I was thinking of some kind of GTA-inspired map. WHEELS OF LIBERTY? GRAND CRAFT AUTO? Basically, you pick a vehicle from a junkyard and start roaming the map doing various missions. In multiplayer you have to be the first that earns enough money (crystals) to buy a ticket for a Hercules ship. And the ship leaves X minutes after the start of the game so you must be fast and ruthless. And you loose gas every second so you have to visit gas stations and spend cash to refuel. It's a pretty rough idea, but with enough work it could be done. Maybe 3 vehicle types, each with different speed, cargo space, weapons and health. Taxi missions for time scattered around the map, some law missions where you drive trough streets with infested zombies and the ability to attack other players and if you blow up their ship you steal some of their resources and they have to respawn back at the junkyard? And if that's not enough, maybe some kind of garage where you can buy upgrades for your car? And some scripted traffic (That just moves from region to region, creating the illusion of busy streets).
I'm not crazy enough to try this, because it's a lot of work, but I'm sure it can be done.
[DO NOT STEAL]
Zombies ate my neighbor style map. if anyone remembers its a snes game that was pretty fun imo... if anyone thinks its a good idea message me i need someone whos good at pickups ie. the weps they had on original game sodas, watergun(for dual watergun action), bazooka, the cross, the chainsaw i think is out of question but who knows. im going to start working on the map tonight, im going for locked camera and wasd movement. it will have multiple levels and even boss levels. and a highscore system that you can save, i plan on importing some different models not sure what though yet. like i said anyone interested or just want to give me some more ideas message me.. im also working on a diablo style map, its going to take alot of work though if anyone wants to helpout on that ill be more than happy to have you.
Just modify a melee map so that only one player in the team starts with the initial building + workers and all allies share control of buildings, units and a common pool of resources.
@nestorneto: Go
Could make a MarioKart remake for sc2 too, its a pretty simple game wich could get popular ...
I wanted to do a mariokart game for sc2 but actualy it sucks to make a multiplayer game if you might never be able to play it with somebody..
Blizzard made a big mistake by changing the way a map is published, sc1 method was the best... i wish they could put it back like sc1
but it i know its not gonna happen so soon.
I have been wanting to creating a few games but do not have the ability to do so yet. At the risk of people stealing my ideas I want to toss some ideas out there to see if anyone is willing to help me develop something:
Ring of Fire -
Free For All map with a twist. Take your standard circular FFA map and add the following rules. You are allied with the two players next to you. If one should die, the player that was next to him is now your ally. Game continues until there are 3 players left. Alternate game mode; Reversed rules, you are allied with everyone EXCEPT the 2 players to your left and right. Game continues until there is 1 player.
Mecha Wars -
A First Person View, altered hud game using the Goliath, and over 20 variants of mechanical units, in a team game against other players in a fully destructible town.
V-Tec Painball -
Reviving the popular SC1 game as a new variant. A Third Person View paintball game using a strong fog of war obstacle course in order to secure the flag of the opposing team using a Rock Paper Scissors approach to challenge your enemy.
Psyops -
Single unit Hero characters such as the Dark Templar, Ghost and up to 10 other customized stealth classes used in a team game to take down a mission using each person's special abilities, to solve each obstacle, to secure victory.
Savage Craft -
You play as a basic unit in an Third Person View battle between two AI players in this 5 vs. 5 game. You are no longer giving the orders, but are helping build and expand your overlord’s base, joining friends in a reaper rush, or sitting in your siege tank, blasting them to bits. You upgrade your units as they become available in the effort to destroy your enemies’ base.
World of Starcraft -
Third person Hero game with the leveling and gearing system of WOW (or is that D2 >.<; ) were you group up for simple leveling until you for your 10 man party to take on dungeons.
The Lost Marines -
A puzzle and maze game that uses the strengths of each of the hero classes to advance several stages.
The fall of the Ghost -
RPG style FPS were you play up to 6 variants of a Ghost, left on a zerg infested world. Locate the other players and take on the swarm. Watch out though, One of the players is the infested Ghost who will try to kill the others when they are alone, sabotage the mission, or stop the others however possible. Victory is met when the infested one is found out and killed, the objective is met, or the infested one is the last one alive. Ghost have their normal attack, cloak, and two special class abilities(sniper, mine, frag, scout, heal, stim, shield, hide) Ability of the infested are to decloak target, back stab kill if target is alone, drain energy aura(toggle), Silenced Shot (3 shots that can kill if target is below 50%) and high resistant to zerg damage.
