Posted by: SUPER-G - Tuesday, September 18, 2012 5:21:55 PM
Some of you already know that i am creating a new form of Aod in Generals.
It is called:
[i]C&C Zombies.[/i]
I have decided to give you the beta version to keep you occupied!
The finished version will be released at the end of november 2012 at the absolute latest.
STORY:
The Global Liberation Army was losing the war, they were desperate for victory.
Dr. Thrax and his collegues had created a virus that turns ordinary people...[i]into ZOMBIES![/i]
they release a bio-weapon containing the virus on 5 Major cities including: New York City, Shanghai, London, Vancouver and Rio De Janeiro.
The infected quickly turned into...[i]ZOMBIES[/i] and infected almost all of the worlds population, much more than GLA's scientists had calculated.
They only humans that remain...are the generals.
you take control of on of the surviving forces, a USA and China coalation.
can you be a great zombie killer?
DESCRIPTION:
*4 spawn points on each corner of the map.
*you are placed in the middle of the map and must defend your base from the non-stop horde of zombies!
*in the map your base is surrounded by a desert, 1 small village that has been attacked, a damaged nuclear bunker and an industrial yard (not to mention the plane crash).
*starting cash is $25000 and you get 1 refinery, 1 hospital, 4 oil derricks and 1 supply port.
*GLA terrorists take the place of the zombies and have 3X their regular health.
*you can build all chinese anti-infantry units and all american anti-infantry units.
*you can also build chinese MiGs, nuclear missiles and gattling cannons.
*for now there will only be 5 waves, each consisting of 10 to 50 zombies (each wave gets harder every time).
*you can use all american general upgrades (next version will not have general upgrades).
I hope that you enjoy it.
if you have any comments, questions or complaints, you can post below or PM me.
[b][u][size=9]ATTENTION![/size][/b][/u]
this is not the only beta! scroll down and download the other beta, v0.1. [ATTACH]1178[/Attach]
Posted by: CommieDog - Wednesday, September 19, 2012 10:42:19 AM
This is a map, right?
Posted by: SUPER-G - Wednesday, September 19, 2012 11:41:56 AM
yes, but it doesnt have a readme file.
Posted by: SUPER-G - Thursday, September 20, 2012 3:06:59 PM
[quote=SUPER-G;125740]can you be a great zombie killer?
[/quote]
see what i did there?[stuck_out_tongue]
Posted by: i^love^mixery - Thursday, September 20, 2012 4:58:48 PM
- you forgot to put the .str file in the map folder so all briefings and the counter show "MISSING: "..
- the map lags insanely when there are zombies. that has to do with the complicated map layout (pathfinding issues). you cant use "HUNT" scripts in such a map... you will have to use waypoint pathes + a normal follow waypoint subroutine scripts + initial team behaviour = aggressive
- you dont need anything besides the sniper humvee in order to kill all zombies. all other units and structures are not needed... not challenging is an understatement. right now you dont have to do ANYTHING at all in order to kill all waves..
- only terrorists as attackers and the player has loads of snipers. are you serious?
- i played and beaten the map with 10 times of normal game speed and i found it really boring..
i dont really know how to help you...
everything in this map is full of major problems. even the very basic concept is lacking sense. there is no way to create a decent zombie defence map in this game without custom units and the possibility to get infected. did you really think sending more and more terrorists will do the trick?
the map you have built before where the player started with the overlords and had to kill all GLA units was so much better..
Posted by: acidbrain - Thursday, September 20, 2012 5:59:29 PM
Mixery....who in godsname do you think you are to give a reaction like that, there's nothing wrong with criticism but you are really going too far here...
We all know that you are the best and God was looking at you when he saw it was good but
we all have to start somewhere with creating maps and stuff and the only way to learn is to make stuff and the last thing you're w8ing for as a starter is a person like you who trashes the stuff you made in public...
Think about the time you started map making, how would you have felt if someone gave a reaction like you did to stuff you made?
[quote]
not challenging is an understatement
are you serious?
i played and beaten the map with 10 times of normal game speed and i found it really boring..
i dont really know how to help you...
everything in this map is full of major problems. even the very basic concept is lacking sense
[/quote]
There are multiple ways to tell someone it's not really good mixery but you choose this way of telling it, what does that say about you?
You may be good in map making, scripting and modding stuff mixery but as a human being you have lots and lots to learn...
oh btw that last sentence...
[quote]
the map you have built before where the player started with the overlords and had to kill all GLA units was so much better..
[/quote]
makes you a little bit less #$%@!...you gave him a little kiss after you slapped his ass off...
