Hi everyone! I have an idea for a trench warfare battle game. I made a pretty cool map but i'm not very good with triggers and data editing. If anyone is interested in helping me, ill share some more of my ideas.
I think you`ll need a better description, some pictures, concepts, Intro of yourself etc etc. Very hard to get people to help you, if they cant believe in you.
The idea behind the game is simple. There are two teams separated by several trenches. (i attached a picture of the map)
On each team there are two player who try and defend their base (orbital command center) by sending unit across the map to attack. The trenches (cliffs) are key defense points that you must obtain to get to the other side of the map. So essentially this is a tug of war game with a strategic twist.
Each team has two team members and the computer who controls the base. Each player has a bunker that can spawn units to send off to the battlefield. There would be different types of units (Example: infantry, vehicles, etc...) that fit in a triangle. Meaning there are units to counter every unit. So you could get immortals to counter a siege tank wall. The base could also have special abilities like nukes or air unit raids. Minerals would be awarded per kill as well as just slowly getting them.
Also i don't think the map is long enough. Ill make a better one if anyone is interested.
First, please take the following as my personal thought, I don't want to mock you idea and willingness, but - what I got out of that was, a map like the ten thousand of similar maps already floading around. The only different between this, and the grand garbage can of mass produced maps, is the cliffs - and that's only going to get you so far. That being said -
If you can come up with a good mechanic or gameplay then it would be worth it. But having a bunker and spawning units to send towards the other player is just a bit old by now, great place to learn for yourself though. There are lots of tutorials on map making, and I am sure the community would be more than happy to help if you get stuck.
maybe you're the one that dident understand it correctly from his description and picture.... but basicly he probably wants a ww1'esq tug of war... where the tug itself is all about the trenches that keep the troops safe....
I will admit I am not 100 percent sure what he meant with his describtion, but as I wrote if what he meant, was having two bunkers in each side spawning units that just run towards the other side. Don't tell me that concept isn't overused?
i meant it as you control all of your units and have to play strategically in order to win, not just spawn and watch. Controlling more of the map would give you more minerals to get units.
Ok I think I'm going to do it myself. (I kinda want to actually) I think I can do most of it in the data editor except the mineral bounty. The data editor seems pretty straight forward. It will be a challenge. I hope it turns out well.
If you get stuck on something, the community here is always happy to help. My recomendation is that you make a list over the things you have to make before beginning. Planning, planning, planning.
I agree with Deeweext in that at first glance this map looks like a generic tug of war that is all over the top popularity already (at least in the US servers). If I might make a suggestion, if you want to go along with the WWI type of trench warfare, make some effects that work on units within the trenches, such as a +25% damage taken or something, and make ownership of a trench significant.
Yes. I was going to give a bonus to minerals for owning a trench. The bonus damage is a good idea.
Im sorting through possible unit candidates which i placed into three categories. Im planning on doing some testing on them to balance everything out before i make all of the map stuff. I plan to have three spawning buildings where u can purchase units (some you would have to purchase an upgrade to be able to use)
Light units
-marine
-marauder
-ghost
-zergling
-baneling
-hydralisk
-zealot
heavy units
-immortal
-colossus
-siege tank
-ultralisk
-archon
-thor
I want there to be some sort of unit triangle where each unit has a disadvantage and an advantage. (if i have to make it or its already built into the game)
What are your thoughts on these units? Like if they fit in that category or fit at all in the game
Yes. I was going to give a bonus to minerals for owning a trench.
Is it income-based or a single fire event? A player that has an increased income due to controlling more trenches than the other player would quickly get an unfair and all but unbeatable advantage.
Quote:
Light units -marine -marauder -ghost -zergling -baneling -hydralisk -zealot
heavy units -immortal -colossus -siege tank -ultralisk -archon -thor
I want there to be some sort of unit triangle where each unit has a disadvantage and an advantage. (if i have to make it or its already built into the game) What are your thoughts on these units? Like if they fit in that category or fit at all in the game
You said you're planning on leaving full control of units? Leaving full control has its own hazards. (There's a reason that "spawn and watch" maps are so popular.)