[DO NOT STEAL] Zombies ate my neighbor style map. if anyone remembers its a snes game that was pretty fun imo... if anyone thinks its a good idea message me i need someone whos good at pickups ie. the weps they had on original game sodas, watergun(for dual watergun action), bazooka, the cross, the chainsaw i think is out of question but who knows. im going to start working on the map tonight, im going for locked camera and wasd movement. it will have multiple levels and even boss levels. and a highscore system that you can save, i plan on importing some different models not sure what though yet. like i said anyone interested or just want to give me some more ideas message me.. im also working on a diablo style map, its going to take alot of work though if anyone wants to helpout on that ill be more than happy to have you.
I wanted to make something like that when Wc3 was popular, never got to it.
Now this ideas is great but WASD, has delay over bnet.
Actually we're two guys and I'm glad that there are actually a few people who are interested in non-standard gameplay design concepts. Too bad that most maps with non-DotA or non-TD gameplay are ignored by the mass, maybe because they are not mainstream enough (and the popularity system isn't helping either). It's really hard to develop an innovative concept *and* find people who want to play it - I guess that's why there are so many TD and DotA maps out there. Anyways, some of the ideas in this thread are quite cool and I'd like to see them get developed.
Im thinking of making a post apocalyptic town vs town kind of game, where it'll be 4v4 and each player will fulfill different roles for their post apocalyptic city so for instance:
player 1: mayor, controls the population builds buildings, manages income, gives money to the general (simcity kind of role)
player 2 & 3: scavengers, they go into the destroyed town(s) and collect supplies for player one to construct buildings with. the scavengers will be poor in combat vs large numbers of enemies but could easily take out wondering soldiers
player 4: general, he would start out by being able to mass small amounts of weak units such as civilians with molotov cocktails or something and would get money from the mayor to construct higher class buildings in order to destroy the competing town
as far as this project goes, I think I will just terrain it up and leave the rest as open source if anyone would want to put in the triggers, the unit editing and whatever else that would go into a map like this.
Was just playing my PS3 and those games gave me some ideas. Sure they aren't original but they are compared to all the TDs and simple maps we get.
CTF
-each team has the other team's flag, so red has blue and blue has red
-flags are one unit, not a player
-buildings drop pickups that transform the useless stone zealot(scaled down to size) into another unit
-zealot(melee), stalker(range), high templar(spells), sentry(healer), probe(resource collector)
-buildings are scattered throughout the map, resources are turned into any building owned by the team, so capturing towers are useful
-buildings can be upgraded to give stronger classes(high templar gets more spells, sentry can steal health, probe becomes slightly more offensive, etc)
-you can create a warp gate that will warp you somewhere on the map, usually close to enemy base, usable by both sides(quick escape with flag)
-whoever holds both flags win, after your flag is returned you have a 20 second delay before victory, they get a change to steal it back
-5v5 AI could be added to make it seem like more players are in, otherwise it gets boring with a few
[DON'T STEAL]
Dark style RPG (idea from Demon's Souls)
-greatest RPG ever made
-start off as some wimp unit and you get killed by the final boss right off the bat
-you're brought back to find you are trapped in this gateway
-you can teleport to one of the 5(possibly 4) regions through use of the pylons
-You kill some units gain their soul worth
-Souls are used to buy items in the gateway, level up, and buy transformations
-instead of implementing weapons systems you collect the actual soul and can sell it or go to the Soul Infuser
-he will infuse the soul of the fallen foe with yours, you can transform to two different souls at a time
-reason I call it dark is because Demon's Souls was dark and I plan to make it like pitch black almost
-boss souls can be used to create special souls that will be infused or can be consumed for loads of souls to sell or level up with
-multiple playthroughs that get harder each time
Turn based RPG
-you're given choice of all units within a race
-each team sets up position of units, such as who is in front and near the back and on the flanks
-12 units chosen to be in the battle(maybe more)
-each turn you are given points and you move your units with those points, some take up more point others take up less
-say each foot per second is 2 points
-then asks what action you wish to do, use item, attack, or end turn, or move other unit
-Use item self explanatory, some units have items, such as vulture, raven, etc
-attack switches to TPS view where you aim where you want to attack, based on unit's level accuracy is better or worse
-progresses like that throughout the whole game
-units are saved between games, so lvl can be raised
-probably needs some balancing out
EDIT: Thought of another due to a conversation I just remembered
7 Deadly Sins [DON'T STEAL PLEASE]
-7 stages as the name says
-Greed you have to try not to gain too much, but it keeps getting thrust upon you
-Wrath units all become strong and start destroying a town, you have to try to stop them long enough for backup
-Gluttony is where your SCV keeps building and you have to find a way to stop him(sound simple but needs a deep way to stop him, like box him in or spend all the minerals on units so he can't use them)
-Sloth is where everything you do is really slow and sometimes units will just fall asleep, a massive zerg force is enroute
-Envy your units are fighting over a medic, how will you handle this, don't let either die
-Lust you have 20 marines and 200 SCVs collecting minerals from various areas, you need to stop them
-Pride your unit is going in alone, don't let mister big shot die
Don't know, I would like input on this 7 deadly sins, do they seem to relate to the sins sort of? Also any input on the other ideas or questions would be nice.
