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WZW :: The Plague 1.3d

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Overview:
World Zombie Wars :: The Plague is a rehash of an old style of map - Zombie Risk Maps! This map isn't like most other Zombie Risk Maps, however. For one thing, rather than covering only Europe, the map covers most of the world. The Zombies also have a functional AI. The AI is known to cause minor lag spikes, so it is highly recommended that you use human players for the zombies (and because human players will hopefully be less dumb). In this map there are land units, sea units, and air units as well.

Game-play:
As listed above, this map has the core game-play mechanics of risk/zombie map. The humans may ally/unally eachother, although it is recommended they stay allied.

Humans: The humans must expand their base in order to increase their income.Both the Humans and the Zombies have a wide array of units and upgrades at their disposal. The humans spotlight weapons include nuclear bombs, bombarder planes, barricades, and towers.

Zombies: The Zombies must infect and obliterate all of mankind. The Zombies are much more offensive than the human players. The Zombies spotlight minions include The Hook-Horror, Exploding Zombie, Frost Wyrm, and of course the ZOMBIE.
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Humans: (4-10 Players)
Zombies: (1-2 Players)

Screenshot 1: http://oi44.tinypic.com/dh36ft.jpg
Screenshot 2: http://oi44.tinypic.com/315mwt3.jpg

  1. Night and Day Game-play
  2. Diplomacy
  3. Zombie Extermination

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Special Thanks:
  • Map Creator: Megamax/Mr.Pockets00000
  • Abomination Skin: Grendel
  • Faceless One Skin: Just_Spectating
  • Ghoul Skin: X-OMG-X
  • Hero Space Orc Model: Frankster
  • Hook Horror Model: donut3.5
  • Nuclear Strike Model: WILL THE ALMIGHTY
  • Space Orc Rocket Hunter Model: Frankster
  • Bunker Model: Kofi_Banan

  • Crypt Warlock Model: Grendel
  • Skeleton Warrior Skin: 67chrome
  • Halo Tree Model: Fingolfin
  • Deciduous Tree Model: eubz
  • Tropical Tree Model: Uncle Fester
  • Rifleman Model: Dragon Elf Mogare
  • Peasant Skin: Red Shift
  • Inspiration: World Zombie Wars by Nail N Hammer - A Semi-Popular ROC map.
  • 0neM4n4rmy and Spank_my_kodo for supporting the map during its development and providing useful suggestions.
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V1.1 Changes!
-Added hawaii and Antarctica.
-Added a time limit for mini zombies.
-Removed Siege Engine AA.
-Increased bombarder splash damage radius.
-Fixed cities moving after being infested by zombies.
-Added night and day. Zombies gain bonuses at night.
-Yellow is now a zombie player.

V1.2 Changes!
-Gave yellow and teal a little more space inbetween them.
-Fixed an issue that may occur with anti-rush and boats.
-Added Iceland.
-Added new zombie unit: Zombie Swarmer.

V1.3 Changes!
-AI update. Notice: USE AIs as spairingly as possible! They are known to cause lag, a glitch that I cannot fix! UI fixes/changes.
-Made Saber Jabers cost more.
-Gave Siege Engines the ability to load units.
-Made Naval upgrades worth the money for humans.
-New models for trees.
-Various bug fixes.
-Expoding zombie given an attack rather than an ability to explode.
-Made Exploding Walls more useful.
-Replaced many models/skins with custom ones from hive!
-Many terrain updates/tree movements.
-Made base locations easier for some human players.
-More Trigger/Memory Leak Cleaning

V1.3a Changes!
-Fixed a major MAJOR glitch where underconstruction cities being cancelled would give the human play a free city!
-Nerfed spiked barricades upgrade.
-Reduced the range of all melee zombies from 100 to 50. This should hopefully fix the glitch mentioned int he comments where the zombies can attack units through the barricades from a diagonal.

