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Staredit Network -> UMS Production -> Resident Evil: City Under Siege
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-24 at 06:40:01
Resident Evil: City Under Siege

Introduction
By midnight, Raccoon City suffered its darkest hour...

The T-Virus had spread from all ends of the city, all who caught in its way were killed and eaten.....many survivors still lived, but as each hour passed, few of them were found.......

Umbrella's Biohazard Counter-measure Service was sent in to get any remaining civilians out of the city, if there was a chance.... By 1am of the cities infection, the UBCS had located and had fully escorted their found survivors to a structure which was due to be evacuated by helicopter.

UBCS had set up base inside the structure, setting up keypoints in securing the outter perimeter. Little did they know that most of the dead were heading there way....

Player Interaction
You play the role of three experienced UBCS commando's. You had recently took part in finding all survivors and bringing them to the structure. Now its your part, to help last for 5 hours.....

Each player will have only three units which are much more stronger than the other UBCS commando's. You may select which weapons they will use, and you may recieve help from other commando's later in the map so you can have control over one unit. When switching, a ammo box is is used. Ammunition crates/box's are limited in supply...and are very limited. Switching costs one so becareful for what unit you pick

The primary objective is to keep the zombies from reaching the top floor and reaching the evac point. There are alot of rooms to defend which will help in defense, and quite a few UBCS commando's on station. In all of the zombie's efforts, they will take room to room, until you have none left to defend then you may die.

There will be many more monsters, you may destroy any of them taking advantage of the barrels outside to blow up some. You will have to defend 45 minutes timed by a timer at the top of the screen.

Notes
More idea's and events will be added later in the thread while it goes through production.
Report, edit, etc...Posted by www.com.au on 2005-02-24 at 07:11:00
Although resident evil has been made over many times, this is actually a very new and innovative idea, the only problem would be keeping it entertaining.. Just making it another *Dawn of the Dead* would really suck..

keep going though, and goodluck.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-24 at 07:17:20
QUOTE(www.com.au @ Feb 24 2005, 07:11 AM)
Although resident evil has been made over many times, this is actually a very new and innovative idea, the only problem would be keeping it entertaining.. Just making it another *Dawn of the Dead* would really suck.. 

keep going though, and goodluck.
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Heh, many good Resident Evil maps have been made, they all have a different storyline and subject. So this just is just good RE map to add to the entire RE category.

And im already finding it hard to keep it entertaining. I will have alot of speech's in this coming from the UBCS Commando's all with transmission sounds too.
Report, edit, etc...Posted by Zergling[SK] on 2005-02-24 at 12:50:18
Sounds good, have you started making it though?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-25 at 03:30:00
QUOTE(Zergling[SK] @ Feb 24 2005, 12:50 PM)
Sounds good, have you started making it though?
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Yea it was started ages ago in the first stages, but my computer stuffed up so i couldnt make this map. Now i can resume this map and all my others now w00t.gif

I will bring a screenshot of the minimap later, im just working on triggers at the moment because my terrain is 99% done. Ill be making adjustments later to it.
Report, edit, etc...Posted by www.com.au on 2005-02-25 at 09:00:31
Yeh the idea of lots of speech sounds good. just remember, *.wav compression*

compress the .wav files or the map is gonna take a few gig tongue.gif

looking forward to screenshots smile.gif
Report, edit, etc...Posted by Fortune on 2005-02-25 at 12:16:45
There sure has been a lot of resident evil maps to come about Broodwar in the past few years. What sets this one aside from the rest?
Report, edit, etc...Posted by TheDaddy0420 on 2005-02-25 at 18:09:18
damnit, my computer still broken cry.gif

you lucky peazel.... can't wait for you to show some screen shots!!
Report, edit, etc...Posted by Zergling[SK] on 2005-02-25 at 19:02:48
Do you plan to add abilities for characters? Also do you have a list of enemies and the units they will be?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-26 at 00:58:48
*Update*
I did alot of triggers today. Still deciding which idea suits best for this map. Ill decide soon hopefully.

QUOTE(www.com.au @ Feb 25 2005, 09:00 AM)
Yeh the idea of lots of speech sounds good. just remember, *.wav compression*

compress the .wav files or the map is gonna take a few gig tongue.gif

looking forward to screenshots smile.gif
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Yeah, ive compressed them all. Theres quite a few speech sounds im going to use. But they are not in the map right now. Im just triggering the starting attacks.

