and dopamine. These effects, combined with the painful symptoms of the infection, induce a psychotic rage, persistent hunger, and increased aggressiveness in those infected.
Attributes:
Slow
Weak Damage
Resistant to Explosives
Grabs and Bites at close range
Eats dead corpses
Eats animals
Lives for 5 years before decomposing completely
Freezes in the snow
Can infect animals
Mutates in humans
Slight mutation in animals (increase in size)
Killed by headshots only





Team:
Focus:Name:
Coordination and things needed The_Silent
Triggers: Maker
Additional Terraining:empty
Animator/Coder:GhostThruster
Idears:tleno

More Idears:
espatula
Idears and Errata:ApocalypseNow

Texture Artist:
Empty
Co-moddeller:Empty


-The_Silent
 
Last edited:
When you say this project, do you then refer to your own project or Wicked Rising?

Anyway, this is very VERY early alfa. Although i've being trying to do this for several years, I've always been overburdened by the work being needed to finish this. Also why I have decided not to do it on my own and do it now before sc2 get a big enough hold in the modding community.
I would very much like to add you to the team if you get the time :)
especially as I am very lackfull when it comes to jass/vjass and programming overall.
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
This is so awesome... I mean seriously, finally we get something which combines classic realistic survival with zombie survival!

Oh, but I got a question. See, over time the supplies in city might get low, everything will just get salavaged. So what about after some time army or whatever helicopters will come and drop supplies. Of course these supplies will be really low altrough very useful, so people will be forced to fight over them.
Like there can be some really high quality canned food products or medicines, or maybe even weapons. Oh and falling box might attract zombies too, so trying to get to one of this might be hard but rewarding.

Since you're gonna control civilians not some army soldiers, I'm pretty sure melee weapons will be more common. Maybe you'll even add chainsaws that will require fuel? Or some electricity powered weapons, such as modified screw driver that shoots screws?

The interiors look super great, but you need to add more wreckedness. And if you're gonna make models yourself, I recomment making some "Warning! Biohazard!" signs and other signs that before all this happened people fought the epidemic fast, but it became uncontrolable...

Oh and I might sometimes give some more ideas/suggestions if I'll come up with them...
 
Level 1
Joined
Jan 19, 2011
Messages
2
Wow. Please make this happen. I think my heart skipped a beat when I started reading the description.

I can't contribute in any way towards the development of the map unfortunately; however if you ever need a guinea pig to test it out just let me know!

Anyways, best of luck to you, I really hope you see this thing through!
 
This is so awesome... I mean seriously, finally we get something which combines classic realistic survival with zombie survival!

Oh, but I got a question. See, over time the supplies in city might get low, everything will just get salavaged. So what about after some time army or whatever helicopters will come and drop supplies. Of course these supplies will be really low altrough very useful, so people will be forced to fight over them.
Like there can be some really high quality canned food products or medicines, or maybe even weapons. Oh and falling box might attract zombies too, so trying to get to one of this might be hard but rewarding.

My idea so far was to make people gather sustainable supplies such as plant seeds and maybe even small farm animals like chickens and sheep. Although zombie sheeps and chickens would be a bit ridiculous. xD I think i'll do this, but will have to balance it out, since it shouldn't get the main point of the map.

Since you're gonna control civilians not some army soldiers, I'm pretty sure melee weapons will be more common. Maybe you'll even add chainsaws that will require fuel? Or some electricity powered weapons, such as modified screw driver that shoots screws?

I was thinking of letting people choose country at the start of the map, obviosly the ratio will change quite a lot if you choose America compared an European country with a stronger gun regulation law. Also Soldier and militia member should be a possible history choice, so a character could start with even a semi- or fullautomatic gun and combat training. Chainsaw is such a kliche, it just have to be there, but won't be very effective. Even considered adding Lionel's lawnmower from Brain Dead. There will have electric weapons, but more like shock guns and stuff like that xD

The interiors look super great, but you need to add more wreckedness. And if you're gonna make models yourself, I recomment making some "Warning! Biohazard!" signs and other signs that before all this happened people fought the epidemic fast, but it became uncontrolable...

