Ok, I have noticed that a huge amounts of maps on the internet are tower defense maps, nexus wars maps, or DoTA. Sure, they all have a few twists, but we need some unique, varied maps. I started this thread to try and overcome this. What I am hoping for is this:
Basically, we all post creative ideas that could be used for UNIQUE maps that would be fun. For example "what about a map where you control a hero and you have to ...." Even if you want to make the map yourself, go ahead and post it just to give some ideas to others. If you want your idea not to used by by others, please add [DO NOT STEAL] at the top of your post. IF we all contribute ideas to the same area, I'm sure we can get some good map ideas and have some new and fun maps out on battle bet. Thanks!
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Feel free to Send me a PM if you have any questions/concerns!
To get it started, I have an idea for anybody who is willing to develop it.
Prepare for wall o' text.
Its a 5v5 match. Team A controls a large fortress at the top of the map. I mean large as in "half the map" kind of large. The fortress has several structures inside of it the players need to make use of. Team B tries to assault that fortress and take out the command center in the very center. The base has lots of weak spots that Team A will need to defend. For example, the perimeter gate has a tough energy shield and turrets guarding it. Team B COULD try to take it out with brute force, or they could take a more sneaky route and attack the outer generators to disable the shields for the door and de-activate the turrets. Now, if you are ok with the player controling some units other than the hero, then heres what else you could do. There are several key structures inside the base that, over time, spawn units for each player. Like, there is a barracks that every 20 seconds creates a marine for each player on Team A. Now, team B can destroy this structure to make it harder for Team A. Or there is a healing machine that team B can take out, forcing Team A to heal at a machine farther back from the fight, delaying them. If you want, you could have Team B spawn minions over time (like Dota) that were NOT player controlled. These minions would be relatively weak, but since there are many of them Team A must micro its more powerful units and heroes to hold off the assault. Team A wins if they can hold the fort for X amount of minutes. Team B wins if they destroy the command center before X minutes.
So, like I said, anybody is free to use this idea but I wouldn't mind my name in the map. Anyway, anybody else have ideas to give?
Totally agree that we need more maps than the usual TD's and what not. But even if we do come up with ideas they will never be played properly until blizzard removes the popularity crap. Or at least don't use it as their main way of sorting. Because TD's are popular and will continue to be and you will just find the 50 first pages full of TD's.
But even so if I do think of any ideas that I don't really want to tackle my self I will post it here.
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Any sufficiently advanced technology is indistinguishable from magic.
Great! And even if you are making a map, feel free to post it here and just make it clear you don't want anybody stealing the idea. At least it will give us some ideas. =]
One good thing- blizzard reset popularity so we should have some fresh maps to play.
Well, it's not exactly unique or original, but just to throw it out there...
I'm still waiting for a DOTA-like map where one player has the possibility of playing a building. There used to be such a map in Warcraft 3; it was a pretty normal AoS from all points of view, except for one player, who commanded the main building of his side. This building had the ability to teleport heroes around, spawn small attack waves, and more stuff like that. Thus it allowed you to take a really supportive backseat and assist your team's heroes who were doing the actual fighting on the front lines.
[do not steal, but will take help from people / assemble a team]
Okay, so I've just finished mapping out a medium to large sized urban map. Now I'm just kicking some ideas around and need help with triggers (used to map in WC3 so I kinda know what I'm doing) anyway... I want to have each player to start with a squad of units (non-hero, I personally don't like heros) scattered around the map, so one squad (player1) would start with their units in one section of the city, another player in a different section... anyway maybe up to like 4-5 players for now. I want to start the map with a counter maybe up to 10ish minutes where they have time to fight their way to each other through some pretty weak waves of zerglings. after the 10 minutes some drop ships will arrive to a landing pad and the players will be able to build some kind of defenses but to get resources they have to make runs to the junkyard for vespene gas and minerals can be generated as a bounty for bigger zergs being killed or maybe civs escorted to a drop zone. maybe a convoy the players have to escort.
So I'm just looking for suggestions on how to best do this kind of map, maybe get a small team of people together for it :)
Nice idea! So its sort of just survive by going around and scavenging resources and building up a base with your allies... Perhaps you could add some abandoned structures that the players could repair, and then once the repairs were done, use that building to produce more troops. Thanks for posting!