V1.3b Changes!
-Emergency Update: DO NOT PLAY V1.3a!
-Removed Spiked Barricades upgrade, as it somehow caused a fatal error.
-Plan to re-impliment this somehow in future updates, for now just sit tight with only 5% damage return.

V1.3C Changes!
-Fixed the hero becoming unrevivable when a city is destroyed while the hero is reviving.

V1.3d Changes!
-Removed a glitch where zombies got a port
-Made open to everyone for editing(done updating)

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates







Keywords:
zombie, world zombie, undead, zombies, risk, fun
Contents

WZW :: The Plague 1.3d (Map)

Reviews
Vengeancekael - Date: 2012/Apr/06 14:25:37 Reasons: Missing custom preview image: To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'...

Moderator

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Moderator

Vengeancekael -
Date: 2012/Apr/06 14:25:37

Reasons:
Missing custom preview image: To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'.

Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone


Comment: [Approved]
Admin Contact - Resource Moderation - Rules
 
meh fair enough. ill try it once i get home

Well sir, I sure do hope you enjoy the map. If you are going to play alone, don't forget to make the zombies computers! I do recommend, however, that you do host this on battle.net if you are capable. I know that battle.net is horrible nowadays with the bots and no one being on because of StarCraft II, but multi-player is still preferable as you could imagine.
 
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Messages
107
alright i tried playing it and there are a few things that could be improved. the gameplay is alright, but i think u should make this of some kind of survival game rather than the humans trying to kill the zombies. thats my opinion anyways

there are a few bugs. when the zombies captures a city, the infected city spawn in a different area than where the human city once was.

i also didnt like the locations they were quite imbalance. for example, the green would always die first, because theyre in the front. the teal, however, will surely always be in the end game, having been the only one in the back. meanwhile, the yellow are isolated and very prone to zombie naval attacks.

u should try and make being the zombie more exciting. make it different to the humans not the same. make the zombie so unique, that people who play this game, want to be the zombies.

some descriptions are also unclear. it says humans can declare war on one another, but the commands for doing so are not specified. this also seems like a very fast-paced game and i dont think there will be enough time or resources to divert attention to one another. i guess its a good addition though

overall its a good game i liked it. it tends to be a bit addictive but some aspects can be improved. ill rate it 3/5
 
alright i tried playing it and there are a few things that could be improved. the gameplay is alright, but i think u should make this of some kind of survival game rather than the humans trying to kill the zombies. thats my opinion anyways

there are a few bugs. when the zombies captures a city, the infected city spawn in a different area than where the human city once was.

i also didnt like the locations they were quite imbalance. for example, the green would always die first, because theyre in the front. the teal, however, will surely always be in the end game, having been the only one in the back. meanwhile, the yellow are isolated and very prone to zombie naval attacks.

u should try and make being the zombie more exciting. make it different to the humans not the same. make the zombie so unique, that people who play this game, want to be the zombies.

some descriptions are also unclear. it says humans can declare war on one another, but the commands for doing so are not specified. this also seems like a very fast-paced game and i dont think there will be enough time or resources to divert attention to one another. i guess its a good addition though

overall its a good game i liked it. it tends to be a bit addictive but some aspects can be improved. ill rate it 3/5

I'm kindof semi-aware of the these issues myself, but note whethor or not green dies first depends on the player's skill level along with a little luck, however your complaints are noted. I've considered adding a third zombie player to help even up the "warzone" as well as cleaning up some of the triggers. I was originally planning on making this map ROC compatible and there are some pretty strange triggers in the map because of this. The ally/unally commands will be specified in-game at a future update, for now I'll just tell you that they are -ally/unally color.

As for making the zombie a unique player, what are your suggestions to this? I've thought of a few ideas, but I still want to stay true the core gameplay I planned from the start. I'm also planning on removing certain upgrades of the barricade 1 such as the knock-off barricade. The exploding barricade I plan on improving as I am not really satisfied with its current state. I think it needs to be a bit more powerful/useful.

