WIP Quarantine

Razalgrim

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Map Link: http://world-editor-tutorials.thehelper.net/maps.php?view=1394
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QuarantineBanner.jpg

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Fight through modern, highly-detailed environments as one of four* marines struggling to survive in a post-apocalyptic Earth, where the dead walk and the darkness can never be broken... That's five, actually.

Sup, TH. This is the first map I've ever submitted online, so don't be surprised if this post seems a little cluttered. I'm getting used to it, though.

Anyway, on to the map. You might be asking: What's Quarantine, and why should I play it?

Quarantine is a zombie survival map, but the similarities end with the category. Listed below are some of the features as well as character classes and enemy types.

Current Features:

  • A simple but unique attack system. Basically, you align your marine with the enemy you want to shoot and press E. This can easily be achieved by simply right clicking an enemy (Your marine will hold position, but face the target). Don't forget to reload, though!

  • A custom lighting system. Zeds will pop up behind your back without you noticing. (Well, almost.)

  • A generous and appetizing serving of modern doodads. It really doesn't look like WC3 anymore.

  • A user friendly camera angle in-game. You'll never find yourself staring at nothing but a blank wall. (Hopefully, at least.)

  • A dialogue system. You characters can talk. Kinda like Left 4 Dead.

  • Proper spelling and grammar. That's right, one of the rarest features to be seen in a WC3 map.

  • And a whole bunch of other stuff, because the more the manier!
Planned Features:

  • A working ammunition system - [DONE] and melee system - [WORKING ON IT].

  • A civilian rescue system inspired by the RE series' Mercenary mini-games. - [DONE]

  • Fully customizable stats, equipped weapons, and the sort.

  • Periodic missions, bosses, and random events.

  • A shopkeeper that appears in between missions - She changes location after each mission. She's also the only way you can get new items and weapons. (Her products change every time he moves to a new location.)

Character Classes:

  • Assault - Filling the role of the squad rifleman, the Assault is the most versatile of all the character classes. Armed with a long ranged Pulse Rifle, he can provide cover fire for those in the front lines as well as physical protection for the weaker members of the team.

  • Medic - Other than being the team's corpsman, the Medic is also very proficient at wielding the Pulse Rifle. His low hitpoints are outweighed by both his unique ability to provide emergency treatment of injuries and his relatively high mobility.

  • Scout - The fastest of all the squad members, the Scout can easily hold his own against the shambling hordes of the undead. Sweeping away the zombies with his Shotgun, the Scout also has the privilege of wielding an experimental Cloaking Device. This allows him to vanish into thin air for a short amount of time.

  • Specialist - For things that go bump in the night, the Specialist is your man. With his trusty Flamethrower in hand, he can take on the unrelenting undead without fear. Of course, being strapped onto a suit of extra-tough combat armor never hurt.

  • Demolition - Grenades have been long known as the zombie's worst enemy. Utilization of this knowledge resulted in the birth of the Demolition Trooper; send him into the fray and a lot explosions will ensue. These skirmishes often end with the Demolition Trooper walking out of a thick cloud of smoke, his armor miraculously untouched by his own explosions.

Zombies:

  • Zombies: These guys constitute the bulk of the zombie horde. Not particularly dangerous, these guys can be dispatched quickly and easily early on.

  • Hellhounds: Once man's best friend, now they only want to eat man's throat. They move quickly and are the second most common zombie encountered in the game.

  • Mutants: Zombies that have reached the second stage of infection. They heal ridiculously fast and are both tougher and stronger than the common zombie.

  • Stalkers: These not-quite-invisible zombies move quickly and hit hard. They have lower hitpoints than most other zombies. Look out for them!

  • Berserker: The tank-err, berserkers are the most powerful zombies currently known. They sometimes come with a posse (every zombie in the entire frikkin map), so be ready for a very wild party.

Note:

Please note that this is still in the Beta stage, so please don't complain about how the playable area is too small and how it's only in single player. I'm working hard on the terrain, and I'm also planning on making this a 4-player map. [Done]

Since the project already has a designated triggerer, I only need a modeler/animator to make some good Zombie models and give the old Marine some new anims.