Help him with constructive criticism instead of ripping his head off!...[sunglasses]
Posted by: NewNightmare - Friday, September 21, 2012 7:22:01 AM
This is slowly turning into...
Modern Flameware 3!!!
My suggestion would be to instead of giving all anti-infantry, give very little, and make them weaker. I have found that 9 comanches is all you need. or 3 dragon tanks in each corner.
Good start though.
The other place that needs working is the scripts. Are your subroutines deactivating upon success?
Coz when waves are up there seem to be FPS hits every few sec. Here's where I have to agree with mixery, just use paths instead.
My idea for snipers is:
Simply make his weapon's damage equal to half the terrorists' health.
Posted by: i^love^mixery - Friday, September 21, 2012 7:42:44 AM
[quote=acidbrain;125751]
Think about the time you started map making, how would you have felt if someone gave a reaction like you did to stuff you made?[/quote]
it would have HELPED me if peolpe told me what is wrong with my map in a direct way. but i didnt upload any of my first maps anyway because i tried to get it done by myself.
he uploaded his map probably without even testing it by himself. instead he asked for comments, questions or complaints and that is what i have told him:
- not .str file
- lag because of hunt script (+ suggestion how to fix it)
- map is too easy (you dont have to order units at all)
- terrorists vs. snipers -> sense?
- still boring on 10x speed...
- basic concept lacking sense
do you find this unhelpful?
i am not "trashing" stuff. i am (trying) to tell you what is wrong with your map.
thats a major difference.
Posted by: NewNightmare - Friday, September 21, 2012 7:49:15 AM
[quote]i am not "trashing" stuff. i am (trying) to tell you what is wrong with your map.[/quote]
mixery how old are you? You may be giving suggestions, but you definitely have to work on communication skills. the simple fact that in every paragraph you include '...' few times shows ur attitude is 'eh.. fook it'
[quote] even the very basic concept is lacking sense. there is no way to create a decent zombie defence map in this game without custom units and the possibility to get infected. did you really think sending more and more terrorists will do the trick? [/quote]
and this. straight from the start you are throwing shit all over his work.
Posted by: i^love^mixery - Friday, September 21, 2012 8:02:18 AM
[quote=newnightmare;125758][quote]i am not "trashing" stuff. i am (trying) to tell you what is wrong with your map.[/quote]
mixery how old are you? You may be giving suggestions, but you definitely have to work on communication skills. the simple fact that in every paragraph you include '...' few times shows ur attitude is 'eh.. fook it'
[quote] even the very basic concept is lacking sense. there is no way to create a decent zombie defence map in this game without custom units and the possibility to get infected. did you really think sending more and more terrorists will do the trick? [/quote]
and this. straight from the start you are throwing *censored* all over his work.[/quote]
but its the truth?! the very basic concept of this map will NEVER work out if he keeps it how it is. there is no way to give people a proper challenge if you send nothing but terrorist waves and give them snipers to defend with.
i tried to say that as clear as possible.
it is true that i have failed with my first response here. it sounded cocky and "trashing" instead. that was not what i intented to do. i tried to help with telling him directly what the main issues of his map are.
guess you guys are right. i went too far with my wording.. again[grin]. sorry:ashamed: english is not my native language. i will try to sound less cocky from now on.
Posted by: VTULCobra - Friday, September 21, 2012 1:40:08 PM
Glad we're all friends again. Right? [smile]
Posted by: SUPER-G - Friday, September 21, 2012 3:06:29 PM
[quote=i^love^mixery;125759]guess you guys are right. i went too far with my wording.. again[grin]. sorry:ashamed: english is not my native language. i will try to sound less cocky from now on.[/quote]
Thank you, lets just stop fighting, i think we can all be friends now [smile]
i didn't have a problem with you letting me know of some things i can work on, but i just don't like the way you worded it, im glad you understand.[sunglasses] [+1]
btw, i have a new idea for a [i]C&C Zombies 2[/i], maybe a small group of GLA rebels can be situated inside the map and they have to fight off the zombies with no radar, general upgrades or any kind of support.
Posted by: acidbrain - Friday, September 21, 2012 4:32:37 PM
[quote=i^love^mixery;125757]
it would have HELPED me if peolpe told me what is wrong with my map in a direct way. but i didnt upload any of my first maps anyway because i tried to get it done by myself.
i am not "trashing" stuff. i am (trying) to tell you what is wrong with your map.
thats a major difference.[/quote]
Don't expect from people they work the same way you do and there are several ways to tell somebody "the truth".
[quote=newnightmare;125758]the simple fact that in every paragraph you include '...' few times shows ur attitude is 'eh.. fook it'
[/quote]
uhm, interresting, you get all that info from '...', i use those triple dots too and i'm a really really really nice guy...huhuhu...[grin]
Gonna use 4 dots from now on....
