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Re: Zombieland- Version 1.2

Postby GreysouIe on Mon Apr 05, 2010 12:58 am

Something that would be fun is if the zombies could win. Maybe I'm just an old b-movie fan, but if the zombies would have a possible win it would add a little flavor.
Overall I like the idea, my only thoughts is that the map is a little generic in terms of being like a box. It's sort of like a rubix cube side so you have 8 factions with everyone going for the middle.
Anyway, keep on fiddling. I think you have a good idea here.
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Re: Zombieland- Version 1.2

Postby MarshalNey on Mon Apr 05, 2010 10:33 pm

natty_dread wrote:I like the blood trails... this map is really getting somewhere. I think this should be moved to gp workshop by now.

The buildings look a bit out of place... they are so bright and clean, while the outside is dark and grungy. The contrast is a bit too heavy... Perhaps darken the buildings a bit, also could add some "rubble" in them, stuff like bullet holes or something.

Anyway, nice work.


Thanks Natty. The contrast between the buildings and the outside is of course intentional, to emphasize the relative "security" of the indoors, but I like what you're suggesting here. The buildings are simple and unadorned right now, and certainly extra stuff won't make the map look less busy, but there's no harm in seeing what some battle damage could add... it might take me awhile to get to this, but I'll definitely try it out.

Hopefully you'll have the time to keep peeking in, you and Helix are great posters for maps and I really appreciate your feedback.

00iCon wrote:Here's my two cents:
You could make the helicopter park a secure zone instead. It is also quite large and has wasted space. Try to move the legend, maybe add more territories inside. A circle of barbed wire would probably work best, but you could use a hexagon or octagon depending on the decided territories. This allows more space for zombie territories in the streets.
You could put military personnel in the compound fending off the horde(You draw better than I ever could). Capturing some of these territories may even allow bombardment of the streets.


Okay this is a nice concrete suggestion (thanks for the diagram, btw). Moving the legend into the middle was actually on my original MS Paint concept sketch, but in practice I need a lot more room than the center can provide. The map is nearly at the maximum size at 840 x 765 pixels, and I still have to make a legible 'small' version. There simply won't be room for the legend and a gameplay objective, and I really want a gameplay objective in the middle (for now anyway).

Also, the idea for taking the gameplay objective is that it would allow a faction to 'escape'. The zombie hordes are supposed to be effectively endless- there's just too many zombies and too few bullets/grenades/shells. As long as I'm continuing with this thematic idea, I need there to be an escape vehicle in the center- namely helicopters.

On the other hand, I like the idea of a military-type compound- maybe a fenced off 'checkpoint' that a militia/national guard established downtown and then got overrun or abandoned? That would make the presence of the helipad make more sense, certainly. I might try adding in military hardware elements, maybe abandonded tanks and stuff. Saving space might be possible by trimming the corners, but I'll have to think about whether added zombie zones will actually add to the gameplay. After all, the zombie zones need to form linear paths, or they won't function as gauntlets and the superfulous zones will just get bypassed (see 2 pages back for the full discussion).

Good point about the center, though, I'll definitely work on upgrading it with the idea of a military outpost.

Thank you for peeking in on this thread from time to time. I hope you stick with me to the end ;)

GreysouIe wrote:Something that would be fun is if the zombies could win. Maybe I'm just an old b-movie fan, but if the zombies would have a possible win it would add a little flavor


I agree!

This map is designed partly with the Zombie Neutrals feature in mind. Zombie Neutrals are aggressive neutrals that will attack surrounding non-neutral territories. Unfortunately, until that suggestion is implemented- and it may be quite some time- it just isn't possible to have the neutrals take over the map. Sorry.

However, you could always voice your support for implementing the Zombie Neutrals as the next CC upgrade, in the Suggestions Forum.

GreysouIe wrote:Overall I like the idea, my only thoughts is that the map is a little generic in terms of being like a box. It's sort of like a rubix cube side so you have 8 factions with everyone going for the middle.
Anyway, keep on fiddling. I think you have a good idea here.


...hmmm 'generic'. Oof. Any thoughts on what you'd like to see? The layout is still flexible since this is in the Melting Pot, but I'm fairly committed to the idea of 8 starting positions (CC guidelines require every new map to support 8 players). Is there some other arrangement you had in mind?

Anyway, thanks for the support and feedback, Greysoule. Keep it coming!


NOTE: I'm updating my map with a few small changes (added in 1 zombie tert and an entrance to the Ghetto) and updated my to-do list with your suggestions. Without your feedback, this map would in limbo, so please continue to post :)
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Re: Zombieland- Version 1.2

Postby MarshalNey on Mon Apr 05, 2010 11:28 pm

Also, just to let everyone know, the current number of player territories is 63. I would like to bump that total up to 70 or 71 for much fairer drop distributions.

