Staredit Network > Forums > SC1 Map Production > Topic: Ancient Infection
Ancient Infection
Apr 26 2009, 6:36 pm
By: Zell.  

Apr 26 2009, 6:36 pm Zell. Post #1



ANCIENT INFECTION
Badlands, 256x256, Zombie/Survival map

Story idea: a few years ahead, scientist found a strange body frozen in Antarctica. The body was shipped back to labs in the United States for examination. The body contained a virus that became airborne when moved in the ice chamber. The virus reached the U.S. with the scientists infected, soon the virus became widespread. Death sweeped across the country. You are a survivor, try to keep it that way.

Systems:
-Ammo/Reload DONE
-Inventory/Items DONE
-Kills to Cash DONE
-Barricade/Fence jumping (complements of lil-inferno) DONE
-Breakable fence barricades DONE
-Follow/stay Comp command DONE
-Knife them bastards! DONE
-Dropship Action system DONE
-Lamps DONE
-Doors DONE
-Interactive NPC's DONE
-Footsteps DONE
-Vehicles DONE
-Run-over/Destroy Barricades: DONE
-Night/Day DONE
-Zombie AI DONE
-Grenades DONE
-In-car Grenade DONE

New idea:
-Please, suggest something.

System Explanations


Other Features:
-Blinded unit
-Missions of course
-Big city terrain
-Computer Player Interaction
-Zombies *Rawr*

Testers:
Lil-Inferno, UnholyUrine, Dark_Marine, Gongsunzan-WR-, Kuzain, and more to come.


Demo!:
(replaced screenshots)
Since the core systems are done, I made a demo map. Be warned, I didn't make it noob friendly, and the systems make it unfriendly as it is. If you have good micro it will help. If you wanted to try any system I mentioned, Download.

Attachments:
AncientInfectionP1DEMO.scx
Hits: 14 Size: 172.07kb

Post has been edited 10 time(s), last time on May 3 2009, 11:25 pm by Zell..



None.

Apr 26 2009, 7:21 pm UnholyUrine Post #2



I thought you were gonna call this game "UUismygod" ... lol XD

btw your fence jumping trigger is slow.... like really slow... the location for the dropship should only have a size of 1 pixel, so that ANY movements will be detected right away.
Also, I'm not sure of this.. but it should be ezier to jump the fence if it's above you.. rather than below you.



None.

Apr 26 2009, 7:45 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

How are you going to do to your ammo/reload system? Are you just going to make all the enemies 1-hit kills? I'm guessing no.




Apr 26 2009, 7:55 pm Zell. Post #4



Quote from name:Dem0nS1ayer
How are you going to do to your ammo/reload system? Are you just going to make all the enemies 1-hit kills? I'm guessing no.
Well that is a good point, I didn't want to make all enemies 1 hit kills. Reload system simple, drop a unit out of your Dship then 5 seconds later you got ammo. I suppose just for simplicity every kill you will get -1 ammo and the cash, this way the player who loses the bullet is compensated a little. vHP is too annoying for a mass unit map. I'll be coming up with some ideas for that.



None.

Apr 26 2009, 8:46 pm Dem0n Post #5

ᕕ( ᐛ )ᕗ

Yeah, I really want to use EUDs for my ammo system in a map that I'm making, but I don't understand that at all. :omfg: I also thought about using vHP, but like you said, it would be too annoying in a map with a lot of units.




Apr 26 2009, 10:29 pm lil-Inferno Post #6

Just here for the pie

You better give me credit for the jump system :bleh:, and the story (even though you modified it a bit). Anyhoo, I hope you use some of my ideas, it would be cool to see them in play.




Apr 27 2009, 1:05 am Kaias Post #7



Quote from UnholyUrine
the location for the dropship should only have a size of 1 pixel, so that ANY movements will be detected right away.
If you're referring to movement detection go for an inverted location.



None.

Apr 27 2009, 1:43 am Vi3t-X Post #8



Quote from Zell.
Quote from name:Dem0nS1ayer
How are you going to do to your ammo/reload system? Are you just going to make all the enemies 1-hit kills? I'm guessing no.
Well that is a good point, I didn't want to make all enemies 1 hit kills. Reload system simple, drop a unit out of your Dship then 5 seconds later you got ammo. I suppose just for simplicity every kill you will get -1 ammo and the cash, this way the player who loses the bullet is compensated a little. vHP is too annoying for a mass unit map. I'll be coming up with some ideas for that.
Bioject's "Resident Evil: One" map displayed an effective shooting method.



None.

Apr 27 2009, 2:16 am Zell. Post #9



I appreciate the help guys, I need to credit lil-Inferno for the jump system, and all his ideas. Also i took the dropship action/knife system from SoD.

UPDATE: so i finished the knife system, and the follow/stay :D
I'll add different screenies later

UPDATE: got more done, check first post.

UPDATE: Once again, more done. In depth explanations added.

Post has been edited 2 time(s), last time on May 1 2009, 1:48 am by Zell..



None.

May 1 2009, 2:16 am m.0.n.3.y Post #10



Hey man, this is really cool I like the jumping system and such and it should be cool to see how you do grenades...

also i think something that will be really cool if you implement it correctly to give it more of the zombie / eerie feel is the lamps and intractable objects stuff

Anyways looks really good and I'd love to be a tester for this (Please let me test!) anyways, gj and gl



None.

May 2 2009, 8:08 am Zell. Post #11



UPDATE:
More systems completed, look @ first post.
Better explanations added

On another note, i need to decide what the zombies AI will be, and how to do it. Halp.

UPDATE: As you can assume first post is updated. Zombie AI has been determined.

UPDATE: Core systems complete, Demo complete! Download on first post and comment

Post has been edited 2 time(s), last time on May 3 2009, 11:26 pm by Zell..



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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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