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Zombieland

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Re: Zombie Invasion

Postby lurkerleader on Sun Jan 31, 2010 3:34 pm

The only way I can picture making it 8 player ready would be to add a bunch more territories... or make starting area continents only a few territories with a lot more road in the middle... in which case your road should become roads in my opinion...

Picture it like this:
-[] stands for starting area, this is the most simplistic way

[]----[]----[]
| |
[] []
| |
[]----[]----[]

Now also try and look at potential roads, wherein the middle is a parking garage or whatever building you want or just an open field / park.

These roads most simply look like a pound symbol - #

I do know this map setup is a bit further zoomed out then you are preferring to do, but do note that most cities have grid like road systems already.
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Re: Zombie Invasion

Postby skeletonboy on Sat Feb 06, 2010 2:57 pm

Can you reduce the opacity of the background cracks?
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Re: Zombie Invasion

Postby alex951 on Mon Feb 08, 2010 3:45 pm

you could try something like Operation Drug War or Prohibition Chicago
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Re: Zombie Invasion

Postby CreepersWiener on Tue Feb 16, 2010 7:53 pm

Give me some guns and MazelTovCocktails...and you got yourself a game!

So, my understanding it this, that after a full round of play has ended, the "zombie's" will attack if you are trapped in a particular zone? Do "zombies" regenerate? I say that if your troops are trapped in a zombie zone, and you can't get them out of there, that you will lose 1 troop automatically. If you end up with only 1 troop left to lose, he becomes a neutral zombie just like a bombardment.

Also, could it be that zombies would regenerate zombies every round? Of course there should be a random limit to each zombie held territory. You could say that zombies regenerate more zombies at a rate of 1 up to a randomly determined limit of 3 to 10 zombies whenever a zombie territory is defeated and then taken over again by zombies.

Does that make sense?

So that say I have to go through a territory with 3 zombies, and I defeat them and leave one troop out in the zombie zone. On the next round, the zombies would attack that territory making it a zombie. The program would then reset that particular territory to a regenerative limit of a number of either 3,4,5,6,7,8,9,10. Then every round that that territory goes undefeated by the players, it will regenerate 1 zombie per round until it reaches its maximum number of regeneration as determined by the program.

Or maybe it might work better if you only allow the adjacent territories to a zombie territory be attacked. That way if you are on the inside of a group of players, you remain safe from zombie attacks.

The concept is really, really good; but the map needs work. I wish I had experience in making maps...it would be fun!

I am thinking that this idea might work as a spoils option as well...has anyone thought of that?
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Re: Zombie Invasion

Postby MarshalNey on Wed Feb 17, 2010 12:15 am

CreepersWiener wrote:Give me some guns and MazelTovCocktails...and you got yourself a game!

So, my understanding it this, that after a full round of play has ended, the "zombie's" will attack if you are trapped in a particular zone? Do "zombies" regenerate? I say that if your troops are trapped in a zombie zone, and you can't get them out of there, that you will lose 1 troop automatically. If you end up with only 1 troop left to lose, he becomes a neutral zombie just like a bombardment.


Well, it depends upon which proposal you're reading, and the mapmaker (who has been quiet lately) has so far kept the options open. I'm personally not a fan of the "decay" regions for zombies idea (where you would lose 1 troop per round). The decay effect only takes you down to 1 troop, I don't believe it turns it neutral.

My original post proposed making the zombie regions "killer neutrals". This means that after holding a territory for 1 round, it automatically kills all the troops on there and replaced them with a set number of neutrals. I was proposing an unusually low value killer neutral (only 1 troop), but having them spread all over the place.

CreepersWiener wrote:Also, could it be that zombies would regenerate zombies every round? Of course there should be a random limit to each zombie held territory. You could say that zombies regenerate more zombies at a rate of 1 up to a randomly determined limit of 3 to 10 zombies whenever a zombie territory is defeated and then taken over again by zombies.

Does that make sense?


I'm fairly certain that random values for map effects aren't allowed by the XML code. Also, to date the neutrals don't build up either.

