Corpse Master is a zombie survival game, where you face off a player who can spawn zombies and control them. The objective is for the survivors to rescue a certain number of civilians before being wiped out.
The Game consists of many different zombies attacking you, a team of 4 to 5. There will be a optional mode chosen by player 1 to have a Player zombie chosen randomly. The player zombie in another sense would be called a GM. The GM will have the option to make zombies as he wants and where he wants. Most Weapons seen in the video will be changed (dmg, ammo, etc.) and some effects will as well. I will most likely add both a Man-Down System and a Revival between rounds. At close range bullets do not show up, I will attempt to fix this. The game randomly generates zombie scale and movement speed to recreate a random sample. In all there will be 7 different zombies: Regular zombie, Acidic Zombie, Crazy Zombie, Strong Zombie, Zombie Dog, Blower-uper Zombie, and Shooter Zombie. Names are only temporary. Each Zombie has a different function and skill. More To tell later.
News: Added Ui (with commands)
Yeah, I didn't think of that myself tbh. While searching a lot of stuff about l4d's ai I came across some people wanting it as a mod. I didn't give it much notice at first, but then I thought of how to make a better ai, and the obvious came to mind. A good ai should be based off of what a human mind may do. So I should put myself in those situations I thought. Then came this. =D
Making the Enemy UI now, but do you guys think they should control the zombies as well? Or just pick what units to spawn and where to spawn? Should I limit the # they can spawn of this and that by a currency system? Or trust the player to try and have fun?
I remember that Half-Life 2 mod where one player spawned the zombies and the others tried to survive. If I remember correctly, the Spawner/GM started with so much "Energy" or whatever, and could use that energy to spawn Zombies of various kinds. Stronger zombies cost more, weaker ones cost less. The GM would gain more energy like, X per second, and would gain a solid number if his zombies killed a player. I believe he got to control the zombies aswell.
The Non-Zombie players had to make it to the end of the map and survive and escape, basically.
You should definitely allow the GM to control his zombies.
Basic Map layouts had traps, explodable barrels, gas cans, fortified doors that could be broken down by zombies...
Hmm, i'm sure there's more, but it's been so long since I played it!
Yeah, already made it all last night. They have 3 attack options. Attack closest, gather at point, and attack player. Attack player sends every zombie within 3 or greater then 7 (maybe 10, don't remember) to attack that player. I'll post a video of it all if I can find some humans. They also can't make zombies on top of the player, it must be 10 away. (off screen) But yeah, I may add some traps too.
Having some computer problems, so I restored. The only thing I kept was the map. Anyway, my driver wont install for internet for some reason so It's going to be a few days probably until I continue my work. Hopefully my codecs will properly save and load and I'll be able to use xfire (good quality fullscreen) for videos. =D edit Seems like this is going to take even longer to fix. Thank god I'm on christmas break, now I can just stare at a blank computer. XD Anyway, going to use this time to plan out the gameplay more. I've already thought of a few things to add. Hopefully I'll be able to get the editor before internet on my computer.
My step mom was super nice and bought my love by buying a new device that I need to get on the internet. =D Project is back to full sail! Btw, if you have suggestions for upcoming gameplay you can talk to me on the irc or comment here. =D
I've been inactive on starcraft 2 for the past few weeks, (2.5 or 3.5 I think, mid christmas break anyway), but now I think I'm back. I plan on maybe changing the original plan of the game. Here's a list of things I'm considering and would love some feedback on:
1) Blank the terrain. That's right, my awesome and epic size terrain may be deleted because I don't see it having much of a future in a gameplay perspective. Sadly, this is a tear-jerking thing for me to do or even think of doing, but I may just do it! I'ma mad man! Madness! Yadda yada.
2) Terrain will be selected by the Team-Captain, Captain is decided by map experience and the default will be the host (If nobody has any experience). A captain can be relinquished of duty by his peers.
3) Terrain will be generated depending on the selected, while this doesn't allow me to have the creativity I would wish for my map's terrain to have, it does allow me to add a deep crafting system.
4) A crafting system.
5) Special Zombies depending on the map sector picked. Specials will be default zombies and will not be purchasable by the Corpse Master. I will also add raids happening at certain points selected by a ai-director. The ai-director will not be the greatest, nor the worse made.
6) Spoils system, items will spawn and some will be for only certain sections, more valuable items will have a lower spawn ratio, and may be guarded by zombies. And of course, these maps will include special infected.
