Any Sci-fi fan, X-box owner, FPS gamer or hater knows about Halo, or atleast heard of it, which means you may also have heard about halo wars. which means you definatly haven't heard of a remake to a starcraft 2 mod map "halo wars" called HaloCraft.
which is why im here today, to talk about my upcoming map, HaloCraft.
a massive 3v3v3 map, where each side control either, flood, covenant or UNSC, you have no money, no gas no minerals, only supply in whch you create armies perfectly suited for any situation.
You auto spawn units to fight against your opposition, with over 25 units to pick from, its all down to the tap of a mouse and your off, a newb friendly map.
HOWEVER i am in need of assistance!
Currently, the game objective is to crush the other teams bases, yet, it could be made more interesting.
Additionally, i am having trouble with a requirement, i want a requirement where a unit type requires a current amount of supply in your army on the feild all ready before you can build it.
Or in other words, an example is a spartan needs you to have 20 supply before you can build one, how may i create a requirement for that?
if their is no way to do so with supply, replace 20 supply for 5 marines for the requirement instead, preferable the first one tho, unless its impossible.
haha damn and i was thinking of doing a halo wars remake myself, but it seems you beat me to it. as for the supply problem, why not just go into the data editor and change the units supply count that it uses?
I know they're cool and deadly and all, and EVERYONE wanted to play as them in Halo Wars... but playing as the flood takes something away from them.
The entire reason we couldn't play as the flood in HW was because they were designed to be the FLOOD. They would have been horribly imbalanced and simply steamrolled everyone. That's what the flood do. It also seems like they would be too complicated and/or powerful compared to the UNSC or Covenant.
Along with that, the 3v3v3 seems... static. A 4v4 or 3v3 map based around UNSC vs Covenant (Maybe even after the aligning of the Elites and Humans) would be much easier to get games going on, and allow for you to do 1v1 or 2v2 easier without enough people present....
I disagree. If you design them properly, they will be fun to play. To me, the selling point would be using the feedering model to represent the flood spores. The way to make them balanced would be to make them use massive quantities of very weak units.
thanks for the replies all, i agree with all of you infact!
other than not including flood, this game works very differerent to the standard halo wars, in the way its not a carbon copy.
marines don't have grenades, flood explode rather than mind control (that was a balance choice) their are pure forms, you get CCS battlecruisers and even grunts attack en-mass, rather than 1 to 1 with marines.
everything is different to halo wars, and with all my maps, the one thing i get right is the balance, its mainly just missing content right now (i.e. haven't designed base building yet)
I would also like to note one thing, this game plays uniquely, its an RTS don't get me wrong, but you cannot classify it.
each player has one building, it makes all your units and upgrades, all free, but use up supply and more importantly, time. the game progressses by what upgrades you get and how you spend your time to get a 200 grunt army or a 10 scarab army, its all down to the use of the important reacource.... Time.
You often forget RTS never suggested that base building was a key element, and with all my maps, that has been my aim to disprove the need for a base, this is going to be the one that hopefully proves my hypothesis.
one thing i am thinking off is making it 2v2v2, having allies is important, but getting games going is too.
diplomacy makes imbalance, and allowing humans to fight along side flood wouldn't even make sence other than in the context in Halo 3 - the covenant mission.
anyway, htis map in no-where near complete, but when it is, it will be available only on the EU server, that means King, you can still make your map :D
oh and the infection forms (spores) using the feederling model is-a-done a while ago, infact it was like the first thing i did xD
i think i just sold it hehe
oh and another thing, im going to be working on a trailer for the game, but the map itself isn't ready to be shown yet! :x
however, i have just finnished the works on the covenant, the UNSC and flood are nearly done, then its just polishing the buttons, the build times, adding upgrades and making the actual terrain (which in my opinion is the toughest bit, symetrical, balanced, and looks good)
im a poor editor, but this is going to be my best map, if your any decent with triggers or something and add things upon m account, then sure why not :D
tbh you don't really need to change it much, since this is the best map ive made yet (see aiur close combat, its similiar but not nearly as good) and it would be great to have the map on NA so more people can see it, however i can only do that once its out of "beta" stage, in other words, many of my maps are released un finnished so i can test them against players.
but anyway, back to topic, that would be great, but you may end up waiting for about a week, ill keep thos thread alive, and make a trailer for the game... very soon tm. ^^
Hey, I'm still learning, but I can at least give it a look and see if I can contribute! Either way, I would be happy to publish the map for North America. Just let me know when and if you want me to take a look. :D
awsome man, ty so much, any input would be greatly appreciated, and im glad to hear that your a learner yourself, makes me feel less lonely hehe xD
a run down of the map is that you build units indivdually (could still change to squads of units) and you cannot queue your units, so you have to be constantly alert of your base to keep building units.
better still, the units spells are not what defines them, but they're attack style, how rts should be, not auto created units with a different spell and hit point count, but grunts that should green blasts of plazma en-mass, or seige tanks that blast AoE attacks at long range in an instant.
