Staredit Network > Forums > SC1 Map Showcase > Topic: Zombies: Warehouse Survival
Zombies: Warehouse Survival
Jan 11 2018, 5:55 pm
By: MTiger156  

Jan 11 2018, 5:55 pm MTiger156 Post #1

Veteran Mapper

Zombies: Warehouse Survival

Specs:
-128x128
-411 KB
-Players: 1-4 (Any # works thanks to many difficulty modes)

Story:
*Insert generic zombie apocalypse here*
You and other survivors are trapped in a warehouse. Luckily, it has a large quantity of tools and weapons. You need to defend the communications dish so that the millitary can come and save you.

Gameplay:
There are a total of 9 difficulty modes. You have a variety of options for your gameplay experience. Short duration, long duration, weak zombies, strong zombies, etc. There are so many ways to play.

Recruit System:
Depending on the mode, you will acquire new recruits every X kills. You use the shop at the bottom of the map to equip them.
3 Recruits can be converted into an "Elite" with significantly better stats. And if that isn't enough power, you can convert 3 Elites into a "Champion" with herculean strength.

Special Upgrades:
There are more than just weapon/armor upgrades available. Go to the "Special Upgrades" shop to find stat upgrades that affect all survivors. You can increase weapon speeds, HP, structure armor, and even acquire regeneration for units/structures. These kind of upgrades are never-before-seen.
(Special thanks to T-Warp's EPD Editor)

"Wave" Modes:
Easy: Zombies have decreased HP and attack power. Selectable on shorter game modes.
Moderate: Zombies have standard HP/attack power. Available on all durations.
Hard: Zombies have significantly increased stats. Selectable on longer game modes.

"Special" Modes:
Endless: Zombies will come in an infinite stream that gradually intensifies. You get no breaks in the assault.
Hell: Behaves like "Hard mode", but in each wave, zombies will acquire a random mutation that can change their attack, movement, properties, etc. You must be prepared for anything.

Screenshots:


(Minimap)


(Many game modes to choose from)


(The warehouse has lots of high-ground and choke points. Use them to your advantage.


(Zombies will charge at you from many angles, make sure you have all of them covered)


(Beware of powerful bosses that periodically appear)


(Regular recruits can be converted into Elites...)


(... and Elites can be further upgraded into Champions)

Attachments:
ZWHS v1.2.scx
Hits: 1 Size: 409.83kb

Post has been edited 3 time(s), last time on Jan 12 2018, 5:12 am by MTiger156.




Jan 12 2018, 2:09 am Dem0n Post #2

ᕕ( ᐛ )ᕗ

So this is basically like Zombie Attack, right?




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[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
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