CreepersWiener wrote:The concept is really, really good; but the map needs work. I wish I had experience in making maps...it would be fun!


I agree, I like the ideas too. I might contact the mapmaker if he stays quiet too much longer and see if we can't rescue the project.

CreepersWiener wrote:I am thinking that this idea might work as a spoils option as well...has anyone thought of that?


Actually, no... and yes. It hasn't been proposed as a spoils option, but it has been proposed as a game option. And more to the point, the proposal was debated, voted upon and finalized some time ago. It's currently under the "To Do" list of CC updates.

Before you get too excited, however, you should know that poor LackAttack has a lot on the To Do list. It might be some time before it gets implemented, although I'm sure a Zombies map would be a strong lobby to get it bumped to the top :)
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Re: Zombie Invasion

Postby Top Dog on Wed Feb 17, 2010 3:24 pm

thanks for the support guys, the mapmaker appreciates it :-) lol
To set the record straight I want killer neutrals in this map if at all possible.
I've been busy lately but I am working on a new version, prolly won't look any better (prolly look worse) but it's a new setup and I'll see if you guys like it.

to be honest, I never expected the idea to be so popular. My original plan was to have some fun w/ gimp, post my idea, and let it rot lol... But after watching Zombieland I've got some new motivation :-D

Don't expect the new version too soon... And honestly I doubt that I'll be able to take this map all the way from my computer to conquerclub just because
there isn't too much more I can do graphic wise...
alex951 wrote:you could try something like Operation Drug War or Prohibition Chicago

This was kind of the look I was going for, not the gameplay though...

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Re: Zombie Invasion

Postby CreepersWiener on Wed Feb 17, 2010 8:33 pm

MarshalNey wrote:
CreepersWiener wrote:Give me some guns and MazelTovCocktails...and you got yourself a game!

So, my understanding it this, that after a full round of play has ended, the "zombie's" will attack if you are trapped in a particular zone? Do "zombies" regenerate? I say that if your troops are trapped in a zombie zone, and you can't get them out of there, that you will lose 1 troop automatically. If you end up with only 1 troop left to lose, he becomes a neutral zombie just like a bombardment.


Well, it depends upon which proposal you're reading, and the mapmaker (who has been quiet lately) has so far kept the options open. I'm personally not a fan of the "decay" regions for zombies idea (where you would lose 1 troop per round). The decay effect only takes you down to 1 troop, I don't believe it turns it neutral.

My original post proposed making the zombie regions "killer neutrals". This means that after holding a territory for 1 round, it automatically kills all the troops on there and replaced them with a set number of neutrals. I was proposing an unusually low value killer neutral (only 1 troop), but having them spread all over the place.

CreepersWiener wrote:Also, could it be that zombies would regenerate zombies every round? Of course there should be a random limit to each zombie held territory. You could say that zombies regenerate more zombies at a rate of 1 up to a randomly determined limit of 3 to 10 zombies whenever a zombie territory is defeated and then taken over again by zombies.

Does that make sense?


I'm fairly certain that random values for map effects aren't allowed by the XML code. Also, to date the neutrals don't build up either.

CreepersWiener wrote:The concept is really, really good; but the map needs work. I wish I had experience in making maps...it would be fun!


I agree, I like the ideas too. I might contact the mapmaker if he stays quiet too much longer and see if we can't rescue the project.

CreepersWiener wrote:I am thinking that this idea might work as a spoils option as well...has anyone thought of that?


Actually, no... and yes. It hasn't been proposed as a spoils option, but it has been proposed as a game option. And more to the point, the proposal was debated, voted upon and finalized some time ago. It's currently under the "To Do" list of CC updates.

Before you get too excited, however, you should know that poor LackAttack has a lot on the To Do list. It might be some time before it gets implemented, although I'm sure a Zombies map would be a strong lobby to get it bumped to the top :)


Thanks to replying.

I hope that Lack does consider this type of gaming board or option...I would rather see it as a gaming option as I would like to be able to play it on any board that I choose!

If it is impossible to program...than I guess that is it.