[quote=i^love^mixery;125759]
it is true that i have failed with my first response here. it sounded cocky and "trashing" instead. that was not what i intented to do. i tried to help with telling him directly what the main issues of his map are.
guess you guys are right. i went too far with my wording.. again[grin]. sorry:ashamed: english is not my native language. i will try to sound less cocky from now on.[/quote]
Very nice, we're all here to help eachother and we have to keep it pleasant for ourselves and the people who are reading the stuff in here....[grin]
[quote=vtulcobra;125760]Glad we're all friends again. Right? [smile] [/quote]
Right, nub....huhu....[stuck_out_tongue]
Ok people back to business, enough drama now....[sunglasses]
Posted by: SUPER-G - Friday, September 21, 2012 7:19:35 PM
I thought about it, and decided to take away the airfeilds, still not challenging? ok, i'll just take away the nuke and inferno cannons. wait, still? er.
OK THEN i'll just take away the whole base, so you cant build anything! just 2 humvees and 10 rangers. how about THAT!
New Beta version (v0.1) now features:
- No support whatsoever, that means no general upgrades and reinforcments.
- The base has been deleted, so you cant build or upgrade any vehicles and you cant build or purchase anything.
- You start with 2 humvees and 4 rangers (2 for each humvee i would recommend).
- The map is the same as before exept there are 2 big hills where the base used to be.
- No radar.
- You can only see where your units are.
- Same 5 waves, more will be added in the final version.
- Best of all, NO LAG AT ALL![grinning]
This version should be MUCH more challenging than before, but if there is still some problems, dont hesitate to do so! [ATTACH]1179[/Attach]
Posted by: ipod_shift - Saturday, September 22, 2012 12:31:46 AM
I have a suggestion for your zombie map. Maybe you could make the player start with $0 and then place barracks and war factories and air fields etc. around the map so the player can capture them (with area trigger or capture building). Then as the player gets kills they get money to buy stuff.. Hope you find it interesting :P
Posted by: Rrtaya_tsamsiyu - Saturday, September 22, 2012 3:10:03 AM
hmm, sorta like Nazi Zombies on a strategic scale.. sounds cool
Posted by: i^love^mixery - Saturday, September 22, 2012 4:16:43 AM
where do all this random people suddenly come from?
[quote=SUPER-G;125766]I thought about it, and decided to take away the airfeilds, still not challenging? ok, i'll just take away the nuke and inferno cannons. wait, still? er.
OK THEN i'll just take away the whole base, so you cant build anything! just 2 humvees and 10 rangers. how about THAT!
New Beta version (v0.1) now features:
- No support whatsoever, that means no general upgrades and reinforcments.
- The base has been deleted, so you cant build or upgrade any vehicles and you cant build or purchase anything.
- You start with 2 humvees and 4 rangers (2 for each humvee i would recommend).
- The map is the same as before exept there are 2 big hills where the base used to be.
- No radar.
- You can only see where your units are.
- Same 5 waves, more will be added in the final version.
- Best of all, NO LAG AT ALL![grinning]
This version should be MUCH more challenging than before, but if there is still some problems, dont hesitate to do so![/quote]
this map does not work because it is not displayed ingame.
the reason is that the .map file and the map folder are named differently and also the map name is not allowed to contain a "."
but anyway.. i renamed it and it worked:
its A LOT better but you still do nothing but driving around terrorists with your humvees constantly. but now you have to do something in order to survive so its a lot better.
what you need now is diversity in this map.. for example a few reinforcements over time or different "zombies" with different movement speed and health. since you are using an .ini file that should be easy to do.
also dont hesitate do give the player some special units, for example a burton that you first have to save somewhere on the map, or a single sniper.
there also are some useful CINE_ units:
America -> Infantry ->
CINE_USA04_PARADROP_........ (ranger with gigantic weapon range)
America -> Infantry ->
CINE_AmericaInfantryPathfinder (sniper with the ability to lay on the ground. it has a huge weapon range)
also you should decrease times until new zombies are spawned. right now you have to wait a lot until new waves are spawned. you should send the waves faster so that the player will get surrounded by zombies if he is too slow with killing them.
Posted by: SUPER-G - Saturday, September 22, 2012 10:47:58 AM
[quote=i^love^mixery;125772]where do all this random people suddenly come from?[/quote]
er, what do you mean?
[quote=i^love^mixery;125772]
this map does not work because it is not displayed ingame.
the reason is that the .map file and the map folder are named differently[/quote]
the result of me copy/pasting to fast,oops.