QUOTE(aE[Fortune] @ Feb 25 2005, 12:16 PM)
There sure has been a lot of resident evil maps to come about Broodwar in the past few years. What sets this one aside from the rest?
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Hmm, im not sure. I think the idea of you playing the role of a UBCS Commando along with the UBCS forces inside a fortified structure is cool. The Structure is a tall 3d one. Down below you get to help out defending the perimeter zones.

QUOTE(S.T.A.R.S-Chris @ Feb 25 2005, 06:09 PM)
damnit, my computer still broken  cry.gif

you lucky peazel.... can't wait for you to show some screen shots!!
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Well, i am lucky. Hope your computer gets fixed soon rather than later happy.gif

QUOTE(Zergling[SK] @ Feb 25 2005, 07:02 PM)
Do you plan to add abilities for characters? Also do you have a list of enemies and the units they will be?
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Hmm im not sure, im still yet to decide whether i shall use the multiple unit system where you can only have 3 or something in the game. Or you can have just one, and build up the units skills. Im sorta lost through all these idea's i have. But i will have to decide soon about it.

In addition:

I have provided you a nice screenshot of the minimap image. Take a look happy.gif

The bottom left of the map is the Building, you, UBCS forces, and civvies/survivors take shelter in. Outside is where streets of the city lay. Some barricades will be outside to help you wage the defense. There is an entrance from below, its in the middle of the left side of the building.

Once you goto it you will be moved to the bottom right square/room. Zombies will attempt to take over rooms in a chance to trap you. Top left is the rooms where you enter a door which takes you to the top of the building. At the top is the helipad where the helicopter will land. Evacuation is there for all remaining survivors.

Thats all for now, im going to work on triggers/unit placing.
Report, edit, etc...Posted by www.com.au on 2005-02-26 at 01:32:28
wow! w00t.gif that does look good!

interesting idea to! makes me wanna play it..

(id love to test wink.gif )
Report, edit, etc...Posted by TheDaddy0420 on 2005-02-26 at 02:50:24
for the top of the building where the helicopter lands you should try and find terrain to create a landing cross ( X ). It would be cool if you some how made that work becuase then the building would look more realistic! w00t.gif

Im getting real good at sniping in Soldat w00t.gif (just to let you know wink.gif )

Like this:

[attachmentid=5571]
Report, edit, etc...Posted by Warlord on 2005-02-26 at 04:49:04
I really like the idea. The minimap looks like it took awhile too. Nice job. I'll look for it on B.net in the future... How about the triggers?
Report, edit, etc...Posted by www.com.au on 2005-02-26 at 05:03:30
i rreckon it should be a H (for the helipad) but a cross is good to..

maybe you should put a "h" (or cross or whatever) on the top of the building?? like the outside..

and you should make it were able to set traps..

for instance, putting a trpwire, with c4 or sumthin and zombies walk past and kablamo!!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-27 at 01:57:02
Thanks all for the comments.

About the helipad right, im not using anything but one unit. Which is that Floor Hatch. This picture you see isnt updated to the minimaps fullest, but the terrain there is %100 correct.

For tripwire ect, ive set out the gameplay method. When the zombies overrun down below, a UBCS Sergeant will order everyone to get back inside, even you. You will have 30 seconds to get inside. Once the time is up, a UBCS Commando will detonate c4 to completly seal the entrance.

Then after awhile the zombies will find another way in, and ive got that all sorted out. Thats when the zombies will begin their invasion inside the building.

Ill will provide some screenshots very soon i promise wink.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-27 at 19:59:37
Ok, here is a list of the idea's i have in mind for the map:

Squad Command
You are followed by 3 other units in your squad. When your controllable unit is killed you take command of the next unit left in your squad. The other units in your squad will fight too.

Includes: Ammo System, Realistic aiming.


Unit Survival
You command only one unit! But your unit can upgrade on your skills, such as the ability to manuever zombie attacks. You can build up your skills with the unit throughout the game.

Includes: Ammo System, Realistic aiming.


Triple Units
You command 3 units throughout the game, you get no more and if they all die you die.

Includes: Realistic aiming.


Build up your forces
Start off with a number of units and you get more units throughout the game depending on what secondary missions you complete.

So, who which idea should i use for this map? I cant decide at all. Maybe you can.
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