7) Unknown, but will probably have more content then just this.
New:
8) I've decided to go back to my original plan of having a kick ass ai-director and making this a zombie rpg. Versus with a corpse master will be an option though.
9) Will have a melee system.
10) a level system, this wont drastically make a gap between a new and veteran player, but at the same time it will. Basically, there will be a few attributes that one can get such as, reloading, accuracy, and veterancy (more dmg, because you know where to aim at) Guns as well will have levels, helping to decide your accuracy or damage as well. For instance, a smg will have more accuracy and therefore will shoot exactly where you tell it to more often, but for a gun like a shotgun, you will have increased damage.
11) There will be difficulty options. Such as: SoftCore -> Basically, you wont need to find ammo/food/water to live. Realism -> You will need to find ammo/food/water to live. Maybe warmth (May only be for certain environments) and Versus -> Corpse Master ofc.
12) Cities can are most likely generated and will give missions. Some cities may be hostile or turn hostile. Some ai parties may be found in the city.
13) Misc: Ammo = Currency
Thanks for reading, any feedback will be nice to have.
So what happened? From your previous post it looks like you have a huge list of things you want in your game. Maybe the concept was simply way beyond a reasonable scope?
Are you working on anything else instead or did you just put everything on hold?
Just worked on it to much, and to fast, and got bored of making maps in general for a month or two. Then came back, thinking I could get back into it, but just couldn't. And eventually, thought, I'll just put it on hold, but after awhile, I started to question, would I ever really finish it? And I made a short tutorial about custom values, and I use them quite frequently here. So I figured why not. But, I've been into the editor again for about a week. Starting my new project here, http://forums.sc2mapster.com/resources/project-workplace/18989-diabolical-hero-siege/?page=2#p28 . Quite different concept, and funner. Simply put, my new concept isn't so close ended. Corpse Master was all the same, just elaborated. Like guns... I made my projectile system in a day, and it allowed me to make pretty much any gun relatively fast and easy. In fact, I could make a weapon in about 7 clicks, but it was also limited to being scientific and not "magic," which my new map centers around. I guess I just lost interest because all I had ahead of me was grunt work.
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Corpse Master is a zombie survival game, where you face off a player who can spawn zombies and control them. The objective is for the survivors to rescue a certain number of civilians before being wiped out.
The Game consists of many different zombies attacking you, a team of 4 to 5. There will be a optional mode chosen by player 1 to have a Player zombie chosen randomly. The player zombie in another sense would be called a GM. The GM will have the option to make zombies as he wants and where he wants. Most Weapons seen in the video will be changed (dmg, ammo, etc.) and some effects will as well. I will most likely add both a Man-Down System and a Revival between rounds. At close range bullets do not show up, I will attempt to fix this. The game randomly generates zombie scale and movement speed to recreate a random sample. In all there will be 7 different zombies: Regular zombie, Acidic Zombie, Crazy Zombie, Strong Zombie, Zombie Dog, Blower-uper Zombie, and Shooter Zombie. Names are only temporary. Each Zombie has a different function and skill. More To tell later. News: Added Ui (with commands)
Looks pretty cool! Keep up the good work.
@Aenigma: Go
Thanks. (W00t first comment somebody made on a sc2 map I posted on here).
Hey this reminds me of I mod for half life 2 I read about where somebody controlls zombies like an RTS and the others play it like an FPS.
@zeldarules28: Go
Yeah, I didn't think of that myself tbh. While searching a lot of stuff about l4d's ai I came across some people wanting it as a mod. I didn't give it much notice at first, but then I thought of how to make a better ai, and the obvious came to mind. A good ai should be based off of what a human mind may do. So I should put myself in those situations I thought. Then came this. =D
Making the Enemy UI now, but do you guys think they should control the zombies as well? Or just pick what units to spawn and where to spawn? Should I limit the # they can spawn of this and that by a currency system? Or trust the player to try and have fun?
@Skittles17: Go
I remember that Half-Life 2 mod where one player spawned the zombies and the others tried to survive. If I remember correctly, the Spawner/GM started with so much "Energy" or whatever, and could use that energy to spawn Zombies of various kinds. Stronger zombies cost more, weaker ones cost less. The GM would gain more energy like, X per second, and would gain a solid number if his zombies killed a player. I believe he got to control the zombies aswell.
