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Wicked Rising - A new kind of survival

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Level 4
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how about having a party with NPCs you could control? i mean you rescue them then you invite them then they would be yours to control?
and that npc you recruted is a police, a military man etc <- ex. jobs
then one could search the jungle, the city and one could stay in the house

That wouldnt be very realistic, cause in a dangerous situation u just could say "Hey guy, stand right there and let the Zombies eat you and while their killing you Im just moving trough the backdoor and will survive. See ya" aaand that would be pretty shitty.
 
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Long time, ladies.

Love the progress going on so far. I'd love to help with creating items and units, and helping out with the systems when the time comes for that.

Now,

how about the item combining? like the ones in dota?
i mean, you searched for a lead pipe, got a fuse and a gunpowder
then it turns into a pipebomb then you got a door alarm then it turns into a zombie--luring pipebomb. kinda like that. though you need a crafting bench inside your house

Already been discussed, read the thread. Item crafting is definately going to be a part of the game. A work bench sounds dumb, if I have a switchblade and a stick I don't need to be standing over a workbench when I whittle it to a point.

That said, I don't think crafting straight from your inventory should be available when under attack by zombies. Or at least no advanced crafting techniques; crude weapon and item creation sounds good. It's difficult to make a pipe bomb when under seige from the undead.

how about having a party with NPCs you could control? i mean you rescue them then you invite them then they would be yours to control?
and that npc you recruted is a police, a military man etc <- ex. jobs
then one could search the jungle, the city and one could stay in the house

Already been discussed, read the thread. The recruitable NPCs will be nothing but more bots allied with you and controlled by the WC3 AI. I imagine there will be a system in place to control a little of what they do (wait here, follow me, be aggressive, be passive, etc. Think pet controls on WoW).

Like Silent said, would ruin the co-op aspect of the game, and also the isolation. You are one man and a band of ragtag members fighting for survival, not a hardass military force pulling a Road To New York on the undead.

the House is an important place right?
i mean, you found something useful but your inventory could only carry six items so you could place less necessary items inside your house.
though, the house would be a treasure chest for those hostile players trying to steal right?

Good idea, however, items can be placed anywhere and still stay there. However this gives me an idea. Hostile NPCs such as bandits and looters will still be wandering around (getting more scarce as the game goes on), so they should be able to break in and steal your stuff. Bandits are obviously more aggressive, but looters will run on sight. Also, there should be a few fortified areas in the various zones around the map where Bandits have taken refuge.

and i think you already made some skills for each job right?
like marine-attitude <-passive ability (something like that)

Already been discussed, read the thread.

how about special infecteds like left4dead?
the abomination also looks like a zombie and could prove deadly when going near it.

Already been discussed, read the thread.

how about making the door in every house selectable? so you could place door alarms so when someone enters your house to steal anything in it it would alarm you.

Good in theory, but everyone knows that barricading a door is a more effective way. Remember, an early warning system on a door won't help you against the undead.

what about some friendly fire? a traitor system? something like your ally has a pseudo-uber-super-mega rifle shotgun and his health is low you could shoot him to get his items?
but some items are droppables not all of them.

Friendly fire is a bad idea. Everyone should be pulling together to survive and this system just encourages noobs to do what they do best: suck.

hope you like my ideas :)

Read the thread next time.
 
Level 6
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Hmm, great map....

Or, is it a standalone game?? It's kinda confusing.....

Anyway, try to make it within 8mb, I'm have 0 map-making skills, but i know they have a file size limit so err... Well, any way good luck.

P/S: Try to get a beta versionAS SOON AS POSSIBLE!!~
 
Already been discussed, read the thread. Item crafting is definately going to be a part of the game. A work bench sounds dumb, if I have a switchblade and a stick I don't need to be standing over a workbench when I whittle it to a point.

That said, I don't think crafting straight from your inventory should be available when under attack by zombies. Or at least no advanced crafting techniques; crude weapon and item creation sounds good. It's difficult to make a pipe bomb when under seige from the undead.

You can, but its not a good idea, as you'll probably get eaten while trying to fuse/create items. Like in real life (with zombies... lol). Stress (mental health) will also have effects on skills, as said previously, so you will use longer time crafting and with a higher chance of failing when under siege.

Already been discussed, read the thread. The recruitable NPCs will be nothing but more bots allied with you and controlled by the WC3 AI. I imagine there will be a system in place to control a little of what they do (wait here, follow me, be aggressive, be passive, etc. Think pet controls on WoW).

