Skip these first 2 paragraphs for hard details and no story.
This is a who's the killer map, where players actually play through and build a base. It's gameplay is not like that of Mafia.
Hi guys I'm b2zeldafreak, a moderator from the Werewolf:Transylvania forum. I'm planning on starting a Starcraft 2 adaptation soon. You might have heard me asking some about it in the IRC channel. Here are some of the details I'm working on.
A map set on the planet Agria. Agria is a primarily agricultural planet, as well as the primary wildlife reserve of the Dominion.
Story: You are a farmer. Your family lived in the land of Transylvania for hundreds of years. But after constant hardships, you finally packed your bags and headed for the nearest city. In the city you saw a poster for a new start. The Dominion was paying colonists to travel to the world Agria, and to settle it. With pockets empty but heart full of hope, you headed into the recruiters station and signed up. Now as your ship approaches orbit of the planet, you prepare for your new life. Suddenly, red lights flash.
"Attention, this is the captain speaking. We're suffering a dual engine failure, please enter the orbital drop pods, and prepare for entry."
You enter the drop pod, unsure of what is to come. The ship jerks, and your head connects with the roof. The world goes black.
Details start here.
A (semi-comprehensive) list of things that need to be done in the map.
Map Initialization
Terrain
Villager Race
Werewolf
Zombies
Hunting
Fishing
Farming
Mining/Gathering
Merchanting
Events
Win Conditions
Dynamic Areas
-These are are* as that only become accessible after certain in-game events.
I'd like to change professions a bit from the Werewolf Transylvania.
Another difference between this version and the WC3 version is that the Werewolf won't get units directly through kills. My plan is for the wolf to get Soul Fragments every time he kills a unit, that he can then use to summon minions. This should make minions more effective and less laggy than the Wc3 version. Any boss animals would still spawn their own unit, and all humanoid units would still spawn a wolf minion in the same way as the WC3 version.
The way the map works is that everyone starts out with just a villager. From there everyone goes out and participates in a profession in order to get gold, as well as building a base. On the first night one villager is chosen as the Werewolf, but nobody knows who the wolf is except the wolf. The goal of the normal villagers is to survive and kill the wolf. The wolf's goal is to kill all of the villagers before he is found out and killed.
In the WC3 version, every unit the wolf killed would turn into a corpse, and then the next night it would rise as a minion of the werewolf. Additionally, players who were killed would come back as zombies. I haven't fully planned this out yet.
Overall, the theme of Werewolf:Agria will be set in a rural farming colony. So think Halo:Reach type of technology. These aren't people running around with super high tech gear. The weapon of choice of a farmer would still be a shotgun. I'm thinking kinda retro future kinda style here.
This is my first map, and I haven't started actual work yet, but I'm pretty competent technically, and I have programming experience. I'm working through planning out each of these bullet points in detail, so that when I start I can go through item by item when I work on the map. If anyone is interested in helping, that would be great once I figure out how everything is gonna work.
Thanks for reading if you made it this far, (or skimmed)
This would be pretty cool for an sc2 map. The werewolf for now could just be a zergling, but I won't tell you what to do.
All I can say is good luck!
And does anybody else notice there's a lot of recent NA projects beign developed by 1 person? I thought somebody said something about NA mappers not ever making maps on their own and needing a whole team to develop anything...
Started the actual work on the map today, about 65% of the planning is complete, but I think it's time to get some actual mapping done or I might go crazy :P.
So far, I have gotten
Colonist is able to build
Orbital Drop for the basic building
Basic Building can load units (all units so far, still working on restrictions).
Almost all models accounted for.
Still need to do major work on the villager's unit's.
Skip these first 2 paragraphs for hard details and no story.
Hi guys I'm b2zeldafreak, a moderator from the Werewolf:Transylvania forum. I'm planning on starting a Starcraft 2 adaptation soon. You might have heard me asking some about it in the IRC channel. Here are some of the details I'm working on.
A map set on the planet Agria. Agria is a primarily agricultural planet, as well as the primary wildlife reserve of the Dominion.
Story: You are a farmer. Your family lived in the land of Transylvania for hundreds of years. But after constant hardships, you finally packed your bags and headed for the nearest city. In the city you saw a poster for a new start. The Dominion was paying colonists to travel to the world Agria, and to settle it. With pockets empty but heart full of hope, you headed into the recruiters station and signed up. Now as your ship approaches orbit of the planet, you prepare for your new life. Suddenly, red lights flash.
"Attention, this is the captain speaking. We're suffering a dual engine failure, please enter the orbital drop pods, and prepare for entry."
You enter the drop pod, unsure of what is to come. The ship jerks, and your head connects with the roof. The world goes black.
Details start here.
A (semi-comprehensive) list of things that need to be done in the map.
-These are are* as that only become accessible after certain in-game events.
I'd like to change professions a bit from the Werewolf Transylvania.
Another difference between this version and the WC3 version is that the Werewolf won't get units directly through kills. My plan is for the wolf to get Soul Fragments every time he kills a unit, that he can then use to summon minions. This should make minions more effective and less laggy than the Wc3 version. Any boss animals would still spawn their own unit, and all humanoid units would still spawn a wolf minion in the same way as the WC3 version.
The way the map works is that everyone starts out with just a villager. From there everyone goes out and participates in a profession in order to get gold, as well as building a base. On the first night one villager is chosen as the Werewolf, but nobody knows who the wolf is except the wolf. The goal of the normal villagers is to survive and kill the wolf. The wolf's goal is to kill all of the villagers before he is found out and killed.
In the WC3 version, every unit the wolf killed would turn into a corpse, and then the next night it would rise as a minion of the werewolf. Additionally, players who were killed would come back as zombies. I haven't fully planned this out yet.
Overall, the theme of Werewolf:Agria will be set in a rural farming colony. So think Halo:Reach type of technology. These aren't people running around with super high tech gear. The weapon of choice of a farmer would still be a shotgun. I'm thinking kinda retro future kinda style here.
This is my first map, and I haven't started actual work yet, but I'm pretty competent technically, and I have programming experience. I'm working through planning out each of these bullet points in detail, so that when I start I can go through item by item when I work on the map. If anyone is interested in helping, that would be great once I figure out how everything is gonna work.
Thanks for reading if you made it this far, (or skimmed)
b2zeldafreak
This would be pretty cool for an sc2 map. The werewolf for now could just be a zergling, but I won't tell you what to do.
All I can say is good luck!
And does anybody else notice there's a lot of recent NA projects beign developed by 1 person? I thought somebody said something about NA mappers not ever making maps on their own and needing a whole team to develop anything...
Started the actual work on the map today, about 65% of the planning is complete, but I think it's time to get some actual mapping done or I might go crazy :P.
So far, I have gotten
@b2zeldafreak: Go
Update on this project: my Spring Break is next week and I'm going to start working on it again.
Trees will not be harvested in this version, instead gameplay will be more of a hybrid with Jurassic Park and Werewolf from Warcraft 3