Oh and I might sometimes give some more ideas/suggestions if I'll come up with them...

Well, this is very early alpha, wreckedness will be added. xD Although not so much to his structure as it is an functional army bunker ^^ And Warning Biohazard signs and other warning signs will definitely be added.

And great, idears is ALWAYS welcome, will add you the list then :)

What about a custom user interface? Got something in the drawer?

no, I'll surely add it if I get enough room in the map :)

Wow. Please make this happen. I think my heart skipped a beat when I started reading the description.

I can't contribute in any way towards the development of the map unfortunately; however if you ever need a guinea pig to test it out just let me know!

Anyways, best of luck to you, I really hope you see this thing through!

Well, welcome to the meat grinder recruit! no just kidding xD But, welcome as map tester :)
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Talking about the chainsaw and it's inneficiency, I'm pretty sure it should work like this: when attacking it consumpts fuel, also it slows your movement speed. When you attack a zombie, it won't be able to hit you or anything as long as you'll be sewering it, but it still takes time to chop some dead meat, so it will work well only against single zombies, unless covered by other survivors.

Well farm animals shouldn't get zombified. I mean zombies attack living to eat them, not zombiefy. Zombie reincarnation process takes some time, so the small critters won't be able to turn zombie, since they'll be eaten by that time.
But scavanger animals that eat dead creatures, such as dogs/rats/scavanger birds should be zombiefiable.
Herbivores, however, are not dangerous to eat.
Zombie dogs are Resident evil classics, plus it always fits as some fast vulnerable zombie type. You can run from human zombies, but you can't run from dogs. But you can easily just beate them away with some long stick.

Ah yes, long stick. Prefrably with somthing that makes it even more pianful. See, since it's immportant to keep away from zombies bitting you, I find one of the most effective weapons a long stick or pipe or whatever. This will allow you to attack zombies from quite far away before the come yo you. And how long should it be? Maybe like 1 meter... actually thing like this could also be used as spear for hunting.

oh, and about character backstories. Here's some for you, since I haave no idea which you already made, got some suggestions for you:
-Doctor. You worker as surgeon/vet/nurse before all this happened. You have great medical skills. You also managed to salvage some medical equipment from the place you worked in.
-Beggar. Your life didn't changed so much after the zombie apocalypse, maybe just that most of pedastrians want to eat you. Since you got used to your smell, you have higher stamina and immnuity/hygiene.
-Ofice clerk. You spent all your life in ofice, doing some booring paperwork. No pros, no cons.
-Bachelor/Housewife. Most of time you spent alone, making food yourself and living alone. Lonelyness won't have so big inpact on your psychological health and all your skills are a bit higher that ussual.
-Teenager. You are still very young and you don't even have eighteen. Your knowledge recieved from school is still not rusty, so you know something about chemisty and other subjects. Also you're quite athletic so it's easier for you to hide from others and you move faster.
-Paranoic. You knew this was coming, you knew once everything will end, you even knew who stole your lunch. From all the suspicion paranoic always listens to every noise and notices every detail, his vision range is a higher than other's and he has higher acuracy/hiding.
-Third World Country emmirant. You've emmigrated from third world country. You got used to all the wars and medieval living conditions, so you know a thing about surviving and things like that.
-Hunter. Professional hunter who spent lots of time in nature hunting animals i the wild. Good hunting skills, experience with light weapons and some survivial skills too.
-Gamer. When you first time heard about zombie invasion, your first tough was "Oh goodie, everything is just like in that game I played, Wicked Rising!". You have some experience with electronics and all those sleepless nights playing games non-stop made your body get used to hunger and dehydration, meaning it will deplete slower.
-Body Builder. You got some pretty buffed up mucles and your favourite place to go was gym. You are very strong and have a good immune system.
-Circus performer. You worked in a circus and performed some pretty hard tricks. You have great precision, agility and stamina.
-Insane. When zombies attacked the city, you escaped the mad house. Psychical health has no effect at all, but there might be some cons too.