I've taken several attempts at creating something kind of like Dota without heroes. Theres around 9 incomplete maps on my comp, i just cant capture the right feel without making it seem like dota (ie completely different terrain). If anyone wants these, send a pm. They are mostly terrain.
Another game i've been thinking up involves a large open map, two teams, and the ability to spawn units pretty much anywhere. Terrans would fall from the sky in drop pods, zerg would fall in egg sacs, and protoss would warp-in. Loosely based on ye old Nexus Destroyers (not nexus wars). The only off-limits area to spawning are around each team's main base,
I had an idea for a Battlecruiser Command type map. The idea is that you have 1 battlecruiser in which you need to upgrade with different abilities and such to take out the oppenents battlecruiser. I am aware of a map like this already on battle.net but that wasnt that good.
My version would involve having a command centre and scvs to gain minerals needed for the upgrades and the requirement for the player to expand to different space platforms to get extra income. When upgrading the battlecruiser you would be required to land it on the ground so that your scvs could then construct upgrades onto areas of the ship, which would be attached to the ship but remain seperate units which could be destroyed without destroying the battlecruiser for example, a shield generator, anti missle system, Interceptor bay, warp drive. These abilities would then be upgradable several levels. SCVs would be required to follow a tech tree in order to get all the avaliable upgrades. Anti battlecruiser units could also be made, different kinds of missles could be researched etc. Units similar to marines and Medivacs and siegetanks would also be used to help with expanding and such.
Thinking about it, there could be different classes of Battlecruiser you could follow through tech, such as following the tech tree to be a bomber, a warship, or a support ship, to elminate any kind of balance issues of having coupled abilities which over power your cruiser.
The key to winning would be managing your Battlecruiser effectively and mixing/matching the right upgrades, as well as using your ground forces effectively to conquer the map. The ultimate goal would be to destroy the other teams battlecruiser or eliminate all there buildings.
If anyone's intereted in helping me out with this idea feel free to pm me.
Had this random idea for a *random* mod, but then got into the editor and remembered how much of a pain it is to actually change unit abilities and such. If anyone is totally bored and out of ideas for what to do, I made a list: http://pastebin.com/m13EdqLp
On the extremely remote chance that anyone makes this, PM me when it's ready? :P
Edit: By the way, Whackaling (<-- link over there) needs fixing to work with live, if that's possible. I claim no copy protection on it so.. whatever :P)
You ask for unique ideas, and so I came. (First post here BTW)
From an old game, there was a mod that loosely resembled G-mod from Steam. It allowed you to use whatever in-game objects you like in any way you like to make anything you like. You could stretch them, nudge then, rotate them, or even completely inverse them.
I know that something like this is possible using site operations and a complicated system of abilities to spawn, attach, move and rotate objects and such... So here is how it may be used.
Construction Arena: You are given a small amount of time to spawn a base unit and add other objects/doodads/units to it using your builder drone. Objects may/may not cost resources/population to limit spam, but also give the base unit bonus stats and eventually abilities comparable to the object added. Once the time is up your creation enters an arena with other player's creations and fights to the last one standing. Would be cool with more than one round.
This can also be used to provide a spin on DoTA, TD, or in fact just about any game type out there.
With a little bit of practice I'm sure some very grand things will be coming.