Like Silent said, would ruin the co-op aspect of the game, and also the isolation. You are one man and a band of ragtag members fighting for survival, not a hardass military force pulling a Road To New York on the undead..

Agree, but most npc's will be hostile unles desperate. Trying to protect their means of survival.

Good idea, however, items can be placed anywhere and still stay there. However this gives me an idea. Hostile NPCs such as bandits and looters will still be wandering around (getting more scarce as the game goes on), so they should be able to break in and steal your stuff. Bandits are obviously more aggressive, but looters will run on sight. Also, there should be a few fortified areas in the various zones around the map where Bandits have taken refuge. .

Will create some fortified areas around the map, 20 or so. And then remove 15 random of them at game start, to randomize their starting places. Bandits and scavengers will however not likely be in the alpha version.

Good in theory, but everyone knows that barricading a door is a more effective way. Remember, an early warning system on a door won't help you against the undead.

Alarms have a habit of attracting more zombies.


Friendly fire is a bad idea. Everyone should be pulling together to survive and this system just encourages noobs to do what they do best: suck.

Still thing it should be up to the players... Think i'll make it a mode...



HolyFireX: Its a map, and I'll be below 8mb. The alpha will be finished in one of the coming moths I think. Depending of how long terraning is going take.

TheKurt009: No problem, its kinda nice to refresh everything time to time. I would like to see some more discussions regarding the map.


People can come with ideas for mutations if they like, especially mutations that encourage special types of gameplay and zombies that encourages cooperation. Don't want to see left4dead rips though.


Edti: And oh yeah, will try to get it hosted upon the alpha release.
 
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Level 27
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Well, I have somewhat of an idea. Seomwhat like a boomer, but it's more of kamikadze than mr. barf-a-lot.
Bloater.
A zombie that explodes once damaged, pretty slow, but the splash area is pretty large, so you need or some accurate weapons, or some anti-biotics to counter the infestation after the explosion, or just to run away fast.
 
Level 5
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You can, but its not a good idea, as you'll probably get eaten while trying to fuse/create items. Like in real life (with zombies... lol). Stress (mental health) will also have effects on skills, as said previously, so you will use longer time crafting and with a higher chance of failing when under siege.

Exactly what I mean.

Agree, but most npc's will be hostile unles desperate. Trying to protect their means of survival.

Most of the people will be everyday people, so I imagine there will be a lot more following the safety in numbers instinct. Especially families. Hostile NPCs can include bandits, looters, and quislings (http://zombie.wikia.com/wiki/Quisling).

Will create some fortified areas around the map, 20 or so. And then remove 15 random of them at game start, to randomize their starting places. Bandits and scavengers will however not likely be in the alpha version.

Yep, sounds excellent.

Alarms have a habit of attracting more zombies.

Zombie 101 right there.

Still thing it should be up to the players... Think i'll make it a mode...

Sounds good, just add it as an option.

Edti: And oh yeah, will try to get it hosted upon the alpha release.

Sexy.
 
Well, I have somewhat of an idea. Seomwhat like a boomer, but it's more of kamikadze than mr. barf-a-lot.
Bloater.
A zombie that explodes once damaged, pretty slow, but the splash area is pretty large, so you need or some accurate weapons, or some anti-biotics to counter the infestation after the explosion, or just to run away fast.

What exatly does the exsplosion do?

Most of the people will be everyday people, so I imagine there will be a lot more following the safety in numbers instinct. Especially families. Hostile NPCs can include bandits, looters, and quislings (http://zombie.wikia.com/wiki/Quisling).

Looove quislings, but they is completely pointless, fact is they're all eaten (or shot) before you even notice the fact that they are not zombies xD

System Update:
Have completed 4 ranged weapons (I already have all the ranged) and 5 attachments.
This has lead me to believe I need an iconer to speed progress, anyone interested? :)

Melee Weapons are as follows:
Hammer (tool, main arm)
Crowbar (tool, main arm)
Cleaver (sidearm)
Axe (main arm)
Baseball Bat (main arm)
Lead Pipe (sidearm)
Bayonet/combat knife (sidearm)
Swiss knife (tool) (sidearm)
Shovel (tool) (main arm)

Blunt weapons generally knockbacks enemies, breaks limbs and knock outs (bash in skull)
Slashing weapons generally open wounds and sewer limbs.
Piercing weapons generally just deals a lot of damage.

