Zombie Outbreak RPG 1.52 Full
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ZOMBIE OUTBREAK RPG 1.52 'Full' (150kb 'Lite' version in Other Versions!)
(Build 112)
WARNING: Only playable Multiplayer or LAN mode and at Fastest game speed, due to viewlocking (centers mouse ...
ZOMBIE OUTBREAK RPG 1.52 'Full' (150kb 'Lite' version in Other Versions!)
(Build 112)
WARNING: Only playable Multiplayer or LAN mode and at Fastest game speed, due to viewlocking (centers mouse in single-player) and music timing method.
Current Features:
Three global missions, thirteen special missions, and sixteen locations.
An expansive, free roaming, never-the-same-twice assault on the Zombie hordes.
All missions and their locations are rolled randomly. The zombie infestation builds steadily, and must be culled to press onward.
A percentage of points is shared with teammates and converted to minerals. Missions award points based on difficulty and method of completion.
A computer force assists with missions, sometimes being fully capable of completing them alone, but only players have the capability to take it all the way. The computer player also generates some resources for the players and holds a safe area around the hospital.
-Randomly generated missions.
-Sixteen mission locations.
-Three "global" mission types (Attack, Escort, Garrison).
-Thirteen special missions.
-Three unit classes with full upgrades available, including Damage/Defense, Techs, and additional health (Combat Armor).
-Purchasing system for Medics (Medkits), Combat Armor, and Extra Respawns (Gas).
-High-end protoss units, with upgrades, available, including a special surprise dubbed the "Archon Bomb". Access to a remote location may be required for a certain upgrade and unit.
-Technician (SCV) can build CC for Nuke/Scanner Addons, Photon Cannons, and additional reinforcements.
-Reward sharing.
-Shared respawn pool (Vespene Gas).
-Minimap ping guidance.
-Verbose mission description at the beginning of each (Type, Location, Current Infestation Level).
-Hidden mechanization upgrades for each unit type.
-Experimental Contextual+Area music. Changes through regions, in shop, and during combat. Removed in 'Lite' version.
-Viewlocked version available if requested.
Terrain concepts by Somtaaw.
Original layout by iS_fErReT
Gameplay by Ranzear.
Original Musical Suite by Ranzear.
Change Log
Progress log:
~See prior versions for older logs~
Build 82-106
Ordered somewhat by relative effect on gameplay:
-Added new final stage with fresh surprises.
-Added variable respawn delay ...
Progress log:
~See prior versions for older logs~
Build 82-106
Ordered somewhat by relative effect on gameplay:
-Added new final stage with fresh surprises.
-Added variable respawn delay depending on distance from hospital.
-Added variable fuel costs to respawn depending on distance from hospital.
-Changed gas purchasing system to procure incrementally less fuel per purchase as the game develops.
-Changed a mission failure trigger for 'all players dead' to check for a lack of gas as well. Singleplayer now much more viable.
-Added zone and trigger to expedite lost starting units to the hospital and get the real game going.
-Tutorial Beacon added to hospital roof.
-Added new SCV purchasing/building system, including turrets (photon cannons and pylons) and new hero units.
-Utilized beacon from 'Return to spawn selection' area for new SCV system. Class reselection is still available at prior location with new hint.
-Combat Armor (Hero status) now has a 50/50 chance of being kept on death.
-Moved Cyborg Uplink much closer to hospital for better protoss availability.
-Enemies now spawn with reduced health depending on infestation level.
-Added new audio track.
-Altered most player unit stats all around. Mostly damage increases and greater balance of effectiveness.
-Increased SCV health
-Increased Firebat armor.
-Greatly increased base shield strength of protoss units for survivability.
-Moved downtown relay.
-Moved SCV waiting area.
-Halved cost of scarabs.
-Added additional checks to Infector triggers to prevent errors.
-Added additional spawning of Infector defenses
-Added special missions of previous stages to potential missions of final stage.
-Added additional targets and enemies to final stage missions.
