Hey I like the cruiser command from wc3 and I want to be a good sc2 map so I can help you at the map! Im quite good at WC3 triggering and data using but the sc2 harder than the wc3 map editor. But I can help at Terrain and what you need. :D
Why are there five roles? Condense them to three and make them all distinct and versatile. The captain should also be permitted to fly fighters and possibly man turrets.
Also, keep in mind that a battlecruiser will have compartmentalized sections of a hull. A missile shouldn't be a guaranteed kill, for example. Far from it. There should be an armor and hull integrity rating for each section of the ship, displayed in an easy to understand fashion via dialogs, rather than it being a last paper-thin line between you and death. A missile that hits your armor should be mostly deflected, albiet with a loss of armor. A missile that hits the bare hull of a ship should rip open that part of the ship and cause that section to be flooded with debris, lose function, and become depressurized (the players, being in suits, would not die from this however), leaving the team with hope of survival because the debris can be cleared and the section repaired.
Also, please don't have artificial, simplistic differences between ships like "one has speed, one has armor, one has good weapons". The differences should be in the entire style of the ship. One might be streamlined and house high-tech, more exotic weapons and a large shield battery, but have poor armor and be difficult to repair; the weapons would be very powerful but have limited usefulness, and the pathing layout would suck. Another battlecruiser might be boxy and lower-tech, but be highly redundant, have a very optimized component layout minimizing walking time between stations, and have a large array of guns that start weak but can be upgraded to brutally powerful railguns or somesuch; this ship would have poor shield strength but have excellent armor strength and be easily repaired.
As for the weapons, you should not have too many different types of weapons because only so many different weapons can be put in a featureless space layout. There is no difference in elevation and few obstacles, so the weapons will merely be variations of chaotic movement, speed, range, homing, damage type/power, and area.
Also, have only three-four resources, tops, and have them be all roughly as common as each other. These resources would each be found in different places. One might be found predominantly in mobile asteroids, while another would be harvested from gas clouds, while another could be gleaned from small clusters of space stuff that's sitting stationary. Avoid planets if at all possible; a planet would easily be large enough to cover the entire playing space if you were close enough to actually mine resources from it. The rare resources would be chance finds that you get in veins; you might find an asteroid somewhere that happens to be rich in some exotic substance that does not normally appear on your resources screen, but is used for special researches or upgrades, or can be put in the reactor for a large boost in energy, or perhaps fed to the shield battery for a quick recharge.
As for the ship-ship combat, intelligence should be important; scanners and anti-scanning technology should always play a part and the playing area should be large enough that chance encounters are very rare. The actual battle should be kept interesting, such as having turret fire arcs come into play so that your position, whether it be a frontal assault or a broadside, should make a large difference. Boarding actions would be cool. Also, smaller craft should not be limited to just fighters; bombers and even assault corvettes should be available so that a carrier-type main ship should be feasible where most of the crew has Pilot roles and the enemy battlecruiser must defend against a combined-arms assault of smaller ships. Fighter-fighter combat in deep space should also be possible; fighters should be much faster than their parent ships for this to happen.
Pardon my ramble, but I have always been tossing around ideas for a map such as this in my head since years before the original Cruiser Command was even made.
TLDR Im sorry.. but im not taking ideas from anyone whos not in my team :), but i did read the first part, a Captain is a captain. He flys the ship. Nothing else.
TLDR Im sorry.. but im not taking ideas from anyone whos not in my team :), but i did read the first part, a Captain is a captain. He flys the ship. Nothing else.
TLDR Im sorry.. but im not taking ideas from anyone whos not in my team :), but i did read the first part, a Captain is a captain. He flys the ship. Nothing else.
You introduce your amateur map concept to one of the largest reservoirs of skilled mapmakers for Starcraft 2, get amazing advice from one who's considered the concept for years, and then... Jegus, I'm lmao here.
Who wants to help make some equipment models + weapon effects for DarkRevenant's concept, instead of helping this "intelligent fellow" with his map?
Rollback Post to RevisionRollBack
My lawyer advised me against mindless killing today.
- Dr. McNinja
I'm kind of a fan of good design practices, namely knowing when to accept input and why it's being given. It applies to innovation of all kinds, whether composing a product to be sent to market or designing a game to be played on battle.net.
