Hi! In this thread I wanted to post two basic implementations of some map ideas of mine. I'm not likely to continue any work on them so I'm posting them here for anyone's interest. They are in playable form, and I've published them on the arcade. However the multiplayer one has received basically no balance testing! Anyway, without further ado!
This is a 1v1 strategy game in which players control an army of zerglings and strive to capture territory. Unit movement is limited by charges which regenerate over time. More territory provides an increased spawn rate of new units. The goal is to kill all of the enemy's units.
The motivating idea behind this was to try a different type of rts movement mechanic. Here there is only one movement command: attack-move. Each player has 16 movement charges shared by all units. Each time a charge is used it regens in 15 sec. This means you cannot move more than 16 units at once. The effect is something similar to limited unit selection. Because you can only attack move there is no retreating once you engage.
You start with a few zerglings but it is necessary to spawn more. Every 30 sec you can permanently burrow a zergling to turn it into an egg. It will spawn new zerglings until it is killed. A burrowed zerglings covers the area in creep, preventing other zerglings from burrowing nearby. You also cannot burrow with enemy zerglings nearby.
As mentioned there has been little balance testing so different numbers might work better but I think it could be an interesting game with some refinement.
This is a short single player puzzle game. Not much to explain here- you move zerglings around to activate the beacons. You have a limited number of moves. Give it a try!
It is easy to add new levels, but I'm not sure one can do anything more with this idea without introducing some other interesting mechanics.
Anyway that's it! If anyone wants to experiment with these please feel free to. Thanks for reading!
Hi! In this thread I wanted to post two basic implementations of some map ideas of mine. I'm not likely to continue any work on them so I'm posting them here for anyone's interest. They are in playable form, and I've published them on the arcade. However the multiplayer one has received basically no balance testing! Anyway, without further ado!
Zerg Profusion:
NA: battlenet://starcraft/map/1/249172
This is a 1v1 strategy game in which players control an army of zerglings and strive to capture territory. Unit movement is limited by charges which regenerate over time. More territory provides an increased spawn rate of new units. The goal is to kill all of the enemy's units.
The motivating idea behind this was to try a different type of rts movement mechanic. Here there is only one movement command: attack-move. Each player has 16 movement charges shared by all units. Each time a charge is used it regens in 15 sec. This means you cannot move more than 16 units at once. The effect is something similar to limited unit selection. Because you can only attack move there is no retreating once you engage.
You start with a few zerglings but it is necessary to spawn more. Every 30 sec you can permanently burrow a zergling to turn it into an egg. It will spawn new zerglings until it is killed. A burrowed zerglings covers the area in creep, preventing other zerglings from burrowing nearby. You also cannot burrow with enemy zerglings nearby.
As mentioned there has been little balance testing so different numbers might work better but I think it could be an interesting game with some refinement.
Run Zerg Run:
NA: battlenet://starcraft/map/1/249082
This is a short single player puzzle game. Not much to explain here- you move zerglings around to activate the beacons. You have a limited number of moves. Give it a try!
It is easy to add new levels, but I'm not sure one can do anything more with this idea without introducing some other interesting mechanics.
Anyway that's it! If anyone wants to experiment with these please feel free to. Thanks for reading!
First sounds interesting. Seems like a type of map that would very much favor defensive and economy play.