That's all for now.
 
Talking about the chainsaw and it's inneficiency, I'm pretty sure it should work like this: when attacking it consumpts fuel, also it slows your movement speed. When you attack a zombie, it won't be able to hit you or anything as long as you'll be sewering it, but it still takes time to chop some dead meat, so it will work well only against single zombies, unless covered by other survivors.

Not talking about the fact it would cover every surrounding person including the user in thick layers of zombie blood and other nice substances that would infect everyone with the the smallest open wound or even persons without safty googles and open mouth. xD

Well farm animals shouldn't get zombified. I mean zombies attack living to eat them, not zombiefy. Zombie reincarnation process takes some time, so the small critters won't be able to turn zombie, since they'll be eaten by that time.
But scavanger animals that eat dead creatures, such as dogs/rats/scavanger birds should be zombiefiable.
Herbivores, however, are not dangerous to eat.
Zombie dogs are Resident evil classics, plus it always fits as some fast vulnerable zombie type. You can run from human zombies, but you can't run from dogs. But you can easily just beate them away with some long stick.


I didn't think of that, but you're right.
I'm going to make zombie animals an option you can choose whether or not you want to play with at the start of the game, probably along with mutations, running zombies, amount of brain capacity and so forth.

Ah yes, long stick. Prefrably with somthing that makes it even more pianful. See, since it's immportant to keep away from zombies bitting you, I find one of the most effective weapons a long stick or pipe or whatever. This will allow you to attack zombies from quite far away before the come yo you. And how long should it be? Maybe like 1 meter... actually thing like this could also be used as spear for hunting.

Would personally prefer spear to stick, as you might want to kill all zombies before they swarm you xD
Also, not very effective if you get surrounded by zombies, on the other hand, what is anyway? Beside a heavy armed tank xD

oh, and about character backstories. Here's some for you, since I haave no idea which you already made, got some suggestions for you:
-Doctor. You worker as surgeon/vet/nurse before all this happened. You have great medical skills. You also managed to salvage some medical equipment from the place you worked in.
-Beggar. Your life didn't changed so much after the zombie apocalypse, maybe just that most of pedastrians want to eat you. Since you got used to your smell, you have higher stamina and immnuity/hygiene.
-Ofice clerk. You spent all your life in ofice, doing some booring paperwork. No pros, no cons.
-Bachelor/Housewife. Most of time you spent alone, making food yourself and living alone. Lonelyness won't have so big inpact on your psychological health and all your skills are a bit higher that ussual.
-Teenager. You are still very young and you don't even have eighteen. Your knowledge recieved from school is still not rusty, so you know something about chemisty and other subjects. Also you're quite athletic so it's easier for you to hide from others and you move faster.
-Paranoic. You knew this was coming, you knew once everything will end, you even knew who stole your lunch. From all the suspicion paranoic always listens to every noise and notices every detail, his vision range is a higher than other's and he has higher acuracy/hiding.
-Third World Country emmirant. You've emmigrated from third world country. You got used to all the wars and medieval living conditions, so you know a thing about surviving and things like that.
-Hunter. Professional hunter who spent lots of time in nature hunting animals i the wild. Good hunting skills, experience with light weapons and some survivial skills too.
-Gamer. When you first time heard about zombie invasion, your first tough was "Oh goodie, everything is just like in that game I played, Wicked Rising!". You have some experience with electronics and all those sleepless nights playing games non-stop made your body get used to hunger and dehydration, meaning it will deplete slower.
-Body Builder. You got some pretty buffed up mucles and your favourite place to go was gym. You are very strong and have a good immune system.
-Circus performer. You worked in a circus and performed some pretty hard tricks. You have great precision, agility and stamina.
-Insane. When zombies attacked the city, you escaped the mad house. Psychical health has no effect at all, but there might be some cons too.

