About
ZOMBIE OUTBREAK RPG 1.55 'Full'
(Build 115)
(Lite version with music removed in Other Versions.)
~ Finally pinned down every insufferable glitch, hitch, lag, frag, and splag that drove me crazy ...
ZOMBIE OUTBREAK RPG 1.55 'Full'
(Build 115)
(Lite version with music removed in Other Versions.)
~ Finally pinned down every insufferable glitch, hitch, lag, frag, and splag that drove me crazy about this map. Everything works, it's as balanced as it will ever be. More players makes the core gameplay harder but the end boss easier and vice versa. The game can be beaten solo with prudence and Xanatos-like planning. Most importantly: I've run out of placeable locations. I officially can't add anything more to it. Enjoy.
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.
Build 113-115:
-Added new function for Medkits. Standing next to your own medkit and killing it heals all units in the vicinity to 100%. Increased cost to reflect this.
-Fixed addon construction prerequisites. Both Nuke Silo and Comsat Station are now available.
-At lower infestation levels, enemies spawn with far less HP.
-Increased enemy damage.
-Starting gas now properly calculated, much lower.
-Added additional spawn triggers for Indie Mercs for better computer ally response to missions.
-Changed some basic unit spawning mechanics for computer ally.
-Fixed a small AI glitch causing a certain unit to park itself over an indestructible building.
Reviews (Submit a Review)
Zombie Outbreak
Reviewed by DAmicoThunder 6 on Feb. 21, 2012
This map is actually quite fun. While it does not work with my proxy server (stupid old computer) my laptop covers it quite well. Some things you should think about are making the map itself a litt...
Related
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Team) Hide & Seek Role Playing (RPG)
- Author:
- Ranzear 5
- Filename:
- ZombOutbrk155F.scx
- Latest Version:
- Zombie Outbreak RPG 1.55 Full
- Type:
- StarCraft Map
- Size:
- 1.1 MB
- Overall Rating:
-
4 / 5 (10 votes, ranked #10) - Tags:
- mercenaries, ranzear, upgrades, ups, zombie
- Players:
- 5
- Teams:
- 1
- Tileset:
- Badlands
- Dimensions:
- 256x256
- Favorites:
- 1
- Downloads (Total):
- 24,312
- Downloads (Daily):
- 4 (ranked #6)
- Submitted By:
- Ranzear 5
- Discovered On:
- Aug. 6, 2011
Share Map
- JavaScript Widget:
-
Zombie Outbreak RPG 1.55 Full
ZombOutbrk155F.scx (1.1 MB)
- Released:
- Aug. 6, 2011
- Downloads:
- 22,772
- Direct Link:
Rating
- Opinion:
10 votes considered -
- Good
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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
I Tried to pick me gun but my cursor was being forced to the center of my screen, so i couldn't really play your map
161.184.157.xxx
a unique feature of this map: you can use it to make shit crazy good defense maps :D
awesome game!
Amazing game. Hopefully you will update the game and make the starting units stronger or give us more starting minerals.
.scx is an Expansion-only map.
So apparently you don't have Brood War.
um it doesnt download a sc2map file... i got some .scx file. even after renaming it renders unblayable. plz help? i am so confused with the file..
173.178.153.xxx
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 probably cooler in theory than it is in practice. :/ check it out w/Dr.SteveBrule.
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
Likely a final version, barring some immense glitch or bug. Difficulty of final battle has been increased drastically and may require dedicated players to reach the end with enough players remaining to defeat the final target. The last common annoyance, having to lose all your spiffy units to respawn, has been worked-around without having to rewrite about eighteen triggers completely with 12 new condition lines each.
The music is currently being remastered from original sources to 16-bit instead of 8-bit for quite the quality increase with minimal size penalty. A 'Full' version will be up in a few days (after I remember my original specifications XD ). My target of 1mb still stands, so additional tracks are not out of the question, especially after stripping nonessential strings from the map (which may have benefited this lite version had I not already uploaded it before remembering the plan to do so). Perhaps a 'superlite' stripped version as well after development is surely finished.
Compression caused the fog data for player 1 to be lost and at least one suspected location error in this version. Both full and lite versions of 1.47 will be up shortly instead.
I definitely have to endorse this latest version, 1.22. Most or all of the errant gameplay mechanics have been worked out, including brown units being wiped out too handily and consecutive attacks on the hospital because of a cascading runaway of infestation modifiers.
Just played a solid 59 minute game as Marine with a full house through half of it and minus-one for the rest. I've worked in so many ways to dole justice to the zombies that I've honestly forgotten how most of it works now, so I may be closing down to a final version soon.
Potential changes:
- Increase player's base Protoss shield strength ("armor") for better Zlot and Goon usability.
- Increase all enemy health values but spawn with amount reduced based on infestation level. Potential for selectable difficulty.
- Terrain cleanup, though this takes an absolute backseat to playability (some blends I tried block ultralisks, etc).
Suggestions are always welcome.
We need more reinforcements due to the mutations,hte automated sentrys are perfect and all which made me happy,but after all the emergency retreats my group just dies out. Maybe allow also a barrack camp in the upgrades shop to hire mercerneries to ease the job going out hunting in missons not following the group heading out.And a more barricaded hospital with bunkers since its an outpost.well hope you can put this in the game.will check back for more of your maps i love the concept.
Updated changelog with some older notes I missed while casually updating.
Barring some catastrophic bug or exploit, this may be close to the finalized version. A new project, the inversion of this game type, beckons!
Possible for next version:
-Adjustment or addition of extra relay points.
-Additions or adjustments to music system.
-Adjustment of viewlocking system after playtesting.
If anyone wants to playtest the versions with music or viewlocking, I can host when available or provide test versions provided they are not uploaded without permission.
As always, comments and suggestions are welcome here or in private message. Enjoy the new additions!
Are those roads?