yes that last one made being parasite harder. for some people... and i agree with that. thanks for giving me that advice. for future reference. humans did have things they could do btw in parasite. lethality was the strongest form lol... (OP) in fact but nvm i wont waste your time anymore.
I'm currently in the beginning stages of creating a new version of the Werewolf Transylvania map for Starcraft 2. Right now I plan to follow a rural space theme on the world Agria. Something similar to the farmers of Reach in Halo, and other farmers in space.
This will definatley be different from the medieval magic of the Warcraft 3 map, but it's not going to be super high tech. Like I wouldn't expect to see any space shapes or tanks running around.
I think whats important for the map is that theres a variety of things to do, the systems in the map need to be complete and work (like the types of resource gathering) and it needs to be polished.
Tooltips and Icons can make or break a map in my opinion. Usually someone who takes the time to get these perfect also spent a similar amount of time and effort in other parts of the map.
b2zeldafreak (a mod at the offical Werewolf Transylvania forums)
Polish is specifically important in a 'who's the killer-map', because most of a player's time is spent walking around and thinking/playing mindgames. There are no huge battles going on to distract the player from faulty tooltips and odd terrain.
Aside from that, the mechanics needs to be in order and there needs to be some way for dead players to continue playing the game - be it as some kind of minion for the killer, as spectator of everything going on or through some kind of minigame that assists either the killer or the survivors. Also, it needs to be balanced so that both sides have a relatively equal chance of winning - the few killer maps I've played in SC2 seem to lack this balance.
Well right now I'm just writing out my plan of all the units involved. I'm also trying to contact someone who used to work on the Warcraft 3 version.
Mostly I know how the map needs to work already though, it will be a port of Werewolf Transylvania with a few elements altered to fit the new setting.
What I really need help with is the terrain. I'm 100% unexperienced in terrain (although I think I can learn how to do it well enough if it comes down to it)
Terrain depends on theme really. If the story takes place in a mansion or village or somewhere else. Mine was a village with enterable houses and shops. You could buy items that helps you to survive, or increase your income for late game. That was mostly what kept survivers busy. And killer had some unlockable special abilites. They were fun to use. Like hook or mirana's arrow if you are familiar with dota. Try to make everything interesting to play.
I made Malum Ruina. I'd say the most important thing is having polished content for survivors and finding ways to introduce people to the gameplay without overwhelming them. The latter is the most difficult, especially if you have a lot of polished content. It is, admittedly, where Malum Ruina comes up a bit short. New players are often turned away by "complexity." Though I would say they are turned off by how different it is from what they are used to.
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@SkedarLord: Go
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@zeldarules28: Go
yes that last one made being parasite harder. for some people... and i agree with that. thanks for giving me that advice. for future reference. humans did have things they could do btw in parasite. lethality was the strongest form lol... (OP) in fact but nvm i wont waste your time anymore.
I'm currently in the beginning stages of creating a new version of the Werewolf Transylvania map for Starcraft 2. Right now I plan to follow a rural space theme on the world Agria. Something similar to the farmers of Reach in Halo, and other farmers in space. This will definatley be different from the medieval magic of the Warcraft 3 map, but it's not going to be super high tech. Like I wouldn't expect to see any space shapes or tanks running around.
I think whats important for the map is that theres a variety of things to do, the systems in the map need to be complete and work (like the types of resource gathering) and it needs to be polished. Tooltips and Icons can make or break a map in my opinion. Usually someone who takes the time to get these perfect also spent a similar amount of time and effort in other parts of the map.
b2zeldafreak (a mod at the offical Werewolf Transylvania forums)
Hi, I made a "who is the killer" map in warcraft 3 and it was pretty successful. If you are developing this kind of map, i can help you out.
Watch the movie The Thing and you will know what makes a good Who's the Killer kind of map.
Polish is specifically important in a 'who's the killer-map', because most of a player's time is spent walking around and thinking/playing mindgames. There are no huge battles going on to distract the player from faulty tooltips and odd terrain.
Aside from that, the mechanics needs to be in order and there needs to be some way for dead players to continue playing the game - be it as some kind of minion for the killer, as spectator of everything going on or through some kind of minigame that assists either the killer or the survivors. Also, it needs to be balanced so that both sides have a relatively equal chance of winning - the few killer maps I've played in SC2 seem to lack this balance.
@y11t: Go
Well right now I'm just writing out my plan of all the units involved. I'm also trying to contact someone who used to work on the Warcraft 3 version.
Mostly I know how the map needs to work already though, it will be a port of Werewolf Transylvania with a few elements altered to fit the new setting.
What I really need help with is the terrain. I'm 100% unexperienced in terrain (although I think I can learn how to do it well enough if it comes down to it)
Terrain depends on theme really. If the story takes place in a mansion or village or somewhere else. Mine was a village with enterable houses and shops. You could buy items that helps you to survive, or increase your income for late game. That was mostly what kept survivers busy. And killer had some unlockable special abilites. They were fun to use. Like hook or mirana's arrow if you are familiar with dota. Try to make everything interesting to play.
I made Malum Ruina. I'd say the most important thing is having polished content for survivors and finding ways to introduce people to the gameplay without overwhelming them. The latter is the most difficult, especially if you have a lot of polished content. It is, admittedly, where Malum Ruina comes up a bit short. New players are often turned away by "complexity." Though I would say they are turned off by how different it is from what they are used to.