That's all for now.

Oh, awesome! Will add this directly to the main thread with credits, mabie with a bit of changes :)

Edit: Done, added a couple basic of my own to :)
 
Last edited:
Sure, no problem! Glad to help with such an ambitious project!
Oh and later I might come up with evem more backstories.

Well that long stick, you know, is very easy to make. Yuo just need a one big stick or two smaller ones and some duck tape. Oh I'd prefer spear too!

Yeah, a game will probably commence with players using only sticks, rocks and junk scavenged from the ground. Especially if no of them have lockpick skills or other means of opening doors xD
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Yeah, a game will probably commence with players using only sticks, rocks and junk scavenged from the ground. Especially if no of them have lockpick skills or other means of opening doors xD

You can just break the door with a rock you know...

Well as I imagine some places like Super Market or something like that wil be opened, but most of junk there will already be salvaged by people that were there before and there will be not so much of stuff left. Oh, electronics (that's how I think you should rename computing, by the way) experts should be able to like use the fire emegency systems to open all the doors in building. Of course the alarm might be turned on then and it might attract zombies... talking about this all, I'm pretty sure using ranged weapons should be limited in the way of all the shooting and other noises might attract more zombies, shooting them too will make even more noise... so it would be better to use melee weapons most of time, while ranged should be used only at late game when there are no zombies that can cause you problems or in case of emergency.
Oh, fuel used for chiansaws can also be used for making molotovs. They could set the ground and everything that comes to it on fire. Of course there could be other explosives too, Molotvs are more effective against zombies, while there sgould be some othet kind of explosives for blowing away the obstacles too... and molotovs should be slow, too, so they wouldn't be too effective against people. oh, by the way, if you'll ever be forced to fight with player enemy stronger than you, it would be rational to use the noise thing and somewat attract zombies to his base, distracting him or forcing him to retreat.
 
Level 4
Joined
Jul 22, 2009
Messages
107
great idea for a map, its realy creative and promising. I love it xD
if you need some one to discust ideas i would be glad to be there for you, that's all i can do for you so far.
 
You can just break the door with a rock you know...

Well as I imagine some places like Super Market or something like that wil be opened, but most of junk there will already be salvaged by people that were there before and there will be not so much of stuff left. Oh, electronics (that's how I think you should rename computing, by the way) experts should be able to like use the fire emegency systems to open all the doors in building. Of course the alarm might be turned on then and it might attract zombies... talking about this all, I'm pretty sure using ranged weapons should be limited in the way of all the shooting and other noises might attract more zombies, shooting them too will make even more noise... so it would be better to use melee weapons most of time, while ranged should be used only at late game when there are no zombies that can cause you problems or in case of emergency.
Oh, fuel used for chiansaws can also be used for making molotovs. They could set the ground and everything that comes to it on fire. Of course there could be other explosives too, Molotvs are more effective against zombies, while there sgould be some othet kind of explosives for blowing away the obstacles too... and molotovs should be slow, too, so they wouldn't be too effective against people. oh, by the way, if you'll ever be forced to fight with player enemy stronger than you, it would be rational to use the noise thing and somewat attract zombies to his base, distracting him or forcing him to retreat.

Really depends of the door xD

I would rather make electronics a separate skills as hacking codes and programming an face recognising camera would be a very different job than creating a distracting alarm mechanism.

There is a saying that the only thing worse than a zombie is a burning zombie. Putting than a zombie eating you is dangerous, but a zombie setting your shelter ablaze before it eats you is even worse xD that of cause depends of the nature of the zombie, as a living dead would most probably ignore the flame until its brain is boiled to soup, while one exposed to a rabies like disease would most likely scream and panic in agony.