Not really ideas but I do miss a certain map from warcraft 3 but I can't think of the name :(
You started of as a peasant and you had to go somewhere in the map and build your base and then at night you would have to fend of the wolfs or whatever it was.
Was thinking of making a map like that not necessarily exactly like that but a map where day and night time has different meanings. I always did like the concept of that map. I will probably be wrapping my head around a good concept for a map like that for the time being.
Other ideas I had where pretty much based around the players executing a heist and there would be various ways of doing it. The obstacles you would have to pass would probably be auto generated and the type of heist would be as well. But this would most likely be a real challenge to make entertaining in the long run.
When I say auto generated I might actually be thinking more of randomly selecting various things from different lists so you would have a different experience every time. Also might be hard to pull off in a good way.
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Any sufficiently advanced technology is indistinguishable from magic.
No actually it was Vampire vs Human once I remembered that it was vampires not wolves it was easy to find.
And I could help you out with your testing as well but it kinda depends whether or not you're in the EU region since I am. But even if not I could still test it but seems less fun :(
Rollback Post to RevisionRollBack
Any sufficiently advanced technology is indistinguishable from magic.
Actually i think its the Werewolf Transylvania game, probably pretty close to the thing u said so i guess it could of been either...
On the topic of map ideas
i think it would be really cool to have a post apocalyptic world(most everything is deserted) and players would be have gather supplies and could be combine supplies to make different things. Examples: matches + wood = fire which can be used to cook food, get warm and provide light. Stone + stick = spear.....But many many different things to combine to create things. After a few day night cycles maybe 5 mins long each( so at about 10 mins in) a attack waves of other survivors that want your stuff will come and defend with the things you have created.
idk was think about doing something like this but too big of a project for one person
I was never really into the post apocalyptic kind of map like you described. I prefer mutliplayer maps. But yes, I was thinking of doing a map with night/day zombie defense, but its been done before, so....yeah. I had an idea for a melee map (or scenario, whatever) that was like that campaign map with rising/lowering water. IT would randomly rise and kill all units on low ground, but not structures. You would get a 30 second heads up, but again, its random, so you never know when to expect it.
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Feel free to Send me a PM if you have any questions/concerns!
All major terrain is done (minor tweaks here and there)
Waves of zerglings set up
Opening briefing message done
10 minute timer ready
::Need::
A good name for the map and some ideas.
::Story / Ideas so far::
3 squads are scattered through out the city and have 10 minutes to regroup while fighting weak waves of zerglings, than make their way to a landing pad in the city. Once the 10 second counter expires a few transport ships land and drop off each player an SCV and a few more marines. The first mission is issued from command.
::mission 1::
Team makes their way to the junkyard to collect some scrap metal to repair ....something maybe like a vespene gas factory and the team starts to generate vespene gas. next mission is issued and more units land at the landing pad.
::mission 2::
Team make their way to bubbahs gas station or something to gather more ammunition or something and make their way back to the base wherever the team decided to set up
::mission 3::
Team brace their defenses for the first big few waves of zerg... for like 10-15 minutes
::mission 4::
1 or 2 squads repair and defend the outpost while someone goes to get more supplies and vehicles
::mission 5::
bigger wave (airunits?)
::mission 6::
kill a few hives here and there
::final mission::
Survive for 20 minutes, a huge army comes kills everything and u get a victory screen :)
OR evac never shows up and u survive as long as u can
the idea behind these missions is that the city gets worse and worse and more corrupted until hell breaks loose on ur little outpost on a rooftop.
[Please don't copy/I'm would like some help on it though]
I've been trying to put together a card game. Not like cardcraft, although that is a fun game, but a similar user interface. Well to the mechanics of the game.
-It's turn based
-There are nine fields to play cards on
-Draw a card every turn and gain one mana(possibly make minerals or food or gas)
-Each card has a HP, Attack, direction of attack, and mana cost(summoning cost)
-when a card attacks it changes to a cinematic battle on the field of whoever is receiving the attack, so if he is on a water field it's a water zone even if the attacker is on a fire zone
-Protoss gain benefits from forest zone, terran from desert, zerg from fire, that leaves water. I'm thinking of creating a bunch of units over time
-also opposites have drawbacks, so zerg hurt from water, terran from forest, and protoss from desert and again whatever these water cards will be hurt on fire.
