All major terrain is done (minor tweaks here and there)
Waves of zerglings set up
Opening briefing message done
10 minute timer ready
::Need:: A good name for the map and some ideas.
::Story / Ideas so far:: 3 squads are scattered through out the city and have 10 minutes to regroup while fighting weak waves of zerglings, than make their way to a landing pad in the city. Once the 10 second counter expires a few transport ships land and drop off each player an SCV and a few more marines. The first mission is issued from command. ::mission 1::
Team makes their way to the junkyard to collect some scrap metal to repair ....something maybe like a vespene gas factory and the team starts to generate vespene gas. next mission is issued and more units land at the landing pad.
::mission 2::
Team make their way to bubbahs gas station or something to gather more ammunition or something and make their way back to the base wherever the team decided to set up
::mission 3::
Team brace their defenses for the first big few waves of zerg... for like 10-15 minutes
::mission 4::
1 or 2 squads repair and defend the outpost while someone goes to get more supplies and vehicles
::mission 5::
bigger wave (airunits?)
::mission 6:: kill a few hives here and there
::final mission::
Survive for 20 minutes, a huge army comes kills everything and u get a victory screen :) OR evac never shows up and u survive as long as u can
the idea behind these missions is that the city gets worse and worse and more corrupted until hell breaks loose on ur little outpost on a rooftop.
Seems like a dreaded long playtime for each mission really...
What about reducing the "lesser" wave defend timers a little? or just reduce the allround "stand still" to the final event or something?
Personally i can handle a "defend here for a big one" instead of "wait here for 10min" and then move for like 2 min and another "you have to stand still for another 15min HARR HARR"
A suggestion would be to keep the 10 min to regroup and then just release 1 or 2 Medium waves before they can move to the outpost and then have a small breather in-between waves to search for minerals and gas pick-ups and similar, and the finale would be a survival for 15 min. so at most the game would last around 30 or so min. or add "free roaming" some point in the game if 30min isnt long enough for ya.
Otherwise the map seem interesting, and keep it with action, make the players move around more instead of making a large map you cant explore because you have to Stay there and wait.
Gotta agree on reducing the time for most of these missions.
I have experience with maps like these, I made a big map for Warcraft 3. I learned that these longs phases get really boring, even if you throw wave after wave at the players.
Keep the game dynamic and quick.
well theres going to be constant waves of zerglings coming, its not coming in waves really. theres going to be maybe 30-40+ on the map at all times coming at you. by waves i mean theres just going to be more zerg units coming at you :P and every time you get supplies u have to fight through mobs of zerg and micro manage and junk. Im also looking into a way to comandeer vehicles around the city so like tanks and stuff
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
::Project update::
::Need:: A good name for the map and some ideas.
::Story / Ideas so far:: 3 squads are scattered through out the city and have 10 minutes to regroup while fighting weak waves of zerglings, than make their way to a landing pad in the city. Once the 10 second counter expires a few transport ships land and drop off each player an SCV and a few more marines. The first mission is issued from command. ::mission 1::
::mission 2::
::mission 3::
::mission 4::
::mission 5::
::mission 6:: kill a few hives here and there
::final mission::
the idea behind these missions is that the city gets worse and worse and more corrupted until hell breaks loose on ur little outpost on a rooftop.
Seems like a dreaded long playtime for each mission really... What about reducing the "lesser" wave defend timers a little? or just reduce the allround "stand still" to the final event or something?
Personally i can handle a "defend here for a big one" instead of "wait here for 10min" and then move for like 2 min and another "you have to stand still for another 15min HARR HARR"
A suggestion would be to keep the 10 min to regroup and then just release 1 or 2 Medium waves before they can move to the outpost and then have a small breather in-between waves to search for minerals and gas pick-ups and similar, and the finale would be a survival for 15 min. so at most the game would last around 30 or so min. or add "free roaming" some point in the game if 30min isnt long enough for ya.
Otherwise the map seem interesting, and keep it with action, make the players move around more instead of making a large map you cant explore because you have to Stay there and wait.
Gotta agree on reducing the time for most of these missions.
I have experience with maps like these, I made a big map for Warcraft 3. I learned that these longs phases get really boring, even if you throw wave after wave at the players.
Keep the game dynamic and quick.
well theres going to be constant waves of zerglings coming, its not coming in waves really. theres going to be maybe 30-40+ on the map at all times coming at you. by waves i mean theres just going to be more zerg units coming at you :P and every time you get supplies u have to fight through mobs of zerg and micro manage and junk. Im also looking into a way to comandeer vehicles around the city so like tanks and stuff