And the attraction idea is very nice, as it is supposed to be a 12 player map, such situations is most likely to develop. Also if we somehow get AI controlled NPCs. But the later scenario is only an If which very much depends of the s**t load of work needed.

great idea for a map, its realy creative and promising. I love it xD
if you need some one to discust ideas i would be glad to be there for you, that's all i can do for you so far.

Well, all idears are welcome, welcome to the team then :)

Fuck. I want in. I can trigger well and animate decently.

1 question: those feats, are they classes? Because there are way too many, and, come on, Beggar? A Beggar?

Well the idear was to let a player being able to choose an amount of feats depending on his age, while the age again would slow learning rate. and all feats go up to level 3, which again would influence the amount of extremity/time you have spend in the field. So its not classes, you don't start the game choosing a class, which limits your abilities for the rest of the game, as tleno said :)

And the history feats aren't final so we might well re-evaluate the beggar class :)

Welcome to the team then.

many classes make things more interesting and realistics, and beggar is one valid class

Well, in the sense they aren't classes, each person don't get certain spells at the game in which they level up, making the customization very more advanced when choosing which role you want to fill or just being a person which can a little of everything like in real life :)

Have added more of everything to the description.
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Hey, got even more backstories you could possible like!

-Rich Businessman. You were big fat boss of a big fat company, and now you're nothing. Of course you had a very high salary which allowed you to buy lots of things, but all this careless life when everyone was doing everything for you made your skills worse. Best bidget from possible.

-Elderly. You're an old man who has nothing to loose. Of course you're still feeling quite well for your age, but your health is still worse that the one of younger people. And all your life expreience made your skills better.

-Farmer. When it comes to farming, you're the prefessional. From childhood you spent your life on the farmyard and you've got some good health and some survival/hunting/farming/whatever else skills, but your educuation and budget is lower than average.

-Criminal. You're a gangster and crime is your second name. You're quite good with weapons and fighting, you also got your own gun, but you're not exactly the smartest one...

-Celebrity. You're an Ex-famous movie star/singer. You got a very good salary, but you're a bit mentally and psychically weak...

-Politican. You were supposed to be evacuated long time ago byt for some reason they an't send the helicopter after you, so you'll have to live off the land. Scientific skills of yours are lower than average but you got a high budget and have access to some computer codes.

-Teacher. Teaching children was hard but rewarding job, at least before they all went zombie and tryed to eat you. You got some nice science skills.

-Technican. You know a lot about mechanics, electronics and other things, and what's the best you know how to use your tools against zombies.

Well that's quite a lot of backstories. Of course I'm gonna come up with more, but we still will have to choose only the most fitting, balanced and intresting backstories. For now we just make some of them and then we'll decide.

I can already say that scientist, soldier, gangster, rich businessman, technican and beggar are a must...
 
Hey, got even more backstories you could possible like!

-Rich Businessman. You were big fat boss of a big fat company, and now you're nothing. Of course you had a very high salary which allowed you to buy lots of things, but all this careless life when everyone was doing everything for you made your skills worse. Best bidget from possible.

-Elderly. You're an old man who has nothing to loose. Of course you're still feeling quite well for your age, but your health is still worse that the one of younger people. And all your life expreience made your skills better.

-Farmer. When it comes to farming, you're the prefessional. From childhood you spent your life on the farmyard and you've got some good health and some survival/hunting/farming/whatever else skills, but your educuation and budget is lower than average.

-Criminal. You're a gangster and crime is your second name. You're quite good with weapons and fighting, you also got your own gun, but you're not exactly the smartest one...

-Celebrity. You're an Ex-famous movie star/singer. You got a very good salary, but you're a bit mentally and psychically weak...

-Politican. You were supposed to be evacuated long time ago byt for some reason they an't send the helicopter after you, so you'll have to live off the land. Scientific skills of yours are lower than average but you got a high budget and have access to some computer codes.

-Teacher. Teaching children was hard but rewarding job, at least before they all went zombie and tryed to eat you. You got some nice science skills.