Attachments:
Scope: 30% extra range when in stealth mode, 200% extra head shot chance in stealthmode, -50% attack rate when in stealth mode, -10 movement speed in stealth mode.
Laser Sight: +20% accacuracy, +10% range
Bayonet: Removes melee penalty from using ranged weapons in close quarter. 40-50 slashing damage (new damage type), can open wounds and sewer limbs. Fast attack speed
Flashlight: Illuminates 10m (32.8 ft.) around user, reduces stealth skill by 40%, reduces night penalty to accuracy by 50%.
Silencer: Reduces sound when firing by 90% (area of zombies attracted when firing gun), reduces range by 10%.

Guns so far are:
M4 Carbine
AR-15
M1 Garand
Colt Python
 
Level 5
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Explosion spreads the rooting intestines of the Bloater that infest the nearby survivors.

As you see it's very dangerous at begining of game whe you don't have ranged weapons, but on other hand you can run away from these, so they are not that lethal at early game....

Sounds like The Suicider from the up and coming Dead Island game (http://en.wikipedia.org/wiki/Dead_Island#Enemies). I expect everyone to have preordered this game, by the way.
 
Explosion spreads the rooting intestines of the Bloater that infest the nearby survivors.

As you see it's very dangerous at begining of game whe you don't have ranged weapons, but on other hand you can run away from these, so they are not that lethal at early game....

If guns are legal, players can start with one (or if criminal history feat is taken)

Sounds like The Suicider from the up and coming Dead Island game (http://en.wikipedia.org/wiki/Dead_Island#Enemies). I expect everyone to have preordered this game, by the way.

Yep. Although I dislike the limitations in character creation, they announce there will be. This dosn't fit very well with sandbox rpg... with zombies.
 
Still, I'd keep those guns for a human player encounter. Those may be more deadly than zombies, you know. And I guess at begining it's hard to find more ammo.

You don't want to end up in Scandinavia, china, or everywhere else with a total ban. Of cause, this also limits the encounters with survivors who carries guns.
 
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The zombies from dead island are almost direct clones of the zombies from left 4 dead 1 and 2 anyway.

Also customisation would interfere with the preludes of the different characters, however the game follows an exact linear style after these introductions anyway. So I'm half and half.


Back on topic, an idea. Penalties should be put in place for accuracy and reload times the closer zombies are to a survivor. Naturally the higher your mental strength the lower this penalty. Think this is self explanitory.
 
The zombies from dead island are almost direct clones of the zombies from left 4 dead 1 and 2 anyway.

Also customisation would interfere with the preludes of the different characters, however the game follows an exact linear style after these introductions anyway. So I'm half and half.


Back on topic, an idea. Penalties should be put in place for accuracy and reload times the closer zombies are to a survivor. Naturally the higher your mental strength the lower this penalty. Think this is self explanitory.

Would encourage melee weapons. Maybee a chance to panik. don't know
 
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Well sure, choose a furniture/design theme and I'll be right on it :)
(old italien, modern, what ever dunno :) )

how about a modern italian kind, with white tablecloth, but dark furniture. The floor could have a burgundy carpet or a wooden floor. And mafia pictures on the walls *-*
 
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Level 4
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Wow, that's pretty delicate... oh, could you The_Silent post a list of floors, walls and furnitures we can use at creating our own house in your map?

I wanted something that would end the mood of terror in the streets, like a refuge for all the drama in game.


edit:
What is the game all about, I mean, what will be a must in the things the players will do?
that must be very clear for the development of the map
 
I wanted something that would end the mood of terror in the streets, like a refuge for all the drama in game.


edit:
What is the game all about, I mean, what will be a must in the things the players will do?
that must be very clear for the development of the map

Survive, player must gather food and water and try to survive like they would in real life. Think I say this in the first post?
 
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most things about survival requires some knowledge that most people do not know, like plant and maintain weapons

people will be able to learn this things on game?
 
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Now I've actually read the whole thread, and it's amazing. I mean, I haven't played or even haven't heard of a zombie map where you must focus on surviving, rather than pwning zombies with machineguns or snipers or something like that.
 
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I'm not quite sure about this, but I think that (atleast some) zombies would come back from the dead if their corpse is not "killed".

Like the corpse is a seperate unit that you must kill, if you want to prevent that zombie from respawning.