[quote=i^love^mixery;125772]and also the map name is not allowed to contain a "."[/quote]
i hate it when that happens[angry]
[quote=i^love^mixery;125772]what you need now is diversity in this map.. for example a few reinforcements over time or different "zombies" with different movement speed and health. since you are using an .ini file that should be easy to do.[/quote]
i've got it! green zombies are normal, blue zombies have a lot more health and red zombies are as fast as a humvee. im also thinking of giant pink zombies.
[quote=i^love^mixery;125772]also dont hesitate do give the player some special units, for example a burton that you first have to save somewhere on the map, or a single sniper.[/quote]
that kinda defeats the purpose of surviving without a unit that mowes down zombies, i think that pathfinders are kinda cheap now. but i can make the weapon range of rangers as far as the humvee's.
[quote=i^love^mixery;125772]also you should decrease times until new zombies are spawned. right now you have to wait a lot until new waves are spawned. you should send the waves faster so that the player will get surrounded by zombies if he is too slow with killing them.[/quote]
oh, definetly[+1]
Posted by: NewNightmare - Sunday, September 23, 2012 3:31:44 PM
got and Idea, give snipers fire modes (2 weapons with switches)
Single fire mode, and burst mode.
First: 1 shot every x seconds
Second: Life saver: bursts whole mag in a blink of an eye but reloads/cools down the weapon/whatever for a period of time.
Posted by: SUPER-G - Sunday, September 23, 2012 4:58:28 PM
cool, but the only problem with that is the pathfinders and the other infantry are supposed to be in the humvee...
Posted by: SUPER-G - Friday, September 28, 2012 4:57:37 PM
[quote=SUPER-G;125776]cool, but the only problem with that is the pathfinders and the other infantry are supposed to be in the humvee...[/quote]
i've got it! place a command button in the humvee!
Posted by: Rrtaya_tsamsiyu - Friday, September 28, 2012 11:33:39 PM
[quote]got and Idea, give snipers fire modes (2 weapons with switches)
Single fire mode, and burst mode.
First: 1 shot every x seconds
Second: Life saver: bursts whole mag in a blink of an eye but reloads/cools down the weapon/whatever for a period of time.[/quote]
just gonna say, ive had problems with stuff firing crazy fast. i made the humvee fire like 50 nuke cannon rounds a second one time. worked ok, exept every now and then a humvee would randomly kill itself when told to fire. not sure if the same problem would happen with sniper rounds tho, as the nuke cannon rounds are explosive vs the bullet type rounds the sniper uses.
.UselessPostIsUseless.
Posted by: SUPER-G - Saturday, September 29, 2012 10:28:31 AM
[quote].UselessPostIsUseless.[/quote]
don't worry, all ideas and feedback are welcome!
Posted by: SUPER-G - Saturday, September 29, 2012 10:26:45 PM
Sorry that there hasn't been and updated version of C&C Zombies Beta uploaded, i promise i will get to it as soon as possible.
Posted by: SUPER-G - Thursday, October 4, 2012 3:20:55 PM
[quote=iPod_ShiFt;125769]I have a suggestion for your zombie map. Maybe you could make the player start with $0 and then place barracks and war factories and air fields etc. around the map so the player can capture them (with area trigger or capture building). Then as the player gets kills they get money to buy stuff.. Hope you find it interesting :P[/quote]
in a later version, i was planning something almost identical in one of the sequals. This version is based on surviving on your own.
Posted by: SUPER-G - Saturday, October 6, 2012 12:00:05 AM
New Beta version (v0.2) now features:
- 10 waves
- veterancy for zombie killers inc has been reduced to normal, you gotta earn heroic.
- The village has been made bigger, gas station is VERY explosive!
- Reinforcments (details below)
- some changes to terrian
- other minor changes
Reinforcment details:
1. turn on the power
2. go to the radio building and call for help
good luck [wink] [ATTACH]1183[/Attach]
Posted by: i^love^mixery - Saturday, October 6, 2012 8:12:41 PM
oh finally [-1] [grin] [+1]
oh well.. firstly: again a dot in the map name.. lol. so you have to rename it to something else or it wont be displayed.
also you said there are 10 waves but there only are 7. wrong version?
then the reinforcement thingy: it doesnt work. the reincorcement comes in even though i didnt take over the power plant. to fix that you have to uncheck the "Script is active" checkbox of the "Reinforcments Part 2" script.
also some of the lag is back if you drive around on the map. the terrain of your map is too complicated for the engine to handle. to fix at least some of it you should go to your S A nd script and change it from this:
[code]
*** IF ***
True.
*** THEN ***
Team '10zombies' begins hunting.
Team '20zombies' begins hunting.