-Technican. You know a lot about mechanics, electronics and other things, and what's the best you know how to use your tools against zombies.

Well that's quite a lot of backstories. Of course I'm gonna come up with more, but we still will have to choose only the most fitting, balanced and intresting backstories. For now we just make some of them and then we'll decide.

I can already say that scientist, soldier, gangster, rich businessman, technican and beggar are a must...

Oh, Awesome :D
Although I've already made the politician, your description is far better. Is gonna add some of the to add some of the new skills just added to these :)

Actually prefere militia to soildier, because the machinegun will be almost be impossible to score a head shot with, unless you're in the highest levels of accuracy, and instead you got throughout knowledge of the map xD
 
Level 4
Joined
Jul 22, 2009
Messages
107
The spread of the zombies might be by natural contamination and randomly directions, make one zombie in the city to infect other civilians(check this zombie simulator http://kevan.org/proce55ing/zombies/) and things will spread in a diferent way every game, making each game diferent do deal with, therefore more fun to play.

And about ranged non-fire weapons you might wanna use are crossbow, nail-gun, sling, slingshot and solder.
 
Well true. Actually you can use Conscript instead of Militia and Soldier. See, you'll be a newly conscripted soldier who didn't even had a full training. And you'll have just an SMG/simple assault rifle.

Oh, yeah. If you create it, i'll add it xD

The spread of the zombies might be by natural contamination and randomly directions, make one zombie in the city to infect other civilians(check this zombie simulator http://kevan.org/proce55ing/zombies/) and things will spread in a diferent way every game, making each game diferent do deal with, therefore more fun to play.

And about ranged non-fire weapons you might wanna use are crossbow, nail-gun, sling, slingshot and solder.

Well, was my idear too, as one of the most interesting parts of the zombie apocalypse is when it starts, and the anarchy and chaos it results in.

Well, consider crossbow and other medieval weapons to be quite rare today. But, well, if I adds a museum or somthing similar, it'll definitely be added ^^

Slings is very easy to create you self though.

Btw, I can't add bones, I can only "re-animate" models, ie. I can only edit animations (this doesn't mean I can do minor edits, I can change say a Death anim to a Attack anim).

So, when are we gonna start?

Perfect, thats exactly what I can't do... I think xD
Well, can you add a sleeping, a sitting, a puking, an puking blood, an attack with a single hand gun, a working and a eating/drinking animation to the villager many animation model? xD
 
I can't actually 'add' anims, but say, if the Villager model has an unneeded anim, eg. Stand 4, then I can totally convert it into anything else. The villager model already has bones, so I can easily make anims from it :)

I can add empty animation spaces. If i understand you right, you can manipulate bones and rename animations, but not add new ones? ^^

Edit: You can also use Animation transfere to add animatons from units with similar bones. If you don't you just get empty animations on the other hand, and thats what you need xD
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Well see, I'm pretty sure that begining the apocalypse from the first infected is kinda... well I wouldn't say that would be the best of ideas, I'd say it should take the part after some time after the apocalypse begun, when whole city is already wrecked and most no-infected people are evacuated. Oh, but talking about that, you can like create some camp or extraction point guarded by soldiers and with few civilians and a helicopter or land vehicle if it's located close to edge of map, but once at least one of players comes close to the location, everyone sees a cinematic about all the soldiers and people packing up and leaving without taking the players. This could show the sitaution, focing players to abandon hope they'll ever get out of here.

About medieval weapons, I like the idea. There are lots of weapons like that, so it won't be hard to choose. Oh, and there can be two types of medieval weapons. Firstly, the real medieval weapons from museum, and secondly, less letheal replicas from souvenir shops or whatever.
 
Level 9
Joined
Dec 15, 2009
Messages
625
This project sounds awesome,hope you pull it off!
Good luck :)
EDIT:
What is the 'economy' you refer to in character occupations?
 
