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Zombie Outbreak RPG
ZOMBIE OUTBREAK RPG 1.22 (Build 82)
WARNING: Only playable Multiplayer or LAN mode and at Fastest game speed, due to viewlocking (centers mouse in single-player) and music timing ...
ZOMBIE OUTBREAK RPG 1.22 (Build 82)
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.
-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.
-Viewlocked version available, also easily enabled in 'All Players' triggers. SCMDraft required.
Progress log:
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.
Build 30-34 major changes:
-Center bridge now blocked by a dangerous destroyable.
-Friendly computer player units sparsed slightly by increasing resource cost.
-Stimpacks added to computer player units.
-Computer friendlies now more ‘valuable’ to infestation level.
-Greatly expanded spawn sets for certain mission types
-Increased armor, damage, and tech levels of mission-involved enemies (Yellow).
-Upgrades now only available when in shop, and viewlocked while shopping.
-Protoss systems and units available once unlocked, but lost on death.
-Most upgrades greatly reduced in price.
-Medics are now utilized one-at-a-time, appear adjacent to main unit, and must be manually disposed of when empty to ready the next one. All stored medics are still lost on death.
-Medics now autofollow and cannot wander. Zealots have similar behavior.
-Increased starting cash and clean-start bonus.
-Reworked scoring to avoid gaining extra minerals from certain sources, rebalanced economy to compensate.
-Added new method for obtaining SCV, automatically enabled for related missions.
-Added wide assortment of new ingame tips.
-Exorbitant number of other fixes and changes.
-Experimental contextual music system.
Build 35:
-Reworked resourse sharing between players, full games no longer result in ridiculous amounts of cash.
-Fixed Protoss Building handling.
Build 36/37:
-Some music changes, more mixing, and extra tracks. New dual combat tracks.
-Made some changes to the Dam encounter and area.
-New surprise effects when infestation achieves Massive or higher.
-Reduced costs of Protoss units and improved some stats.
-Finally tracked down where most of the terrain was ripped from.
Build 38-41:
-Removed contextual audio sounds to reduce file size. System remains in place for a later version.
-Some viewlocking fixes.
-Gas is now shared by players.
-Moderate rebalance of all units, friendly AI units now much less effective at completing missions alone.
-Added some new AI functions for previously stagnant units.
-High infestation levels now more catastrophic.
-Increased progression rate for low infestation levels.
-Culled Hospital Defense mission's effect on the infesatation level.
-Slightly decreased rate of infestation reduction for just killing enemies.
-Reduced timer for Garrison missions.
-Fixed some possible exploiting of the shuttle to acquire otherwise inaccessible units.
-Minor spawn error fixes.
-Minor economy rebalances.
-Adjusted several trigger areas.
Build 42:
-Fixed terrain tile blocking small-unit bridge.
-Fixed Neutralize Attack Force missions getting suck because of high infestation level spawns.
-Slight rework of AI actions on Neutralize Attack Force mission.
-Garrison mission now greatly reduced in duration and increased in enemy counts.
-Friendly AI now acquires extra units when own civs make it back to hospital.
-Double hospital attacks should now be fixed.
Build 43-45:
-Second half of mission structure completed and enabled.
-Final target invincible except in small windows of time after certain missions.
-Mission progression in stages based on completions.
-New enemy units with wild new behaviors and functions.
-Certain mission types are disabled with further game progression to aid pacing.
-Increased spawns of friendly AI units.
-Some hefty unit rebalancing.
-Fixed wraith positioning in cyborg shop, will no longer appear off-screen.
-Fixed some Friendly AI unit handling.
-Small fixes to handling of infestation level at end of Hospital Defense mission
-Now nulls certain scores so end-game scoring can be relevant.
-Spare medkits no longer lost on player death. May be distributed to any respawning player. ~Azala's request.
Build 46:
-Fixed major spawn errors in stage 3 due to a bonehead repeated mistake on my part.
-Added dropship availability as a secret, may still interfere with respawn system until I work it out.
-Replaced non-functional lurker mission with different unit type.
-Added extra AI functions for particular missions.
-Added a few cleanup triggers
Build 47:
-Removed overlooked debug triggers and units.
-Edited some mission text for specifics and typos.
-Added missing defenses for a fourth stage mission.
Build 48-60:
-Cleanup of dropship handling.
-Diverse rebalances to enemies and economy.
-Changed some unit types in Stage 3 mission.
-Brown units now more efficiently handled between missions.
-Failed Hospital Defense no longer results in an overload of yellow units.
-Nanotech Generator death now linked to progressive loss of upgrade and buying capabilities.
