I wasn't sure what forum this belonged in so I put it here. Sorry if this is wrong.
So I just finished playing through the HotS campaign. And while I still want to finish the WoL map I had been working on (Garmling's Revenge), while playing I got an idea for a new map that I'd really, really like to try to make. It'll be much more challenging than GR, but I think with practice and study I can do it. (And probably a lot of help from this site. XD)
Before I begin doing anything, though, I need some input on a major design choice. Basically, I can't decide whether to make the map linear or non-linear. Garmling's Revenge is more or less linear. It's possible for the player to diverge and go off and do whatever they want after they get to a certain point in the map and have earned the units/abilities to be able to move around freely, but the map is designed to channel the player through a series of challenges and events/encounters in a more or less predetermined order, rather how it is in most of the campaign maps (in both WoL and HotS). There's a certain degree of wiggle room -- for example, when I designed the map, I tended to destroy the Terran settlement on the plateau first, then wander into a Baneling trap, then find a couple of feral Zerg, then fight a Brutalisk. But it's very possible for the player to ignore the plateau settlement, head down to the feral Zerg and the Brutalisk, kill it, get the Nydus Nest, and use it to move on past the barrier cliffs to the north without ever discovering the Baneling trap or the destroyed hive cluster area. But that's the most flexible area of the map, at least so far. Otherwise it channels the player in a very specific direction so that the events happen in a certain order.
Now, the concept for the HotS map I'm about to begin is a bit similar to GR. If you haven't played HotS campaign through the Zerus missions and you care about spoilers, don't read this! [SPOILER ALERT!]
Okay, long story short, the map is set on ancient Zerus, long before Amon came to it. The concept is that the player controls one of the really old-school primal Zerg, one of the very first ones. You start out basically as a little larva-like thing, and you're supposed to hunt and kill other creatures on the map (both Zerg and critters) to absorb their essence. The more you kill, the more powerful you become generally, but the specific things you kill and absorb will determine the specific abilities you gain and how the model representing your character changes.
I am going to do a single player version first, then a competitive multiplayer version once I've mastered the mechanics and everything from making the single player version. The multi-player version will have to be non-linear to allow for meaningful competition, of course, but what about the single player version? Should I set it up so the player can basically explore and choose what to absorb, not exactly at will, but in sort of an MU*-like manner of 'if you're powerful enough to handle the enemies in the area, you can go there'? Or should I make it more linear and give it something of a small story like in GR? What would be more fun, ultimately? What would give the most replay value? I really appreciate everyone's input. :)
I wasn't sure what forum this belonged in so I put it here. Sorry if this is wrong.
So I just finished playing through the HotS campaign. And while I still want to finish the WoL map I had been working on (Garmling's Revenge), while playing I got an idea for a new map that I'd really, really like to try to make. It'll be much more challenging than GR, but I think with practice and study I can do it. (And probably a lot of help from this site. XD)
Before I begin doing anything, though, I need some input on a major design choice. Basically, I can't decide whether to make the map linear or non-linear. Garmling's Revenge is more or less linear. It's possible for the player to diverge and go off and do whatever they want after they get to a certain point in the map and have earned the units/abilities to be able to move around freely, but the map is designed to channel the player through a series of challenges and events/encounters in a more or less predetermined order, rather how it is in most of the campaign maps (in both WoL and HotS). There's a certain degree of wiggle room -- for example, when I designed the map, I tended to destroy the Terran settlement on the plateau first, then wander into a Baneling trap, then find a couple of feral Zerg, then fight a Brutalisk. But it's very possible for the player to ignore the plateau settlement, head down to the feral Zerg and the Brutalisk, kill it, get the Nydus Nest, and use it to move on past the barrier cliffs to the north without ever discovering the Baneling trap or the destroyed hive cluster area. But that's the most flexible area of the map, at least so far. Otherwise it channels the player in a very specific direction so that the events happen in a certain order.
Now, the concept for the HotS map I'm about to begin is a bit similar to GR. If you haven't played HotS campaign through the Zerus missions and you care about spoilers, don't read this! [SPOILER ALERT!]
Okay, long story short, the map is set on ancient Zerus, long before Amon came to it. The concept is that the player controls one of the really old-school primal Zerg, one of the very first ones. You start out basically as a little larva-like thing, and you're supposed to hunt and kill other creatures on the map (both Zerg and critters) to absorb their essence. The more you kill, the more powerful you become generally, but the specific things you kill and absorb will determine the specific abilities you gain and how the model representing your character changes.
I am going to do a single player version first, then a competitive multiplayer version once I've mastered the mechanics and everything from making the single player version. The multi-player version will have to be non-linear to allow for meaningful competition, of course, but what about the single player version? Should I set it up so the player can basically explore and choose what to absorb, not exactly at will, but in sort of an MU*-like manner of 'if you're powerful enough to handle the enemies in the area, you can go there'? Or should I make it more linear and give it something of a small story like in GR? What would be more fun, ultimately? What would give the most replay value? I really appreciate everyone's input. :)
I would say open and free world would be best so those can risk all to gain everything.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I'd like a small amount of linear, maybe first 1/5 of game and last 1/5, and the middle more open with maybe small random linear parts in between?