Level 4
Joined
Jul 22, 2009
Messages
107
the eventual breaking of the weapons, meele and ranged, fired or not, is a good idea, making the cleaning of these weapons necessery.
Places where most of people(not players) will run:
policestations, churches, morgues, cityhalls and hospitals. This places will have therefore a lot of zombie atacks, mainly the hospital.
 
Level 4
Joined
Jan 21, 2011
Messages
48
I advise you to not put WC3 spooky music. I will either 1. make the game boring or 2. frighten people to death. Also, don't make the camera follow people (it's stupid).

P.S. How about the starting point? Like beggar starts on the streets and doctor starts outside the hospital? will there be all pick and all random?

P.P.S. Wicked Rising sounds like a map that can't be made using only 256x256. Needs to be bigger.
 
Level 16
Joined
Jan 21, 2011
Messages
999
well, with so many status bars it would be hard to keep them all high.
like in the sims back in early days, i just had to keep all those status bars so high i can't have fun.
may i suggest lowering the status bar's decreasing rate?
just a reminder if you finished this awesome idea.
 
Well see, I'm pretty sure that begining the apocalypse from the first infected is kinda... well I wouldn't say that would be the best of ideas, I'd say it should take the part after some time after the apocalypse begun, when whole city is already wrecked and most no-infected people are evacuated. Oh, but talking about that, you can like create some camp or extraction point guarded by soldiers and with few civilians and a helicopter or land vehicle if it's located close to edge of map, but once at least one of players comes close to the location, everyone sees a cinematic about all the soldiers and people packing up and leaving without taking the players. This could show the sitaution, focing players to abandon hope they'll ever get out of here.

About medieval weapons, I like the idea. There are lots of weapons like that, so it won't be hard to choose. Oh, and there can be two types of medieval weapons. Firstly, the real medieval weapons from museum, and secondly, less letheal replicas from souvenir shops or whatever.

I hust have a profound love from the chaos in the start of Dawn of the Dead Remake. But thats kinda hard, because you'll have to make a nice clean city, that then get filled with debris and rubble as it occurs.

Well, I can say from own experience that replica weapons is no good against the real thing. But, we'll add those weapons too of cause :)

Honestly, you forgot the goal. The very objective. How about being able to team with others?

Well, you just don't attack each other, and help each other, consider an actual team system useless, only in cases of npc could I see a big need for it.

This project sounds awesome,hope you pull it off!
Good luck :)
EDIT:
What is the 'economy' you refer to in character occupations?

Starting money used to buy your starting equipment. Money will pretty much get useless when the game actually starts, so it isn't a very big factor.

the eventual breaking of the weapons, meele and ranged, fired or not, is a good idea, making the cleaning of these weapons necessery.
Places where most of people(not players) will run:
policestations, churches, morgues, cityhalls and hospitals. This places will have therefore a lot of zombie atacks, mainly the hospital.

Well, thats an secondary as it will be an hell of an job to create, but would be awsome though :)

erm we shouldn't forget about just Houses too...

Talking about not forgetting, I think we should decide which ideas to immplement and which not, currently there are quite a lot of ieeas and immplementing all might take ages...

Well, i thought, primarily the characther system, such as skills, statuses and the like. Plus a combat system should be first priority.

Sounds intresting is this map going to be like this one? Or will be totally diferent?
Nope, not at all. You should survive using skills, not big weapons, and you should think more about survival and finding a shelter than killing :) the game should focus on normal, everyday people and their survival in an zombie infected world rather than the survival of elite soldiers with one certain objective.

@tleno and The_Silent: I suggest we try to lessen the brainstorming. What we need to do is first plan, then brainstorm, then take action, not just throw out ideas before we have any clue of what to start with.

What needs to be done now is for me to finish more of the terrain, and then i thought of creating implanting the essentials, like skill and item systems :)

I advise you to not put WC3 spooky music. I will either 1. make the game boring or 2. frighten people to death. Also, don't make the camera follow people (it's stupid).

