Latest: Zombie Outbreak RPG 1.55 Full

Zombie Outbreak RPG
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  • Project Contributor In response to ZombOutbrk APre9.scx

    Contains an erroneous trigger that will prevent advancing to the second set of missions. Fixed in 29b, as always check the project page for the latest version.

    Lieutenant
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    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • Project Contributor In response to Zombie Outbreak RPG (Build 34)

    Resource sharing in this version is slightly bugged that you actually get /more/ cash when you have a full room than what would be intended as less. If you want to max out upgrades in the first ten minutes then play this version, otherwise try the more challenging Build 35 or newer.

    Lieutenant
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    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • I hope you enjoyed working on this map as much as I did with the original terrain, Ranzear.

    Keep up the good work, I know you can make it better than I ever could.

    Registered User
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    Battle.net
    Name:
    iS_FeRReT
    Realm:
    US East
  • Project Contributor In response to Zombie Outbreak RPG (Build 42)

    What a difference in pacing when you aren't stuck on the same mission for twenty minutes because a yellow unit wandered off, or even just the duration of the garrison missions.

    I'm confident enough in the gameplay now to add the second half of the mission set and finally an overall objective (certain missions will disable invincibility of your target for a short period, hah).

    Currently its difficult enough to complete a set of the second stage missions. I expect the third and fourth stages, once added, to be a nightmare.

    Lieutenant
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    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • Project Contributor In response to Zombie Outbreak RPG (Build 42, Newest!)

    Okay, so we THOUGHT we found a glaring exploit. Because the minerals used for upgrades are based on kills points, anything you kill garners points, especially hero types. The Wraith used for exiting the viewlocked shop is the Hero type Wraith, and gives roughly 70-80 minerals a kill. Two players can sit in the shop trading kills of the wraiths without even getting kicked out of the shop.

    However, deaths of the wraiths DO count towards the infestation level, and though we were Hero class, 12/25 attack, 10/20 armor, the MASSIVE level hospital rush immediately after wiped us out faster than we could figure out what happened.

    So though its an illegitimate resource method, it also has an incredible drawback; especially true now that an infestation increase when already at max level now spawns extra Ultralisks.

    Lieutenant
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    Battle.net
    Name:
    Ranzear
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    US West
  • I don know how to play , i didnt like it , it get stuck at the upgrade and purchase area when i try get the motor cycle guy and the tank

    Registered User
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  • Since it hit #1 I was curious and played it with some friends. I'm not an expert, but it seems pretty consistent with other maps of the genre. I do have some general comments:

    1. For professionalism you really should add text formatting (color/centering of triggered messages and, optionally, unit names).
    2. When you die, you lose your stored medkits (bug or intentional?).

    Major
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    Battle.net
    Name:
    azala[zc]
    Realm:
    US East
  • Project Contributor In response to Zombie Outbreak RPG (Build 42, Newest!)

    I'm not too big on spiffyness. I think a lot of text coloring and terrain blending and sprite usage is just a sham to cover up bad gameplay in the maps you would describe as 'professional'.

    tl;dr: I have better things to work on than prettiness.

    Killing all of your medkits is a legacy trigger from when they used to all freely roam the map. Medics needed a cleanup whenever all the attack-capable units were dead. When I changed the medics to one-at-a-time and auto-following I didn't realize I could easily remove the medic-dumping, since it will only bring out a medic if you have a unit in the main gameplay area.

    Lieutenant
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    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • >> I think a lot of text coloring and terrain blending and sprite usage is just a sham to cover up bad gameplay in the maps you would describe as ‘professional’.

    Complete nonsense. There is zero correlation between "prettiness" and "bad gameplay". If you want examples, find me on USEast sometime and I can show you.

    This is coming from an experienced mapper who values gameplay more than any other single factor, but has a solid understanding of people and their motivations - why they play, what they're looking for, and what will happen when you cut corners on certain non-gameplay portions of the game.