Another potential plan was adding Antarctica and Greenland/ Iceland area.
 
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hm.. im not sure on how to make the zombies unique without changing the core gameplay.

one of my ideas was that infected cities have an ability to constantly spawn corpses like the undead graveyard in warcraft melee, and infected cities can raise the dead permanently. they can raise different types of unit from the corpses, but the more stronger the unit raised, the more corpses are required. make the time for the corpses to spawn two times longer than usual.

so this way, the more infected cities the zombies have, the more, well, zombies they have! it makes the gameplay more realistic i guess, the more the world is infected the more zombies in the world. also make higher unit cap for zombies and make the infected cities unable to retaliate to attack, thus changing the whole strategy for zombies.

would this work?

adding more land would always be great. good idea.
 
hm.. im not sure on how to make the zombies unique without changing the core gameplay.

one of my ideas was that infected cities have an ability to constantly spawn corpses like the undead graveyard in warcraft melee, and infected cities can raise the dead permanently. they can raise different types of unit from the corpses, but the more stronger the unit raised, the more corpses are required. make the time for the corpses to spawn two times longer than usual.

so this way, the more infected cities the zombies have, the more, well, zombies they have! it makes the gameplay more realistic i guess, the more the world is infected the more zombies in the world. also make higher unit cap for zombies and make the infected cities unable to retaliate to attack, thus changing the whole strategy for zombies.

would this work?

adding more land would always be great. good idea.

Well I'm about to submit what I have right now. 1.1 features a 3rd zombie player and new terrain, now no player is completely shielded by another player from zombie attack, even if the path is only shallow water to their base. Also I'll think about how to incorporate some of your idea, I'll think about removing the whole attack for the infested cities, if that is what you meant by what you said their. As for the corpses thing, well I'll tell you that I was thinking about adding a new unit. My idea is a necromancer that can spawn zombies from corpses, and can also summon a temporary zombie spawning structure, similar to the pocket factory, that spawns mini zombies. So maby I could kindof mix the ideas, but change it so well I get why you want multiple corpses for bigger units.... but I think it would be easier just to make the bigger units cost more to make from a corpse. I'll think about it but I don't really wanna sap the core gameplay too much.

ALSO! - I think you'll like this update, i added a night and day system, the Zombies gain bonuses at night.
 
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Well I'm about to submit what I have right now. 1.1 features a 3rd zombie player and new terrain, now no player is completely shielded by another player from zombie attack, even if the path is only shallow water to their base. Also I'll think about how to incorporate some of your idea, I'll think about removing the whole attack for the infested cities, if that is what you meant by what you said their. As for the corpses thing, well I'll tell you that I was thinking about adding a new unit. My idea is a necromancer that can spawn zombies from corpses, and can also summon a temporary zombie spawning structure, similar to the pocket factory, that spawns mini zombies. So maby I could kindof mix the ideas, but change it so well I get why you want multiple corpses for bigger units.... but I think it would be easier just to make the bigger units cost more to make from a corpse. I'll think about it but I don't really wanna sap the core gameplay too much.

ALSO! - I think you'll like this update, i added a night and day system, the Zombies gain bonuses at night.

Night and Day? That is like the BEST idea ever. keep up the good work. also, im fine with the necromancer and the pocket factory stuff. sounds interesting. should download the newer versions and tell my friends to play together. ill be zombies this time XD
 
Level 5
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Messages
96
GREAT MAP, MATE! :D You really did a great job on this. I like the idea of the map and the customized skins for the Zombies is just magnificent. Al though I do think teal might be a bit TOO close to the yellow Zombies :/. But regardless, great job, dude. Keep up the good work.
 