I was linked to this thread by Dark.Revenant before you even replied, and was independently startled by your actions, which went against said concepts so blatantly that others called you out on it.
Rollback Post to RevisionRollBack
My lawyer advised me against mindless killing today.
- Dr. McNinja
It's more the way you went about it. You acted like a child being told what to do... Dark.Revenant gave you a whole lot of suggestions, and you turn around and say nah not looking for ideas, rather than thanking him for his time. The fact you still think you arn't in the wrong is amazing, and its all here for public display. Otherpeople have now read how you have acted, and I am going to bet, judging by peoples comments so far, are going to be affraid of wanting to help you in fear of you shoving it right back in their face unthankfully...
I am not in the wrong. I said TLDR "SORRY". Thats not being rude bud. I didn't make this thread for ideas. i made this thread for People to join my team so we can create this map. Suggestions or comments on this thread Nty. All im looking for is people to join my team. And if im in the wrong, why is it that dark revenant is not replying back to this subject about Me being foolish or what not. I could care less if the public judges me. All the public needs to know is that, I need a few more people and this team will be set. I guess i stated the wrong thing in one of my paragraphs? Let me correct it.
Only post on this thread if you are interested in Joining my team. When your on the team, then its open discussions on what could be changed, or suggestions on how it should be. So please, don't reply to this thread unless you are interested in joining my team. I will not post anymore unless someone is wanting to join my team.
TLDR Im sorry.. but im not taking ideas from anyone whos not in my team :), but i did read the first part, a Captain is a captain. He flys the ship. Nothing else.
And if im in the wrong, why is it that dark revenant is not replying back to this subject about Me being foolish or what not.
I considered it, but then I realized everyone else would notice what happened and speak for me. Seems I was right.
As for your thread, if you were adamant on not accepting ideas (a foolish policy, but one that's ultimately your choice to make), then you should have not put the game design details in this thread.
If you're only looking for team Members, it might be helpful to list what you yourself are capable of doing and what workload you're expecting from other team members.
I have the team now. and we are working on the map.
Hey I like the cruiser command from wc3 and I want to be a good sc2 map so I can help you at the map! Im quite good at WC3 triggering and data using but the sc2 harder than the wc3 map editor. But I can help at Terrain and what you need. :D
sent you a pm back.
Why are there five roles? Condense them to three and make them all distinct and versatile. The captain should also be permitted to fly fighters and possibly man turrets.
Also, keep in mind that a battlecruiser will have compartmentalized sections of a hull. A missile shouldn't be a guaranteed kill, for example. Far from it. There should be an armor and hull integrity rating for each section of the ship, displayed in an easy to understand fashion via dialogs, rather than it being a last paper-thin line between you and death. A missile that hits your armor should be mostly deflected, albiet with a loss of armor. A missile that hits the bare hull of a ship should rip open that part of the ship and cause that section to be flooded with debris, lose function, and become depressurized (the players, being in suits, would not die from this however), leaving the team with hope of survival because the debris can be cleared and the section repaired.
Also, please don't have artificial, simplistic differences between ships like "one has speed, one has armor, one has good weapons". The differences should be in the entire style of the ship. One might be streamlined and house high-tech, more exotic weapons and a large shield battery, but have poor armor and be difficult to repair; the weapons would be very powerful but have limited usefulness, and the pathing layout would suck. Another battlecruiser might be boxy and lower-tech, but be highly redundant, have a very optimized component layout minimizing walking time between stations, and have a large array of guns that start weak but can be upgraded to brutally powerful railguns or somesuch; this ship would have poor shield strength but have excellent armor strength and be easily repaired.
As for the weapons, you should not have too many different types of weapons because only so many different weapons can be put in a featureless space layout. There is no difference in elevation and few obstacles, so the weapons will merely be variations of chaotic movement, speed, range, homing, damage type/power, and area.