The Non-Zombie players had to make it to the end of the map and survive and escape, basically.
You should definitely allow the GM to control his zombies.
Basic Map layouts had traps, explodable barrels, gas cans, fortified doors that could be broken down by zombies...
Hmm, i'm sure there's more, but it's been so long since I played it!
@BorgDragon: Go
Yeah, already made it all last night. They have 3 attack options. Attack closest, gather at point, and attack player. Attack player sends every zombie within 3 or greater then 7 (maybe 10, don't remember) to attack that player. I'll post a video of it all if I can find some humans. They also can't make zombies on top of the player, it must be 10 away. (off screen) But yeah, I may add some traps too.
My
My step mom was super nice and bought my love by buying a new device that I need to get on the internet. =D Project is back to full sail! Btw, if you have suggestions for upcoming gameplay you can talk to me on the irc or comment here. =D
I've been inactive on starcraft 2 for the past few weeks, (2.5 or 3.5 I think, mid christmas break anyway), but now I think I'm back. I plan on maybe changing the original plan of the game. Here's a list of things I'm considering and would love some feedback on:
1) Blank the terrain. That's right, my awesome and epic size terrain may be deleted because I don't see it having much of a future in a gameplay perspective. Sadly, this is a tear-jerking thing for me to do or even think of doing, but I may just do it! I'ma mad man! Madness! Yadda yada.
2) Terrain will be selected by the Team-Captain, Captain is decided by map experience and the default will be the host (If nobody has any experience). A captain can be relinquished of duty by his peers.
3) Terrain will be generated depending on the selected, while this doesn't allow me to have the creativity I would wish for my map's terrain to have, it does allow me to add a deep crafting system.
4) A crafting system.
5) Special Zombies depending on the map sector picked. Specials will be default zombies and will not be purchasable by the Corpse Master. I will also add raids happening at certain points selected by a ai-director. The ai-director will not be the greatest, nor the worse made.
6) Spoils system, items will spawn and some will be for only certain sections, more valuable items will have a lower spawn ratio, and may be guarded by zombies. And of course, these maps will include special infected.
7) Unknown, but will probably have more content then just this.
New:
8) I've decided to go back to my original plan of having a kick ass ai-director and making this a zombie rpg. Versus with a corpse master will be an option though.
9) Will have a melee system.
10) a level system, this wont drastically make a gap between a new and veteran player, but at the same time it will. Basically, there will be a few attributes that one can get such as, reloading, accuracy, and veterancy (more dmg, because you know where to aim at) Guns as well will have levels, helping to decide your accuracy or damage as well. For instance, a smg will have more accuracy and therefore will shoot exactly where you tell it to more often, but for a gun like a shotgun, you will have increased damage.
11) There will be difficulty options. Such as: SoftCore -> Basically, you wont need to find ammo/food/water to live. Realism -> You will need to find ammo/food/water to live. Maybe warmth (May only be for certain environments) and Versus -> Corpse Master ofc.
12) Cities can are most likely generated and will give missions. Some cities may be hostile or turn hostile. Some ai parties may be found in the city.
13) Misc: Ammo = Currency
Thanks for reading, any feedback will be nice to have.
Abandoned. You can download it at the top link. You may use it for anything you want. I don't care, you may even chop it to bits.
So what happened? From your previous post it looks like you have a huge list of things you want in your game. Maybe the concept was simply way beyond a reasonable scope?
Are you working on anything else instead or did you just put everything on hold?
@SkrowFunk: Go
Just worked on it to much, and to fast, and got bored of making maps in general for a month or two. Then came back, thinking I could get back into it, but just couldn't. And eventually, thought, I'll just put it on hold, but after awhile, I started to question, would I ever really finish it? And I made a short tutorial about custom values, and I use them quite frequently here. So I figured why not. But, I've been into the editor again for about a week. Starting my new project here, http://forums.sc2mapster.com/resources/project-workplace/18989-diabolical-hero-siege/?page=2#p28 . Quite different concept, and funner. Simply put, my new concept isn't so close ended. Corpse Master was all the same, just elaborated. Like guns... I made my projectile system in a day, and it allowed me to make pretty much any gun relatively fast and easy. In fact, I could make a weapon in about 7 clicks, but it was also limited to being scientific and not "magic," which my new map centers around. I guess I just lost interest because all I had ahead of me was grunt work.