[/code]
into this:
[code]
*** IF ***
True.
*** THEN ***
Team '' begins hunting.
[/code]
and where is the giant pink zombie?[sad]
Posted by: i^love^mixery - Saturday, October 6, 2012 8:35:07 PM
oh before i forget it:
the reinforcement looks hiliarous :D
you HAVE to keep it that way. first 5 paracuters and then the humvee comes smashing to the ground, ending up half dead. lmao.
Posted by: SUPER-G - Saturday, October 6, 2012 9:20:01 PM
that reminds me, when i started the idea, i thought that if i spawn the reinforcments at reinforcment drop (the 8-bit helipad) i thought the plane would automatically come from outside the map, instead the plane came out from the ground, fricking halarious [grin]
Posted by: SUPER-G - Saturday, October 6, 2012 9:39:14 PM
[quote=i^love^mixery;125885]oh well.. firstly: again a dot in the map name.. lol. so you have to rename it to something else or it wont be displayed.[/quote]
i always forget that, s***.:banghead:
[quote=i^love^mixery;125885]also you said there are 10 waves but there only are 7. wrong version?[/quote]
i forgot that, s***.[disappointed]
[quote=i^love^mixery;125885]then the reinforcement thingy: it doesnt work. the reincorcement comes in even though i didnt take over the power plant. to fix that you have to uncheck the "Script is active" checkbox of the "Reinforcments Part 2" script.[/quote]
oh, s***:ashamed:
[quote=i^love^mixery;125885]also some of the lag is back if you drive around on the map. the terrain of your map is too complicated for the engine to handle. to fix at least some of it you should go to your S A nd script and change it from this:
[code]
*** IF ***
True.
*** THEN ***
Team '10zombies' begins hunting.
Team '20zombies' begins hunting.
[/code]
into this:
[code]
*** IF ***
True.
*** THEN ***
Team '' begins hunting.
[/code]
[/quote]
lag sux, s***.[angry]
and would '' be the owner of 10 and 20 zombies? or do i just keep it as ''?
thanks for that, i think that i should further test from now on.
[quote=i^love^mixery;125885]and where is the giant pink zombie?[sad][/quote]
THAT will be in a later version, with the other zombie types.
Posted by: i^love^mixery - Saturday, October 6, 2012 9:51:14 PM
is linked to the teams through the subroutine system.
when used as a teams subroutine it simply means that no matter how often you spawn one team with the same name, this script will trigger for every team as an individual, thus reducing the lag (in your case).
with your script ALL the zombies got the command to hunt when a new army of zombies was spawned.
with the new script only the newly spawned zombies are commanded to hunt.
Posted by: SUPER-G - Monday, October 8, 2012 11:27:42 AM
New Beta version (v0.3) now features:
- 10 waves this time
- added a burnt palm tree forest around the village
- reinforcment bug fixed
- less lag
- added a small pond near the spawn
- other small detail updates
- deleted frosty :(
- reduced the health of the zombies (now 200 instead of 240)
- the "." is now gone from the map name, now it will actually appear in-game [ATTACH]1184[/Attach]
Posted by: h-dog - Monday, October 8, 2012 8:11:07 PM
Posted by: Rrtaya_tsamsiyu - Monday, October 8, 2012 8:29:33 PM
lol, after they all get grouped together things start looking sorta weird
Posted by: NewNightmare - Tuesday, October 9, 2012 3:49:40 AM
It's the shadow-like effect bug. Appears with any unit, if you place 100 CCs on top of each other same will happen, although they have slabs, it might not be as visible :P
Back on topic:
I think radar could be of help, since during the start you just circle pointlessly trying to find enemy. Maybe create some kinda extraction point you have to capture, and winning means extraction forces come in and you have to run away from map? Something to hold on to on the map. Or make it like The Last Stand 2 (flash game), where you have to fight your way through to the instead of circling extraction point.
And as H-Dog said, 4 pathfinders in the radio station can pretty much spoil the fun, I'd try re-making ranger weapon to full-mag (30 shells in mag) type, and to make it sound better, give it col Burton weapon (the unused one).
The map is much better than 0.1 though, keep it up!
Posted by: SUPER-G - Tuesday, October 9, 2012 3:32:46 PM
alright guys, thanks for the feedback and tips, all you're help is well appreciated.
I am going to keep making it better every version with you're feedback until:
[quote] It's perfect [+1] [/quote]
Therefore, making it the perfect C&C Generals Experience.
I also have some questions to ask:
1. does it work on Zero Hour
2. is it too easy, or too hard?
3. detail, how does it look?
4. storyline, is it good enough?
Thanks for you're support!