-Some viewlocking and unit-in-shop handling fixes.
-Failed Hospital Defense because of destroyed Nanotech generator no longer halts game progress.
-New devious player-hunting unit with special spawn conditions.
-Added text overlay to shop to facilitate warnings about lifting buildings and provide cleaner information.
-Many string color changes for aesthetics.
-Reworked dam to relieve pathing issues and move spark effects.
-Added multiple stages to final target.
-Fixed gas handling on Instant Evac.
-Added a 'Last Stand' on unit death results in injury and slow movement, allows for use of instant evac and other tools, and automatically cloaks. Dying while injured then has the usual effect.
-Increased fuel prices due to economy and survivability changes.
-Hospital now recharges cloak, forces uncloak to prevent exploit.
-Several gameplay related terrain tweaks for better pathing and less suicidal AI.
-Increased starting infestation level.
-Increased reward for initial survival.
-Tech paths for either playstyle now equally costed.
-Added messages for mission stage advancement.
-Initial countdown timer now holds for straggler starting units to arrive or meet their fate. Other related timer tweaks.
-Brown player now has access to upgraded units of all types, gained both by regular resource exchange, infestation reduction, and mission completions.
-Altered progression rates to be less linear and vary with mission stage.
-Reduced spawning rate for excessive infestation triggered units.
-Adjusted spawning rate of a certain unit.
-Altered AI of brown detector unit to not obscure targets.
-Some Angry Brown Player system tweaks.
-Greatly altered rescue mission to eliminate wasted time and increase difficulty.
-Added extra aggression functions to mission related units to respond effectively to Brown units and be active upon spawning.
-Altered Brown player unit costs.
Build 61-67:
-Added relay system to function as waypoints for player units. Any player activating a relay allows teleportation between that relay and the home Hospital relay until a different relay is activated.
-Related tweaks to relay system through this version set include handling of medics and disassociation of flying units.
-Fixed respawning issues with a constructed nuclear missile.
-Added bonus awarding system to fuel purcahsing. Now awards free utility and combat units and other incentives. The amount of fuel that can be purchased for the team is still limited.
-Added existing but previously unavailable unit to fuel bonus system.
-Revalued Evac Fuel to adjust for bonus system. One gas is now purchased for 75 minerals instead of two gas for 100. Evac Fuel is still shared amongst players.
-Adjusted method for determining maximum Evac Fuel obtainable for new system.
-Added general protection against excessive player unit spawning related to injury system.
-Added new resource triggers to bolster AI ally in late-game.
-Added late mission targets to mission cleanup trigger to prevent stuck missions.
-Added AI trigger to prevent cascade blocking of Dam by AI units.
-Added new difficulty adjustment method.
-Debug cleanup.
Build 68-82:
-Remedied consecutive hospital attacks by giving a much more consistently reduced infestation level upon completion.
-Fixed AI trying to attack dropped player's locations.
-Added new music track in active mission location.
-Added additional resourcing for brown player to retain a significant presence after major losses.
-Bolstered Brown player unit management.
-Changed some game-over unit spawn conditions.
-Increased armor of final target.
-Fixed invincibility handling of final target.
-Reduced overall cost of nuclear option.
-Revised zombie aggression mechanics to a smaller 'detection' radius with the same large convergence area.
-Added brown player medics spawned on demand when healing area inactive.
-Fixed players stealing brown's medics by respawning, acquiring a dozen at a time ;)
-Revised some brown player defensive unit handling to exclude specific types, including medics.
-Added new triggers for rescue mission for better transfer of unit and initial orders.
-Reinserted audio system with completion of major revisions and finalizing of gameplay mechanics.
Terrain concepts by Somtaaw.
Original layout by iS_fErReT
Gameplay by Ranzear.
Audio from Looperman.com
Project Details
Latest Map Downloads
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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?
great map
lol, another one of these games? seriously ppl gotta make new storylines, but i liked the game
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
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.
Zombie Outbreak RPG? is it resident evil maps?
why does it get stuck on the upgrades?
is there any way to get past it?
Yes there is. Its been the same the whole time. As of build 45 and up with the full mission set, certain missions must now be beaten to disable the invincibility of the target that must be destroyed.
Simply getting to these stage 3 and 4 missions is rather brutal.
Is there any way to win?
(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.
>> 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)
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.
>> 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 ;)
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.
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?).
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
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.
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.
cool map! Gameplay is COOL.
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.
Hey. Ranzear.. Damn nice job. I'm glad you're working on that old map of mine.
I really havent had the time to get on SC and even work on it, but I'm seriously glad you've picked it up. I give you all the credit in the world if you want it.
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.