-Added units to CPU enmity system and reduced enmity gain of frequenly splashed units.
-Buildings under control for construction prerequisites no longer give 'upgrade anywhere' capabilities.
-Changed ordering of view-centering on respawn.
-Some respawn check fixes.
-Increased cost to repair hospital generator.
-Maximum medic count added, extra go to next player to spawn.
-Some infestation handling tweaks related to enemies killed.
-Halved interval for healing/recharge trigger at hospital.
-Reduced unit counts in 'Neutralize attack force' missions.
-Altered detector handling and mission time limit in rock quarry special mission.
-Altered Infested Terran enemy for more consistent difficulty.
Build 107:
-Skipped map compression to avoid losing Player 1 fog data.
-Fixed trigger error causing a certain mission to occur too frequently in late game.
-Fixed refunding issue with hero squad despite having just successfully purchased them.
-Fixed a location error causing a player's Armory to be owned by the player below them when both in shop.
Build 108-110:
Ordered by relative effect on gameplay:
-Players can now respawn without losing all of their additional units. Requires a certain amount of available gas or the system reverts.
-Rebalanced infestation gain rate with extra influences including elapsed time.
-Increased enemy unit counts at high infestation levels.
-Added additional spawned enemies to garrison missions and extra method of increasing attackers.
-Added reward and infestation influence for a side objective that can also be used as a mission.
-Increased HP of a mission target.
-Building a nuke now removes and refunds Combat Armor if the player commands an armored ghost.
-Reduced enemy detection radius.
-Added extra trigger to prevent occasional glitch of final boss spawning with fractional HP.
-Increased available time and Brown Player responsiveness to infector vulnerability.
-Added several new triggers to better manage Brown units active in the field.
-Standard Brown units now retreat during final mission.
-Fixed some AI of final boss and added extra difficulty
-Fixed final boss not disabling hospital healing..
-Fixed a small glitch with a reference SCV and its claimable brethren.
-Increased spawn rate for Brown civilians.
-Added several new options for Brown's unit system based on elapsed time and game stage.
-Reduced resultant infestation level after a repelled hospital attack.
-Increased distribution rate for one resource sharing system.
-Fixed some unit and building names.
-Added +1 to all upgrades for green 'display' units to show upgrade amounts.
Build 111-112:
-Fixed certain players not having CC addons available.
-Reduced overall cost of Nuclear Missile usage to offset lack of armor for the capability.
-Fixed some unintended upgrade availability. Should be effectively restricted to only when a unit is present at shop beacon.
If this isn’t Final, I don’t know what is. Enjoy.
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Team) Hide & Seek Role Playing (RPG)
- Author:
- Ranzear 5
- Filename:
- ZombOutbrk152F.scx
- Project Page:
- Zombie Outbreak RPG
- Type:
- StarCraft Map
- Size:
- 1.1 MB
- Overall Rating:
-
5 / 5 (3 votes, ranked #148) - Tags:
- mercenaries, ranzear, upgrades, ups, zombie
- Players:
- 5
- Teams:
- 1
- Tileset:
- Badlands
- Dimensions:
- 256x256
- Favorites:
- 1
- Downloads (Total):
- 1,445
- Downloads (Daily):
- n/a
- Submitted By:
- Ranzear 5
- Discovered On:
- Jan. 7, 2011
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Zombie Outbreak RPG 1.52 Full
ZombOutbrk152F.scx (1.1 MB)
- Released:
- Jan. 7, 2011
- Downloads:
- 1,445
- Direct Link:
Rating
- Opinion:
3 votes considered -
- Good
Good
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
-
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User Comments
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Read the description. You have to play this map in Multiplayer, in LAN mode for solo or on Battle.net. Trying to play in Single-player causes the cursor to center when the view is moved.
i had the same problem, couldnt really play
a unique feature of this map: you can use it to make shit crazy good defense maps :D
awesome game!
10,000 Downloads!