I was thinking of some kind of GTA-inspired map. WHEELS OF LIBERTY? GRAND CRAFT AUTO? Basically, you pick a vehicle from a junkyard and start roaming the map doing various missions. In multiplayer you have to be the first that earns enough money (crystals) to buy a ticket for a Hercules ship. And the ship leaves X minutes after the start of the game so you must be fast and ruthless. And you loose gas every second so you have to visit gas stations and spend cash to refuel. It's a pretty rough idea, but with enough work it could be done. Maybe 3 vehicle types, each with different speed, cargo space, weapons and health. Taxi missions for time scattered around the map, some law missions where you drive trough streets with infested zombies and the ability to attack other players and if you blow up their ship you steal some of their resources and they have to respawn back at the junkyard? And if that's not enough, maybe some kind of garage where you can buy upgrades for your car? And some scripted traffic (That just moves from region to region, creating the illusion of busy streets).
I'm not crazy enough to try this, because it's a lot of work, but I'm sure it can be done.
What about a map with auto creeps like DOTA but without heroes, So you are controlling about 5 to 15 units tops? I dunno, something unique at least.
[DO NOT STEAL] Zombies ate my neighbor style map. if anyone remembers its a snes game that was pretty fun imo... if anyone thinks its a good idea message me i need someone whos good at pickups ie. the weps they had on original game sodas, watergun(for dual watergun action), bazooka, the cross, the chainsaw i think is out of question but who knows. im going to start working on the map tonight, im going for locked camera and wasd movement. it will have multiple levels and even boss levels. and a highscore system that you can save, i plan on importing some different models not sure what though yet. like i said anyone interested or just want to give me some more ideas message me.. im also working on a diablo style map, its going to take alot of work though if anyone wants to helpout on that ill be more than happy to have you.
Please make a team melee map.
Just modify a melee map so that only one player in the team starts with the initial building + workers and all allies share control of buildings, units and a common pool of resources.
I saw that some guys at team liquid already made a tournament with something like this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=147213
Please PM me if you create the map XD
I was thinking something like Rock and Roll Race (RRR).
Should be nice...
@nestorneto: Go Could make a MarioKart remake for sc2 too, its a pretty simple game wich could get popular ... I wanted to do a mariokart game for sc2 but actualy it sucks to make a multiplayer game if you might never be able to play it with somebody..
Blizzard made a big mistake by changing the way a map is published, sc1 method was the best... i wish they could put it back like sc1 but it i know its not gonna happen so soon.
My game ideas
I have been wanting to creating a few games but do not have the ability to do so yet. At the risk of people stealing my ideas I want to toss some ideas out there to see if anyone is willing to help me develop something:
Ring of Fire - Free For All map with a twist. Take your standard circular FFA map and add the following rules. You are allied with the two players next to you. If one should die, the player that was next to him is now your ally. Game continues until there are 3 players left. Alternate game mode; Reversed rules, you are allied with everyone EXCEPT the 2 players to your left and right. Game continues until there is 1 player.
Mecha Wars - A First Person View, altered hud game using the Goliath, and over 20 variants of mechanical units, in a team game against other players in a fully destructible town.
V-Tec Painball - Reviving the popular SC1 game as a new variant. A Third Person View paintball game using a strong fog of war obstacle course in order to secure the flag of the opposing team using a Rock Paper Scissors approach to challenge your enemy.
Psyops - Single unit Hero characters such as the Dark Templar, Ghost and up to 10 other customized stealth classes used in a team game to take down a mission using each person's special abilities, to solve each obstacle, to secure victory.
Savage Craft - You play as a basic unit in an Third Person View battle between two AI players in this 5 vs. 5 game. You are no longer giving the orders, but are helping build and expand your overlord’s base, joining friends in a reaper rush, or sitting in your siege tank, blasting them to bits. You upgrade your units as they become available in the effort to destroy your enemies’ base.
World of Starcraft - Third person Hero game with the leveling and gearing system of WOW (or is that D2 >.<; ) were you group up for simple leveling until you for your 10 man party to take on dungeons.
The Lost Marines - A puzzle and maze game that uses the strengths of each of the hero classes to advance several stages.
The fall of the Ghost - RPG style FPS were you play up to 6 variants of a Ghost, left on a zerg infested world. Locate the other players and take on the swarm. Watch out though, One of the players is the infested Ghost who will try to kill the others when they are alone, sabotage the mission, or stop the others however possible. Victory is met when the infested one is found out and killed, the objective is met, or the infested one is the last one alive. Ghost have their normal attack, cloak, and two special class abilities(sniper, mine, frag, scout, heal, stim, shield, hide) Ability of the infested are to decloak target, back stab kill if target is alone, drain energy aura(toggle), Silenced Shot (3 shots that can kill if target is below 50%) and high resistant to zerg damage.