GREAT MAP, MATE! :D You really did a great job on this. I like the idea of the map and the customized skins for the Zombies is just magnificent. Al though I do think teal might be a bit TOO close to the yellow Zombies :/. But regardless, great job, dude. Keep up the good work.
Yes and taking the suggestions of my peers like you will help to improve the map. I was thinking that myself that yellow could use a move-back.
I think that and another modification of the siege engine will be in 1.2. I may also bring my necromancer idea to the map. Thanks for your feedback. I've been working on this map for a long time. It really is a great concept, and I thank the map that inspired me to make this one, World Zombie Wars by Nail N Hammer. Sadly, he never made many updates from the release version so that's why I wanted to make my own.
 
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just a few notable bugs when i was playing with my friends:
1. the upgrade to large bank icon was a bit wrong. it said upgrade back to small bank.
2. the AI zombies get weak at the end. recommend making them smarter somehow (dont have to though, just a suggestion).
anyways, still loving this map. especially with the night&day system, it really makes it a lot better.
P.S. my brother loved this map too. he says its really good.
 
Level 5
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Messages
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Yes and taking the suggestions of my peers like you will help to improve the map. I was thinking that myself that yellow could use a move-back.
I think that and another modification of the siege engine will be in 1.2. I may also bring my necromancer idea to the map. Thanks for your feedback. I've been working on this map for a long time. It really is a great concept, and I thank the map that inspired me to make this one, World Zombie Wars by Nail N Hammer. Sadly, he never made many updates from the release version so that's why I wanted to make my own.

Yes, it is a great concept indeed. I just hope you don't abandon this map like others did and Nail n Hammer as well. I think the map is just fine.. BUT updates wouldn't hurt either. And yesterday I hosted this game on Battle.net and was playing all well and good until we starting getting random lag spikes and lag freezes. I'm not sure what may cause this map to lag, but I THINK the game lags whenever there are big clashes between units. And I wasn't the only one lagging, the rest of the players in the game were lagging as well. So you might want to take a look into and try to fix the lag. Other then that, the game is quite entertaining and fun to play. And I also love the idea of adding AIs to zombies :thumbs_up: Because most people would much rather prefer to play humans most of the time then zombies. And most of zombie maps RARELY have AIs for zombies so I thought that is a unique idea on this map :ogre_haosis: Keep up the good work mate. I hope to see more versions of this map :goblin_good_job:
 
Yes, it is a great concept indeed. I just hope you don't abandon this map like others did and Nail n Hammer as well. I think the map is just fine.. BUT updates wouldn't hurt either. And yesterday I hosted this game on Battle.net and was playing all well and good until we starting getting random lag spikes and lag freezes. I'm not sure what may cause this map to lag, but I THINK the game lags whenever there are big clashes between units. And I wasn't the only one lagging, the rest of the players in the game were lagging as well. So you might want to take a look into and try to fix the lag. Other then that, the game is quite entertaining and fun to play. And I also love the idea of adding AIs to zombies :thumbs_up: Because most people would much rather prefer to play humans most of the time then zombies. And most of zombie maps RARELY have AIs for zombies so I thought that is a unique idea on this map :ogre_haosis: Keep up the good work mate. I hope to see more versions of this map :goblin_good_job:
Were you using the AIs? THAT is what can cause lag. Honestly AIs are meant to be used as sparingly as possible. You see the AI is a standard wc3 AI just adapted for zombies so that may be why it lags. Also, new updates will be released atleast monthly, if not more.
just a few notable bugs when i was playing with my friends:
1. the upgrade to large bank icon was a bit wrong. it said upgrade back to small bank.
2. the AI zombies get weak at the end. recommend making them smarter somehow (dont have to though, just a suggestion).
anyways, still loving this map. especially with the night&day system, it really makes it a lot better.
P.S. my brother loved this map too. he says its really good.
Your glitches are noted. The zombie AIs getting weaker is simply an effect of the way wc3 standard AI handles the situations. I'd code my own, but sadly I'm not THAT skilled. Your large bank icon glitch will definitely be fixed. I wonder if I can make the AIs a little better with some late-game wood pumps. I already give them some free wood as it is, but they may need more.

