I've added much more info in the 'details' section of the op.
If anyone is interested or has questions about this project, feel free to ask :)
Resources > Project Workplace
SquadCraft [Trailer]
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Trieva Author
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littlefury916 Regular Shmoe
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So players take turns per action?
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Trieva Author
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Whenever it's a player's turn, they can do as many actions possible with their units until all units run out of energy (since all actions require energy). When a player has ended their turn or the timer runs out, the game shifts to the next player to let them do their moves.
Your question is quite interesting though. I would change my map to shift turns based on actions if I could see a really good benefit to that, and little to no problems ;)Last edited Jan 13, 2012 by Trieva -
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Trieva Author
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I've only got a SEA and NA account. You or anyone from EU (or other regions) is more than welcome to download the map from my project page and publish it. If it's not too much trouble, the publisher can check this thread or my project page for map updates and re-publish when needed :)
Last edited Jan 14, 2012 by Trieva -
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Map Update
v5.0 Changelog
- When customizing marines, player 2's marine 6 should no longer show incorrect equipment
- The final room should no longer end prematurely when any unit dies
- Corrected some triggers affecting player ranks and the end of each room
- Marines are now considered hero units, making them much easier to keep track of
- All weapons now require vision of the target area to use
- The reaction-fire-system has changed to auto cast abilities
- Credits should now be rewarded in the correct amount to players at the end of each room
For added convenience, I've decided to attach my updated maps with each update post in this thread. -
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Map Update
v6.0 Changelog
- Marines should no longer move to the target area when using weapons and items
- All ranged items now have a set range for use
- Credits rewarded to players at the end of each room should now be in the correct amount
- Players other than 1 should no longer have vision of the entire room when their marines are still alive
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If anyone notices a v6.1 on the SEA and NA servers, it's because the map from my previous post had units in the first room (for testing purposes) which shouldn't be there.
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Map Update
v7.0 Changelog
- Beacons can no longer be destroyed by explosives
- Marines now glow when crouched, making it more obvious
- New items have been added
- Low cover and cloak disabling now accounts for all weapons and items
- Power Armor now requires 2 researches to obtain
- A new weapon has been added
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Is anyone willing to play my map and send me replays? I'm thinking of what should go in the trailer vid and the more footage i have, the better :)
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I've just added a short video of some gameplay with me and my friend (starting from the beginning). It doesn't show everything my map has to offer but hopefully it gives you a better idea of what the game looks like and how it plays out.
What you see in the video is not final. I still encounter issues with the map as I test it and there are other things I need to add.
If anyone plays my map, I hope you enjoy it :)Last edited Jan 25, 2012 by Trieva -
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I get the feeling there's not too many posts here because turn based strategy games aren't commonly seen or even played (and hence the lack of interest).
Does anyone have opinions about turn based strategy games in general? Do you have problems with aspects of it?
Maybe you'll find my map more interesting by answering those questions then I'll tell you if my map addresses those issues you see in turn based games and I'll let you know what can/can't be done about it :) -
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Map Update
v9.0 Changelog
- All marines should now show their equipped weapons by a behaviour icon
- Reduced the plasma grenade damage from 180 to 110
- Reduced the plasma grenade splash radius from 2.5 to 2
- Removed the '+100' text after picking up crystals
- Shielded units no longer lose armor points when damaged by guns
- Marines in the final room should now lose energy when moving anywhere
- Units in the environment (except marines) should no longer have hp bars above their head
- Cloaked marines should no longer participate in reaction fire
- The Point Defense Drone now regenerates 1 ammo per turn
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caparosmith Author
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I think one factor is that people buy sc2 expecting to play a rts game and not a tbs game. and tbs game production has been on the decline lately. hence the lack of interest here. which is sad cuz i like turn based strategy games
Last edited Jan 26, 2012 by caparosmith -
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Turn based games are less popular than other genres such as Tug of War and AoS. And with the lack of activity in this subforum, very few answers are the outcome.
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Trieva Author
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It's a bit unfortunate that turn based games aren't as popular as I'd like. Although I wonder why it's the case. What's so appealing about genres like tug of war and aos? Besides the fact they're in real-time and have very fast gameplay.
Last edited Jan 26, 2012 by Trieva -
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Trieva AuthorBasic Description
Command a squad of marines to defeat all enemy squads. As the game progresses you can purchase upgrades and equipment in order to customize individual marines, making them more lethal.
Features
Main Concepts
Details
Overview
Game Flow
All players begin in the spaceport (shown in the screenshots). When there is one player/team remaining, a custom UI is shown which allows you to change your marine equipment and purchase research. Once finished the players are taken to the next room. This continues until the final room is reached.
Marine Equipment
Weapons Available - Rifle, Advance Rifle, Rocket Launcher, Auto Cannon, Sniper Rifle, Laser Sniper Rifle, Plasma Cannon, Energy Machine Gun
Armor Available - Basic Armor, Medium Armor A, Medium Armor B, Heavy Armor, Lightweight Armor, Prototype Armor, Battle Armor, Power Armor
Items Available - Grenade, Point Defense Drone, Plasma Grenade, Personal Shield, Cloaking Device, Stun Grenade, Medkit, Sensor
Gameplay Mechanics
Resources
Final Notes
This project is largely inspired by X-COM: Enemy Unknown and X-COM: Apocalypse.
A huge thanks goes to caparosmith for doing the terrain and contributing to the project with testing and feedback/suggestions. Another big thanks for the sc2mapster community. Many threads here (especially data and trigger) were very helpful when I needed it.
This map is already released on the SEA and NA servers, because I thought the map was nearly finished. I still need to do more balancing and fix several minor issues. All updates to my map in this thread and uploads on my project page will match the map version on both servers.
My reasons for doing this project were for fun, to somewhat recreate a personal favourite game of mine for others to play, and to see what I can do with the editor while learning more about it.
All feedback and opinions are welcome :)
Have a nice day :D
Current Project: SquadCraft 2