Also, have only three-four resources, tops, and have them be all roughly as common as each other. These resources would each be found in different places. One might be found predominantly in mobile asteroids, while another would be harvested from gas clouds, while another could be gleaned from small clusters of space stuff that's sitting stationary. Avoid planets if at all possible; a planet would easily be large enough to cover the entire playing space if you were close enough to actually mine resources from it. The rare resources would be chance finds that you get in veins; you might find an asteroid somewhere that happens to be rich in some exotic substance that does not normally appear on your resources screen, but is used for special researches or upgrades, or can be put in the reactor for a large boost in energy, or perhaps fed to the shield battery for a quick recharge.
As for the ship-ship combat, intelligence should be important; scanners and anti-scanning technology should always play a part and the playing area should be large enough that chance encounters are very rare. The actual battle should be kept interesting, such as having turret fire arcs come into play so that your position, whether it be a frontal assault or a broadside, should make a large difference. Boarding actions would be cool. Also, smaller craft should not be limited to just fighters; bombers and even assault corvettes should be available so that a carrier-type main ship should be feasible where most of the crew has Pilot roles and the enemy battlecruiser must defend against a combined-arms assault of smaller ships. Fighter-fighter combat in deep space should also be possible; fighters should be much faster than their parent ships for this to happen.
Pardon my ramble, but I have always been tossing around ideas for a map such as this in my head since years before the original Cruiser Command was even made.
TLDR Im sorry.. but im not taking ideas from anyone whos not in my team :), but i did read the first part, a Captain is a captain. He flys the ship. Nothing else.
@SpindleOfFate: Go
Hey!
I would love to build terrain for you :)
Just need a couple more ppl and we might have this done in a fashionable time :)
Wow...
lmaooo you'll get really nice feedback this way
GL with your map
im not looking for feed back. Im looking for members to help create this map. Ill get feed back after the release of the first testable/playable map.
I guess i should add, Accepting ideas/suggestions only from ppl who are on the team... Ill add that to the top post.
You introduce your amateur map concept to one of the largest reservoirs of skilled mapmakers for Starcraft 2, get amazing advice from one who's considered the concept for years, and then... Jegus, I'm lmao here.
Who wants to help make some equipment models + weapon effects for DarkRevenant's concept, instead of helping this "intelligent fellow" with his map?
Blastyoboots, Do you just come here to bash other people or what?
I'm kind of a fan of good design practices, namely knowing when to accept input and why it's being given. It applies to innovation of all kinds, whether composing a product to be sent to market or designing a game to be played on battle.net.
I was linked to this thread by Dark.Revenant before you even replied, and was independently startled by your actions, which went against said concepts so blatantly that others called you out on it.
So basicly your saying my map will be crap since i don't want ideas yet huh? thats a lotta Bs your calling.
@SpindleOfFate: Go
It's more the way you went about it. You acted like a child being told what to do... Dark.Revenant gave you a whole lot of suggestions, and you turn around and say nah not looking for ideas, rather than thanking him for his time. The fact you still think you arn't in the wrong is amazing, and its all here for public display. Otherpeople have now read how you have acted, and I am going to bet, judging by peoples comments so far, are going to be affraid of wanting to help you in fear of you shoving it right back in their face unthankfully...
@ nevjmac
I am not in the wrong. I said TLDR "SORRY". Thats not being rude bud. I didn't make this thread for ideas. i made this thread for People to join my team so we can create this map. Suggestions or comments on this thread Nty. All im looking for is people to join my team. And if im in the wrong, why is it that dark revenant is not replying back to this subject about Me being foolish or what not. I could care less if the public judges me. All the public needs to know is that, I need a few more people and this team will be set. I guess i stated the wrong thing in one of my paragraphs? Let me correct it.
Only post on this thread if you are interested in Joining my team. When your on the team, then its open discussions on what could be changed, or suggestions on how it should be. So please, don't reply to this thread unless you are interested in joining my team. I will not post anymore unless someone is wanting to join my team.
Pretty stuck up imo.
I considered it, but then I realized everyone else would notice what happened and speak for me. Seems I was right.
As for your thread, if you were adamant on not accepting ideas (a foolish policy, but one that's ultimately your choice to make), then you should have not put the game design details in this thread.
Hey when will start the common mapmaking?
If you're only looking for team Members, it might be helpful to list what you yourself are capable of doing and what workload you're expecting from other team members.