Yeah..I like the idea of a support player. He could set up temporary, turrets, monitor the battle since he would have full view, unlike the players, and give em updates and directions. He could use special abilities and things...but it might be kind of boring for whoever is the support player..oh well.
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I am starting a small map, not sure If I'll finish it, but anyway.. 3 players control a group of Terrans. The entire colony has been overrun by zerg. The players start in a base similar to the one in the protoss defense mission from campaign. For those who don't know, that means there are 3 outer entrances and then 2 ramps on the inside leading up to the core of the base. The same amount of players will be on the zerg team, which selects the bests units to attack. The catch is that every player has his or her own hero. Heroes are unique to their race, meaning that a survivor cannon play as a hydralisk hero. Each player gets to build differently. (3 entrances, 3 Terrans, = 1 entrance per player ). You have limited resources, as the terrans revive income from computer controlled scvs and supply ships. So you can either use minerals to increase your heroes power, or build buildings and weaker units. So if your not much of a hero person, you can ignore him for the most part and focus on base building and macroing your forces. There will be a custom tec tree and I will be adding a day/night cycle. I want this cycle to have meaning though. Im thinking that during day, the terrans might be safe from any attacks or they have increased ships coming to drop of supplies. Ideas or suggestions?
You recently posted in my forum about my zombie map with links to tutorials and this forum, and I thank you. I have a more developed idea of what I'm attempting to create. I want a (most likely) four player Zombie survival map with four unique hero characters. I've started to work off of the map "Outbreak", I deleted some transmission triggers and have created two heroes and am working on a third. My heroes are NOT very well done seeing as I have little experience with the editor. I was planning on creating a system where there would only be one of each hero in the game at a time, and the survivors base would be computer-controlled. I don't plan on creating any hero items and inventories, I never found them very appealing. so far my two heroes are Hellbender, a hero Devil Dog, and Ka-ge (means shadow in Japanese), modified Zeratul. The third I'm working on is called Avenger, a hero War Pig, his weapon is called long sword and I had hoped it would have the visual effects of the diamondback evisceration, however due to my inexperience i could not get that or the mothership beam to work. I think that at the beginning of the game the players would vote on the dificulty (modifying the strength and number of enemies) and the number of nights they would have to survive. during the day certain upgrades would be available, such as weapon damage, armor, and health. Hero levels would yield more powerful abilities as well as better stats. possibly ten hero levels starting at zero. I also hoped to have some mood-fitting music playing during the night while the heroes slay zombies, song such as "The Night" by Disturbed and "Last Resort" by Papa Roach. If you or anyone believes this to be a bad idea let me know. If anyone else has any tutorials for me or suggestions for heroes, music, objectives, ect. PM me or post on my project page here
I was also considering a zombie hero who helps the computer controlled zombies take out the survivors and their heroes. and if anyone thinks i should start from scratch instead of using the pre-existing campaign map let me know
Ok, I just had a really good idea (at least..I hope its good) for the map. At night time, the terran player looses controll of his forces and instead now uses WASD to move around his hero and clicks to shoot. That way you need to set up your defenses BEFORE night fall. What do you think? good or bad? Also, Im planning on having both zerg and Terran boost thier economy differently.
edit- decided its a no on WASD. the movement worked but the shooting wasnt great, and I dont hink I should take away army control anyway. Now Im trying to igure out how to work the zerg economy. The terrans request scv drops from a space station, and that boosts the number of harvesters for minerals. For zerg, I was thinking you can upgrade the worker speed somehow.
ability 1- psi shock. instant cast. damages all units within X range of caster
ability 2- psi blast. fires a blast of psi in the target direction. if it hits something, it does alot of damage (this was a monstor to program, I dont suggest doing it unless you know how. I cant even remember how I finally got it to work)
ability 3- mark of aiur- places a buff on an ally that increases regenerator of all stats
ultimate- phantom - summons 1 or 2 copies of the caster called phantoms, who deal 50% damage and cannot cast spells. The enemy cannot tell the difference. lasts x seconds.
I suppose i'll be the random guy who comes in and pitches an idea to random people....
Feels like i'm back in the Hive.
[Do not attempt to steal or Copy without my Permission (or if you do give credit :P)]
Basically, the idea that's been floating in my head for a long while is based of the Protoss endless survival mission. Up to 4 (or more) players are stationed within a massive Xel'Naga fortress, and must survive as long as they can while staving off attacks from the Zerg. Each player has a single custom hero tailored to one of 4 different playing styles, Defensive, Offensive, Support, and Tank, while the Computer controls the Dark Prelates Zeratul and Mohandar.
Each player's basic units are tailored differently as well. The Tanking player's units will have higher health and damage, but will be much more expensive to create, while the support players units will have high energy and low health, with a variety of powerful abilites. For the Defensive player, shields will be more powerful while they play a larger part in the ranged defences, such as stalkers, whereas the Offensive player would command units that deal higher damage, as the expense of shield strength. Any of these ideas are, of course, set to be modified.
The Basic premise is simple. Survive till the last man falls. The game will be executed in waves, each getting stronger and more numerous than the last. every 5 waves reinforcements will spawn for the players, joining the battle with skills and units that cannot regularly be trained (Some players may gain another players specialised forces as reinforcements, or more powerful and upgraded units of their own.) Every 10 waves is a boss wave.