 

Jaujarahje

I have now changed this in the User CP
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Only thing is, that in the screenshots it seems too dark. Like you won't be able to see anything around, only stuff in a range of 250 or so.

Other than that looks awesome
 

Razalgrim

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Oh, this looks cool. :)

Thanks. ;)

Only thing is, that in the screenshots it seems too dark. Like you won't be able to see anything around, only stuff in a range of 250 or so.

Other than that looks awesome

Not necessarily. You will still be able to make out silhouettes in the darkness at about 500 range.

Thanks for the feedback. :thup:
 

Jaujarahje

I have now changed this in the User CP
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Ok I played it. The lighting is fine and sets a nice dark atmosphere. I played as assault and found it extremely hard. To aim precisely was hard. I used the mouse since pressing a and d seemed weird and didn't respond immediately. The only thing I can say is its too hard for one person right now, and aiming is hard. Obviously the map is too small but you'll get to that. Other than that it was fun, for the 5 minutes i lived for XP
 

Razalgrim

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Heh, the A and D buttons (And the starting tips, if you noticed them) were for when this map was in first-person. I guess I should remove them and keep the quick turn.

Tip: Right-clicking a zombie will make your marine face it while holding position. It's a lot easier that way.

The only thing I can say is its too hard for one person right now, and aiming is hard.

That's exactly why I need good Jasser. I need to come up with some proper aiming system as well as fix up all the triggers to make the multiplayer possible.
Sadly, I can't. :(
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Oh, nice view. A bit annoying in wc3 but it should be fine. Me shall test when can.

~Hai-Bye-Vine~
 

Accname

2D-Graphics enthusiast
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1,463
overall look is very nice though i noticed that you can shoot through walls.
you should check wheter a blocker is within your shooting range and then stop the damage dealing otherwise it will be much too easy.
also the creeps ai bugs up when they see your unit through a wall (because the whole map is unmasked at initialization)
they will just gang up behind a wall trying to your character and wait for their death because (as posted above) you can shoot through walls.
i would also suggest adding a limited amount of magazines to make the game much harder. the player would have got to save as much ammo as possible. though you should make new magazines somehow optainable. (maybe dropped)
 

Razalgrim

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overall look is very nice though i noticed that you can shoot through walls.
you should check wheter a blocker is within your shooting range and then stop the damage dealing otherwise it will be much too easy.

I know, but I'd have to remake the triggers for attacking before I can implement that. Right now I'm using regions instead of projectiles for the spells, and I don't think I'd be able to check blockers with that system. Of course, I'm going to try my hand at that when I have enough time.

i would also suggest adding a limited amount of magazines to make the game much harder. the player would have got to save as much ammo as possible. though you should make new magazines somehow optainable. (maybe dropped)

Done. I made a nifty little system for getting items: civilians spawn around the map, and they drop items when you rescue them by using the "Interact" ability. Of course, you're going to have to get to them fast, because the zombies won't just stand around waiting for you to get to them. You'll be able to try it yourself when I release the newest version.

Thanks for the feedback, by the way. I'm still expecting more from you guys. :thup:
 

Accname

2D-Graphics enthusiast
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you can check the pathing at a point with triggers, maybe this information might help you on your problem.
 

Razalgrim

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Hmmm...

Why don't I just show you one of the triggers. I'm not sure how you can detect blockers with this one, but if it's possible, then that would be awesome.

