I've had this idea for a long time now but I lack the experience to turn it into an actual game. Whoever makes this can change things if they want (like balance issues, probably lots of them), I just want the entire infestation concept intact.
- Two teams: Terran and Zerg. Objective of the terrans is to eliminate all the zerg players and stop infestation. Objective of zerg players is to kill the terrans and spread infestation
- Based on the Outbreak mission in sc2, Zerg players spawn as infestors and need to infest nearby buildings to kill the terrans. Infestors should be naturally weak.
- "Contaminate" spell from the overseer where after the 30 seconds and the goo wears off, the building is then infested and will spew infested terrans/civilians/maybe abberations.
- "Burrow" for infestors so that they can move around
- Standard "Neural Parasite" spell (or maybe it can be the standard attack for infestors)?
- Creep tumors?
- Anything else anyone feels that the infestors should have
- Terrans should be in the form of heroes (since zerg players will be controlling only 1 infestor per player) and will have their own special spells
- I don't have any ideas for terran spells so feel free to suggest/put anything in
- AI controlled units = I was thinking that Terrans should spawn in the middle like in Outbreak and will have an AI controlled base where terran players can go back to retreat to. I was also thinking then that the infested terrans should be AI controlled and have them head straight for the terran base (or maybe they can group up like they do in the Outbreak mission before attacking). Sooner or later, the base will be overrun unless the terran players can kill the infestors and clear the infestation. The base itself should produce AI units to defend against the infested (should be a certain number, like 2 marauders default. 1 marauder dies, base produces one to replenish the lost one). Maybe even have a purchasing area to buy more defenders for terrans.
- Infesting buildings: To prevent terrans from just destroying buildings altogether, infested or not, have them invincible instead and they must be deinfested by a spell (maybe like a medic with restoration). Certain buildings create certain infested, barracks = infested terrans, anything else = infested civilans, Maybe the bio dome can spawn abberations. # of infected spawning can probably differ depending on what is balanced (like 1 abberation every 10 seconds while racks has 1 infested terran every 2 seconds).
- Purchasing stuff: If we give terrans ability to buy things like items and more defenders, zerg should be able to buy things like upgrades for their infested and their selves as well.
There are probably a lot of balance issues here, so feel free to change things. Again, I just want the concept intact. I doubt anyone else has this same idea since I haven't seen any custom game like this yet, but if this has already been done then can someone tell me?
I was always thinking about a Melee Trainer.
Where you can learn everything necessary to become a good Melee-player.
Ín addition it would also include a TRAINING PROGRAM.
It would feature various scenarios.
Like:
- Getting buildings/units up ASAP.
- Scouting and reading the opponent
- Worker/Larva management
- Multitasking
etc. etc.
Each training program would have different difficulty levels.
So that the training scenarios won't get neither too easy nor too difficult for beginners and advanced players alike.
And thus both sides can learn from it.
As an optional special feat, I would also like to have some special scenarios, which are only about having fun.
Like using hero units or something.
And I am sure you might be thinking: "But Blizzard already included Challenges for that purpose!"
Well, that's true. But it's mostly basic stuff.
And the more advanced stuff is Terran only.
This training program would be for ALL THREE RACES!
And it would also include professional tactics and gameplay tips, going beyond the WoL challenges.
I'll think about making that one myself. :) But if the zerg only control the infestors..wouldn't it get kinda boring? I mean, the infestors cant attack so they'd just kind of stay burrowed, pop up, infest, and hide. What if there were several AI bases and a main one. Each AI base provided something like extra minerals, radar, anti-air, etc..Zerg infest those and it gets harder for the terrans. But to protect them, they'd have to leave the main base with less defenses....
I actually started on something like that but didn't get far. You picked one of a few scenarios, for example "defend a reaper worker raid, defend MMM build, prevent expansion, etc" and then got tips displayed for the individual scenario.