So far, my best idea is to add some territiories to the Helipad and some safe zones in the streets.

If anyone has any ideas about this, let me know.
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Re: Zombieland- Version 1.2

Postby 00iCon on Tue Apr 06, 2010 7:02 am

MarshalNey wrote:
00iCon wrote:

Okay this is a nice concrete suggestion (thanks for the diagram, btw). Moving the legend into the middle was actually on my original MS Paint concept sketch, but in practice I need a lot more room than the center can provide. The map is nearly at the maximum size at 840 x 765 pixels, and I still have to make a legible 'small' version. There simply won't be room for the legend and a gameplay objective, and I really want a gameplay objective in the middle (for now anyway).

Also, the idea for taking the gameplay objective is that it would allow a faction to 'escape'. The zombie hordes are supposed to be effectively endless- there's just too many zombies and too few bullets/grenades/shells. As long as I'm continuing with this thematic idea, I need there to be an escape vehicle in the center- namely helicopters.

On the other hand, I like the idea of a military-type compound- maybe a fenced off 'checkpoint' that a militia/national guard established downtown and then got overrun or abandoned? That would make the presence of the helipad make more sense, certainly. I might try adding in military hardware elements, maybe abandonded tanks and stuff. Saving space might be possible by trimming the corners, but I'll have to think about whether added zombie zones will actually add to the gameplay. After all, the zombie zones need to form linear paths, or they won't function as gauntlets and the superfulous zones will just get bypassed (see 2 pages back for the full discussion).

Good point about the center, though, I'll definitely work on upgrading it with the idea of a military outpost.

Thank you for peeking in on this thread from time to time. I hope you stick with me to the end ;)

I've been following rather closely, and I see your point.
Barbed wire around the helipad would probably be sufficient to make sensse for the helipad. Pehaps including a waiting helicopter would add to the graphical intensity.
Keeping to the topic of graphics, this map lacks a border. Again, blood or spray paint would work. Also the building's outlines are just... lines. Bricks and windows (some smashed) would look great if you can do it.
MarshalNey wrote:Also, just to let everyone know, the current number of player territories is 63. I would like to bump that total up to 70 or 71 for much fairer drop distributions.

So far, my best idea is to add some territiories to the Helipad and some safe zones in the streets.

If anyone has any ideas about this, let me know.

More helipad zones would be great and perhaps high neutral safe zones in the street should have a bonus to make them desirable.
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Re: Zombieland- Version 1.2

Postby Top Dog on Tue Apr 06, 2010 4:36 pm

00iCon wrote:More helipad zones would be great and perhaps high neutral safe zones in the street should have a bonus to make them desirable.


I always liked in the map "Space" how the wormhole and warp gate systems were kind of like a side bonus that connected the map. I like the idea of the safe zones, w/ a bonus... maybe make a "manhole system" acting just like the warp gate/wormhole systems in Space.

Just going out on a limb here... (if you haven't seen/played the map Space check it out first...) Maybe outside of 5 of the buildings we have a connected underground "dungeon system" running across the map (the symbol could be something like stairs heading underground). That would be worth maybe 3 or so for a bonus. Then outside the 3 other buildings have an underground "manhole system" that would be worth 2 or so...

They wouldn't have to be right outside of the building and there wouldn't have to be eight either but I think that would add to the zombie feeling a bit more.

It's kind of a ripoff of space's gameplay but that would be just one small aspect of zombieland. Lemme know if you like the idea marshal...
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Re: Zombieland- Version 1.2

Postby MarshalNey on Tue Apr 06, 2010 9:28 pm

Top Dog wrote: ...I always liked in the map "Space" how the wormhole and warp gate systems were kind of like a side bonus that connected the map. I like the idea of the safe zones, w/ a bonus... maybe make a "manhole system" acting just like the warp gate/wormhole systems in Space...

...It's kind of a ripoff of space's gameplay but that would be just one small aspect of zombieland. Lemme know if you like the idea marshal...


I do like it. In fact, I vaguely toyed with a less-developed idea when I was doing my original concept sketch.

The thing is... my map is reaching a saturation point. Maybe 00iconn is right, this really should be a sequence of 2 or 3 maps. Anyway, every new 'feature' of the map must be documented in the legend somewhere. When I go to the small version, players will need a microscope to read the instructions as it is.

There's also an additional problem. 'Warp gates' as a gameplay feature are directly in conflict with my core idea of 'Zombie gauntlets'. What's the point of wading through zombie territories when you can just skip over all of them?