    But whatever, it's your map, you know your target audience. Do what you want ;)

    Major
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    Battle.net
    Name:
    azala[zc]
    Realm:
    US East
  • Project Contributor In response to (OLD) Zombie Outbreak RPG (Build 42)

    Nah I'm a few specific maps I've encountered that were all shined up and pretty with all the colors and bells and whistles, if you were to base 'Professional' on that, but were just shat unbalanced 'Move unit to beacon for mass-attack' BS for gameplay.

    Didn't make any insinuation that being pretty meant BAD gameplay, words in my mouth man, but you did pretty much say my mapping skills were 'unprofessional' because the map isn't pretty enough.

    I guess a run through the string editor could splash some color on things fairly easily (instead of editing every text trigger), but most of that is just pointless in comparison to finishing up the mission structure or making sure one overpowered unit can't bum-rush the whole objective.

    Just meant it exactly the way I said it: "I have better things to work on than prettiness.

    Lieutenant
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    Battle.net
    Name:
    Ranzear
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    US West
  • >> you did pretty much say my mapping skills were ‘unprofessional’ because the map isn't pretty enough.

    Not at all. Why would you assume the worst possible meaning of what I wrote?

    >> ...most of that is just pointless...

    A better term is "secondary". For an original creation, my typical mapping development life cycle is:

    1. Brainstorm a fun, interesting gameplay concept. (In my latest, Auction D, the key idea was "free-market valuation of defense units", instead of the typical "$100 for a marine" kind of thing)

    2. Make sure that it is reasonable to implement it in SC. (I was working on a vertical shooter a week ago and abandoned it because of SC's extreme limitations regarding unit orders and subroutines)

    3. Implement the gameplay. To quote the indispensable Orc Peon, "Work, work."

    (continued)

    Major
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    Battle.net
    Name:
    azala[zc]
    Realm:
    US East
  • (continued from last post)

    4. Make the User Interface look decent, for two reasons:
    - to make it as easy as possible for the player to focus on the core gameplay
    - if the game has a tough learning curve, the player needs to know that the game is worth learning, some kind of indication that you actually designed great gameplay. even a bit of UI effort helps them stay engaged instead of leaving too soon to appreciate the game.

    Major
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    Battle.net
    Name:
    azala[zc]
    Realm:
    US East
  • why does it get stuck on the upgrades?
    is there any way to get past it?

    Anonymous
    96.251.164.xxx
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  • Zombie Outbreak RPG? is it resident evil maps?

    Registered User
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  • Project Contributor In response to (Newest) Zombie Outbreak RPG Complete (Build 60)

    In next version:
    - Player dropping ally triggers BS protection and kick, same as my other map (Get to da Choppa).
    - Fix consecutive hospital attacks again.

    Any other suggestions can be dropped here or in PM.

    Lieutenant
    avatar
    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • I would like to make a couple of suggestions:
    1. Make more allied spawns since most of my games end with chapter 3 and by getting a massive attack on the base which kills everyone of the brown people.
    2. Allied units should always send atleast some soldiers to the mission objective but atm they might never send them.
    3. FIX THE CONSECUTIVE HOSPITAL ATTACKS!!! :P

    Anonymous
    80.235.35.xxx
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  • lol, another one of these games? seriously ppl gotta make new storylines, but i liked the game

    Sergeant
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  • Are those roads?

    Private
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  • Project Contributor In response to (Newest) Zombie Outbreak RPG (Build 67)

    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!

    Lieutenant
    avatar
    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • 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.

    Registered User
    avatar
  • Project Contributor In response to (New) Zombie Outbreak RPG 1.22

    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.

    Lieutenant
    avatar
    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • Project Contributor In response to Zombie Outbreak RPG 1.46 Lite

    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.

    Lieutenant
    avatar
    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • Project Contributor In response to Zombie Outbreak RPG 1.50 Lite

    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.

    Lieutenant
    avatar
    Battle.net
    Name:
    Ranzear
    Realm:
    US West
  • In response to Zombie Outbreak RPG

    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.

    Anonymous
    127.0.0.xxx
    avatar
  • Project Contributor In response to Zombie Outbreak RPG

    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.

    Lieutenant
    avatar
    Battle.net
    Name:
    Ranzear
    Realm:
    US West
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