Staredit Network > Forums > SC1 Map Production > Topic: Zombie Hotel 2
Zombie Hotel 2
Sep 12 2008, 1:08 am
By: Trojanx  

Sep 12 2008, 1:08 am Trojanx Post #1



Zombie Hotel 2


Finally, the sequel of Zombie Hotel is uder development. I need some ideas to make a cool game, and also testers when I release it.

06/15/08 -- --

I have made some good progress past days, I used the same reloading mode of the original Zombie Hotel, you can see how do it works:

Ore = Current ammo, Gas = Ammo Clips left: When you gain a kill point (when you kill someone, obviously :bleh: ) one ore is removed, when your ore is 0, and you have at least 1 gas, the weapon starts reloading automatically. The weapon reload trigger changes your custom score (The custom score represents the weapon reload time) Then, a trigger subtracts every custom score in a time delay. When custom score is 0 again, your weapon is ready, changing ore to its max.

Images from a test in SC

Inside player's room (Click to see in a better quality)

Going get a weapon

AVERAGE PROGRESS


Game Idea
Progress: 65%
(65%)
Mapping
Progress: 40%
(40%)
Triggering
Progress: 10%
(10%)


HELP NEEDED!


Everything you have to do is: If you edit the map just send me a copy per week (e-mail attachment). I'll do this too. And I'm just at the start of this map, if I don't get help, I'll never finish the game.

Post has been edited 13 time(s), last time on Dec 3 2008, 3:12 pm by Trojanx.



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Sep 12 2008, 1:22 am Biophysicist Post #2



I think you need screenshots...



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Sep 12 2008, 1:25 am Trojanx Post #3



I am uploading the images to imageshack ^^



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Sep 12 2008, 1:46 am Echo Post #4



I love Zombie Hotel cause it brings back memory. Is there going to be secrets, duct tape robot, and etc?



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Sep 12 2008, 1:47 am Lingie Post #5



This better be good quality. The first had horrible grammar, but had the first actual ammunition system on SC. It better be good.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Sep 12 2008, 4:40 am FatalException Post #6



Quote from name:Darkling
This better be good quality. The first had horrible grammar, but had the first actual ammunition system on SC. It better be good.
I agree with the redundant parts. Don't be screwin' up a classic map.



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Sep 12 2008, 11:58 am Trojanx Post #7



I'm going to make something based in the "duct tape robot", but not with duct tapes, maybe some kind of spare parts, lying on the ground, but when you get X kills, you can make it. I am projecting this part. With secrets, too. ^^

In this game, you'll find the same ammo of ZH. Mins are current ammo in your clip, Gas are your ammo clips with you, used to fill the mins (current ammo). Each weapon has different bullet styles. The weapon affects how much ammo you can carry: E.G.: You got three bazooka rockets!

The reloading system won't use "Custom Player Score" anymore, I'm going to make, per each weapon, a reloading time using "Wait" with hypertriggers, each player will have a different reloading time. E.G.: You have enough experience to reload your weapon x2 faster!

I'll do my best!



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Sep 12 2008, 2:09 pm Lingie Post #8



I'd suggest using death counters for reloads. When waits stack, bad things happen.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Sep 12 2008, 2:24 pm Trojanx Post #9



Not a bad idea, when a weapon reaches its max, the weapon starts reload automatically. But i need at least 1 wait to remove each kill point. When it gets 0 the weapon is ready again.



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Sep 13 2008, 2:32 pm Lingie Post #10



Kill Scores to DCs? That wouldn't need a wait.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Dec 3 2008, 11:34 am Trojanx Post #11



I have bad news about this game :(

I need help of someone to edit this map. I can't make progress alone. The map is on hold for now, and i finished about 4% in overall progress. If someone is interested, contact me via e-mail. Everything you have to do is: If you edit the map just send me a copy per week (e-mail attachment). I'll do this too. And I'm just at the start of this map, if I don't get help, I'll never finish the game.



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Dec 3 2008, 12:26 pm Vi3t-X Post #12



Edit: I just realized this was well over 2-3 months ago.



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Dec 3 2008, 3:09 pm Trojanx Post #13



Next time i'll remember to ask for help BEFORE starting create a new game



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Dec 4 2008, 3:42 am BlackWolf99 Post #14



hey trojan. i wanna help. Alright, im a pro map maker, and ive been making zombie maps for a long time. Send me your map by PM or email (part_wolf123@hotmail.com) and ill see wats the problem. first tell me wat is the problem



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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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