Soooo, if I did implement a 'manhole system', it wouldn't really be a set of warp points, I'm thinking... probably just a group of territories that lead to an inset of a underground zombie gauntlet. In other words, it'd be an alternate set of paths to the streets, but you'd still have to run through zombies.

Overall I dunno, I have to think about it. There's certainly a fair amount of "wasted" space in this map. However, I already feel like it's too busy, so maybe cramming more into the map isn't a good idea.

It could be great, though. ;)
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Re: Zombieland- Version 1.2

Postby b00kw0rm on Wed Apr 07, 2010 7:11 am

Quick question... Are the zombie territories in the entrances to some buildings currently counted as part of that building for bonus purposes? If so, it would be impossible to collect their bonuses, as they would revert to neutral before you could collect the bonus.
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Re: Zombieland- Version 1.2

Postby natty dread on Wed Apr 07, 2010 8:05 am

Obviously they are not, then.
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Re: Zombieland- Version 1.2

Postby Memnon on Wed Apr 07, 2010 9:42 am

Time for my 3 cents again.

GreysouIe wrote:Something that would be fun is if the zombies could win. Maybe I'm just an old b-movie fan, but if the zombies would have a possible win it would add a little flavor.


While you can't have the neutrals actually take over at this point ol'Marshal my boy - what about a turn limit to represent this. Not sure if CC programming can support the idea, but what about

- If no team has won by turn ** - the game ends in a draw and the Zombies prevail.... :twisted: you have all died due to your inaction.:twisted: -

@Bookworm - I'm not sure on the fact that zombie terts are considered part of the building, but there is one point you have wrong. The bonuses are calculated before zombie neutrals revert (this according to an earlier post by Marshal I believe), therefore you could take a set of "bonuses" cash in extra troops, and loose them to zombies all in the same turn.

GreysouIe wrote:Overall I like the idea, my only thoughts is that the map is a little generic in terms of being like a box. It's sort of like a rubix cube side so you have 8 factions with everyone going for the middle.
Anyway, keep on fiddling. I think you have a good idea here.


Not sure I agree, but Marshal you seemed to slightly, so what if you took parts of the map and .... twisted? it so that you had crooked streets. I have 0 paint and photoshoppy type skills - lets take the rubics example. It would be like taking the rubics and breaking it so that instead of the bricks all being even, they'd look more like steps. Then your streets would end up looking more like zig-zags instead of straight lines.

[] []
[]

But squish the bottom box up half way .... am I coming across; or do I sound like some mental patient?

That's all for now
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Re: Zombieland- Version 1.2

Postby natty dread on Wed Apr 07, 2010 11:01 am

what about a turn limit to represent this.


impossible.
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Re: Zombieland- Version 1.2

Postby MarshalNey on Wed Apr 07, 2010 5:51 pm

b00kw0rm wrote:Quick question... Are the zombie territories in the entrances to some buildings currently counted as part of that building for bonus purposes? If so, it would be impossible to collect their bonuses, as they would revert to neutral before you could collect the bonus.


Memnon wrote:I'm not sure on the fact that zombie terts are considered part of the building, but there is one point you have wrong. The bonuses are calculated before zombie neutrals revert (this according to an earlier post by Marshal I believe), therefore you could take a set of "bonuses" cash in extra troops, and loose them to zombies all in the same turn.


Actually, in my original post on this topic (in another thread, long, long ago) I proposed using killer neutrals as an integral part of the bonus areas. That way, the zombies would always be munching.

Unfortunately, the CC code doesn't work that way. Killer neutrals cannot be a part of a bonus. Soooo, don't believe my earlier fevered visions, M-non :oops:

Anyway, Bookworm, you've got a valid concern there. That's why I put a message in italics under the Bonus Regions title in the legend that says that Zombie Zones are not a part of any bonus region. I can understand why you might have missed it, there's a lot of footnotes on this thing right now.
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Re: Zombieland- Version 1.2

Postby Top Dog on Wed Apr 07, 2010 7:11 pm

natty_dread wrote:
what about a turn limit to represent this.


impossible.


and really gay...
1 army left to destroy... oh, now it's a tie...

I like the idea of keeping the box design but I think it might look good with some "twisting" too... not changing the gameplay just making the map look a bit less symmetrical...
But that would require a complete remake of the map, and if marshal decided to do this I wouldn't expect it soon...