Just an idea, ofc :)
 
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Level 5
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Sounds like a fair zombie option to me.

And dead island isn't close to this game at all, it still revolves around combat and not actual survival. We're trying to make a game where survival, teamwork and tactics come before combat.

Also, Silent, are we still going ahead with the different world locations? Because that in itself would create a lot of work, having to create all that terrain and custom objects and skins to capture the architecture and culture of said geographical locations.

Also I think the locations themselves should have default undead density. For example a place like Tokyo City would have an incredible amount of zombies in it compared to, say, a country town in Australia. On that note, zombie density should be another game option, ranging from Low, Medium, High, and Location Default.

EDIT: Also, Wesker, got any input? No? Just here to make a smart remark that makes little to no difference on the thread then leave? Cool, keep up the good work.
 
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Yeah, it would be awesome if you would customize the amount of zombies.
Also, will line of sight or fog of war play a big part in this map?
Like is your survivor almost blind at night?
 
most things about survival requires some knowledge that most people do not know, like plant and maintain weapons

people will be able to learn this things on game?

History feats, read the thread. Or at least the first freaking post.

And skills and abilities.

Now I've actually read the whole thread, and it's amazing. I mean, I haven't played or even haven't heard of a zombie map where you must focus on surviving, rather than pwning zombies with machineguns or snipers or something like that.

Actually you can do that, but its nor recommendable xD
But yes, I'm one of those guys that always theories about how to survive a zombie appocalypse. So this map came very naturally.

Yea, plus the only game close enough to this map would be Dead Island, which is still in development.

not really :p

I'm not quite sure about this, but I think that (atleast some) zombies would come back from the dead if their corpse is not "killed".

Like the corpse is a seperate unit that you must kill, if you want to prevent that zombie from respawning.

Just an idea, ofc :)

Zombies you don't kill properly will reraise. "Properly" depends of which modes you choose.

Sounds like a fair zombie option to me.

And dead island isn't close to this game at all, it still revolves around combat and not actual survival. We're trying to make a game where survival, teamwork and tactics come before combat.

Also, Silent, are we still going ahead with the different world locations? Because that in itself would create a lot of work, having to create all that terrain and custom objects and skins to capture the architecture and culture of said geographical locations.

Also I think the locations themselves should have default undead density. For example a place like Tokyo City would have an incredible amount of zombies in it compared to, say, a country town in Australia. On that note, zombie density should be another game option, ranging from Low, Medium, High, and Location Default.

EDIT: Also, Wesker, got any input? No? Just here to make a smart remark that makes little to no difference on the thread then leave? Cool, keep up the good work.

We're still going with location. But it'll only affect item drop and availability. I add density to to mode options.

Yeah, it would be awesome if you would customize the amount of zombies.
Also, will line of sight or fog of war play a big part in this map?
Like is your survivor almost blind at night?

There is no line of sight, but the camera is locked to the survivor you play unless you use surveillance or scope. And survivors are completely blind at night unless they have the right equipment or there is streetlight.


Also, are doing items and mutations: all ideas are welcome.
 
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what I meant was if some one could not have knowledge in a area
like, the beggar, he may not have any knowledge in medicine, and so, he can't improve this skill
 
what I meant was if some one could not have knowledge in a area
like, the beggar, he may not have any knowledge in medicine, and so, he can't improve this skill

Are you implying you can't show a beggar how to tie a bandage or put on a bandaid?

MUst agree with ApocalypseNow, anyone can learn something along the way. Maybe history feat should limit the initial distribution of skill points when you create you character, but this shouldn't limit it completely and when the game have begun all characters should be able to learn freely along their training and survival. Of cause a beggar most likely wouldn't have a doctors degree in medical science, this should however only maybe limit the starting skill level to 30 or something.
 
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MUst agree with ApocalypseNow, anyone can learn something along the way. Maybe history feat should limit the initial distribution of skill points when you create you character, but this shouldn't limit it completely and when the game have begun all characters should be able to learn freely along their training and survival. Of cause a beggar most likely wouldn't have a doctors degree in medical science, this should however only maybe limit the starting skill level to 30 or something.

100% exactly what I was thinking.
 
Level 27
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MUst agree with ApocalypseNow, anyone can learn something along the way. Maybe history feat should limit the initial distribution of skill points when you create you character, but this shouldn't limit it completely and when the game have begun all characters should be able to learn freely along their training and survival. Of cause a beggar most likely wouldn't have a doctors degree in medical science, this should however only maybe limit the starting skill level to 30 or something.