I am not trying to sell out my map like many do, this is still a very simpl game, but thats why i like it, less is more to many, myself included.
its a very noob friendly game too, you don't have to worry about being teamed up with a "noob" since they can pretty much play the game just as well as you could if you give them a few moments to understand how it works.
my current developement stage is balance, again:polishing more buttons, and make the game playable for launch (triggers, start points and terrain) right now, all the units are ready to "kick ass and chew bu... aww forget it..." :D
expect to be dissapointed if your looking for a halo wars clone, their is no base building, sorry :( think it as a death match where the central building does everything the outside buildings would do.
yes, i have cut aircraft from the game, it created imbalance, and trust me, they where boring, so its a ground based 2v2v2 game. Everything is set, i just need to look over everything, test it on EU with a few friends, add a short clip of my game to the trailer, and its good to go!
Please look back here soon for te next news update, where ill reveal the trailer :D
If I have one comment, perhaps we can come up with some cool abilities to give the game a little more micromanagement! Like grenades. That way there would be more to it than lumping together your units and launching an assault.
i was thinking of a similiar thing, the air units had spells, and so did a few other uits, i removed them because of balancing reasons, but ill be sure to take those ideas into accounts, ill make grenades on grunts and marines (one time use only other wise you will have 200 grenades in everyfight, *sigh*) and i may also have stealth back, but atm i just want to have release ready and make sure things are balanced and professional.
Edit: just finished making grenade spells, im quite happy with how they turned out, its a shame their is no avaialble meathod currently to make a damage spell like a grenade stick to a unit and have delayed damage, but hey, balance>realism
Relase Day today, it doesn't feel finished, so ill just tag it "beta version" or something hehe.
current contents and updates:
7 units per race, 1 more will be added per race soon hopefull,y another unit is available to the flood since the video, its a unit for Halo 3 Alpha, the transport form or the infecotr form, transport form is just an infestor that shoots a ton of infested terrans (imba!) and the infector form is an anti-mech unit that can control enemy tanks or destroy them with its anti-mech attack.
Updates:
adding the extra 3 units soon.
increase balance and further improve map visuals
clear any bugs found(none fopefully)
further improve u.i. and music
balance the AoE attacks
add MOAR spells :D
There is! You just have the impact effect of the grenade missile create a persistent, and deal the damage at the end of the persistent. Then tie in all the actors (the grenade, the explosion, related sounds) to the effect of damage.
Edit: Referring to the sticky grenade. It could even be done so that it only sticks to units if it comes into contact them, by making it a target point rather than a target unit, and having it search for units to stick to.
This is sweeet~ You should change teh color of the Flood units to be more grayish. Now when i see them i think "ah zerg", but if they are light-brown-grey i will think "yes, the Flood".
that would remove the team colour on the most part, and the grey+brown would make a dirt-tinge that i wouldn't really want.
anyyway, i was on holiday and forgot to upload the map just before i went away, and i had a think about it, the game is OK but isn't fun nor playable because its literally a structure that trains units, and then you make them fight.
great.
SO
i'm going to restart this thread in a sence, or more literally, restart the production of the map.
so this time, im gonig to focus on having a more perfected macro, rather than "click to build unit" and thats it.
i was on holiday and forgot to upload the map just before i went away, and i had a think about it, the game is OK but isn't fun nor playable because its literally a structure that trains units, and then you make them fight. great.
SO i'm going to restart this thread in a sence, or more literally, restart the production of the map.
so this time, im gonig to focus on having a more perfected macro, rather than "click to build unit" and thats it.
ive been working on my version of halocraft and i think ive come up with a way so that it isnt one building that produces all the units. im making my variant more similar to the actual halowars game (has a central base that can be upgraded for more build slots). ill upload a building demo when i finish the last few mechanics for my buildings :)
ive been working on my version of halocraft and i think ive come up with a way so that it isnt one building that produces all the units. im making my variant more similar to the actual halowars game (has a central base that can be upgraded for more build slots). ill upload a building demo when i finish the last few mechanics for my buildings :)
i have a version myself now, but plz don't copy xD
ok, basically, units cost money, when they die, all players get money equal to the unit cost, so you get re-funded, but additionally the bases are going to have a form of construction and developement idea.
this idea will prolly be scrapped before i'm finished, but i want something that could suit a halo 3 rts, and base building doesn't sit right with me.