I wanted to make something like that when Wc3 was popular, never got to it.
Now this ideas is great but WASD, has delay over bnet.
I just saw the new map, outranged. I gotta compliment the guy or gal who made it, because its a very unique idea. :)
@zeldarules28: Go
Actually we're two guys and I'm glad that there are actually a few people who are interested in non-standard gameplay design concepts. Too bad that most maps with non-DotA or non-TD gameplay are ignored by the mass, maybe because they are not mainstream enough (and the popularity system isn't helping either). It's really hard to develop an innovative concept *and* find people who want to play it - I guess that's why there are so many TD and DotA maps out there. Anyways, some of the ideas in this thread are quite cool and I'd like to see them get developed.
Im thinking of making a post apocalyptic town vs town kind of game, where it'll be 4v4 and each player will fulfill different roles for their post apocalyptic city so for instance:
player 1: mayor, controls the population builds buildings, manages income, gives money to the general (simcity kind of role)
player 2 & 3: scavengers, they go into the destroyed town(s) and collect supplies for player one to construct buildings with. the scavengers will be poor in combat vs large numbers of enemies but could easily take out wondering soldiers
player 4: general, he would start out by being able to mass small amounts of weak units such as civilians with molotov cocktails or something and would get money from the mayor to construct higher class buildings in order to destroy the competing town
as far as this project goes, I think I will just terrain it up and leave the rest as open source if anyone would want to put in the triggers, the unit editing and whatever else that would go into a map like this.
Was just playing my PS3 and those games gave me some ideas. Sure they aren't original but they are compared to all the TDs and simple maps we get.
CTF -each team has the other team's flag, so red has blue and blue has red
-flags are one unit, not a player
-buildings drop pickups that transform the useless stone zealot(scaled down to size) into another unit
-zealot(melee), stalker(range), high templar(spells), sentry(healer), probe(resource collector)
-buildings are scattered throughout the map, resources are turned into any building owned by the team, so capturing towers are useful
-buildings can be upgraded to give stronger classes(high templar gets more spells, sentry can steal health, probe becomes slightly more offensive, etc)
-you can create a warp gate that will warp you somewhere on the map, usually close to enemy base, usable by both sides(quick escape with flag)
-whoever holds both flags win, after your flag is returned you have a 20 second delay before victory, they get a change to steal it back
-5v5 AI could be added to make it seem like more players are in, otherwise it gets boring with a few
[DON'T STEAL] Dark style RPG (idea from Demon's Souls)
-greatest RPG ever made
-start off as some wimp unit and you get killed by the final boss right off the bat
-you're brought back to find you are trapped in this gateway
-you can teleport to one of the 5(possibly 4) regions through use of the pylons
-You kill some units gain their soul worth
-Souls are used to buy items in the gateway, level up, and buy transformations
-instead of implementing weapons systems you collect the actual soul and can sell it or go to the Soul Infuser
-he will infuse the soul of the fallen foe with yours, you can transform to two different souls at a time
-reason I call it dark is because Demon's Souls was dark and I plan to make it like pitch black almost
-boss souls can be used to create special souls that will be infused or can be consumed for loads of souls to sell or level up with
-multiple playthroughs that get harder each time
Turn based RPG
-you're given choice of all units within a race
-each team sets up position of units, such as who is in front and near the back and on the flanks
-12 units chosen to be in the battle(maybe more)
-each turn you are given points and you move your units with those points, some take up more point others take up less
-say each foot per second is 2 points
-then asks what action you wish to do, use item, attack, or end turn, or move other unit
-Use item self explanatory, some units have items, such as vulture, raven, etc
-attack switches to TPS view where you aim where you want to attack, based on unit's level accuracy is better or worse
-progresses like that throughout the whole game
-units are saved between games, so lvl can be raised
-probably needs some balancing out
EDIT: Thought of another due to a conversation I just remembered
7 Deadly Sins [DON'T STEAL PLEASE]
-7 stages as the name says
-Greed you have to try not to gain too much, but it keeps getting thrust upon you
-Wrath units all become strong and start destroying a town, you have to try to stop them long enough for backup
-Gluttony is where your SCV keeps building and you have to find a way to stop him(sound simple but needs a deep way to stop him, like box him in or spend all the minerals on units so he can't use them)
-Sloth is where everything you do is really slow and sometimes units will just fall asleep, a massive zerg force is enroute
-Envy your units are fighting over a medic, how will you handle this, don't let either die
-Lust you have 20 marines and 200 SCVs collecting minerals from various areas, you need to stop them
-Pride your unit is going in alone, don't let mister big shot die
Don't know, I would like input on this 7 deadly sins, do they seem to relate to the sins sort of? Also any input on the other ideas or questions would be nice.