I guess so. It's a really crude idea I just came up with. I just wanted a custom game where you infest stuff as a zerg :p I mean I even forgot to factor in virophages. Maybe players control a base normally or something and zerg's goal is to plant a virophage to kill terran and terran's goal is to protect the villages where they need to plant virophages. Who knows. I just hope the concept is there. So whatever it takes to balance it, sure why not :p
1. As complex as this may seem, I actually created a hero in an AoS style map back in WC3 that was capable of this and immediately thought an entire game could probably be based around it. Each player starts with a main hero and possibly a building for purchasing upgrades. Small enemy armies will occupy the center of the map to prevent anybody from rushing into another player's base and ending the game in 5 seconds. The heroes' abilities all involve commanding small minions (which he gets each time he gains a level) to perform tasks, fight in varying ways, etc;
The WC3 hero I made had the following abilities (just to give you an idea):
Rally - Casting this spawns additional minions to replace any that have died. The hero cannot have more minions than his current level (so 5 minions max at level 5). Also teleports all your units to your side if they've strayed too far away.
Order - Orders 1-5 minions (the abilities could be leveled five times in my old game) to attack a certain target. You can cast this from really far away to avoid combat yourself and your minions will follow and harrass the target until either they or their target are dead (or you use the Rally ability).
Formation - Three units seperate themselves from your army and spin through the enemy ranks in a triangle formation. One burns anybody he touches, another drains mana (energy for SC) and the last freezes enemies. After they've gone a certain distance, they will split up and regroup on your general.
Command Mastery - Units that have been ordered (see above ability) do additional damage, have more health, amrour, etc; The general also earns experience faster.
Strength in Numbers - For 60 seconds, the General gains X amount of strength for each follower he has with him. Additionally, any damage the general receives will be absorbed by his troops (unless they've all died from absorbing too much already)
I also had other abilities...suicide bombing, squad based lunge attacks, etc, but I took them all out since they didn't fit the game. I'd also rigged it so selecting your General created selection circles around all his minions too. They would follow him around, attack enemies he was attacking, move with him, and so on. It was a great concept and really fun to play with. If somebody did something similar to that for SC2, I could see it being a blast.
2. This second one I'm actually considering doing myself, but the concepts are kind of simple atm, and I'm not sure people would be interested. Basically, it's a massive space map (no terrain) with tons of asteroids scattered throughout the map. Each user has a main base at their team's starting point (two teams). The goal is to colonize the asteroids.
Each asteroid gives varying abilities (sends attackers at enemies, defends nearby resources, or adds income) and can be scanned from afar before you colonize it, so you can tell what it does. Each team would share income/resources, etc; so teamwork would be vital to victory.
Colonizing the asteroids is done in varying ways, depending on which race you are. Protoss use a variety of colony ships, which work similarly to pylons in Melee maps. The greater the number of colony ships nearby, the more useful the asteroid becomes. Zerg must infest asteroids in order to gain full control over them and Terrans must secure them with military might.
It's all just rough ideas for now, but I'd love to hear what people think of the concept. If anybody's played my previous project (which I am still updating) called Formation Defense, you may have seen a tower type known as a Drone Hive. If you haven't played it, then picture a structure that has small units constantly patrolling it and attacking anything that comes too close. I intend to incorporate something like that into the defensive asteroids.
Like I said, I'd be interested in making it if a) somebody would add attachment points to asteroid models for me (they're already in the editor, minus the attachment points) and b) if I knew there was interest, so if you read this, let me know what you think.
Does anyone know the Starcraft 1 Map 1a2a3a? Its a map to train ur APM.
You get 3 canons and attack the marines that are passing by, but the canons don't attack by themselves. You have to select them and attack klick on the marine. Thats why the map is called 1a2a3a.
Heres a Video about the old SC1 map
[]
Would be really great if someone of u could create this map for eu sc2 battle.net since I have no clue about creating custom maps
Since SC1, I always wanted to create a clone of Syndicate.
Actually, I even wanted to do an entire game out of it, not just a mod or a serie of maps in another game... But it needs a team, such a project can't be done alone. I wonder if there's a way to do something similar in SC2, I'm pretty sure the whole campaign stuff (cinematics, interactive 3D menus to select your mission, etc) would really help. One of the hardest part would be to create interiors, since you need to enter buildings in most missions to kill/persuade someone or steal something. And there is a lot of work in models/animations/texturing to create a cyber-punk environnement.
Anyway, I'd love to work on such a project (I already have written GDDs and all these stuffs but they're kind of outdated/obsolete if we use the SC2 engine). I'm pretty sure it's totally doable, and it would even be better if we could play it in co-op (4 players, each controlling one of the androids).
