Alright, here is my collection of advice and comments regarding zombie survival (ZS) maps in general, and your's specifically:
To begin I must point out that your initial photo of the three marines fighting of zombies is simply badass. If that was made on request, my compliments to the artist. In any case, on to my advice-
Terrain:
Part 1- The Enviornment
Depending on the plot line, you must plan out the enviornment. Depending on the armies response capabilities, the city should fall into one of three catagories- prestine, lack of maintenance, and overgrown (the longer response time falling into the overgrown category, and shortest to prestine.) While it is rather hard to beleive, cities will become over grown after a mere 2 weeks lacking maintenance.
-section 1: Prestine
Essentially, this is the 1-5 day period. The city is spotless, and is still unrelenting to nature's consistent battering. Signs of the initial plague outbreak is the only indication that something is wrong (and the lack of human activity.)
-section 2: Lack of maintenance
In essence, the city is begining to submit to nature's calling. The sidewalks are begining to crack, and plants are spreading like a plague, however the city has yet to become a forest.
-section 3: Overgrown
The city has become infested with the ever expanding array of naturall life. Small creatures (
if they have not been infested as a result of your plot) scurry through the many alleyways, and nature has occupied all but the most impressive of structures.
Part 2- Placement of Doodads
Blizzard entertainment opted for quite ugly scenery, that can only sparkle in the hands of an experienced creator. I'll offer my advice on how to use their doodads to your advantage in this portion:
-section 1: Grouping
Lets face it, the shrub doodad looks ridiculous on it's own. I find that placing 2-4 shrubs, in addition to a few flowers, and, most importantly, the ashenvale mushrooms, looks quite ambient indeed. Take advantage of these "plant groups" and place them randomly, adding rocks or trees in the group when it seems right.
-section 2: Quality
I bit of advice on your doodads...keep them the same quality. That goes the same for doodads. Nothing ruins a map more than having beatiful units in an ugly enviornment, or vise versa. If there aren't any good looking models for a helicopter (as an example) then don't settle for a crappy one, just figure something else out.
What I like in a zombie map:
In my opinion, what makes or breaks a ZS map is:
-origionality
-good class choices for single unit maps, and a variety of units for squad based ones
-explicitely thought out plots
-good effects
-goals, I never liked the classic "sit and wait" type of ZSs. Remember you are using an RTS engine, leave the fps gameplay at home, and give me something to do.
-good abilities and/or items. You simply
cannot have a ZS without some form of grenade, orbital bombardment, or missle strike. Keep this in mind.
-variety of zombie classes. You've done this vary well, aside from the jumping zombie. Remember, good effects. From what I can tell, it looks like this zombie just instantly is transfered from one side of a wall to the other... that is certainly not very aesthetic.
That's all of got at the moment. Best of wishes, and happy modeling.
