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SquadCraft [Trailer]

    #1 Jan 11, 2012 at 09:41 UTC - 0 likes

    Basic 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

    • Turn based gameplay
    • Realistic projectiles
    • Armor Degradation
    • Destructible environment (through the use of many destructible objects)
    • A 'low cover' system where marines can crouch and receive protection
    • A wide variety of equipment making marines highly customizable
    • Spectating

    Main Concepts

    • It's easy to learn and play, but hard to master
    • Highly strategic
    • Dynamic games (meaning no 2 games should be the same) due to random start locations, random crystal spawns, and the many possible ways to command and equip your squad

    Details

    Overview

    • 2 players min
    • 4 players max
    • 6 marines per player
    • Each turn has a max length of 3 minutes (real time)
    • 7 rooms (or environments) total to play in

    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

    • Each weapon varies on the damage, range of 100% accurate fire, energy required per shot, and the amount of ammo carried
    • Each armor varies on the amount of defense and bonus hp they provide
    • Each item varies on what they do, how much charge you get for 1 inventory slot, and the energy cost
    • All equipment varies on how much inventory space they take up
    • All marines have a max inventory space of 4

    Gameplay Mechanics

    • As marines move their energy will be drained, equivalent to 1 energy lost per unit (or square) travelled on the terrain
    • Marines can only be commanded one at a time
    • Each marine can only carry 1 weapon, 1 armor, and 4 items max
    • Marines have 'reaction fire'. When enemy marines are within sight and attack range of your marines (when it's not your turn), your marines can fire
    • Cloak does not work the same as in melee. To adjust it for turn based gameplay, cloaking will last for 2 turns after use. After 2 turns, or the marine takes damage, or the marine attacks, they will decloak
    • Personal Shielding is an item with up to 4 charges. Each use will increase the max shields of the marine and recharge it full
    • Every marine has a 'punch' ability. This is a last resort when marines run out of ammo for all other weapons and items
    • All standard weapons and items have a max ammo for use. Energy weapons can be fired infinitely (and must be researched to obtain)
    • Certain equipment, including armor and items, require research before they can be purchased and equipped
    • Weapons fire with 100% accuracy at a certain range, and then a lower accuracy further out
    • Weapon projectiles can collide with objects (including marines and structures) in their path before they reach the target area

    Resources

    • Crystals are gained by moving over random spawns in each room or killing enemy marines
    • Credits are rewarded at the end of each room
    • Credit bonuses are rewarded based on player ranking in each room (which is decided by order of defeats)
    • Marine equipment will cost credits only, crystals only, or credits and crystals

    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

    Last edited Feb 04, 2012 by Trieva

    Current Project: SquadCraft 2

    #2 Jan 12, 2012 at 02:25 UTC - 0 likes

    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 :)

    #3 Jan 13, 2012 at 03:00 UTC - 0 likes

    So players take turns per action?

    #4 Jan 13, 2012 at 08:09 UTC - 0 likes

    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
    #5 Jan 13, 2012 at 17:49 UTC - 0 likes

    When will this be available to EU players?

    #6 Jan 14, 2012 at 05:34 UTC - 0 likes

    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
    #7 Jan 16, 2012 at 08:53 UTC - 0 likes

    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.

    Name Size MD5
    SquadCraft.SC2Map 3.6 MiB 3a99c03fca3d...
    #8 Jan 17, 2012 at 05:30 UTC - 0 likes

    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
    Name Size MD5
    SquadCraft.SC2Map 3.6 MiB 072b2e4bdf6a...
    #9 Jan 17, 2012 at 05:42 UTC - 0 likes

    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.

    #10 Jan 22, 2012 at 04:32 UTC - 0 likes

    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
    Name Size MD5
    SquadCraft.SC2Map 4.0 MiB 576ccd2c6ddb...
    #11 Jan 22, 2012 at 04:34 UTC - 0 likes

    The map should be very close to being 'complete'. I've nearly finished adding everything in and I'll do some more balance testing/tweaking.

    Last edited Jan 22, 2012 by Trieva
    #12 Jan 24, 2012 at 08:12 UTC - 0 likes

    Map Update

    v8.0 Changelog

    • The reaction fire system has been completely redone to have little to no problems
    Name Size MD5
    SquadCraft.SC2Map 4.0 MiB 2d368f164764...
    #13 Jan 25, 2012 at 02:51 UTC - 0 likes

    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 :)

    #14 Jan 25, 2012 at 11:30 UTC - 0 likes

    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
    #15 Jan 26, 2012 at 02:23 UTC - 0 likes

    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 :)

    #16 Jan 26, 2012 at 04:08 UTC - 0 likes

    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
    Name Size MD5
    SquadCraft.SC2Map 4.2 MiB 24e0683193fe...
    #17 Jan 26, 2012 at 04:56 UTC - 0 likes

    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
    #18 Jan 26, 2012 at 06:15 UTC - 0 likes

    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.

    #19 Jan 26, 2012 at 07:03 UTC - 0 likes

    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
    #20 Jan 26, 2012 at 07:04 UTC - 0 likes

    I Love it man, keep it up!

    Excellent.

    Cant wait to see some polish like crouch animations, range indicators for weapon acuracy, fancy ui images,marine look customization. etc.

    :D

    Last edited Jan 26, 2012 by Dustin374


    dustin.hendrickson@gmail.com
    Projects: Ruthless

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