To celebrate, despite losing all of my sound work and having to rip the files from an older version, I've uploaded the Full version for 1.55 with complete music. I made one small trigger tweak to change a track combination that had sync issues, but this definitely shouldn't affect gameplay between the lite and full versions (it also results in a little less 'noise' and rapid track changing around the hospital).
There. It is officially and irrevocably done except for getting the full version with the music files thrown in up.
I know I'm done because I hit the Locations limit, and the map is way too off the deep end to start recycling now.
So I tweaked and wrenched and played it for hours just to polish up the last little naggances and bugs. Blew through a few versions finding new issues, both gamebreakers and things only I would notice, and fixing them.
I'm proud to have filled a map with features, many of them unique (at least in combination) to the best of my knowledge. It's been quite a journey putting this together, and I think I taught myself a lot about game design in the process. If there's any version to play at least once, it's 1.55 -- it's fun even to me, whom has played it mindlessly since the beginning. I know the author is always the worst critic but I know how much has changed and how much grief I've scrubbed from this project.
Across all versions this project has over 9000 downloads. Just ~520 more and I'll hit a glorious 10k. Maybe I'll start mapping for SC2, maybe I'll start coding my own games. Who knows. Look for my name and you'll know it's the same.
As I thought. Some cool ideas that fall short because of the limitations of UMS in SCBW. Now it's just kinda "ehh." :[
It's a multiplayer single-unit adventure with resource and enemy scaling based on the number of players, RPG elements, hireables, a relatively intelligent computer ally, randomly generated missions, a rather variable but smooth difficulty curve, and a contextual dynamic music system.
Or in fewer words, it's a mishmash of every awesome idea I ever had to put in a Starcraft map.
what kinda game is it?
Forgot to mention, because I thought I had already released with it, but 1.52 contains completely new music created by myself. There are some minor sync issues with one track, so I may give it one more tweak in the future, but for now it is completely playable with the new and very impressive soundtrack. I have a preview mp3 I can post elsewhere and I'll post a link to it here, as it is a fine enhancement to the mood of the gameplay especially in the deeper sections.
It's been a few months and the last few versions (lag fix and non-compressed) were so nearly lost to a dead motherboard. I shopped hard for a replacement that would read my RAID array so I could recover so much creative work including this map.
1.52, barring some game-breaking glitch (most others I just consider 'flavorful'), should be the final version. The lag should be fixed, the guns should be blazing, and the odds should be slim. Lite and Full versions available, as ever with Lite recommended for B-net due to lag mucking the music. Enjoy.
Hey, Ranzear. Looks like the map is pretty solid.
I appreciate all your hard work. The map looks pretty intense, and although I havent played it since the last time I showed you the original map, I've been moving on to bigger things (The Army, for example), but again, I appreciate what you did to my map which I thought was dead, and completely transform it into a godly machine, lol.
99.155.52.xxx
I know about the lag issue and its actually because of building handling. Its from 'giving' units between players at too fast a rate (in this case, about 24 times per second XD).
I made the upgrade buildings blink to brown every cycle to prevent upgrading without a unit actually at the pad (if you own an SCV or CC its so you can build things that have requirements).
I've sought alternatives such as disabled unit sprits (which apparently SCMDraft can't do) and I'm likely just going to dial back the blink rate since the difference between 0 and 1 on upgrade build time is great enough to still prevent upgrading even by relinquishing the buildings just once per second.
The new music is done too, and I'm just waiting for a version of TinyMap2 that doesn't break my player 1 fog data.
Overall I like the polish on this map. I started playing with "version 1.0" on battlenet and found the 1.50 Lite version 06/2010.
150L has "unit lag" (too many units for old machines). Is there a way to release a 1.5L-OC (Old Computer) version that has significantly less number of units to prevent old computers from lagging? The units may be scaled up in strength to compensate for fewer units.
Also possible: tips on how to do this with an editor if the authors don't want to do it.
127.0.0.xxx