IDEA!! So its a zerg defense map thing where you are held up in some sort of building. You are being swarmed by zerg and they get more and more powerful as time goes on. You start with access only to the first floor. You can open up the next floor whenever you want, but 3/4 of the players must agree. Doing so moves everybody up to that floor and the zerg 'overrun' the bottom floor. Each floor progressively has better units available to build and better defensive positions. But there's only so many floors until you reach the roof, and then its just hold out till you die.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Hmm that might be a cool idea. I never played WOW but I'm sure you could find some good videos about the aenas...I'll look into that, especially with the new patch for WASD.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I have an idea, and may be hard to do, but I think I'm going to try it... if I can figure out how to do what I want. There was a game a long time ago called dungeon keeper (and dungeon keeper 2 as well) where each unit had it's own level and stats. You could only sort of tell your units what to do, and not precisely control them in battle. I propose to make a "Advanced" starcraft. You know those "titles" given to units after so many kills? Why not make that into a leveling system where you get 1 more attack per level, and if your marine that's got 20 kills has been healed 17 times, why not make his health higher? Pretty much it'd be an RPG with much larger number of people in your party.
Besides the rpg like stats, and few extra upgrades, it'd play the exact same as standard starcraft 2. Anyway, here are the notes I made on it:
______________
Starcraft Advanced Battle
All
Attack strength based on kills
Health based on heal (20 hp heal = +1 max hp)
Custom hero unit (Bring unit from match to match with stats intact)
Protoss
Sheild battery, heals sheilds just like SC1
Has the following 2 upgrades
shields replenish in pylon field in or out of battle
Possible Name: Advanced Shield Regeneration
(upgrade)
Regen health slowly when sheild charged in pylon field
Possible Name: Void Regeneration
(upgrade after above upgrade)
Zerg
Faster regen on health
(upgrade)
Terran
Non-mech units heal slowly (around zerg regen speed)
(upgrade)
Possible Features
Training Pit
for leveling to a certain point
only so many units in training pits
Hero builder map or something to make custom units
Unit builder map for custom made units (IE: Warzone 2100)
Maybe in game, maybe not. Depends on demand
Leveling with units out of training pit to continue past the limit
(Attack your own units. Go to far, and they kill each other)
______________
LET ME KNOW if you like or dislike the idea. If a lot of people think it's a good idea, it's worth making otherwise, it may not be worth the effort. I'm going to go ahead and start on it to see if I can figure any of it out anyway. Heck, :P Give some name suggestions for the upgrades. I'd really like to do the hero unit that follows you from level to level.
I actually started on something like that but didn't get far. You picked one of a few scenarios, for example "defend a reaper worker raid, defend MMM build, prevent expansion, etc" and then got tips displayed for the individual scenario.
Well, that sounds like that what I had in mind.
Please keep working on this.
If it becomes too much for you alone, then try and get some more people to work with you.
(If we would get some professionals like Day9 to help us out, that'd be great. :D)
I truly believe that this is the kind of map that beginners can learn from. We need something like this IMO.
I quit on a long time, partially because I simply got bored and mostly because I'm a bronze level player and seriously can not give advice to others. Most map makers can do something like this.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Michael Myers map.
Gmae Theme: Myers is tracking down ppl on the ship, survive and escape.
Game summary: 10 players, 1 Myers.
The ship is designed as a Maze with doors that can be open and closed via control stations(each door that opens, locks "other" doors).
Players all start off in different areas so team work is not an option, rather; each player can view other players on mini map and can sabotage them with collected minerals to spend for scans that allow Myers to see.
Myers runs 2x faster than normal players.
Ideas to add:
Maybe add in a 0 visibility field for players, also some kind of trigger so that when Myers is close to ppl they hear the Myers suspense theme.
How about a normal ladder map whit two players(or the number you like) playing rts style, but every team have a player controlling a hero in 3rd person, and the players who can build like a normal ladder map(rts style) give them support or otherwise he(shooter style) help your forces to a succeful attack.
Placing special buildings wich can be captured only by heroes and give bonus to the rts player will help in teamwork. When the hero die he can respawn in any ally building, if there is no ally buildings game over.