P.S. How about the starting point? Like beggar starts on the streets and doctor starts outside the hospital? will there be all pick and all random?

P.P.S. Wicked Rising sounds like a map that can't be made using only 256x256. Needs to be bigger.

Music will be added if the space is available when everything else is done.
Doesn't know if people should have assigned own houses or not. But if history feats is going to be a more levels based thing, then a person could essentially be both a beggar and doctor. Besides that, the apocalypse happens out of no where, so a character should just be where he was at the giving time.

It is 256x256, bigger sizes takes more space and reduces the number of objects you can have before it causes lack. And I plan to have quite a lot of those xD


well, with so many status bars it would be hard to keep them all high.
like in the sims back in early days, i just had to keep all those status bars so high i can't have fun.
may i suggest lowering the status bar's decreasing rate?
just a reminder if you finished this awesome idea.

Thought about making a day about 15-30 minutes long to give people a chance with the status bars. But as it is, the decreasing rate isen't even decided, but will keep it in mind. :)
 
Level 4
Joined
Jul 22, 2009
Messages
107
To make the map look bigger you can make a higher elevation and make units smaller, ajusting ms and sight as well.

And the spreading of zombies by one can work, in this map you can see that.

About the bars efficiency, you can make solving two problems at once, for exemple a energy drink satisfies energy and hydration. It make things easier

edit: a time system should be considerated
 
Last edited:
So, you'll just need to breakdown every store for almost unlimited supplies? :D

Apart from tleno said, stores will most probably be overruned by zombies because thats exactly the idea every single other person in the city got xD and breaking into a store will most probably also attract more living dead xD

To make the map look bigger you can make a higher elevation and make units smaller, ajusting ms and sight as well.

And the spreading of zombies by one can work, in this map you can see that.

About the bars efficiency, you can make solving two problems at once, for exemple a energy drink satisfies energy and hydration. It make things easier

edit: a time system should be considerated
About energy drinks, that was the idea. :)


What type of camera will this map have?
Normal or following, 3rd person anyway as I find attempts do other types always ruin the gameplay in wc3.
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Hmmm, now I have one map project and so in it I just for fun made a function so you could, if you want, make camera follow hero. I think this could be immplementable. See, ussually the camera is normal, but it can be set to follow a hero.

Oh, and about drinks. alcohol should be able to pause the psychological health bar. Exactly, it won't decrease, but it won't get decreased too.
About addict backstory, I doubt we should immplement it, instead we could like make anyone able to get addicted to anything if they use too much of it...
 
Level 4
Joined
Jul 22, 2009
Messages
107
atacks should have a minor stun to prevent bites as long as you can fight the zombie, and guns should have an ability of head shot with casting time, so if some one don't like to wait, let them try to rock'n'roll and see how it works for them :D
 
Hmmm, now I have one map project and so in it I just for fun made a function so you could, if you want, make camera follow hero. I think this could be immplementable. See, ussually the camera is normal, but it can be set to follow a hero.

Oh, and about drinks. alcohol should be able to pause the psychological health bar. Exactly, it won't decrease, but it won't get decreased too.
About addict backstory, I doubt we should immplement it, instead we could like make anyone able to get addicted to anything if they use too much of it...

Sounds good, can I see it? :)

Ah, the backstory was more to make the characther be an addict before the start of the game, but yes, people should "be able" to become an addict from abusing stimulants.


atacks should have a minor stun to prevent bites as long as you can fight the zombie, and guns should have an ability of head shot with casting time, so if some one don't like to wait, let them try to rock'n'roll and see how it works for them :D

Thing it should rather be a mode you could enter if you got enough in the accuracy skill :)

Talked about Maker about this, if everything goes well with it, every attack should cause a knockback on the target when the bullets hit. Although I haven't heard from him in some time, so I do not hope the system is too hard to make and everything is going well :/
 
Status
Not open for further replies.
Top