SUPER-G
Posted by: NewNightmare - Tuesday, October 9, 2012 4:36:00 PM
[quote]1. does it work on Zero Hour[/quote]
Its for generals? Didn't know :D
[quote]2. is it too easy, or too hard?[/quote]
With 4 pathfinders it becomes very easy, maybe hugely increase the exp they need for '^'s.
[quote]3. detail, how does it look?[/quote]
The map is a little plain, its a single player, to don't fear to throw in objects, buildings and stuff
[quote]4. storyline, is it good enough?[/quote]
I'd say its hard to get into it because there's little action going on.
Maybe try making nests using ZBCave.W3D models (former 'tech tunnel network') and spawning them randomly on the map to change spawn points and add element of surprise (just make a dummy object, and use scripts to spawn terrorists from there)
Also, no radar is a little pain in the ass, maybe make it a feature of capturing the power plant, or some other station.
Posted by: SUPER-G - Tuesday, October 9, 2012 4:54:38 PM
[quote=newnightmare;125913]The map is a little plain, its a single player, to don't fear to throw in objects, buildings and stuff[/quote]
yes, the majority of the map is very plain, just a lonley road with some mountains. But how does the village and the base look?
Posted by: NewNightmare - Tuesday, October 9, 2012 6:17:29 PM
[quote=SUPER-G;125914] But how does the village and the base look? [/quote]
Well, the base is convincing enough, although as a 'base' I would probably add some sort of border to it (fencing?) and change its ground texture.
As for the village, IMO a little too many military vehicles for such a small place. Also, remove the ambiance loop from the cop car, so it sounds as dead as it looks.
Then I'd add some 'dead life' to those places by adding some zombies wandering around - looking for brains :P
To add some fun to the roads, add occasional crashed cars, dead bodies (just edit civilians to have keepobjectdie and kill them @ the start) and some other 'failed attempts to survive' kind of things.
Lastly, to start off with a good mood, try making the place around defaultcameralocation look like they're there for a reason (dead chinooks maybe?) - not just some hero soldiers fighting off endless zombie attacks - they're just survivors after all.
Posted by: SUPER-G - Friday, October 12, 2012 1:31:56 PM
[quote]dead bodies (just edit civilians to have keepobjectdie and kill them @ the start)[/quote]
Now what is this so-called "keepobjectdie" you are talking about?
Posted by: SUPER-G - Thursday, October 18, 2012 3:06:36 PM
It has been a while and i just wanted to adress that i am very busy and that i will be working on the final version ASAP.
My new plan:
- I will create one more beta (v0.4) with more of your suggestions, the final version will just have some errors ironed out.
- If you have any more ideas about the map, contact me asap, but i am not accepting anymore suggestions that have to do with modding.
- Think of a main title, its up to you.
- like i said a while ago, the final version should be ready by the start of november.
Just hang in there[sunglasses] [+1]
Posted by: SUPER-G - Wednesday, October 24, 2012 8:41:25 PM
The Global war was coming to a close as the GLA struggled to survive against the Americans and the Chinese. They were desperate and would do anything for a victory. DR. Thrax and his colleges developed a virus that turned people into...ZOMBIES. The weapon was dropped on cities around the world.
months after the incident, the American army has been almost wiped out, exept for a small spec-ops force, now known as "Zombie Killers inc." you must help Zombie killers inc survive waves of zombies.
can you be a great zombie killer?
New Beta version (v0.4) now features:
- 15 waves, and an infinity wave at the end (zombies spawn at each corner every 10 seconds).
- The pond is bigger, and black.
- Removed the farm and replaced it with a cathedral.
- Music changes as the game progresses.
- Added MUCH more detail like: Rocks, Trees, More textures, sounds ect.
- Added a campsite and a construction yard.
- You get radar when you call for reinforcments
- Removed half of Zombie Killers Inc, but gave the player a Col. Burton and gave humvees more health.
- Less lag.
- Zombies have less health (150) which should reduce lage even more.
- And a whole bunch of other stuff!
[b]This is the last beta, if there are any problems with the map, inform me so i can fix them for the official release, but i can't take anymore suggestions to add to the map.[/b]
[color=red]Also, C&C Zombies sounds boring, come up with a name that starts with C&C Zombies and tell me your suggestions![/color] [ATTACH]1190[/Attach]
Posted by: i^love^mixery - Wednesday, October 24, 2012 11:53:09 PM
in script folder Zombies -> Waves seems to be a mistake.
this scripts:
Boss_Time!
Wave_boss
i guess you forgot to delete one of them.
also 'Boss_Time!' is a subroutine. why?
havent played this version yet but the details look good. hopefully you will add different colored zombies for the final version.