If 3rd person dont work then it will be a dota map which a thinking human building base and forces instead of boring scripted atacks.
I kind of got bored making this so i'll just pass it on to whoever wants it (its a lil messy but still workable). Basically its 3rd person map 4v4 similar to guild wars - jade quarry. You capture certain points then a collector comes and gathers minerals, and the one who gathers 2000 minerals first wins. Theres a center high yield and 4 other normal minerals. There are 6 classes to choose from, 4 which are completely completed...
Any ways just use this map as you want, or don't use it. Good luck!
Post deleted.
The betting points thing could be cool if you could somehow keep track of the points for each person with a bank file.
@kevschow: Go
Too bad...Deleted?
I've had this idea for a long time now but I lack the experience to turn it into an actual game. Whoever makes this can change things if they want (like balance issues, probably lots of them), I just want the entire infestation concept intact.
- Two teams: Terran and Zerg. Objective of the terrans is to eliminate all the zerg players and stop infestation. Objective of zerg players is to kill the terrans and spread infestation
- Based on the Outbreak mission in sc2, Zerg players spawn as infestors and need to infest nearby buildings to kill the terrans. Infestors should be naturally weak. - "Contaminate" spell from the overseer where after the 30 seconds and the goo wears off, the building is then infested and will spew infested terrans/civilians/maybe abberations. - "Burrow" for infestors so that they can move around - Standard "Neural Parasite" spell (or maybe it can be the standard attack for infestors)? - Creep tumors? - Anything else anyone feels that the infestors should have
- Terrans should be in the form of heroes (since zerg players will be controlling only 1 infestor per player) and will have their own special spells - I don't have any ideas for terran spells so feel free to suggest/put anything in
- AI controlled units = I was thinking that Terrans should spawn in the middle like in Outbreak and will have an AI controlled base where terran players can go back to retreat to. I was also thinking then that the infested terrans should be AI controlled and have them head straight for the terran base (or maybe they can group up like they do in the Outbreak mission before attacking). Sooner or later, the base will be overrun unless the terran players can kill the infestors and clear the infestation. The base itself should produce AI units to defend against the infested (should be a certain number, like 2 marauders default. 1 marauder dies, base produces one to replenish the lost one). Maybe even have a purchasing area to buy more defenders for terrans.
- Infesting buildings: To prevent terrans from just destroying buildings altogether, infested or not, have them invincible instead and they must be deinfested by a spell (maybe like a medic with restoration). Certain buildings create certain infested, barracks = infested terrans, anything else = infested civilans, Maybe the bio dome can spawn abberations. # of infected spawning can probably differ depending on what is balanced (like 1 abberation every 10 seconds while racks has 1 infested terran every 2 seconds).
- Purchasing stuff: If we give terrans ability to buy things like items and more defenders, zerg should be able to buy things like upgrades for their infested and their selves as well.
There are probably a lot of balance issues here, so feel free to change things. Again, I just want the concept intact. I doubt anyone else has this same idea since I haven't seen any custom game like this yet, but if this has already been done then can someone tell me?
I was always thinking about a Melee Trainer.
Where you can learn everything necessary to become a good Melee-player.
Ín addition it would also include a TRAINING PROGRAM.
It would feature various scenarios.
Like:
- Getting buildings/units up ASAP.
- Scouting and reading the opponent
- Worker/Larva management
- Multitasking
etc. etc.
Each training program would have different difficulty levels.
So that the training scenarios won't get neither too easy nor too difficult for beginners and advanced players alike.
And thus both sides can learn from it.
As an optional special feat, I would also like to have some special scenarios, which are only about having fun.
Like using hero units or something.
And I am sure you might be thinking: "But Blizzard already included Challenges for that purpose!"
Well, that's true. But it's mostly basic stuff.
And the more advanced stuff is Terran only.
This training program would be for ALL THREE RACES!
And it would also include professional tactics and gameplay tips, going beyond the WoL challenges.
What do you think? :)
@SadFace201: Go
I'll think about making that one myself. :) But if the zerg only control the infestors..wouldn't it get kinda boring? I mean, the infestors cant attack so they'd just kind of stay burrowed, pop up, infest, and hide. What if there were several AI bases and a main one. Each AI base provided something like extra minerals, radar, anti-air, etc..Zerg infest those and it gets harder for the terrans. But to protect them, they'd have to leave the main base with less defenses....
