i like enfos, monster master rpg, guild of hyppos, ff orpg.!!! <--------from wc3 custom maps! if you find similar or made similar ill play the hell out of it!
How does one make a compelling multiplayer RPG with a limited map size? I can understand a single player one, since you can switch between maps, but multiplayer RPGs seem so pointless to me in SC2...
You immerse players within the world you created. With the help of quests you force player to revisit already explored areas, and you make him enjoy it and want to do it. And you make overall map progression slow. Basically a lots of content and smart design. But that's just one way, I'm sure there are others.
And let's not forget that there are different kinds of RPGs out there aswell. I would rather play a 1-2h one-shot RPG that a 10-XX hours long RPG with a save feature (though they don't exist in SC2, I've seen such projects being planned).
I would LOVE a re-make of WC3s Elemental RPG. that game was awesome, and two players could fuse their Elementals together to create another (Rock + water = mud)
Personally, the only RPG style game that I could see enjoying in SC2 would be a Diablo-style game, with several acts and whatnot. Forcing players to revisit old areas always bothers me unless it's done really, really well. Often it's too transparent and you can't help but feel like they're trying to pad out the game with empty content.
Call me old fashioned, but I like a nice, drawn-out RPG experience that doesn't descend into tedium. The more hours I can soak up, the better.
Well, I don't have a distaste for PvP, it's just that if there are two maps I know are good, and one of them relies more on teamwork than PvP, I'll probably play the latter (With the exception of Magicide. Magicide > Everything ("Everything" includes biological needs))
I like to play LoL, Magicide, and I'm sure there are other maps that I can't remember at the moment, but almost all hero PvP maps out there are just trying to imitate DotA in one way or another, and if I want to play something like DotA, I wouldn't even start up SC2 as I have LoL.
I don't know if you've played Arena Nexus on WC3 RoC, but that's a hero PvP map I really liked. I'd gladly play anything that is more similar to it than DotA.
Iv always wanted to see new ideas come alive. Like smashcraft and photon cycles (my 2 favourite maps) are quite unique and something I havent seen before.
Somekind of turn based game could be cool to see. Even though old ideas can be fun, its the new ones that get me really excited.
I also got plenty of ideas I want to make and play, but Ill just have to try them out one by one. So I suppose I will be again making things I wana play :D (Though Im still lacking the perfect execution to great ideas)
Iv always wanted to see new ideas come alive. Like smashcraft and photon cycles (my 2 favourite maps) are quite unique and something I havent seen before.
Somekind of turn based game could be cool to see. Even though old ideas can be fun, its the new ones that get me really excited.
I also got plenty of ideas I want to make and play, but Ill just have to try them out one by one. So I suppose I will be again making things I wana play :D (Though Im still lacking the perfect execution to great ideas)
I also got plenty of ideas I want to make and play, but Ill just have to try them out one by one. So I suppose I will be again making things I wana play :D (Though Im still lacking the perfect execution to great ideas)
Same here. My problem is deciding what's worth putting time into. Sadly, with B-net's 2.0 layout, you really need a mixture of luck and awesomeness to have anybody play your map.
I prefer sandbox maps with stuff to do inside it, kind of like GTA. Then I also like card games if it's an actual card game not a select which monster to go over to attack. Open world RPGs are the best if there are lots of side missions you can take. I don't care if it takes time but if they keep getting added, like one or two a week or something then it's quick enough that nobody will finish all of them in a short time. I also like LoL's style of new character every week because it gives you something new to play or play against.
I actually think that most starcraft RPG's (as far as I played any decent ones comparable to the really good ones in warcraft 3, which I haven't) tend to have too much cowbell. like completely revamping the UI to something thats actually no better or such.\
I prefer coopertave games. I really like games where people actually have to TRY to share resources, and not something like special forces where the more kills you get, the better YOU get, not the team. I also like defense games. Plain, simple, td games, or building units to defend. I was actually thinking of the next map I was going to make, which will be a mixture of tower defense, and assault.
But first, I have to finish the map that I haven't finished for a few months now. (still a newbie)
If anyone's interested in details, let me know, but yea.
The poll doesn't include survival types, and I really don't like any of those other sorts on the poll because it feels too repetitive to the actual gameplay you've already seen in SC2.
What I want is something that doesn't feel like SC2 meaning the mapper actually put a ton of effort into making it NOT like SC2.
Hopefully by HOTS expansion, the new editors will be sweet and help everyone create much much better content (and hopefully I got the money to get a better computer so I can actually learn to use the editor and not get discouraged by the friggen lag).
