I've played tons of FPS games like TF2, Left 4 Dead, etc. And zombies seemed to appeal to that crowd. Zombie mod servers were usually full and we had memorable moments. Now, I'd like to combine my Warcraft 3 coding skills and the zombie mod into a Starcraft 2 UMS/custom map. Zombie Base Builders (Working Title) combines the building mechanics and the FPS world of zombies.
What this is, is you have a certain raised up terrain that will provide you an outer shell for your base, afterwards, you will need to build the barriers and other mechanics to protect yourself. In the beginning, there is one special zombie that will be the ring leader of the zombies. The special zombie has increased health, stats, etc. As someone dies, they will convert into a special zombie, but without the benefits of being the first one. The survivors, will play in top down view (good for building) and will shoot with clicks. There will be several places to build. I will be expanding on this idea.
Rather than player vs player kind of zombie maps, I always prefer pve maps, where you are tested against a real horde of zombies, rather than a intellectual player.
You can try to combine the movement WASD of the top down shooters, with that map, to make a seamless rpg survival shooter.
Maybe like Dead Frontier's way of making a MMO styled horror game.
Well if someone can make a mmo using starcraft 2 engine, it'd have to be a entirely new game, and if done well, might even gain a premium status from blizzard.
My Idea on this kind of thing:
- Zombies are computer controlled. Always.
- Only 1 player per character, and each character gets 8 slots of inventory.
- There can be towns or sanctions for survivors to save their progress.
- Loading a character can be the same way like Warcraft 3's save/load, but if possible, SC2 can allow physical character to be saved on a server, so it traces a player's ip/client file to load that character.
- Zombie to player ratio is ALWAYS, 75:1
- Zombies are attracted to noise.
- Players can enter and exit safe zones at will, and at times, players would have to cooperate to defend the safe zone from a horde.
- Dead players cannot revive, thus turns into a zombie with that character's name, that wanders where the character dies.
- Players who remake their character because of death, can recollect their items in time if they find and kill their zombified old character.
- All items holds little to no value, so losing items can't be a big deal.
- Characters uses adjustable perks rather than stats, and earn achievements/titles, rather than level up.
- Perks makes a character better in a role, achievements/titles gives a boost to what it describes ([character] the strong = melee damage).
- The game must have a strong foundation so future contents can be added onto it easily.
- Non-combat related features is possible (farming, scavenging, delivery), and can lead to jobs.
- Ammunition can be used as currency in some ways (like metro 2033).
What do you think of "instanced, server based rpg"?
It means that players can use blizzard to connect like usual, but maps are basically in use of "instances" or channels.
If SC2 makes it possible for a player to independently change map, and join another channel, it can make a mmo possible since you can enter and exit servers at will.
If there's a method to extend the player count to a greater amount (say 32 or 64), then this idea becomes even more likable.
Say...
Server has 3 maps:
Outpost, Field, and Dungeon.
To go from a outpost map to a field map, a player basically transfers the character from a outpost exit to the field.
On the server side, there can be a character-run SQL servers, that manages the info from the characters. So players logs in a account, retrieves character, and logs into the respective map. Since it's a zombie survival game, this means that to log out and in, would have you stay at the outpost server, in order to save.
There can also be item SQL servers, etc. to provide other features too... But going on about this would make the idea too complicated to even implement (in the case of my skill level, as I'm a newbie programmer)...
I've played tons of FPS games like TF2, Left 4 Dead, etc. And zombies seemed to appeal to that crowd. Zombie mod servers were usually full and we had memorable moments. Now, I'd like to combine my Warcraft 3 coding skills and the zombie mod into a Starcraft 2 UMS/custom map. Zombie Base Builders (Working Title) combines the building mechanics and the FPS world of zombies. What this is, is you have a certain raised up terrain that will provide you an outer shell for your base, afterwards, you will need to build the barriers and other mechanics to protect yourself. In the beginning, there is one special zombie that will be the ring leader of the zombies. The special zombie has increased health, stats, etc. As someone dies, they will convert into a special zombie, but without the benefits of being the first one. The survivors, will play in top down view (good for building) and will shoot with clicks. There will be several places to build. I will be expanding on this idea.
Good or bad?
Rather than player vs player kind of zombie maps, I always prefer pve maps, where you are tested against a real horde of zombies, rather than a intellectual player.
You can try to combine the movement WASD of the top down shooters, with that map, to make a seamless rpg survival shooter.
Maybe like Dead Frontier's way of making a MMO styled horror game.
Well if someone can make a mmo using starcraft 2 engine, it'd have to be a entirely new game, and if done well, might even gain a premium status from blizzard.
My Idea on this kind of thing:
- Zombies are computer controlled. Always.
- Only 1 player per character, and each character gets 8 slots of inventory.
- There can be towns or sanctions for survivors to save their progress.
- Loading a character can be the same way like Warcraft 3's save/load, but if possible, SC2 can allow physical character to be saved on a server, so it traces a player's ip/client file to load that character.
- Zombie to player ratio is ALWAYS, 75:1
- Zombies are attracted to noise.
- Players can enter and exit safe zones at will, and at times, players would have to cooperate to defend the safe zone from a horde.
- Dead players cannot revive, thus turns into a zombie with that character's name, that wanders where the character dies.
- Players who remake their character because of death, can recollect their items in time if they find and kill their zombified old character.
- All items holds little to no value, so losing items can't be a big deal.
- Characters uses adjustable perks rather than stats, and earn achievements/titles, rather than level up.
- Perks makes a character better in a role, achievements/titles gives a boost to what it describes ([character] the strong = melee damage).
- The game must have a strong foundation so future contents can be added onto it easily.
- Non-combat related features is possible (farming, scavenging, delivery), and can lead to jobs.
- Ammunition can be used as currency in some ways (like metro 2033).
Nice suggestion, I was itching for a RPG shooter anyways. :P
Can an admin delete this thread or lock it?
I sorta came up with a idea recently:
What do you think of "instanced, server based rpg"?
It means that players can use blizzard to connect like usual, but maps are basically in use of "instances" or channels.
If SC2 makes it possible for a player to independently change map, and join another channel, it can make a mmo possible since you can enter and exit servers at will.
If there's a method to extend the player count to a greater amount (say 32 or 64), then this idea becomes even more likable.
Say...
Server has 3 maps:
Outpost, Field, and Dungeon.
To go from a outpost map to a field map, a player basically transfers the character from a outpost exit to the field.
On the server side, there can be a character-run SQL servers, that manages the info from the characters. So players logs in a account, retrieves character, and logs into the respective map. Since it's a zombie survival game, this means that to log out and in, would have you stay at the outpost server, in order to save.
There can also be item SQL servers, etc. to provide other features too... But going on about this would make the idea too complicated to even implement (in the case of my skill level, as I'm a newbie programmer)...