-there is one other field zone that gives no benefit, which is machine(I'm thinking of going space platform like, or xel naga)
-objective of the game is to control 5 spaces( have your card on 5 different spaces)
-cards that are on the field can be told to attack at the cost of mana(mineral/food/gas)
-there are spells that can heal, increase attack, hurt the enemy cards, draw card, etc.
-one thing I will make sure stays out is the fact that the victory will be obtained at the end of the turn when the player puts the 5th card on the field(too many times have I played with that person's card should have been destroyed but instead it doesn't go to the part where it should get destroyed)
-hope this isn't too complicated, I probably missed a lot in description of the map itself but that's the game mechanics basically
This is basically Eye of Judgement and since the online is going down for it I was thinking of making a tribute to it.
The biggest thing stopping me from progressing is not knowing how to make a good UI. The cardcraft one has my mind blown. I'm sure if I play around with it more I'll find out how to make something similar.
Hey folks,
I'm currently building something a tad similar to Molotovsoda but with afew major differences.
Similar to the old "Night of the Living Dead" maps in WC3, you are in control of one unit which you choose to defend against the zerg infested inhabitants of Hive City 617. A multi-layered city hit with the hyperevolutionary virus of the Zerg, all lower levels have been infested taking the lives of it's several-million population with it. You are the remnants of the security forces who have evaded infestation and managed to gain access to the top level of the city. It is here you await evacuation, fighting off the horrors that rise from the depths of the Hive City and possibly, should you have balls of steel - Rescue any survivors that may pull themselves out.
So, the gameplay is pretty much survival, with random inteval quests thrown in such as: Rescue civilians, blow up structures, you get the idea.
The classes are Marine, Medic, Engineer, Operative, Pyrotechnician or Sniper. Each class obviously having its pro's and con's to deal with the job. It will be a 10-player map, 9(or 10 if they want) of the players on the ground as their chosen troops and the last player taking control of "Overwatch Command".
Marine game-play is played through a WASD control, Top down camera. Each class requiring ammunition for their weapons which must either be picked up from areas or manufactured on-the-fly by an Engineer class using scrap metal, which in a cesspit of a hive city there is quite an abundance of.
Though as with all survival maps, the players are thrust into solitude for the first part of the game and must find their teammates and a suitable place to defend. Which is where "Overwatch Command" comes into play. 'OC' as I'll refer it to here because I don't want to be typing it out every few lines, will play more as a typical RTS, as if somebody looking through a satellite or security cameras. They will be able to provide on-the-move support to players in the form of ammo drops, gunship call-ins, ground support, hidden turrets, and pretty much anything that goes bang, boom, and more. It'll be more of a supporting player than a direct "In the action" sort... Though the OC player will be able to call in weaker ground troops, be it civilians armed with batons and molotovs or local security with pistols but obviously these are prone to infestation. Either way, the terrain is around 60% done, and triggers are about 25%. Progress is being made daily at least.
Welcome to Hive City 617 or the top level of it at least.
What about a micro map where there is 2 teams of 3 or ffa. Using a turn based system users will choose their group of units which they want. Example of a group being 4 marines 2 marauraders or something like that(stronger the unit the less you get of them). Once everyone has chose their group, big battle! First to 5 wins.
Idk sounds interesting or instead of groups of units to choose from have a specific amount of gas / minerals to spend on whatever units you want maybe have 30 seconds to pick. Option of being able to see other teams units or not.
Tell me what you think of this is idea... maybe ill try to make something like this
I remember this map for WC3 that was somewhat popular for awhile called Archer Wars if I recall correctly. Each player started with an archer that had the ability 'shoot arrow'. The arrow wasn't a regular attack though and acted more like a fireball spell cuz it would fire off in whatever direction you shot regardless of whether there was a target. It was a one shot one kill deal but it was very fun and using the terrain and tricky slopes was part of the strategy to take down the other archers. There were powerups you could buy too that made you run faster and such as well and the first team to 50 kills won. That is certainly a map I would love to see recreated in SC2.
Well, it's not exactly unique or original, but just to throw it out there...
I'm still waiting for a DOTA-like map where one player has the possibility of playing a building. There used to be such a map in Warcraft 3; it was a pretty normal AoS from all points of view, except for one player, who commanded the main building of his side. This building had the ability to teleport heroes around, spawn small attack waves, and more stuff like that. Thus it allowed you to take a really supportive backseat and assist your team's heroes who were doing the actual fighting on the front lines.