As for the survival idea, I DO NOT LIKE ANY WAVE BASED REPETITION. *points to last stand alpha*
Yeah it's fun and all but for how long?
The key point of survival games is to make it fun even after a long period of time, and it will take quite a bit of innovation to make it work.
I liked the Stranded on Krydon, and while it does use the wave system, there is a dynamic feel of the actual game shifting and adjusting their waves according to what you interact to the world. Destroying vital zerg buildings in that game will disallow them to spawn in those areas, and over time they will 'evolve' and change their unit types like in last stand alpha, which not only gets hectic but very annoying.
I would like more dynamic into survival games I guess...
Like if last stand alpha give up the 'randomized wave' idea back to a normal wave BUT with a huge twist;
Each wave will consists of:
- Main group id 1 swarm unit (always outnumbers the rest and is designed to outnumber, and outmass, not overpowering by brute strength).
- Secondary group id 2 to 4 utility units (always have a certain air of strategy or use to them, like a few banelings, or a few hydras, or a few roaches).
- Tertiary group id 5 boss unit (only spawns at certain point or if the player actually 'did' something, to reflect a 'reactive' boss to the player's action (players amass siege tanks and kills everything from afar, so the boss is a air unit)).
Well now its time to bring out your ideas. Im working on hero survival (And I suppose Im just doing stuff randomly without any trace of planning).
Well I already have some spells and now Im working with the gameplay. I have been thinking of somekind of randomization for waves (like overlord drops, nydys worms or so...).
There is good chance my project will end up in failure since I havent planned it too far ahead, but whatever! :(
Well now its time to bring out your ideas. Im working on hero survival (And I suppose Im just doing stuff randomly without any trace of planning).
Well I already have some spells and now Im working with the gameplay. I have been thinking of somekind of randomization for waves (like overlord drops, nydys worms or so...).
There is good chance my project will end up in failure since I havent planned it too far ahead, but whatever! :(
Try to set up patterns for waves or at least make it slow but steady.
Like not too hard, but not easy enough, and make it somewhat challenging, but not annoying.
This means your players will kill them often, and you will want to throw a few 'shocks' from time to time.
Think Left 4 Dead Ai director. A system which knows how the players are doing, and throws hidden aces out of it's sleeves.
This is as dynamic as it can get and it can be tricky to make a system like that...
Maybe have a few triggers set up to certain feats by the players?
IF [PLAYERS] KILLS [100] UNITS WITHIN [30] SECONDS
{ SUMMON [MINIBOSS 1] }
OR
{ ADD [20] UNITS TO NEXT WAVE }
So then every wave always have a consistent number of units, but if the players takes too long to kill them, or kills them too easily the system adapts and changes the waves.
So say within the first 5 waves, the players aren't doing so well. You can make the system lower the amount of units for the set amount of waves.
Just need to know how to set conditions and needs TONS of playtesting.
Example:
- Consider player count in the game, and the time players takes to complete the wave.
- Come up with a formula to measure the 'difficulty' the players are having...
Say for instance if wave comes every 60 seconds (one minute), the value will be 100% if they can't kill those units in 60 seconds, and 0% if they can kill them under a second (but they can't). This is to gauge how fast they kill the waves and you determine by percentage of up to 100% of how hard they are handling it.
Each player counts can be a significant number of percentage to difficulty... For instance if the game by default requires 4 players:
4 Players = 100% difficulty
8 Players = 0% difficulty
1 Players = 175% difficulty
7 Players = 25% difficulty
Then mix and match the player count and the time it takes to complete each wave.
If its 4 players at 100 value, and they take 30 seconds to beat it, which is 50% value.
Total is 150%.
If its 8 players which is 0% and they take 45 seconds to beat it, which is 25% value.
Total is 25%.
Now lets set a 'base standard difficulty for these measurements now:
Lets say 100% to 200% is the standard difficulty range, so if it falls below 100% it means the game seems pretty easy for the players.
If it goes over 200% it means the players are having a tough time beating it.
So if they can barely beat the wave past 60 seconds, and has 4 players, then it will be a sum of 200%.
How do you add events into the difficulty now?
Assign events that occur at specific ranges of the % of difficulty, and measure it so it reponds to the correct level of difficulty the player is experiencing.
Say the players are suffering after their base took a major hit, they barely took out the wave past the usual 60 seconds. There are 3 players.
100% (60 seconds) + 150% (3 players) = 250% difficulty.