Trigger:
  • Shotgun
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Shotgun
    • Actions
      • Set Caster = (Triggering unit)
      • Set CasterLoc = (Position of Caster)
      • Set ShotgunOffset1 = (CasterLoc offset by 125.00 towards (Facing of Caster) degrees)
      • Set ShotgunOffset2 = (CasterLoc offset by 220.00 towards (Facing of Caster) degrees)
      • Set UnitGroup1 = (Units within 120.00 of ShotgunOffset1 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Undead) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of Caster)) Equal to True))))
      • Set UnitGroup2 = (Units within 200.00 of ShotgunOffset2 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Undead) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of Caster)) Equal to True))))
      • Unit Group - Pick every unit in UnitGroup1 and do (Actions)
        • Loop - Actions
          • Unit - Cause Caster to damage (Picked unit), dealing (Random real number between 20.00 and 75.00) damage of attack type Hero and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\Rifle\RifleImpact.mdl
          • Set ShotgunEffects1 = (Last created special effect)
          • Wait 0.25 seconds
          • Special Effect - Destroy ShotgunEffects1
      • Unit Group - Pick every unit in UnitGroup2 and do (Actions)
        • Loop - Actions
          • Unit - Cause Caster to damage (Picked unit), dealing (Random real number between 30.00 and 50.00) damage of attack type Hero and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\Rifle\RifleImpact.mdl
          • Set ShotgunEffects2 = (Last created special effect)
          • Wait 0.25 seconds
          • Special Effect - Destroy ShotgunEffects2
      • Special Effect - Create a special effect attached to the weapon of Caster using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
      • Wait 0.20 seconds
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call DestroyGroup(udg_UnitGroup1)
      • Custom script: call DestroyGroup(udg_UnitGroup2)
      • Custom script: call RemoveLocation(udg_ShotgunOffset1)
      • Custom script: call RemoveLocation(udg_ShotgunOffset2)
      • Custom script: call RemoveLocation(udg_CasterLoc)

Yeah, it probably leaks more than an eight-year old with bladder problems riding a roller coaster, but that's for another time.
 

LurkerAspect

Now officially a Super Lurker
Reaction score
118
I like this map. It seems like a really good concept, and I love those custom doodads! It actually looks as if you're inside a building, very nice!

It looks like fun to play, and I'll give it a try when I go on holiday :)
 

Razalgrim

New Member
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You're too kind. :eek:

I hope you get back to me when you do test it; I'll probably have the newer version up and running soon.
 

Razalgrim

New Member
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I'm running out of thanks, so I'll just give you a smiley. :)

Anyway, I updated the first post; the most noticeable update being the list of planned features for the upcoming versions. I'll probably post the newest version sometime tomorrow, and you can bet that I'll be waiting for your feedback. :thup:
 

Razalgrim

New Member
Reaction score
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Okay, so maybe not "tomorrow," but this ain't dead yet. :D

Anyway, I have a whole buttload of new stuff added to my map; three new areas, six custom items, a shopkeeper to sell said items, a wave system, a rescue system, and lots of balance changes. I will test the map one last time before uploading it here.

For the next update, I plan to add two new Loadouts(character classes) and some new Hero abilities.


  • The Heavy, armed with a 150-round Machine Gun.

  • The Engineer, who will be wielding the Scout's current weapon, the Shotgun.

I need some ideas for the Scout's replacement weapon, which should appropriately be some sort of sniper rifle. Gauss Rifle sounds about right, but I want to hear your thoughts on the matter.

On another note: I'm still looking for a dedicated triggerer to fix all my screw-ups and schtuph. All due credit will be given, of course. I also might throw in a cupcake.
 

Gtam

Lerning how to write and read!! Yeah.
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Yup yup yup. I can be your triggerer if you like since i dont do much latly and love triggering i guess i can help you then
 

mk2net

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Just finished playing your map - it's cool, for starters. Played as an assault marine, and didn't have as big a problem with killing the zombies as some of the others did (though I did sacrifice quite a bit of HP in order to do it). Overall my gripes are the same as those previously posted (aiming/shooting - since you have someone to do your trigger work now, that shouldn't remain an issue), with my one additional complaint being the camera - is there any way you could do an "over-the-shoulder" camera angle, and use that as the primary? It might not be feasible, just a thought, but I wasn't a fan of the camera angle in the game (and I'm not a fan of first-person camera angles).
 

Razalgrim

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The new version is up and running! A changelog can be found on the download page. Please try it and post your feedback here. :shades:

Yup yup yup. I can be your triggerer if you like since i dont do much latly and love triggering i guess i can help you then

Awesome. I'll be sending you a PM with some details shortly. I'm looking forward to working with you. ;)
 

Gtam

Lerning how to write and read!! Yeah.
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Ok happy to help in the map. What do you think needs to improve and a check over
 
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