I had an idea like that a while ago. It was a TPS 6v6 with one person on each side being a "Commander" who approved calldowns as well as commanded either a large Battlecruiser that they moved around and you had to take it out to win the game.
Anyways, right now I'm working on the singleplayer version of my map "The Desert Station" which is an RPG map with a social/mingame twist. There will also be a multiplayer version (might or might not be part of the same map) which will use minigames like Uther Party (but you will be able to use money to spend on stuff and there might or might not be a storyline for the multiplayer version). It can be found here.
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Ok, I have noticed that a huge amounts of maps on the internet are tower defense maps, nexus wars maps, or DoTA. Sure, they all have a few twists, but we need some unique, varied maps. I started this thread to try and overcome this. What I am hoping for is this:
Basically, we all post creative ideas that could be used for UNIQUE maps that would be fun. For example "what about a map where you control a hero and you have to ...." Even if you want to make the map yourself, go ahead and post it just to give some ideas to others. If you want your idea not to used by by others, please add [DO NOT STEAL] at the top of your post. IF we all contribute ideas to the same area, I'm sure we can get some good map ideas and have some new and fun maps out on battle bet. Thanks!
To get it started, I have an idea for anybody who is willing to develop it. Prepare for wall o' text.
Its a 5v5 match. Team A controls a large fortress at the top of the map. I mean large as in "half the map" kind of large. The fortress has several structures inside of it the players need to make use of. Team B tries to assault that fortress and take out the command center in the very center. The base has lots of weak spots that Team A will need to defend. For example, the perimeter gate has a tough energy shield and turrets guarding it. Team B COULD try to take it out with brute force, or they could take a more sneaky route and attack the outer generators to disable the shields for the door and de-activate the turrets. Now, if you are ok with the player controling some units other than the hero, then heres what else you could do. There are several key structures inside the base that, over time, spawn units for each player. Like, there is a barracks that every 20 seconds creates a marine for each player on Team A. Now, team B can destroy this structure to make it harder for Team A. Or there is a healing machine that team B can take out, forcing Team A to heal at a machine farther back from the fight, delaying them. If you want, you could have Team B spawn minions over time (like Dota) that were NOT player controlled. These minions would be relatively weak, but since there are many of them Team A must micro its more powerful units and heroes to hold off the assault. Team A wins if they can hold the fort for X amount of minutes. Team B wins if they destroy the command center before X minutes.
So, like I said, anybody is free to use this idea but I wouldn't mind my name in the map. Anyway, anybody else have ideas to give?
anybody....? we really need some games other than tower defense....
@zeldarules28: Go
Totally agree that we need more maps than the usual TD's and what not. But even if we do come up with ideas they will never be played properly until blizzard removes the popularity crap. Or at least don't use it as their main way of sorting. Because TD's are popular and will continue to be and you will just find the 50 first pages full of TD's.
But even so if I do think of any ideas that I don't really want to tackle my self I will post it here.
Great! And even if you are making a map, feel free to post it here and just make it clear you don't want anybody stealing the idea. At least it will give us some ideas. =] One good thing- blizzard reset popularity so we should have some fresh maps to play.
Well, it's not exactly unique or original, but just to throw it out there...
I'm still waiting for a DOTA-like map where one player has the possibility of playing a building. There used to be such a map in Warcraft 3; it was a pretty normal AoS from all points of view, except for one player, who commanded the main building of his side. This building had the ability to teleport heroes around, spawn small attack waves, and more stuff like that. Thus it allowed you to take a really supportive backseat and assist your team's heroes who were doing the actual fighting on the front lines.
[do not steal, but will take help from people / assemble a team]
Okay, so I've just finished mapping out a medium to large sized urban map. Now I'm just kicking some ideas around and need help with triggers (used to map in WC3 so I kinda know what I'm doing) anyway... I want to have each player to start with a squad of units (non-hero, I personally don't like heros) scattered around the map, so one squad (player1) would start with their units in one section of the city, another player in a different section... anyway maybe up to like 4-5 players for now. I want to start the map with a counter maybe up to 10ish minutes where they have time to fight their way to each other through some pretty weak waves of zerglings. after the 10 minutes some drop ships will arrive to a landing pad and the players will be able to build some kind of defenses but to get resources they have to make runs to the junkyard for vespene gas and minerals can be generated as a bounty for bigger zergs being killed or maybe civs escorted to a drop zone. maybe a convoy the players have to escort.