Posted by: SUPER-G - Thursday, October 25, 2012 7:41:08 AM
[quote=i^love^mixery;126046]in script folder Zombies -> Waves seems to be a mistake.
this scripts:
Boss_Time!
Wave_boss
i guess you forgot to delete one of them.[/quote]
Fixed that.
[quote=i^love^mixery;126046]also 'Boss_Time!' is a subroutine. why?[/quote]
I is the script for the "boss" and for the boss, zombies are spawned every 10 seconds at each corner, i thought that making it subroutine would help with that, does it matter if i un-checked it?
[quote=i^love^mixery;126046]hopefully you will add different colored zombies for the final version.[/quote]
I dunno, that seems like a lot of work and i am tired of working on it[grin] , but i am planning a second one...
Posted by: VTULCobra - Thursday, October 25, 2012 8:45:37 AM
Well it looks much better now SUPER-G. [+1]
Posted by: i^love^mixery - Thursday, October 25, 2012 11:19:36 AM
[quote=SUPER-G;126049]
[quote=i^love^mixery;126046]also 'Boss_Time!' is a subroutine. why?[/quote]
I is the script for the "boss" and for the boss, zombies are spawned every 10 seconds at each corner, i thought that making it subroutine would help with that, does it matter if i un-checked it?
[/quote]
in that script subroutine must be unchecked in order to make it work.
Posted by: SUPER-G - Friday, October 26, 2012 3:16:10 PM
The Final version has been uploaded.
It was a wild ride making this.
And i owe 75% of it to everyone that helped, thank you so much!
It may take a little bit for it to be officially in the download maps section.
The new name is:
[size=9][u][b][color=darkred]C&C Zombies:[/color] [color=red]Final Liberty[/color][/b][/u][/size]
Hope you enjoy, when it comes out of course[grin] .
Posted by: VTULCobra - Thursday, November 1, 2012 1:32:31 PM
I'm really sorry, the map wont upload. I will keep trying though, and I hope it gets fixed in a short period of time.
Posted by: SUPER-G - Thursday, November 1, 2012 3:17:21 PM
Thats alright bud[grin]
Posted by: VTULCobra - Thursday, November 1, 2012 5:02:34 PM
Could you re-upload?
Posted by: SUPER-G - Thursday, November 1, 2012 7:21:17 PM
"Sure thing!"
-Rocket trooper.
Posted by: VTULCobra - Friday, November 2, 2012 7:10:52 AM
There we go, it's up now. [+1]
Posted by: SUPER-G - Friday, November 2, 2012 3:02:28 PM
Posted by: VTULCobra - Friday, November 2, 2012 5:25:47 PM
No problems.
Posted by: SUPER-G - Friday, November 2, 2012 5:48:15 PM
It has been up here for 1 day and it already has more downloads than Overlord Quest, awesome.
Just one question, why is the preview of the maps flipped?
Posted by: VTULCobra - Saturday, November 3, 2012 9:01:39 AM
That happens to all of the maps for some reason.
Posted by: Drummin - Monday, November 26, 2012 10:51:46 PM
I didn't open it up and look at the scripting... Any ending scripted for this thing? Played till they stopped coming, explored the map, got Humvee and soldiers stuck on a bridge in the lower left of the map but took old Burton out for a walk around the map. Restored power to that power plant and nothing. Kind of a let down after going through all that to not have some ending. Still was fun running in circles for awhile.
Posted by: SUPER-G - Tuesday, November 27, 2012 3:13:17 PM
[quote=Drummin;126366]Any ending scripted for this thing? Played till they stopped coming
Kind of a let down after going through all that to not have some ending. Still was fun running in circles for awhile. [/quote]
Wait, i scripted it so that the final boss wave comes non-stop.
Did i miss or forget something?
Posted by: Drummin - Tuesday, November 27, 2012 6:49:23 PM
Well I didn't go into looking at depth at your scripts but I see almost all your scripts have a condition of
[code=plain]
True.
*AND* [/code]
TRUE should be removed.
BOSS_Time! should be a standard script.
BOSS_Timer should activate BOSS_Time! after setting timer.
Same for wave_13 and wave_14
Posted by: SUPER-G - Saturday, February 23, 2013 4:25:45 PM
Good evening fellow zombie killers,
Since the success of the C&C Zombies map, i have left for other maps and Generals stuff, plus i have been more into other forms of gaming.
However, i have started on a new C&C Zombies map for Zero:Hour.
All that im going to tell you is that i have been working on it for quite a bit, it hasn't been a priority just sortra in the background...
As before, post suggestions to make this map even better.
