Zombie Attack:Devil Rising v6.6
About
Survive a seemingly (not actually) endless horde of Zombies by working together with up to 5 other Players to recruit an army and fight for you.
Every 200 Kills is 2 new Civilians.
Boss Waves ...
Survive a seemingly (not actually) endless horde of Zombies by working together with up to 5 other Players to recruit an army and fight for you.
Every 200 Kills is 2 new Civilians.
Boss Waves usually come after timers, or after objectives have been completed. Dont get too comfortable... You can't AFK while hoping to win!
More updates are slowly on the way, but this is a tested; stable and winnable release. (Well, technically... V6.5 was tested intensively... V6.6 was only tested to ensure that all new features would actually work, but I'll be testing this much more thoroughly over the coming weeks) This is to be considered HighKey21's final legacy version for the map, and will probably not be altered again until V7.
Send bugs/suggestions to HighKey21#9352 on Discord
Change Log
[b]Updates made from the transition between V6.5 and V6.6:[/b]
[i]- Slowly over the course of the first 10 minutes of the game; the worst player(s) on the team (or the only player, if it's solo) ...
Updates made from the transition between V6.5 and V6.6:
- Slowly over the course of the first 10 minutes of the game; the worst player(s) on the team (or the only player, if it's solo) will gain additional Civilians in order to help them bounce back from what's probably a failing situation.
- Missile Launcher has adopted heat-seeking technology, no longer requiring the player to build more and more Missiles as time goes by... Henceforth, allowing the player to make use of more than one Missile Launcher with relative ease.
- All platforms in the game which could previously have been interpreted as 'cheese spots' have been nerfed, ensuring a fair gaming environment for all... In addition, less players will find themselves wasting Civilians whilst attempting to catapult them from the Magic Schoolbus onto cliffs.
Updates made from the transition between V6 and V6.5:
- New Regular Weapon (Electrician) has been added to the game.
- Master Chief and Shotgun Secret Weapons have been reworked.
- More Upgrades have been added. (Terran Vehicles came early)
- New error messages to explain Secret Weapon rework system, as well as the reworks to Hammer & Nails.
- Hammer & Nails buildings have been buffed, and like previously stated; reworked entirely.
- Bunkers have returned to the Hammer & Nails toolkit.
Updates made from the transition between V5.1 and V6:
- 5 New Enemies have been added to the Game. These Enemies will force you to adapt to new playstyles as they appear, or you will fail.
- Over a dozen New Missions have been added to accommodate the New Enemies. The Game length has henceforth, been increased.
- Balances have been made to all units.
- 1 New Secret Weapon has been added to the Game (previously 6 after I added Master Chief... The New Weapon can only be Unlocked if all other 6 Weapons are currently owned by the Player. It dies if all other 6 Weapons do, and can be thought of as a Main Hero)
- The Magic Schoolbus System has been added to the Game (Safe Unit Spawner)
- Upgrades have been added to the Game (Terran Vehicle Upgrades coming in V7)
- Civilian Donations have been added to the Game.
- In-Lobby Colour Choices have been added to the Game.
- Mission Briefing changed accordingly.
- Additional Aesthetics have been added to the Game and Map.
- Some routes have been further opened up to help alleviate lag caused by overcrowding, and some platforms have been improved to make up for it.
- Better AI tracking thanks to full map awareness for AI, also helping to alleviate lag.
- New Safety measure for AI causes enemies to not get stuck at the bottom of the map...
KNOWN BUGS:
1. INFINITY STREAM!
- Seems like the game kind of... Stopped? There's a constant stream of weakling enemies, no timer, and no end in sight? Try exploring the rest of the map. Some enemies can get stuck while trying to reach you, and what's most likely causing the issue is that you haven't been able to clear all of the remaining Zombies. (Not the weak Zombies that spawn for infinity, but the objective kinds. For example... Ultralisks, Archons, Ghosts, Dark Templars, Siege Tanks, Hydralisks) Sadly, this bug has existed for awhile; and it can occur at several different parts of the game. It's difficult to track just when it starts, so it's difficult to find a means of solving it without stripping apart the entire game and reconfiguring all spawn related triggers. I'm hoping that the opened up walkways in V6.6 will help to alleviate it... But genuinely, the easiest way to stop it is to have a full lobby spread out across a large portion of the map.
2. UNPLACEABLE UNIT!
- You tried to buy a unit but then nothing appeared beneath your Magic Schoolbus. This is a very basic SC1 flaw, which normally happens when there isn't enough space beneath the Magic Schoolbus (either due to too many units beneath, or due to it flying too close to a cliff). Other times that this may happen is when the game has literally exceeded the maximum number of units which can be placed in the map at any given time. Sadly, I have yet to find a genuine fix for this bug. I'm hoping that the added fairness for all platforms helps to deter players from attempting to spawn units ontop of cliffs in the first place.
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Arena Defense (Team) Role Playing (RPG)
- Author:
- HighKey21 2
- Filename:
- Zombie Attack!!!v6.6.scx
- Project Page:
- [NEW] Zombie Attack:Devil Rising v6.5
- Type:
- StarCraft Map
- Size:
- 129.3 KB
- Tags:
- arena, multiplayer, team, zombie
- Players:
- 6
- Teams:
- 1
- Tileset:
- Badlands
- Dimensions:
- 128x128
- Favorites:
- 0
- Downloads (Total):
- 462
- Downloads (Daily):
- n/a
- Submitted By:
- HighKey21 2
- Discovered On:
- May 14, 2021
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Zombie Attack:Devil Rising v6.6
Zombie Attack!!!v6.6.scx (129.3 KB)
- Released:
- May 14, 2021
- Downloads:
- 462
- Direct Link:
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