Also, if you're looking for WWI gameplay (or even if you're not), the game should have some expensive unit that takes the role of artillery (Maybe the use the alternate art for the siege tank).
So your saying there should be 5 units or so, each with their own abilities? so... -infantry -artillery -tactical (i like this better)
the basic unit would be the marine, then a sniper(ghost), cannon(siege tank), maybe a mortar unit where i would change the weapon of a marine
I'm just saying that there are two ends of a spectrum when it comes to allowing full control of your units, from something like Desert Strike to something like Footman Wars (can't think of a tug of war example). The units in footman wars are extremely simple. Typically, a player is never commanding more than two or three types of units at once. Then there's the Desert Strike. You have about 40-50 types of units at your disposal, and every unit has a clear counter unit, but you don't need to actually worry about controlling your units directly.
Having a lot of types of units under your direct control quickly gets overwhelming. All I'm saying.
yeah. i have a marine, ghost, marauder, and tank. Im trying to make a mortar unit but i cant get it to use an actor... (its just a white hemisphere)
I'll give all the units different abilities to counter
This is actually pretty fun. I like messing with the data editor :)
The White Cube of Blizzard Programming Fail.
Seriously, I know it's easy to avoid ones you get into it, but the ability to just right click and press duplicate unit, resulting in a white cube is seriously fail from Blizzards site.
one more game mechanic question. I have thought of two options for how the trenches could work
the first is full vision of the map and units on the cliffs get an attack and/or defense bonus
or units need to get vision of the cliff before they can attack. this can be done through the use of abilities such as a flare. units on the cliff would still get an attack bonus.
I think a mix would work, such as you get full vision of the part of the map that you control, like if you control a cliff, you get vision of the trenches around it. Also, I like not being able to attack up a cliff until you can see it, but you should make it so artillery can attack blind but it suffers a damage reduction or accuracy loss if it fires where it can't see.
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Hi everyone! I have an idea for a trench warfare battle game. I made a pretty cool map but i'm not very good with triggers and data editing. If anyone is interested in helping me, ill share some more of my ideas.
@zelgius123: Go
I think you`ll need a better description, some pictures, concepts, Intro of yourself etc etc. Very hard to get people to help you, if they cant believe in you.
haha ok. right
The idea behind the game is simple. There are two teams separated by several trenches. (i attached a picture of the map) On each team there are two player who try and defend their base (orbital command center) by sending unit across the map to attack. The trenches (cliffs) are key defense points that you must obtain to get to the other side of the map. So essentially this is a tug of war game with a strategic twist.
Each team has two team members and the computer who controls the base. Each player has a bunker that can spawn units to send off to the battlefield. There would be different types of units (Example: infantry, vehicles, etc...) that fit in a triangle. Meaning there are units to counter every unit. So you could get immortals to counter a siege tank wall. The base could also have special abilities like nukes or air unit raids. Minerals would be awarded per kill as well as just slowly getting them.
Also i don't think the map is long enough. Ill make a better one if anyone is interested.
@zelgius123: Go
First, please take the following as my personal thought, I don't want to mock you idea and willingness, but - what I got out of that was, a map like the ten thousand of similar maps already floading around. The only different between this, and the grand garbage can of mass produced maps, is the cliffs - and that's only going to get you so far. That being said -
If you can come up with a good mechanic or gameplay then it would be worth it. But having a bunker and spawning units to send towards the other player is just a bit old by now, great place to learn for yourself though. There are lots of tutorials on map making, and I am sure the community would be more than happy to help if you get stuck.
@Deeweext: Go
maybe you're the one that dident understand it correctly from his description and picture.... but basicly he probably wants a ww1'esq tug of war... where the tug itself is all about the trenches that keep the troops safe....
or atleast that's how i understand it...