Posted by: SUPER-G - Sunday, March 24, 2013 5:05:23 PM
Expected release date for C&C Zombies: Cold Trail is April 15th, 2013
Posted by: SUPER-G - Friday, March 29, 2013 4:58:55 PM
Ok, does anyone want me to do this?
Posted by: SUPER-G - Saturday, March 30, 2013 12:11:37 PM
No one, that's what I thought.
I'll just not make C&C zombies anymore, it [b]was[/b] fun.
Posted by: Blbpaws - Saturday, March 30, 2013 4:53:01 PM
Obviously it's up to you what you make, but in my experience the best way to get something out there is to make it first, then see if people enjoy it.
Posted by: SUPER-G - Saturday, March 30, 2013 6:19:18 PM
yeah, you're right, I would like to continue, but:
1. Not many people seem interested, like, if people enjoyed the first C&C Zombies (which many did) they should be pm-ing me, or replying in this forum saying "this is great" and "we want more", like in the first one! but I have gotten nothing but 1 compliment and a couple of problems after the release, and no-one has asked for a sequal.
2. Making the first C&C Zombies was fun and awesome at first, near the end I got sick of working on the same project and was happy do be done with it. The same thing is happening here, I just don't want to do it! I find it very tiring and boring now.
Honestly, I would like to continue...if it were not for the above.
I can give the project to someone else if they would like, its just in its beta stage.
Posted by: i^love^mixery - Thursday, April 4, 2013 7:53:59 AM
SUPER-G just get hold of yourself.
What did you except from a small beta map for a 10 years old game? And why did you even think about doing another zombie map if you dont want to?
Well.. you are still a young one, aren't you. If you dont enjoy making maps any longer then just take a break or just move on to something else.
Posted by: SUPER-G - Thursday, April 4, 2013 5:32:54 PM
[quote=I^Love^Mixery;127605]SUPER-G just get hold of yourself.[/quote]
*deep breaths* ok, im chill now.
[quote=I^Love^Mixery;127605]What did you except from a small beta map for a 10 years old game? And why did you even think about doing another zombie map if you dont want to?[/quote]
At first I wanted to make a sequel to C&C Zombies, it started out great and there was lots planned for it.
A while had passed and I was getting a little tired of working on this map, i persisted though. The map started getting repetitive, so i started all over again on a smaller, and more detailed map. I quickly got tired of that one too, and decided it wasn't worth it.
[quote=I^Love^Mixery;127605]Well.. you are still a young one, aren't you.[/quote]
Yup, still 14, almost 15 now.
[quote=I^Love^Mixery;127605] If you dont enjoy making maps any longer then just take a break or just move on to something else.[/quote]
Im still into making maps, 2 have already been uploaded and im currently working on a (awesome) new skirmish map taking place in a city. There may be a sequel to Overlord Quest.
Though i am not taking a break, i am just working kinda slowly, Spring is coming and i don't want to spend it inside my house...but i will continue to make maps.
Posted by: i^love^mixery - Thursday, April 4, 2013 7:48:51 PM
just do as you see fit, boy ;)
maybe generals 2 aka CNC Free will have a worldbuilder too?
but i hardly doubt it.
Posted by: SUPER-G - Thursday, April 4, 2013 7:55:57 PM
[quote=I^Love^Mixery;127614]maybe generals 2 aka CNC Free will have a worldbuilder too?
but i hardly doubt it.[/quote]
I feel the same, I bet it won't have one, i'd be glad if it did!
Posted by: unnem - Monday, April 15, 2013 6:09:41 AM
not better if you just download zombie mod and make AOD maps with this? lol :)
terrorists are not very good zombies :P
also you should give yourself more time with worldbuilder.
use more textures and details...
Posted by: SUPER-G - Monday, April 15, 2013 7:42:00 AM
Thanks for the advice, but I was done with the project a long time ago.
Posted by: qqqqqqqqqp - Sunday, May 5, 2013 7:02:46 PM
Well I started to make a zombies Mod (failed) with a map (failed) But i might tri to do it agn after I get my mod out (after i add the finishing parts to it I.E balancing,costs,time) Inspiration bro thts all you need all you need.
Posted by: Gameanater - Saturday, June 8, 2013 3:48:40 PM
GREETINGS, fellow zombie slayers!
SUPER-G has recently handed over development of the C&C Zombies series over to me! To celebrate, I have updated the original hit C&C Zombies Final Liberty for Zero Hour!
Features:
-Fixed exploit
-New zombie types: Toxic(standard), fast, and giant.
-Improved scoring system
-Added an ending with an AWESOME boss
Enjoy! The map can be found here: http://www.cnclabs.com/forums/cnc_postst12056_CandC-Zombies--Final-Liberty-For-Zero-hour.aspx