Exactly. Kinda reminds me of Arcanum & Fallout games.
 
Update list: this is the almost finished list of items I've done (and items that will appear in the alpha version). I still need to make models for most of them, but that goes really fast, did like 10 in half an hour xD

Ranged Weapons:
M4 Carbine
AR-15
Remington 870
Daewoo USAS-12
M1 Garand
Dragonuv SVD
Colt Python
Hunting bow

Melee Weapons:
Crowbar (tool)
Hammer (tool)
Axe
Cleaver
Combat Knife
Swizz Knife (tool)
Shovel (tool)
Baseball Bat
Motor Saw (tool)

Throwing/special Weapons:
Rocks
Fragmentation Grenade
Monotol
Pipebomb
Acid Bomb
Landmine
Net

Attachments:
Silencer
Bayonet
Bipod
Scope
Laser Sight
m203 grenade launcher
Flashlight
Speed Reloder

Tools:
Saw
Hammer
Drill
Electric Drill
Screwdriver
Wrench
Motor Saw
Axe
Shovel
Sewing Needles
Matches
Lighter
Radio
Labtop
Loop
Compass

Materials:
Wooden Planks
Metal Board
Nails
Screws
Cloth
Fuel
Line
Rope
Bricks
Batteries

Clothing:
Kelvar Vest
Rags
Military Uniform
Military Helmet
Gas Mask

Perishables:
Food Ration
Bottled Water
Ruined Food
Tainted Water
Candy
energy drink
Weak Alcohol
Strong Alcohol

Medicine/the like:
Antihistamine
Antibiotics
Water Sterilizing Tablets
Pain Killers (can't rember actual name xD)
Bandage
(there is a bit more of these, will add them as soon as possible.)


Others:
Tent
Bedroll
Bow Trap
Fishsnare
 
Its not that hard, its really just finding (or creating) an icon, then plot the properties into a hash-table and making a model and a dummy unit for the item. :p

Still need the table, but it isn't that hard to make a multiboard once you have the items, and the know-how.

Not sure if labtop is going to be an tool yet, don't know what it should be used fore. Mabye hacking codes... Hmh
 
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laptop should be used for acessing the more hi-tech equipment. Like shall we say you can acess some systems (Remember once we had talk about some systems, like fire prevention than can be used to distract zombies or whatever?) to enable/disable them. It's wi-fi can also be used to control some of your objects from close range. Like shall we say there is a wi-fi reciever unit you can craft. It will someway get activated/deactivated with the laptop at close range and will trriger nearby electronics. Like walls or whatever.
 
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Don't see there being a point in carrying around a laptop everywhere, and most likely power will be out for these high-tech things you speak of. Plus laptop charge is a problem. Perhaps just on-location computers?
 
laptop should be used for acessing the more hi-tech equipment. Like shall we say you can acess some systems (Remember once we had talk about some systems, like fire prevention than can be used to distract zombies or whatever?) to enable/disable them. It's wi-fi can also be used to control some of your objects from close range. Like shall we say there is a wi-fi reciever unit you can craft. It will someway get activated/deactivated with the laptop at close range and will trriger nearby electronics. Like walls or whatever.

Don't see there being a point in carrying around a laptop everywhere, and most likely power will be out for these high-tech things you speak of. Plus laptop charge is a problem. Perhaps just on-location computers?

Well, electricity is also a problem for stationary computers (and other tools like the electrical drill). Definitely think it should be there, if it were needed in any way, although I must agree that a labtop is a wast of space in many survival scenarios. At least until you establish a defendable base of operation. Getting a generator is a high priority in any post-apocalyptic zombie world too.

Was thinking of letting all electrical items runs of batteries, like a kind of ammo, if you have no batteries, you can't run you precious electrical drill and must use the old fashion tools, unless hooked up to a generator of cause.

Maybe a labtop could give access to tutorials for the map a.k.a. survival manuals. I was planning to add different books and journals to the map, like survival guides and pointers to the story. Some of these could be accessible with computers, as some of those files were on CDs and discs, However this might first happen in the beta version.
 
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the internet requires a lot of people to maintain it, so in a zombie infested world, internet probably wont work, so if you want to reach a system with your computer, you will need to conect them.
 
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