So I'm just looking for suggestions on how to best do this kind of map, maybe get a small team of people together for it :)
Nice idea! So its sort of just survive by going around and scavenging resources and building up a base with your allies... Perhaps you could add some abandoned structures that the players could repair, and then once the repairs were done, use that building to produce more troops. Thanks for posting!
Not really ideas but I do miss a certain map from warcraft 3 but I can't think of the name :( You started of as a peasant and you had to go somewhere in the map and build your base and then at night you would have to fend of the wolfs or whatever it was.
Was thinking of making a map like that not necessarily exactly like that but a map where day and night time has different meanings. I always did like the concept of that map. I will probably be wrapping my head around a good concept for a map like that for the time being.
Other ideas I had where pretty much based around the players executing a heist and there would be various ways of doing it. The obstacles you would have to pass would probably be auto generated and the type of heist would be as well. But this would most likely be a real challenge to make entertaining in the long run.
When I say auto generated I might actually be thinking more of randomly selecting various things from different lists so you would have a different experience every time. Also might be hard to pull off in a good way.
@Luxocracy: Go
the map for warcraft ur talking about is dark deeds 5 or something like that or like farmer of t-something vally
the heist idea sounds f-ing sick tho. reminds me of like that hostage crisis map :D
@molotovsoda: Go
No actually it was Vampire vs Human once I remembered that it was vampires not wolves it was easy to find.
And I could help you out with your testing as well but it kinda depends whether or not you're in the EU region since I am. But even if not I could still test it but seems less fun :(
@Luxocracy: Go
Actually i think its the Werewolf Transylvania game, probably pretty close to the thing u said so i guess it could of been either...
On the topic of map ideas
i think it would be really cool to have a post apocalyptic world(most everything is deserted) and players would be have gather supplies and could be combine supplies to make different things. Examples: matches + wood = fire which can be used to cook food, get warm and provide light. Stone + stick = spear.....But many many different things to combine to create things. After a few day night cycles maybe 5 mins long each( so at about 10 mins in) a attack waves of other survivors that want your stuff will come and defend with the things you have created.
idk was think about doing something like this but too big of a project for one person
I was never really into the post apocalyptic kind of map like you described. I prefer mutliplayer maps. But yes, I was thinking of doing a map with night/day zombie defense, but its been done before, so....yeah. I had an idea for a melee map (or scenario, whatever) that was like that campaign map with rising/lowering water. IT would randomly rise and kill all units on low ground, but not structures. You would get a 30 second heads up, but again, its random, so you never know when to expect it.
::Project update::
::Need:: A good name for the map and some ideas.
::Story / Ideas so far:: 3 squads are scattered through out the city and have 10 minutes to regroup while fighting weak waves of zerglings, than make their way to a landing pad in the city. Once the 10 second counter expires a few transport ships land and drop off each player an SCV and a few more marines. The first mission is issued from command. ::mission 1::
::mission 2::
::mission 3::
::mission 4::
::mission 5::
::mission 6:: kill a few hives here and there
::final mission::
the idea behind these missions is that the city gets worse and worse and more corrupted until hell breaks loose on ur little outpost on a rooftop.
[Please don't copy/I'm would like some help on it though]
I've been trying to put together a card game. Not like cardcraft, although that is a fun game, but a similar user interface. Well to the mechanics of the game.
-It's turn based
-There are nine fields to play cards on
-Draw a card every turn and gain one mana(possibly make minerals or food or gas)
-Each card has a HP, Attack, direction of attack, and mana cost(summoning cost)
-when a card attacks it changes to a cinematic battle on the field of whoever is receiving the attack, so if he is on a water field it's a water zone even if the attacker is on a fire zone
-Protoss gain benefits from forest zone, terran from desert, zerg from fire, that leaves water. I'm thinking of creating a bunch of units over time
-also opposites have drawbacks, so zerg hurt from water, terran from forest, and protoss from desert and again whatever these water cards will be hurt on fire.
-there is one other field zone that gives no benefit, which is machine(I'm thinking of going space platform like, or xel naga)
-objective of the game is to control 5 spaces( have your card on 5 different spaces)
-cards that are on the field can be told to attack at the cost of mana(mineral/food/gas)
-there are spells that can heal, increase attack, hurt the enemy cards, draw card, etc.