Idea for two epic old-school games that could be remade using the SC2 map editor. I'd say they're obvious choices but no one remade them yet.
First one is The Chaos Engine, still one of the best top-down shooter there is:
Second game is Ignition. Again, one of the best of its kind (top-down arcade racing game) with very fun and skill-based gameplay:
Hopefully some of you will use these and make them into maps.
I noticed a lot of people posting ideas, but no one jumping in saying, "Hay i can program, but i'm not creative, let me work on this with you"
I made the thread to get ideas flowing, not make teams. The point is that we can collaborate unique ideas here, in 1 main forum thread.
I've taken several attempts at creating something kind of like Dota without heroes. Theres around 9 incomplete maps on my comp, i just cant capture the right feel without making it seem like dota (ie completely different terrain). If anyone wants these, send a pm. They are mostly terrain.
Another game i've been thinking up involves a large open map, two teams, and the ability to spawn units pretty much anywhere. Terrans would fall from the sky in drop pods, zerg would fall in egg sacs, and protoss would warp-in. Loosely based on ye old Nexus Destroyers (not nexus wars). The only off-limits area to spawning are around each team's main base,
I had an idea for a Battlecruiser Command type map. The idea is that you have 1 battlecruiser in which you need to upgrade with different abilities and such to take out the oppenents battlecruiser. I am aware of a map like this already on battle.net but that wasnt that good.
My version would involve having a command centre and scvs to gain minerals needed for the upgrades and the requirement for the player to expand to different space platforms to get extra income. When upgrading the battlecruiser you would be required to land it on the ground so that your scvs could then construct upgrades onto areas of the ship, which would be attached to the ship but remain seperate units which could be destroyed without destroying the battlecruiser for example, a shield generator, anti missle system, Interceptor bay, warp drive. These abilities would then be upgradable several levels. SCVs would be required to follow a tech tree in order to get all the avaliable upgrades. Anti battlecruiser units could also be made, different kinds of missles could be researched etc. Units similar to marines and Medivacs and siegetanks would also be used to help with expanding and such.
Thinking about it, there could be different classes of Battlecruiser you could follow through tech, such as following the tech tree to be a bomber, a warship, or a support ship, to elminate any kind of balance issues of having coupled abilities which over power your cruiser.
The key to winning would be managing your Battlecruiser effectively and mixing/matching the right upgrades, as well as using your ground forces effectively to conquer the map. The ultimate goal would be to destroy the other teams battlecruiser or eliminate all there buildings.
If anyone's intereted in helping me out with this idea feel free to pm me.
Had this random idea for a *random* mod, but then got into the editor and remembered how much of a pain it is to actually change unit abilities and such. If anyone is totally bored and out of ideas for what to do, I made a list: http://pastebin.com/m13EdqLp
On the extremely remote chance that anyone makes this, PM me when it's ready? :P
Edit: By the way, Whackaling (<
--link over there) needs fixing to work with live, if that's possible. I claim no copy protection on it so.. whatever :P)You ask for unique ideas, and so I came. (First post here BTW)
From an old game, there was a mod that loosely resembled G-mod from Steam. It allowed you to use whatever in-game objects you like in any way you like to make anything you like. You could stretch them, nudge then, rotate them, or even completely inverse them.
I know that something like this is possible using site operations and a complicated system of abilities to spawn, attach, move and rotate objects and such... So here is how it may be used.
Construction Arena: You are given a small amount of time to spawn a base unit and add other objects/doodads/units to it using your builder drone. Objects may/may not cost resources/population to limit spam, but also give the base unit bonus stats and eventually abilities comparable to the object added. Once the time is up your creation enters an arena with other player's creations and fights to the last one standing. Would be cool with more than one round.
This can also be used to provide a spin on DoTA, TD, or in fact just about any game type out there.
With a little bit of practice I'm sure some very grand things will be coming.
Hmm, my bad for missing this thread. ;
I already posted a thread about my idea. But I guess it won't hurt, if I post a link here. :)
http://forums.sc2mapster.com/resources/project-workplace/13908-s-ys-first-project-free-tech-choice-melee-maps/
However, I need some help to do it. I am a total n00b, I am afraid. :(