Any Sci-fi fan, X-box owner, FPS gamer or hater knows about Halo, or atleast heard of it, which means you may also have heard about halo wars. which means you definatly haven't heard of a remake to a starcraft 2 mod map "halo wars" called HaloCraft.
which is why im here today, to talk about my upcoming map, HaloCraft. a massive 3v3v3 map, where each side control either, flood, covenant or UNSC, you have no money, no gas no minerals, only supply in whch you create armies perfectly suited for any situation.
You auto spawn units to fight against your opposition, with over 25 units to pick from, its all down to the tap of a mouse and your off, a newb friendly map. HOWEVER i am in need of assistance!
Currently, the game objective is to crush the other teams bases, yet, it could be made more interesting. Additionally, i am having trouble with a requirement, i want a requirement where a unit type requires a current amount of supply in your army on the feild all ready before you can build it. Or in other words, an example is a spartan needs you to have 20 supply before you can build one, how may i create a requirement for that? if their is no way to do so with supply, replace 20 supply for 5 marines for the requirement instead, preferable the first one tho, unless its impossible.
thanks for reading.
haha damn and i was thinking of doing a halo wars remake myself, but it seems you beat me to it. as for the supply problem, why not just go into the data editor and change the units supply count that it uses?
If I could make a suggestion:
I wouldn't include the Flood.
I know they're cool and deadly and all, and EVERYONE wanted to play as them in Halo Wars... but playing as the flood takes something away from them.
The entire reason we couldn't play as the flood in HW was because they were designed to be the FLOOD. They would have been horribly imbalanced and simply steamrolled everyone. That's what the flood do. It also seems like they would be too complicated and/or powerful compared to the UNSC or Covenant.
Along with that, the 3v3v3 seems... static. A 4v4 or 3v3 map based around UNSC vs Covenant (Maybe even after the aligning of the Elites and Humans) would be much easier to get games going on, and allow for you to do 1v1 or 2v2 easier without enough people present....
Just my thoughts though...
@AtikLYar: Go
I disagree. If you design them properly, they will be fun to play. To me, the selling point would be using the feedering model to represent the flood spores. The way to make them balanced would be to make them use massive quantities of very weak units.
thanks for the replies all, i agree with all of you infact! other than not including flood, this game works very differerent to the standard halo wars, in the way its not a carbon copy. marines don't have grenades, flood explode rather than mind control (that was a balance choice) their are pure forms, you get CCS battlecruisers and even grunts attack en-mass, rather than 1 to 1 with marines. everything is different to halo wars, and with all my maps, the one thing i get right is the balance, its mainly just missing content right now (i.e. haven't designed base building yet)
I would also like to note one thing, this game plays uniquely, its an RTS don't get me wrong, but you cannot classify it. each player has one building, it makes all your units and upgrades, all free, but use up supply and more importantly, time. the game progressses by what upgrades you get and how you spend your time to get a 200 grunt army or a 10 scarab army, its all down to the use of the important reacource.... Time.
You often forget RTS never suggested that base building was a key element, and with all my maps, that has been my aim to disprove the need for a base, this is going to be the one that hopefully proves my hypothesis.
one thing i am thinking off is making it 2v2v2, having allies is important, but getting games going is too. diplomacy makes imbalance, and allowing humans to fight along side flood wouldn't even make sence other than in the context in Halo 3 - the covenant mission.
anyway, htis map in no-where near complete, but when it is, it will be available only on the EU server, that means King, you can still make your map :D
@Swcompty: Go
oh and the infection forms (spores) using the feederling model is-a-done a while ago, infact it was like the first thing i did xD
i think i just sold it hehe
oh and another thing, im going to be working on a trailer for the game, but the map itself isn't ready to be shown yet! :x however, i have just finnished the works on the covenant, the UNSC and flood are nearly done, then its just polishing the buttons, the build times, adding upgrades and making the actual terrain (which in my opinion is the toughest bit, symetrical, balanced, and looks good)
@moipster: Go
Man, and you are EU!? Do you have somebody to upload this in NA? I want to play it! I can upload it for you, if you're comfortable with that. :)
@Swcompty: Go
im a poor editor, but this is going to be my best map, if your any decent with triggers or something and add things upon m account, then sure why not :D tbh you don't really need to change it much, since this is the best map ive made yet (see aiur close combat, its similiar but not nearly as good) and it would be great to have the map on NA so more people can see it, however i can only do that once its out of "beta" stage, in other words, many of my maps are released un finnished so i can test them against players.
but anyway, back to topic, that would be great, but you may end up waiting for about a week, ill keep thos thread alive, and make a trailer for the game... very soon tm. ^^
@moipster: Go
Hey, I'm still learning, but I can at least give it a look and see if I can contribute! Either way, I would be happy to publish the map for North America. Just let me know when and if you want me to take a look. :D
@Swcompty: Go
awsome man, ty so much, any input would be greatly appreciated, and im glad to hear that your a learner yourself, makes me feel less lonely hehe xD
a run down of the map is that you build units indivdually (could still change to squads of units) and you cannot queue your units, so you have to be constantly alert of your base to keep building units. better still, the units spells are not what defines them, but they're attack style, how rts should be, not auto created units with a different spell and hit point count, but grunts that should green blasts of plazma en-mass, or seige tanks that blast AoE attacks at long range in an instant.