@Mirvra: Go
I will admit I am not 100 percent sure what he meant with his describtion, but as I wrote if what he meant, was having two bunkers in each side spawning units that just run towards the other side. Don't tell me that concept isn't overused?
i meant it as you control all of your units and have to play strategically in order to win, not just spawn and watch. Controlling more of the map would give you more minerals to get units.
Ok I think I'm going to do it myself. (I kinda want to actually) I think I can do most of it in the data editor except the mineral bounty. The data editor seems pretty straight forward. It will be a challenge. I hope it turns out well.
@zelgius123: Go
If you get stuck on something, the community here is always happy to help. My recomendation is that you make a list over the things you have to make before beginning. Planning, planning, planning.
That was my thoughts exactly. Thanks for the advice. I appreciate it
I agree with Deeweext in that at first glance this map looks like a generic tug of war that is all over the top popularity already (at least in the US servers). If I might make a suggestion, if you want to go along with the WWI type of trench warfare, make some effects that work on units within the trenches, such as a +25% damage taken or something, and make ownership of a trench significant.
Yes. I was going to give a bonus to minerals for owning a trench. The bonus damage is a good idea.
Im sorting through possible unit candidates which i placed into three categories. Im planning on doing some testing on them to balance everything out before i make all of the map stuff. I plan to have three spawning buildings where u can purchase units (some you would have to purchase an upgrade to be able to use)
Light units -marine -marauder -ghost -zergling -baneling -hydralisk -zealot
heavy units -immortal -colossus -siege tank -ultralisk -archon -thor
tactical units -infestor -overseer -reaper -stalker -medic -high templar -medivac -observer
I want there to be some sort of unit triangle where each unit has a disadvantage and an advantage. (if i have to make it or its already built into the game) What are your thoughts on these units? Like if they fit in that category or fit at all in the game
Is it income-based or a single fire event? A player that has an increased income due to controlling more trenches than the other player would quickly get an unfair and all but unbeatable advantage.
You said you're planning on leaving full control of units? Leaving full control has its own hazards. (There's a reason that "spawn and watch" maps are so popular.)
Also, if you're looking for WWI gameplay (or even if you're not), the game should have some expensive unit that takes the role of artillery (Maybe the use the alternate art for the siege tank).
yes maybe scratch the bonus mineral thing.
So your saying there should be 5 units or so, each with their own abilities? so... -infantry -artillery -tactical (i like this better) the basic unit would be the marine, then a sniper(ghost), cannon(siege tank), maybe a mortar unit where i would change the weapon of a marine
@zelgius123: Go
I'm just saying that there are two ends of a spectrum when it comes to allowing full control of your units, from something like Desert Strike to something like Footman Wars (can't think of a tug of war example). The units in footman wars are extremely simple. Typically, a player is never commanding more than two or three types of units at once. Then there's the Desert Strike. You have about 40-50 types of units at your disposal, and every unit has a clear counter unit, but you don't need to actually worry about controlling your units directly.
Having a lot of types of units under your direct control quickly gets overwhelming. All I'm saying.
yeah. i have a marine, ghost, marauder, and tank. Im trying to make a mortar unit but i cant get it to use an actor... (its just a white hemisphere)
I'll give all the units different abilities to counter
This is actually pretty fun. I like messing with the data editor :)
The White Cube of Blizzard Programming Fail.
Seriously, I know it's easy to avoid ones you get into it, but the ability to just right click and press duplicate unit, resulting in a white cube is seriously fail from Blizzards site.
how can it be fixed
edit: i looked around the forums and found out how
one more game mechanic question. I have thought of two options for how the trenches could work
the first is full vision of the map and units on the cliffs get an attack and/or defense bonus
or units need to get vision of the cliff before they can attack. this can be done through the use of abilities such as a flare. units on the cliff would still get an attack bonus.
What do you guys think
@zelgius123: Go
I think a mix would work, such as you get full vision of the part of the map that you control, like if you control a cliff, you get vision of the trenches around it. Also, I like not being able to attack up a cliff until you can see it, but you should make it so artillery can attack blind but it suffers a damage reduction or accuracy loss if it fires where it can't see.