@SuperYoshi: Go
I actually started on something like that but didn't get far. You picked one of a few scenarios, for example "defend a reaper worker raid, defend MMM build, prevent expansion, etc" and then got tips displayed for the individual scenario.
@zeldarules28: Go
I guess so. It's a really crude idea I just came up with. I just wanted a custom game where you infest stuff as a zerg :p I mean I even forgot to factor in virophages. Maybe players control a base normally or something and zerg's goal is to plant a virophage to kill terran and terran's goal is to protect the villages where they need to plant virophages. Who knows. I just hope the concept is there. So whatever it takes to balance it, sure why not :p
I've got two ideas.
1. As complex as this may seem, I actually created a hero in an AoS style map back in WC3 that was capable of this and immediately thought an entire game could probably be based around it. Each player starts with a main hero and possibly a building for purchasing upgrades. Small enemy armies will occupy the center of the map to prevent anybody from rushing into another player's base and ending the game in 5 seconds. The heroes' abilities all involve commanding small minions (which he gets each time he gains a level) to perform tasks, fight in varying ways, etc;
The WC3 hero I made had the following abilities (just to give you an idea):
I also had other abilities...suicide bombing, squad based lunge attacks, etc, but I took them all out since they didn't fit the game. I'd also rigged it so selecting your General created selection circles around all his minions too. They would follow him around, attack enemies he was attacking, move with him, and so on. It was a great concept and really fun to play with. If somebody did something similar to that for SC2, I could see it being a blast.
2. This second one I'm actually considering doing myself, but the concepts are kind of simple atm, and I'm not sure people would be interested. Basically, it's a massive space map (no terrain) with tons of asteroids scattered throughout the map. Each user has a main base at their team's starting point (two teams). The goal is to colonize the asteroids.
Each asteroid gives varying abilities (sends attackers at enemies, defends nearby resources, or adds income) and can be scanned from afar before you colonize it, so you can tell what it does. Each team would share income/resources, etc; so teamwork would be vital to victory.
Colonizing the asteroids is done in varying ways, depending on which race you are. Protoss use a variety of colony ships, which work similarly to pylons in Melee maps. The greater the number of colony ships nearby, the more useful the asteroid becomes. Zerg must infest asteroids in order to gain full control over them and Terrans must secure them with military might.
It's all just rough ideas for now, but I'd love to hear what people think of the concept. If anybody's played my previous project (which I am still updating) called Formation Defense, you may have seen a tower type known as a Drone Hive. If you haven't played it, then picture a structure that has small units constantly patrolling it and attacking anything that comes too close. I intend to incorporate something like that into the defensive asteroids.
Like I said, I'd be interested in making it if a) somebody would add attachment points to asteroid models for me (they're already in the editor, minus the attachment points) and b) if I knew there was interest, so if you read this, let me know what you think.
Hi!
Does anyone know the Starcraft 1 Map 1a2a3a? Its a map to train ur APM. You get 3 canons and attack the marines that are passing by, but the canons don't attack by themselves. You have to select them and attack klick on the marine. Thats why the map is called 1a2a3a.
Heres a Video about the old SC1 map []
Would be really great if someone of u could create this map for eu sc2 battle.net since I have no clue about creating custom maps
I'm just thinking 'bout...
STARCRAFT 2 BOARD ROLE PLAYING GAME!!!(like DnD or whatever)
The best will be to implement most mechanics from D20, or don't implement them.
Obviously there will be main class, statistics(like Constitution, Strength, Etcetera).
1st: welcome to sc2mapster (both of oyu guys), I see it's your 1st post.
2nd: I actually thought about a board game for sc2...It might be fun to play :) And no I never heard of 1a2a3a, I'll check it out.
[PLEASE DO NOT STEAL, THANK YOU!]
Since SC1, I always wanted to create a clone of Syndicate.
Actually, I even wanted to do an entire game out of it, not just a mod or a serie of maps in another game... But it needs a team, such a project can't be done alone. I wonder if there's a way to do something similar in SC2, I'm pretty sure the whole campaign stuff (cinematics, interactive 3D menus to select your mission, etc) would really help. One of the hardest part would be to create interiors, since you need to enter buildings in most missions to kill/persuade someone or steal something. And there is a lot of work in models/animations/texturing to create a cyber-punk environnement.