I am not trying to sell out my map like many do, this is still a very simpl game, but thats why i like it, less is more to many, myself included. its a very noob friendly game too, you don't have to worry about being teamed up with a "noob" since they can pretty much play the game just as well as you could if you give them a few moments to understand how it works.
my current developement stage is balance, again:polishing more buttons, and make the game playable for launch (triggers, start points and terrain) right now, all the units are ready to "kick ass and chew bu... aww forget it..." :D
expect to be dissapointed if your looking for a halo wars clone, their is no base building, sorry :( think it as a death match where the central building does everything the outside buildings would do.
THE MAP IS NEARLY READY TO GO! :)
yes, i have cut aircraft from the game, it created imbalance, and trust me, they where boring, so its a ground based 2v2v2 game. Everything is set, i just need to look over everything, test it on EU with a few friends, add a short clip of my game to the trailer, and its good to go!
Please look back here soon for te next news update, where ill reveal the trailer :D
Enjoy ^^
@moipster: Go
Looks great man!! The feederlings were awesome!
If I have one comment, perhaps we can come up with some cool abilities to give the game a little more micromanagement! Like grenades. That way there would be more to it than lumping together your units and launching an assault.
@Swcompty: Go
i was thinking of a similiar thing, the air units had spells, and so did a few other uits, i removed them because of balancing reasons, but ill be sure to take those ideas into accounts, ill make grenades on grunts and marines (one time use only other wise you will have 200 grenades in everyfight, *sigh*) and i may also have stealth back, but atm i just want to have release ready and make sure things are balanced and professional.
Edit: just finished making grenade spells, im quite happy with how they turned out, its a shame their is no avaialble meathod currently to make a damage spell like a grenade stick to a unit and have delayed damage, but hey, balance>realism
Relase Day today, it doesn't feel finished, so ill just tag it "beta version" or something hehe.
current contents and updates: 7 units per race, 1 more will be added per race soon hopefull,y another unit is available to the flood since the video, its a unit for Halo 3 Alpha, the transport form or the infecotr form, transport form is just an infestor that shoots a ton of infested terrans (imba!) and the infector form is an anti-mech unit that can control enemy tanks or destroy them with its anti-mech attack. Updates: adding the extra 3 units soon. increase balance and further improve map visuals clear any bugs found(none fopefully) further improve u.i. and music balance the AoE attacks add MOAR spells :D
@moipster: Go
There is! You just have the impact effect of the grenade missile create a persistent, and deal the damage at the end of the persistent. Then tie in all the actors (the grenade, the explosion, related sounds) to the effect of damage.
Edit: Referring to the sticky grenade. It could even be done so that it only sticks to units if it comes into contact them, by making it a target point rather than a target unit, and having it search for units to stick to.
This is sweeet~ You should change teh color of the Flood units to be more grayish. Now when i see them i think "ah zerg", but if they are light-brown-grey i will think "yes, the Flood".
@LaxSalmon: Go
that would remove the team colour on the most part, and the grey+brown would make a dirt-tinge that i wouldn't really want. anyyway, i was on holiday and forgot to upload the map just before i went away, and i had a think about it, the game is OK but isn't fun nor playable because its literally a structure that trains units, and then you make them fight. great.
SO i'm going to restart this thread in a sence, or more literally, restart the production of the map.
so this time, im gonig to focus on having a more perfected macro, rather than "click to build unit" and thats it.
ive been working on my version of halocraft and i think ive come up with a way so that it isnt one building that produces all the units. im making my variant more similar to the actual halowars game (has a central base that can be upgraded for more build slots). ill upload a building demo when i finish the last few mechanics for my buildings :)
i have a version myself now, but plz don't copy xD ok, basically, units cost money, when they die, all players get money equal to the unit cost, so you get re-funded, but additionally the bases are going to have a form of construction and developement idea.
this idea will prolly be scrapped before i'm finished, but i want something that could suit a halo 3 rts, and base building doesn't sit right with me.
thanks for the feed back anyway.