ZombOutbrk BPre9.scx
About
Still in a Preview stage, build 29b (Advanced Preview 9) with three global missions, five special missions, and eight locations. Final version will contain three global missions, 10-14 special ...
Still in a Preview stage, build 29b (Advanced Preview 9) with three global missions, five special missions, and eight locations. Final version will contain three global missions, 10-14 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 used.
A computer force assists with missions, sometimes being fully capable of completing them alone, but only your own capabilities have the
range to take it all the way. The computer player also generates some resources for the players and holds a safe area around the hospital.
Currently implemented:
-Three 'global' mission types (Attack, Escort, Garrison).
-Eight initial mission locations.
-Five 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 is
required for a certain upgrade and unit.
-Reward sharing.
-Minimap ping guidance.
-Verbose mission description at the beginning of each (Type, Location, Current Infestation Level).
-Hidden mechanization upgrades, requiring an SCV granted from certain missions.
Build 28:
-Fixed spawn error spam, a few other changes.
Build 29:
-Missions now progress by quadrant, keeping consecutive missions near each-other.
-Fixed Air Armor availability.
-Fixed double hospital attacks
-Added new bridge for pathing issues.
-Adjusted ramps to hospital area for more indirect attacks.
-Lowered overall durability of Nanotech Generator
-Spider mines now layable by mechanized unit, no longer removed by Archon Bomb triggers.
-Fixed Siege Mode handling.
-Hospital defense mission no longer calls back certain friendly units to defend.
-Excess SCVs now redistributed to computer ally to facilitate sharing with other players.
-Final preparations for adding second half of mission set.
Build 29b:
-Fixed mission quadrant advancement trigger.
Coming in full version:
- Eight more 'deep' locations activated with progression through the game.
- Addional unique special missions enabled at final locations.
Terrain by iS_fErReT
Gameplay by Ranzear
Meta
- Map Style:
- Custom (UMS)
- Categories:
- (No categories yet)
- Author:
- Ranzear 5
- Filename:
- ZombOutbrk BPre9.scx
- Project Page:
- Zombie Outbreak RPG
- Type:
- StarCraft Map
- Size:
- 220.9 KB
- Tags:
- mercenaries, ranzear, upgrades, zombie
- Players:
- 5
- Teams:
- 1
- Tileset:
- Badlands
- Dimensions:
- 256x256
- Favorites:
- 1
- Downloads (Total):
- 160
- Downloads (Daily):
- n/a
- Submitted By:
- Ranzear 5
- Discovered On:
- Aug. 1, 2009
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ZombOutbrk BPre9.scx
ZombOutbrk BPre9.scx (220.9 KB)
- Released:
- Aug. 1, 2009
- Downloads:
- 160
- Direct Link:
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Achievements
- Top 100 Aug. 1, 2009
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.
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