Say at 225% difficulty, the wait time between wave is slightly slower, and 'a sandstorm caused some scrap debris to be found' and spawns resources on the map.
i like enfos, monster master rpg, guild of hyppos, ff orpg.!!! <--------from wc3 custom maps! if you find similar or made similar ill play the hell out of it!
Why isn't one of the poll options "greneggs next-gen super awesome bound maps!"?
or..................
Why isn't one of the poll options "greneggs next-gen super awesome tug maps!"?
or..................
Why isn't one of the poll options "greneggs next-gen super awesome sandbox maps!"?
or..................
Why isn't one of the poll options "greneggs next-gen super awesome campaign maps!"?
or..................
Why isn't one of the poll options "greneggs next-gen super awesome arena maps!"?
You immerse players within the world you created. With the help of quests you force player to revisit already explored areas, and you make him enjoy it and want to do it. And you make overall map progression slow. Basically a lots of content and smart design. But that's just one way, I'm sure there are others.
And let's not forget that there are different kinds of RPGs out there aswell. I would rather play a 1-2h one-shot RPG that a 10-XX hours long RPG with a save feature (though they don't exist in SC2, I've seen such projects being planned).
I would LOVE a re-make of WC3s Elemental RPG. that game was awesome, and two players could fuse their Elementals together to create another (Rock + water = mud)
Personally, the only RPG style game that I could see enjoying in SC2 would be a Diablo-style game, with several acts and whatnot. Forcing players to revisit old areas always bothers me unless it's done really, really well. Often it's too transparent and you can't help but feel like they're trying to pad out the game with empty content.
Call me old fashioned, but I like a nice, drawn-out RPG experience that doesn't descend into tedium. The more hours I can soak up, the better.
@wingednosering: Go
Well, I don't have a distaste for PvP, it's just that if there are two maps I know are good, and one of them relies more on teamwork than PvP, I'll probably play the latter (With the exception of Magicide. Magicide > Everything ("Everything" includes biological needs))
I like to play LoL, Magicide, and I'm sure there are other maps that I can't remember at the moment, but almost all hero PvP maps out there are just trying to imitate DotA in one way or another, and if I want to play something like DotA, I wouldn't even start up SC2 as I have LoL.
I don't know if you've played Arena Nexus on WC3 RoC, but that's a hero PvP map I really liked. I'd gladly play anything that is more similar to it than DotA.
Iv always wanted to see new ideas come alive. Like smashcraft and photon cycles (my 2 favourite maps) are quite unique and something I havent seen before.
Somekind of turn based game could be cool to see. Even though old ideas can be fun, its the new ones that get me really excited.
I also got plenty of ideas I want to make and play, but Ill just have to try them out one by one. So I suppose I will be again making things I wana play :D (Though Im still lacking the perfect execution to great ideas)
I WOULD LOVE TO SEE A COMPILATION OF BOARD GAMES.
Chess/checkers would be nice.
Same here. My problem is deciding what's worth putting time into. Sadly, with B-net's 2.0 layout, you really need a mixture of luck and awesomeness to have anybody play your map.
I prefer sandbox maps with stuff to do inside it, kind of like GTA. Then I also like card games if it's an actual card game not a select which monster to go over to attack. Open world RPGs are the best if there are lots of side missions you can take. I don't care if it takes time but if they keep getting added, like one or two a week or something then it's quick enough that nobody will finish all of them in a short time. I also like LoL's style of new character every week because it gives you something new to play or play against.
Votes have stopped coming in. I guess people are looking for a cooperative RPG/campaign.
I actually think that most starcraft RPG's (as far as I played any decent ones comparable to the really good ones in warcraft 3, which I haven't) tend to have too much cowbell. like completely revamping the UI to something thats actually no better or such.\
just a word of advice tho, my opinion anyway
Is it just me, or do the numbers not add up to 100%, thats the weirdist poll ive seen
@CrazyTwigman: Go
They don't add up to 100% because it's multi choice. If everyone was allowed one choice then it would add to 100%.
I prefer coopertave games. I really like games where people actually have to TRY to share resources, and not something like special forces where the more kills you get, the better YOU get, not the team. I also like defense games. Plain, simple, td games, or building units to defend. I was actually thinking of the next map I was going to make, which will be a mixture of tower defense, and assault. But first, I have to finish the map that I haven't finished for a few months now. (still a newbie) If anyone's interested in details, let me know, but yea.
The poll doesn't include survival types, and I really don't like any of those other sorts on the poll because it feels too repetitive to the actual gameplay you've already seen in SC2.
What I want is something that doesn't feel like SC2 meaning the mapper actually put a ton of effort into making it NOT like SC2.