Anyway, I'd love to work on such a project (I already have written GDDs and all these stuffs but they're kind of outdated/obsolete if we use the SC2 engine). I'm pretty sure it's totally doable, and it would even be better if we could play it in co-op (4 players, each controlling one of the androids).
[DO NOT STEAL]
IDEA!! So its a zerg defense map thing where you are held up in some sort of building. You are being swarmed by zerg and they get more and more powerful as time goes on. You start with access only to the first floor. You can open up the next floor whenever you want, but 3/4 of the players must agree. Doing so moves everybody up to that floor and the zerg 'overrun' the bottom floor. Each floor progressively has better units available to build and better defensive positions. But there's only so many floors until you reach the roof, and then its just hold out till you die.
WoW arena in sc2
Hmm that might be a cool idea. I never played WOW but I'm sure you could find some good videos about the aenas...I'll look into that, especially with the new patch for WASD.
[PLEASE DO NOT STEAL, THANK YOU!]
I have an idea, and may be hard to do, but I think I'm going to try it... if I can figure out how to do what I want. There was a game a long time ago called dungeon keeper (and dungeon keeper 2 as well) where each unit had it's own level and stats. You could only sort of tell your units what to do, and not precisely control them in battle. I propose to make a "Advanced" starcraft. You know those "titles" given to units after so many kills? Why not make that into a leveling system where you get 1 more attack per level, and if your marine that's got 20 kills has been healed 17 times, why not make his health higher? Pretty much it'd be an RPG with much larger number of people in your party.
Besides the rpg like stats, and few extra upgrades, it'd play the exact same as standard starcraft 2. Anyway, here are the notes I made on it:
______________
Starcraft Advanced Battle
All
Protoss
Zerg
Terran
Possible Features
______________
LET ME KNOW if you like or dislike the idea. If a lot of people think it's a good idea, it's worth making otherwise, it may not be worth the effort. I'm going to go ahead and start on it to see if I can figure any of it out anyway. Heck, :P Give some name suggestions for the upgrades. I'd really like to do the hero unit that follows you from level to level.
Well, that sounds like that what I had in mind.
Please keep working on this.
If it becomes too much for you alone, then try and get some more people to work with you.
(If we would get some professionals like Day9 to help us out, that'd be great. :D)
I truly believe that this is the kind of map that beginners can learn from. We need something like this IMO.
Keep up the good work. :)
I quit on a long time, partially because I simply got bored and mostly because I'm a bronze level player and seriously can not give advice to others. Most map makers can do something like this.
Alright, ideas:
Michael Myers map. Gmae Theme: Myers is tracking down ppl on the ship, survive and escape. Game summary: 10 players, 1 Myers. The ship is designed as a Maze with doors that can be open and closed via control stations(each door that opens, locks "other" doors). Players all start off in different areas so team work is not an option, rather; each player can view other players on mini map and can sabotage them with collected minerals to spend for scans that allow Myers to see. Myers runs 2x faster than normal players.
Ideas to add: Maybe add in a 0 visibility field for players, also some kind of trigger so that when Myers is close to ppl they hear the Myers suspense theme.
I dont know if someone already say it.
How about a normal ladder map whit two players(or the number you like) playing rts style, but every team have a player controlling a hero in 3rd person, and the players who can build like a normal ladder map(rts style) give them support or otherwise he(shooter style) help your forces to a succeful attack.
Placing special buildings wich can be captured only by heroes and give bonus to the rts player will help in teamwork. When the hero die he can respawn in any ally building, if there is no ally buildings game over.
If 3rd person dont work then it will be a dota map which a thinking human building base and forces instead of boring scripted atacks.
I kind of got bored making this so i'll just pass it on to whoever wants it (its a lil messy but still workable). Basically its 3rd person map 4v4 similar to guild wars - jade quarry. You capture certain points then a collector comes and gathers minerals, and the one who gathers 2000 minerals first wins. Theres a center high yield and 4 other normal minerals. There are 6 classes to choose from, 4 which are completely completed... Any ways just use this map as you want, or don't use it. Good luck!