Also this goes for Kodo and one man army or any other person looking at this map:
-What do you guys think of the Zombie Swarmer Unit? I was kindof nervous releasing it for issues regaurding balance, but I thought the zombies could possibly use something like this.


Also another questoin for Kodo:

DID YOU EVER EXPERIENCE THIS LAG WHEN YOU WEREN'T USING AIS!? BC IF YOU WERE THEN THIS MEANS VERY BAD NEWS FOR ME! :(
 
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Also this goes for Kodo and one man army or any other person looking at this map:
-What do you guys think of the Zombie Swarmer Unit? I was kindof nervous releasing it for issues regaurding balance, but I thought the zombies could possibly use something like this.

hmm... the zombies are already strong as it is, but an additional unit like that would be good. ill get the new update. maybe to balance it out, the humans get more buildings or units? that should be good.

just a suggestion, maybe make the zombie box-cade be able to be upgraded to strong barricade or back to the first barricade, just incase the person wanted to.
 
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The Zombies are already strong indeed. But adding a few units which won't make Zombies over powered won't hurt either. And I found a bug where zombies can actually hit units that are too close to the barricades. They can somehow hit throw them. However, they can't get passed them unless destroyed. Try fixing that.
 
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might i say this map isnt getting much attention. its a great map, but the first step to getting it known is through your description. Right now, the description is just a wall of text. Add some templates! If you go update and read the description tutorial, you can find resources of templates. Makes your description more flashy and colorful!

Ever heard the saying, 'Never judge something by its appearance.' Well, guess what. No one ever heeds that saying. If you can see your hits, there are about 190 ppl who took a glance at your map but there are only 4 downloads. Im just saying make your description better cause this map is great and i dont want it to die just because ppl dont give it the attention it needs.

EDIT: theres also a BIG GIGANTIC BUG that really needs fix. for the humans, try building a city and then cancel the production as soon as it starts. u have yourself a free city! u better fix that right away.
 
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Level 1
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Sep 2, 2011
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Weird as hell !

I know a map maker that made the same exact thing i mean seriously...World zombie wars Reborn and the original map WZW was made by Deathoc...Tell me if im wrong please i see different things in this map so im not clear but tell me if its a copy of deathoc's map
 
Level 2
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Why this map published? Author must practice his current level of mapmaking is bad. Author, try to begin mapmaking by creating a minigames and simple arcades. Loadscreen is really bad, we can see that author is greedy and he placed a giant text in the centre of the screen that says who is author. Too bad 2/5
 
Why this map published? Author must practice his current level of mapmaking is bad. Author, try to begin mapmaking by creating a minigames and simple arcades. Loadscreen is really bad, we can see that author is greedy and he placed a giant text in the centre of the screen that says who is author. Too bad 2/5

Okay then. They never said the world wouldn't have critics. I'm not going to let a bad comment or two get me down. If you don't like the loading screen that's too bad. I made it with Photoshop, and I did my best. And as for the name, well I'm sorry I want to take credit for what I've done. That would be like not writing your name on a school assignment, says "I don't really care about it".

I know a map maker that made the same exact thing i mean seriously...World zombie wars Reborn and the original map WZW was made by Deathoc...Tell me if im wrong please i see different things in this map so im not clear but tell me if its a copy of deathoc's map
Ill have you know there are definite similarities between my map and his map, but the map's game play splits off in such a different direction that it isn't even the same thing anymore. Just play it.

And look at it like this: Vampirism is a game with many versions. They all share the basic idea of the humans building walls and towers while the vampires attack them. But each one has its own twist that makes it unique, and not just a cheap copy off another map. My map is like that to the world zombie wars section of gaming. It has its own twist to make it unique to other maps. That twist is a unique economic system, many upgrades, and units that were never found in the other versions.
 