Other than that... I have one question: Why is this not moved to the next step by now??? Re-send the form, send the guy a pm... If we move this thing to the next step I bet we'll get some more attention meaning more ideas and perspectives...
Nice work so far, waaay better than I could've done with my attention span
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Re: Zombieland- Version 1.2

Postby natty dread on Thu Apr 08, 2010 1:24 am

Why is this not moved to the next step by now??? Re-send the form, send the guy a pm... If we move this thing to the next step I bet we'll get some more attention meaning more ideas and perspectives...


MrBenn is a busy guy you know... He takes care of 2 foundry forums and other official duties.

A lot of the foundry process is patience. You need nerves of steel, actually.

Just wait a few days, I'm sure your map will be moved shortly.
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Re: Zombieland- Version 1.2

Postby Top Dog on Thu Apr 08, 2010 6:33 am

natty_dread wrote:
Why is this not moved to the next step by now??? Re-send the form, send the guy a pm... If we move this thing to the next step I bet we'll get some more attention meaning more ideas and perspectives...


MrBenn is a busy guy you know... He takes care of 2 foundry forums and other official duties.

A lot of the foundry process is patience. You need nerves of steel, actually.

Just wait a few days, I'm sure your map will be moved shortly.
\

I didn't mean to be complaining about mr. benn so much... just saying the map easily is ready for the next step, whatever that is (I think gameplay...?)
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Re: Zombieland- Version 1.2

Postby GreysouIe on Mon Apr 12, 2010 11:26 am

Actually something that would be fun is to see this map moved to beta just to play it. It looks more than playable. It's not like things are set in stone in beta. Not to sound bad on a map, but the first time I wandered into a Doodleworld map I looked... stood back... looked. Figured somebody was kidding me.
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Re: Zombieland- Version 1.2

Postby TaCktiX on Fri Apr 16, 2010 8:27 pm

Not much is left to get this moved forward, just one small edit:

- Change the name of the Tacticians to the Tackticians, because that looks so much more badass.[/imtotallyjokingdonttakemeseriously]
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Re: Zombieland- Version 1.2

Postby natty dread on Fri Apr 16, 2010 8:46 pm

Why not TaCktixians? :)
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Re: Zombieland- Version 1.2

Postby TaCktiX on Fri Apr 16, 2010 9:09 pm

natty_dread wrote:Why not TaCktixians? :)


Because it looks retarded, unfortunately.
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Re: Zombieland- Version 1.2

Postby natty dread on Fri Apr 16, 2010 9:17 pm

Aww... don't be so hard on yourself :D ;)
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Re: Zombieland- Version 1.2

Postby MarshalNey on Fri Apr 16, 2010 10:55 pm

TaCktiX wrote:
natty_dread wrote:Why not TaCktixians? :)


Because it looks retarded, unfortunately.


heee :lol:

btw, I know everyone I haven't posted an update in awhile, been finishing up a 'real-life' project; but I've been slowly making graphical "improvements" to the map that should be out by the middle of next week.
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Re: Zombieland- Version 1.2

Postby natty dread on Sat Apr 17, 2010 5:51 am

And now you get to make gameplay improvements, conrgats :)
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Re: Zombieland- Version 1.2

Postby Memnon on Wed Apr 21, 2010 12:54 am

Want update!!

Need update!!

What's the holdup? :lol:

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Re: Zombieland- Version 1.2

Postby Industrial Helix on Wed Apr 21, 2010 7:33 pm

Memnon wrote:Want update!!

Need update!!

What's the holdup? :lol:

Duffy


I think Marshalney is wrapping up some RL stuff and then he needs to get back to me about how copyright and ownership is going to go for this map. Other than that, nothing is holding this map back.
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Re: Zombieland- Version 1.2

Postby MarshalNey on Wed Apr 21, 2010 10:42 pm

I just got word bacl last night... Top Dog is fine with me holding the copyright. I'll keep his name on as a contributor since this was originally his idea; hopefully he can help me a bit with the graphics workload as well.

And yes, M-non, I promised an update in "the middle of the week". I'll probably just put out what I have and let people give their opinions, since it's going so slowly. Mostly cosmetic stuff, but there are some planned territory changes as well.
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Re: Zombieland- Version 1.2

Postby Industrial Helix on Thu Apr 22, 2010 6:48 am

MarshalNey wrote:I just got word bacl last night... Top Dog is fine with me holding the copyright. I'll keep his name on as a contributor since this was originally his idea; hopefully he can help me a bit with the graphics workload as well.

And yes, M-non, I promised an update in "the middle of the week". I'll probably just put out what I have and let people give their opinions, since it's going so slowly. Mostly cosmetic stuff, but there are some planned territory changes as well.


And that's pretty much what I've been waiting to hear. I'm looking forward to the continued development of this map!
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