Get to da Choppa ZOMBIE/FAST FINAL
About
The popular Zombie edition of Get to da Choppa. Now twice as fast to play and still aggressively BS-Protected against team nuking and alliance dropping.
1.99:
- Ghost can now cloak for the ...
The popular Zombie edition of Get to da Choppa. Now twice as fast to play and still aggressively BS-Protected against team nuking and alliance dropping.
1.99:
- Ghost can now cloak for the amount of time it takes to launch one nuke, but must fully recharge energy to use again (not likely), saving them the need for specific cover for a late-game nuke.
- Wandering too close to the zombie hives (originally just decoys and in place for AI purposes) can have nasty results for a particular unit, and nastier for his friends.
- Goliath now does a respectable amount of damage against the Ultralisk type enemies, rounding them out against these which are so dangerous to other units. They still overkill everything else, so balance is maintained.
- SCV repair values adjusted slightly more with a bit of math behind them, putting repair cost against 'damage mitigated' a little less skewed for particular units.
- Bonus marines will no longer be hoarded up by a single player, all players should have a chance for at least one extra unit. This also reduces total units if one player is carrying the team.
- Ultralisk hero has 50% more health to counter Goliath improvement, making it that much more dangerous to vulnerable units.
- Sounds added for incoming wave of attackers, building removal on ghost death, stray SCV death, liftoff death, and when only a few friendly units remain. Map file only mildly inflated for sake of ambiance, humor, and playability.
2.02:
- Zombiemode should have been 2.0 instead of just a re-theme, and so it is.
- SCV renamed for better clarity of limitations and brevity.
- New defiler based zombie will spawn near thin walls, can cast dark swarm, and will spawn broodlings inside the minerals. Burrow enabled for this unit.
- Trigger area for approaching a hive with a marine has been shrunk. Now gives message and delay (inescapable) as well.
- Penalty time should no longer stack up in the final minutes of play, a much requested change. Getting further in the game without allowing a breach will eliminate up to half of the penalties, and reaching a certain time remaining will eliminate all but one penalty.
2.03:
- New midgame ranged zombie unit, Hydralisk based.
- New endgame melee zombie unit, this one a surprise.
- It is again possible to destroy the hives, which mostly just breaks the AI if you pull it off.
- Map version in internal description fixed.
2.04:
- Overarmored Civilian and Hero Goliath corrected, since these two could stand around in a full screen of zerglings for better than two minutes, delaying the game-over or making for an easy win.
- Corrected trigger tactizing the zerg to kill the Civilian if near him, an anti-block method despite the intended tactic. Trigger should no longer cause glitchy zerg that stand around and attack the Civ sporadically.
- What was once the 'boss' enemy is now a limited-respawning entity and will spawn more readily to promote enabling the new unit of 2.03 on it's death.
- Corner guards added to prevent exploiting of the command triggers that make enemies circle the perimeter of the map.
2.05:
- Firebat unit strengthened as planned previously.
- Incorrect version in description of 2.04.
- Severe drone spawning errors corrected.
- Hidden Fun Stuff trigger location around Zombie Hives re-expanded because of new (futile) interest in destroying them.
2.06:
- Partially skipped, major developments rolled into 2.07 after a premature release.
2.07:
- New Anti-BS triggers prevent team-nuking and detect dropping alliance. Still partly experimental but very effective.
Note: May leave a 'BS Detection' scourge unit in center in some cases, which should not be detrimental to gameplay and is likely caused by an unforeseen wait-block. Team-Nuking prevention is area based with some edge allowance, and is tuned to prevent false positives (even with lag) instead of 100% detection, unfortunate timing may bypass the detection.
- Surprise unit now spawns in progressive numbers and is much tougher singly.
2.08:
- Updated perimeter and choppa location terrains for gameplay purposes.
- Fixed missing half of hero Ultralisk triggers, game difficulty now consistent.
- Updated BS detection triggers to change ownership of buildings to new ghost controller. Attempted to enable for dropped players as well but to no avail.
2.09:
- Rolled into 2.10.
2.10:
- Incorrectly uploaded incomplete 2.09 as ZM210 filename. Correct 2.10 version is filenamed ZM211.
- Halved standard game timer and related spawn/build/repair times. Game timer now Five to Ten minutes.
- Made sweeping changes to enemy spawning systems to rebalance for shorter game. Final result is more aggressively mining drones and more consistently sized attack waves.
- New hero units for killing specific endgame enemies.
- Widened base/team-nuking detection area to a consistent border inside minerals.
Final (2.19):
- Added an additional civilian as the utility unit for the sixth player.
- Final health and balance changes.
- Minor terrain tweaks for pathing.
- Added clarification message about Choppa loading time being reduced by bringing more units simultaneously (paradoxical, I know).
- Finalized, streamlined, and removed developmental fixes not affecting gameplay.
Thanks to testers (all versions):
iS_fErReT
CuteWolf[WD]
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Team) Strategy
- Author:
- Ranzear 5
- Filename:
- Get to da Choppa FINAL.scm
- Project Page:
- Get to da Choppa ZOMBIE/FAST FINAL
- Type:
- StarCraft Map
- Size:
- 238.8 KB
- Overall Rating:
-
4 / 5 (1 votes, ranked #1,979) - Tags:
- anyplayers, blood, choppa, drone, escape, final, fun, multiplayer, no-bs, nuke, parody, predator, zergling, zombie
- Players:
- 6
- Teams:
- 1
- Tileset:
- Ashworld
- Dimensions:
- 128x128
- Favorites:
- 0
- Downloads (Total):
- 414
- Downloads (Daily):
- n/a
- Submitted By:
- Ranzear 5
- Discovered On:
- June 4, 2009
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Get to da Choppa ZOMBIE/FAST FINAL
Get to da Choppa FINAL.scm (238.8 KB)
- Released:
- June 4, 2009
- Downloads:
- 414
- Direct Link:
Rating
- Opinion:
1 vote considered -
- Neutral
Neutral
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
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Achievements
- Top 100 June 5, 2009
User Comments
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Good map, protect/zombie maps can get boring fast but with the randomization the mission changes every time from what units your using to where the Choppa is that you have to get too. Also difficulty level is good, not too insane but definitely not easy. Took me five games with random newbs on battle.net to win.
One question though--I guess when your running to the Choppa and someone dies that's what gets more time added on the clock? Or maybe once you get there it starts a new timer?