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Splendid use of trees, units and peasant skins. The trees fit each country's environment accordingly to the terrain. By the way, I hope you fixed that bug where zombies can somehow hit units right behind the barricades. It happened to me. When the zombies were hitting the barricades, I gathered a few of my peasants to repair the barricades, and they were getting hit until they turned into zombies. Other then that, the map is coming out great! A few more fixes and I'd say the map might come out just swell. :thumbs_up:

Why this map published? Author must practice his current level of mapmaking is bad. Author, try to begin mapmaking by creating a minigames and simple arcades. Loadscreen is really bad, we can see that author is greedy and he placed a giant text in the centre of the screen that says who is author. Too bad 2/5

You know, I find it a bit arrogant that you're rating the whole concept of the map based on the loading screen ONLY. I mean, a 2/5 just because you didn't find the loading screen appeasing? Ratings are based on how the map is done as a whole, not for quarter of it. I'm not in anyone's side but that is no proper way of actually rating a map. Based on your comment, you just saw the loading screen and thought that the map is bad enough just because of it. I know this sounds corny, but I agree.. "Never judge a book by it's cover", which is basically what you just did now. At least TRY to give an elaborate review and help him out with what needs to be done to the map. I wouldn't even consider your comment a "rating", it sounds much more like a troll comment rather then a rating.
 
Splendid use of trees, units and peasant skins. The trees fit each country's environment accordingly to the terrain. By the way, I hope you fixed that bug where zombies can somehow hit units right behind the barricades. It happened to me. When the zombies were hitting the barricades, I gathered a few of my peasants to repair the barricades, and they were getting hit until they turned into zombies. Other then that, the map is coming out great! A few more fixes and I'd say the map might come out just swell. :thumbs_up:



You know, I find it a bit arrogant that you're rating the whole concept of the map based on the loading screen ONLY. I mean, a 2/5 just because you didn't find the loading screen appeasing? Ratings are based on how the map is done as a whole, not for quarter of it. I'm not in anyone's side but that is no proper way of actually rating a map. Based on your comment, you just saw the loading screen and thought that the map is bad enough just because of it. I know this sounds corny, but I agree.. "Never judge a book by it's cover", which is basically what you just did now. At least TRY to give an elaborate review and help him out with what needs to be done to the map. I wouldn't even consider your comment a "rating", it sounds much more like a troll comment rather then a rating.
I thank you for your support but I knew that guy was obviously a troll for saying this map sucked without giving any real reasons why. And I did mostly fix that glitch you talked about by reducing zombie range to 50... but exploding zombie can still zombifiy through barricades bc it is SUPPOSED to. Also, take note doctors are recommended to be put by your builders to heal them from ranged attackers or exploders.

Why this map published? Author must practice his current level of mapmaking is bad. Author, try to begin mapmaking by creating a minigames and simple arcades. Loadscreen is really bad, we can see that author is greedy and he placed a giant text in the centre of the screen that says who is author. Too bad 2/5



And I didn't think I had done THAT awful of a job on the loading screen. I've seen loading screens that were a few scribbled lines on MSN paint and no one complained about those. In addition, I'm no artist. Why do you think all my models were imported from hive workshop and not my own creations?

And if my loading screen is that awful, why not go make a better one and give it to me if it bothers you that much?
 
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Mr.Pockets00000, texts must be smaller, place credits to authors in the corner (this I wanted to say) and by the way, change the bullet-type of commanders, instead of flames you should place hm... bullets and don't use cliffs, the'r so ugly. And why your terrain must look like a real world map? You can use an isolated island\continent infected by the virus, and the world powers who arrived to this place with their own purposes. (loadscreen isnt bad, i can say that is good but text must be compact and whats with shotgun? Triple shotgun?)
 
