I'm a closet nerd and doctorate student, completely incapable of turning my map into a reality. However, the ongoing terrain, data, and trigger exercises have given me an idea – a community mapping challenge with prizes! Rather than accept submissions for submissions sake, this project will give specific periodic challenges to the community and use it's submissions to create an entirely new map from the base up.
In addition to using these submissions to create the map, each submission that is used will earn points for the submitting party in one of the following areas: Trigger, Data, or Presentation (Terraining, Graphical, etc.). The individual with the greatest point value in each (hopefully representative of their overall contribution in that area) will receive a small monetary prize ($20). These prizes will not be mutually exclusive, meaning a single individual could win all three ($60) or three individuals could each win a single prize. All submitting parties who's work is used will be featured in the map credits with the contest winner's names featured in bold.
Hopefully this event will bring the community together and show its combined abilities. This project will not be launched unless this post gains substantial support from the community and a thumbs up from the moderators.IF YOU WANT THIS CONTEST TO EXIST, PLEASE VOICE YOUR SUPPORT.
The map I would like to create would be a multiplayer tactical RPG using the following basic format:
10-14 players join game.
Each player either loads or creates new file.
new players select a race and "leader" unit.
loading players will load previously saved leader/army compositions.
Players matched (in game) against the best suited opponent and set on an isolated battlefield.
Battle will be turn based following a timer.
every X seconds, player turn will change.
Upon player turn change, units with energy will gain x energy, units with shields will gain x shields, Zerg units will gain x life.
per turn, player will be able to make 1 move per unit, possibly multiple for leader units (see below).
Upon completion of a battle:
Player's "leader" will gain a level, allowing the use of additional abilities or additional actions per turn.
Players who have not reached the maximum level will be awarded a bounty based on opposing army size, slightly modified by win loss ratio.
Players will be given a chance to purchase units for their army.
Players will be given the option or saving, or re-saving pre-battle state without penalty.
Players will be penalized with forced save of loss, slightly effecting future bounties.
Players will be given the chance to purchase units to add to their army with previously earned funds.
Players will be given the chance to save their new army.
TLDR: I will be hosting a mapping contest with small monetary prizes if enough interest is raised. The end goal of the contest will be to bring community members together to make a multiplayer tactical RPG. Please voice your support or questions if interested.
I really like the idea of the community making a map together! Really a great idea, and also the cash reward will motivate more people I think.
The problem I see is the process itself. There must be someone who tells other what to do. Else you will have systems and triggers that don't work together, abilities that don't fit to the gameplay,... . So in conclusion, there will be strict rules and orders necessary to be able to combine stuff.
It would be easier if you tell people to design a hero, an ability, an item or a tower.
So I could imagine that the best option to really make this work would be to give direct orders like:
Terrainers: Design a vulcano region of size x,y which only has an entrance at north.
Data editors: Make a unit which can produce xy, has ability z,...
Triggeres: Make a system which allows to save and load a score which will be shown in a board.
... well, there are some cons at this style, what do you others think?
My plan would be to run the event in a stepwise fashion, and at the end of each "step," all developments will be compiled into one functional map that all developers could download and build on for the following step. Since most information will be held on a single file at all times, the rest will be simple copy and paste - allowing a functional flow of development.
For example, "step one" may include a large amount of terraining; whereas a subsequent step will have triggers for placing/arranging units at the starting locations of those existing battlefields.