But, however...I am a believer that anything is not impossible!
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Re: Zombie Invasion

Postby Top Dog on Wed Feb 17, 2010 10:50 pm

I'm not quite sure what you guys mean by a spoils option or whatever... is this a new gametype on the to do list?
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Re: Zombieland

Postby MrBenn on Thu Feb 18, 2010 6:55 pm

Top Dog wrote:Map Name: Zombies
Link: http://www.conquerclub.com/forum/viewtopic.php?f=63&t=107874
Mapmakers: Top Dog (as of now)
Map Size: 38+
Design Style: I've always liked the idea of a virus spreading through the world, causing mutations to spread as the amount of uninfected become few, getting hunted down till the very last human remains. Therefore, I made this map representing some of the places people might go to take shelter from the invasion...
Uniqueness: If zombie neutrals comes into effect I'll definitely consider putting those into my game play to represent zombies... Otherwise I plan on having certain areas lose x per turn (like in oasis). I also plan on putting a "key item" in each of the 6 buildings, each with it's own special attack... AKA a sniper represents that territory X can bombard a certain territory or one way attacks a certain territory...
Experience: This is my first "map" for CC. I've taken several HS courses on computer design and am planning on more in depth classes in the future.


Zombie maps have been suggested throughout the ages of CC; If you can condense some of the thinking that went into MarshalNey's long-winded post then you might be onto something; as it stands, your design brief is currently lacking the killer edge that gives a clear indication of how you intend things to pan out. There's definitely potential here, and the idea of killer neutrals/gauntlets could be an exciting twist to things; In my head I'm imagining more of a Cleudo/Clue board with squares between buildings that you'd have to dash between - a grid-based system may be more appropriate than the free-or all of the Supermax yard; it would also make hideouts/shelter points more appropriate.
Graphically, I have no concerns about your ability at this stage; but the draft you have posted doesn't give much of an idea about how the descriptive concept may pan-out in practice.

Keep going; once you have fleshed out the concept a bit more fully, feel free to take another bite at a design brief (I'd suggest leaving it a week or so first, and see how much other feedback rolls in too ;-) )
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Re: Zombieland

Postby Top Dog on Sat Feb 20, 2010 1:53 pm

Stemming off of mr. benn's post (and a zombie game I played recently :D ) I've been thinking about switching the map from a whole city setting to just one big building that you've decided to barricade up... Kind of like the clue board. that would make it easier to come up with bonus regions that are unique and if you noticed (which I'm sure you did) everything on my previous maps were all symmetrical and and equal. Having the map setting be just one building, I think I could come up with a better design layout.

I don't really have to time (or the desire) to do a "good looking" version of what I'm thinking so I think I'm just gonna throw something together on paint. Don't hate me, it'll just be a sketch.

Edit: I'm reconsidering the one big building idea... It might be cool but I think I'll just stick w/ my original idea...
Last edited by Top Dog on Sun Feb 21, 2010 11:55 pm, edited 1 time in total.
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Re: Zombieland

Postby skeletonboy on Sat Feb 20, 2010 1:57 pm

*hate*

:lol:
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Re: Zombieland

Postby Top Dog on Thu Feb 25, 2010 5:40 pm

These next two were concept sketches done by another member on CC...
Click image to enlarge.
image


Click image to enlarge.
image


Lemme know what you guys think... I'm planning on making my map to look like the layout of the ones posted above.
Last edited by Top Dog on Mon Mar 15, 2010 10:01 pm, edited 1 time in total.
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Re: Zombieland

Postby MrBenn on Thu Feb 25, 2010 5:57 pm

The general layout is very similar to operation Drug War... If you're going to proceed, I'd encourage you to try and mix it up a bit more - make it look a little different...
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Re: Zombieland

Postby 00iCon on Mon Mar 08, 2010 3:11 am

I could see MarshallNey's idea as a series of maps. Zombies 1: Escape. Zombies 2: Survival. Zombies 3: Domination.
I counld see the heroes he mentioned as an autodeploy territ with a high neutral blocking it.
Also to get 8 players (and move the buildings so they make senseP{bah a police station and military presence, yet the mafia ca set up?}) you could add a church and a block of units.
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