Level 1
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Sep 2, 2011
Messages
8
I got a few suggestions...How about add some kind of event ? for each country...like 2nd chance for zombies and humans cause its pretty hard to defend when you lose your allies around you
 
Mr.Pockets00000, texts must be smaller, place credits to authors in the corner (this I wanted to say) and by the way, change the bullet-type of commanders, instead of flames you should place hm... bullets and don't use cliffs, the'r so ugly. And why your terrain must look like a real world map? You can use an isolated island\continent infected by the virus, and the world powers who arrived to this place with their own purposes. (loadscreen isnt bad, i can say that is good but text must be compact and whats with shotgun? Triple shotgun?)
Now your starting to sound less like a troll and someone who actually has real suggestions. Now I tell you I use cliffs out of preference, because yes using the hill raising looks prettier, cliffs simply work. Cliff guarantee the defined spots where boats can unload/load. Yes I am aware of using terrain for ports as an unload location, but that can have many glitches in itself. Sometimes practicality is more important than beauty. (Like, how you say, the athletic girl versus the thin and pretty no-nothing).

The triple shotgun, yes I'll admit it is strange. Wasn't my best choice of an image, I should have thought that through more carefully. I may/maynot remake a loading screen, but this is not the top of my agenda. I was thinking of making one out of I AM LEGEND scenes but I found that to be even less fitting. I'll think about it when It becomes of immediate importance.

Remember: I'm not turning down your requests completely, I am mainly delaying them, because your concerns mainly focus on apearnce, which is of much lesser importance to a game. If I wasn't using the warcraft III engine, the graphics would be squares and triangles. Sorry, but graphics simply aren't of a high importance to me. But I promise you, there WILL BE CHANGES IN THE LOADING SCREEN, but not as immediate as other concerns. As for the terrain, we will see.

Found bug :
If human castle that is in the process of reviving hero is captured by zombies, the hero can't be revived permanently

Thanks for that glitch report, and I will find a way to fix it.

Also Kodo, I'm sad to say my 50 range solution didn't work. At first I thought it did, but it only world for the barricades if they were slightly interlaced, and not touching corner to corner. I'll have to find a fix for that. When I get some more spare time, 1.3c will be my major cleanup update.

I got a few suggestions...How about add some kind of event ? for each country...like 2nd chance for zombies and humans cause its pretty hard to defend when you lose your allies around you

Could you specify a little more? Do you mean like random events? Or do you mean fallback locations for each player. It is kind of hard to tell from the low details of what you have presented to me. I assure you though, that there are many fallback locations on the map. For example, red can barricade up the mountainside near the Norwegian area. Gray can fall back to England/Ireland. Pink has many fallback zones. Purple if he loses the front above pink he can just fall back completely into Australia. Orange and Gray and Green I'll admit falling back isn't their strongest point, but they still can to some extent. The problem comes after the undead cut down all the trees, which is a problem for most players, almost completely excluding purple. (Except for that choke point under pink that is formed by trees, which can easily be chopped down by ghouls).
 
Level 7
Joined
Oct 30, 2010
Messages
334
Hey,u should make different type of capital.then some people wont boring cause every different type of capital get different hero and also units.and also for random events,maybe u can do like when this capital fall down, got some backup town.Also the specialty is important cause u can do like england good in sniper or austraila go in something.u can also make for the human got advantage by upgrade.
 
Level 1
Joined
Sep 2, 2011
Messages
8
Maybe You should add the wonders of the world ? and maybe just maybe listing the country names ?? and if there is China add the wall of china !
 
Level 1
Joined
Sep 2, 2011
Messages
8
What I ment by random events is that maybe if there is a huge country and not penetrable maybe make events that zombies will hit the city through some way or like in eras by ship events the spainish got invaded by zombies near Madrid ...
 
What I ment by random events is that maybe if there is a huge country and not penetrable maybe make events that zombies will hit the city through some way or like in eras by ship events the spainish got invaded by zombies near Madrid ...

This is starting to sound like ERAS zombie invasion for sc2 now.

On a side note, I plan to add multiple gamemodes for version 1.4, as well as the option to play in only small regions of the map if you have only players that occupy that region.
 
Level 1
Joined
Jan 28, 2024
Messages
1
Excellent map. I'm was played in the map as kid and find it again after several years. I'm must someday host it, because bots are much weaker then they seemed in childhood :D
 
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