Hopefully by HOTS expansion, the new editors will be sweet and help everyone create much much better content (and hopefully I got the money to get a better computer so I can actually learn to use the editor and not get discouraged by the friggen lag).
As for the survival idea, I DO NOT LIKE ANY WAVE BASED REPETITION. *points to last stand alpha* Yeah it's fun and all but for how long?
The key point of survival games is to make it fun even after a long period of time, and it will take quite a bit of innovation to make it work.
I liked the Stranded on Krydon, and while it does use the wave system, there is a dynamic feel of the actual game shifting and adjusting their waves according to what you interact to the world. Destroying vital zerg buildings in that game will disallow them to spawn in those areas, and over time they will 'evolve' and change their unit types like in last stand alpha, which not only gets hectic but very annoying.
I would like more dynamic into survival games I guess...
Like if last stand alpha give up the 'randomized wave' idea back to a normal wave BUT with a huge twist;
Each wave will consists of:
- Main group id 1 swarm unit (always outnumbers the rest and is designed to outnumber, and outmass, not overpowering by brute strength).
- Secondary group id 2 to 4 utility units (always have a certain air of strategy or use to them, like a few banelings, or a few hydras, or a few roaches).
- Tertiary group id 5 boss unit (only spawns at certain point or if the player actually 'did' something, to reflect a 'reactive' boss to the player's action (players amass siege tanks and kills everything from afar, so the boss is a air unit)).
How about a New genre all together. Something that defines Starcraft 2. like dota did for wc3
Tower attack.
@dra6o0n: Go
Well now its time to bring out your ideas. Im working on hero survival (And I suppose Im just doing stuff randomly without any trace of planning).
Well I already have some spells and now Im working with the gameplay. I have been thinking of somekind of randomization for waves (like overlord drops, nydys worms or so...).
There is good chance my project will end up in failure since I havent planned it too far ahead, but whatever! :(
Try to set up patterns for waves or at least make it slow but steady.
Like not too hard, but not easy enough, and make it somewhat challenging, but not annoying.
This means your players will kill them often, and you will want to throw a few 'shocks' from time to time.
Think Left 4 Dead Ai director. A system which knows how the players are doing, and throws hidden aces out of it's sleeves.
This is as dynamic as it can get and it can be tricky to make a system like that...
Maybe have a few triggers set up to certain feats by the players?
IF [PLAYERS] KILLS [100] UNITS WITHIN [30] SECONDS
{ SUMMON [MINIBOSS 1] }
OR
{ ADD [20] UNITS TO NEXT WAVE }
So then every wave always have a consistent number of units, but if the players takes too long to kill them, or kills them too easily the system adapts and changes the waves.
So say within the first 5 waves, the players aren't doing so well. You can make the system lower the amount of units for the set amount of waves.
Just need to know how to set conditions and needs TONS of playtesting.
Example:
- Consider player count in the game, and the time players takes to complete the wave.
- Come up with a formula to measure the 'difficulty' the players are having...
Say for instance if wave comes every 60 seconds (one minute), the value will be 100% if they can't kill those units in 60 seconds, and 0% if they can kill them under a second (but they can't). This is to gauge how fast they kill the waves and you determine by percentage of up to 100% of how hard they are handling it.
Each player counts can be a significant number of percentage to difficulty... For instance if the game by default requires 4 players:
4 Players = 100% difficulty
8 Players = 0% difficulty
1 Players = 175% difficulty
7 Players = 25% difficulty
Then mix and match the player count and the time it takes to complete each wave.
If its 4 players at 100 value, and they take 30 seconds to beat it, which is 50% value.
Total is 150%.
If its 8 players which is 0% and they take 45 seconds to beat it, which is 25% value.
Total is 25%.
Now lets set a 'base standard difficulty for these measurements now:
Lets say 100% to 200% is the standard difficulty range, so if it falls below 100% it means the game seems pretty easy for the players.
If it goes over 200% it means the players are having a tough time beating it.
So if they can barely beat the wave past 60 seconds, and has 4 players, then it will be a sum of 200%.
How do you add events into the difficulty now?
Assign events that occur at specific ranges of the % of difficulty, and measure it so it reponds to the correct level of difficulty the player is experiencing.
Say the players are suffering after their base took a major hit, they barely took out the wave past the usual 60 seconds. There are 3 players. 100% (60 seconds) + 150% (3 players) = 250% difficulty.
Say at 225% difficulty, the wait time between wave is slightly slower, and 'a sandstorm caused some scrap debris to be found' and spawns resources on the map.