-one thing I will make sure stays out is the fact that the victory will be obtained at the end of the turn when the player puts the 5th card on the field(too many times have I played with that person's card should have been destroyed but instead it doesn't go to the part where it should get destroyed)
-hope this isn't too complicated, I probably missed a lot in description of the map itself but that's the game mechanics basically
This is basically Eye of Judgement and since the online is going down for it I was thinking of making a tribute to it.
The biggest thing stopping me from progressing is not knowing how to make a good UI. The cardcraft one has my mind blown. I'm sure if I play around with it more I'll find out how to make something similar.
Hey folks, I'm currently building something a tad similar to Molotovsoda but with afew major differences. Similar to the old "Night of the Living Dead" maps in WC3, you are in control of one unit which you choose to defend against the zerg infested inhabitants of Hive City 617. A multi-layered city hit with the hyperevolutionary virus of the Zerg, all lower levels have been infested taking the lives of it's several-million population with it. You are the remnants of the security forces who have evaded infestation and managed to gain access to the top level of the city. It is here you await evacuation, fighting off the horrors that rise from the depths of the Hive City and possibly, should you have balls of steel - Rescue any survivors that may pull themselves out.
So, the gameplay is pretty much survival, with random inteval quests thrown in such as: Rescue civilians, blow up structures, you get the idea.
The classes are Marine, Medic, Engineer, Operative, Pyrotechnician or Sniper. Each class obviously having its pro's and con's to deal with the job. It will be a 10-player map, 9(or 10 if they want) of the players on the ground as their chosen troops and the last player taking control of "Overwatch Command".
Marine game-play is played through a WASD control, Top down camera. Each class requiring ammunition for their weapons which must either be picked up from areas or manufactured on-the-fly by an Engineer class using scrap metal, which in a cesspit of a hive city there is quite an abundance of.
Though as with all survival maps, the players are thrust into solitude for the first part of the game and must find their teammates and a suitable place to defend. Which is where "Overwatch Command" comes into play. 'OC' as I'll refer it to here because I don't want to be typing it out every few lines, will play more as a typical RTS, as if somebody looking through a satellite or security cameras. They will be able to provide on-the-move support to players in the form of ammo drops, gunship call-ins, ground support, hidden turrets, and pretty much anything that goes bang, boom, and more. It'll be more of a supporting player than a direct "In the action" sort... Though the OC player will be able to call in weaker ground troops, be it civilians armed with batons and molotovs or local security with pistols but obviously these are prone to infestation. Either way, the terrain is around 60% done, and triggers are about 25%. Progress is being made daily at least.
Welcome to Hive City 617 or the top level of it at least.
In-Game
Looks pretty good. Specially with these nice crispy fire death animations :)
Always happy to see more zombie maps.
What about a micro map where there is 2 teams of 3 or ffa. Using a turn based system users will choose their group of units which they want. Example of a group being 4 marines 2 marauraders or something like that(stronger the unit the less you get of them). Once everyone has chose their group, big battle! First to 5 wins.
Idk sounds interesting or instead of groups of units to choose from have a specific amount of gas / minerals to spend on whatever units you want maybe have 30 seconds to pick. Option of being able to see other teams units or not.
Tell me what you think of this is idea... maybe ill try to make something like this
I remember this map for WC3 that was somewhat popular for awhile called Archer Wars if I recall correctly. Each player started with an archer that had the ability 'shoot arrow'. The arrow wasn't a regular attack though and acted more like a fireball spell cuz it would fire off in whatever direction you shot regardless of whether there was a target. It was a one shot one kill deal but it was very fun and using the terrain and tricky slopes was part of the strategy to take down the other archers. There were powerups you could buy too that made you run faster and such as well and the first team to 50 kills won. That is certainly a map I would love to see recreated in SC2.
I had an idea like that a while ago. It was a TPS 6v6 with one person on each side being a "Commander" who approved calldowns as well as commanded either a large Battlecruiser that they moved around and you had to take it out to win the game.
Anyways, right now I'm working on the singleplayer version of my map "The Desert Station" which is an RPG map with a social/mingame twist. There will also be a multiplayer version (might or might not be part of the same map) which will use minigames like Uther Party (but you will be able to use money to spend on stuff and there might or might not be a storyline for the multiplayer version). It can be found here.