Players will be able to build buildings and forces, as well asrevive their heroes. Large mineral fields exist within and without the fortress, and it will be the players choice whether or not to venture outside the relative safety of the fortress and risk their valuable probes to gain more minerals. (Mineral and Vespene bonuses will be given to each player after every wave, with a diminished bonus when reinforcements come and an expanded bonus after boss waves)
Expanding the game into an 8 player match would mean a bigger game and "two" separate maps. One for ground and one for in the sky. The same rules would apply for those battling in the skies as for those battling on the ground, however those who chose to battle in the skies will be able to create differing levels of Air units at cheaper prices than their landbourne friends. Both defending "teams" can give reinforcements to eachother, in the form of either land based or flying units. Coordination is imperative for survival, as any forces that break through the defenders in the air will spawn in the middle of the Fortress.
Bonuses to the UI would include both a timer and counter of how long you've survived, and how many zerg you've killed respectively, as well as a possible score system that would keep track of the amount of minerals and score that players have ammased at the moment the game ends, allowing each player access to the minerals they previously had in addition to the ones the start with, and more powerful starting units.
With all the ports that I've seen with SC2 I was trying to think of some that would be kinda fun and not terribly hard to set up. ;) (I do mean amazing btw... someone made a platformer, and I've seen a Spore port!!!)
Anyway, I was thinking a Zelda port would be tons of fun! I know it is RPGesque, but they are all going the route of overcomplicated projects that are serious time sinks to play (not that it is a bad thing, just not what I'm looking for atm). Another one was Gauntlet. ;) Simple and amazingly fun!
Yet ANOTHER port that /may/ be possible would be Geometry Wars. :D
I just had another GENIUS idea! Wait for it... Starcraft GHOST! baaaahahahhahahaha Wouildn't /that/ be a slap in the face to have a fan made Starcraft Ghost campaign so soon after the release of SC2. lol :D
With seeing what some others are doing, we know the SC2 engine can handle what they were intending to do with it anyway. Hell, someone is making World of Starcraft and it is looking GREAT!
I was going to make a map like this, but then I realized that it was probably already made, given the influx of Third-Person-Shooter type maps. In case it hasn't, someone should feel free to make it, because I have already found other projects to work on.
The idea is a map that combines both a normal RTS play style along with a Third or Pseudo-First Person Shooter style. Each team would have two players - the main player plays normally while his ally controls a hero in a Third-Person-Shooter style.
You are correct, that has been done. Although, Im not sure if the map is completed yet. Somebody said they were doing that, I cant remember who, though. But there is a half life 2 mod called zombie master that is just like what you said. One player controls the guys in a rts fashion, and the others play in a fps mode. I have never played it, since I do not own half life 2.
what? its new and original (kinda) you make buildings that produce units evry 10 seconds (all at same time its like a timer) on one side with a probe and you build turrets on the other side to defend yourself if 20 units pass you loos
baneling hive 5v5
team 1 you and your team produce banelings send them at the enemy you can increase the spawn rate damage size new baneling types (ones that are very slow but huge splash and damage) you loose if all 5 hives are destroyed ( each player has 1 hive that just waits to be destroyd and spawns baneling and 1 evolution chamber on the top of the map where you upgrade the banelings
team 2 protos player produces stalkers high templars and sentrys (they start with only phys atacks) you can upgrade them with blink and rapid fire (for stalker) psy storm and illusions (high templar) and force field and shild charger (guess...) you can also upgrade armor hp shields energy and damage you loose if all 5 Ubar pylons are destroyed (the team also has gateways and armorys in the side map to spawn units and upgrade) you gain 2 minerals evry sec and for killing enemy units (you get 75 percent of the unit you destroyed other than your own) i could give you the details but i suck at balance and am lazy
use the ideas but mension me i aint makin it
I've been working on a Starcraft 2 Rendition of Footman Frenzy which ive seen a few of these type of games on but all very basic
I'm hoping to add something to mine, by adding in basic unit leveling, Purchaseable abilities for your basic units such as sheilds range increases splash damage attack speed movment speed, and abilities that will do similar negative affects to enemy units. i'm also adding in buildings and units who have special abilites players may pay that unit or building to use, my main example is im going to have the purifier mother ship in the middle of the map, and with enough minerals you may have it use its plant cracker ability to fry everything in the middl of the map, but it will also kill friendlies so you and your allies will want to clear out another such ability will be the odins nuke or kerrigans razor storm, i had originally intended on using Kerrigan and Odin as heroes, but due to the power of both im turning them into merchants,
After i was done wiht this map i had plans to immediately start working on my next Game, which is actually an idea i got from withint the story mode, in the early mar sara missions just after the mission you steal the first artifact there is a picture on the wall, of a couple guys with a dead Hydralisk and the picture was labeled Hydralisk Derby.
So i got an idea like hey why not make a game called The Hydralisk Derby, i hadn't really spent much time on this idea so i don't really have much in the way of ideas for it, when i thought of it i quickly brain stormed a couple things and thought of making it similar to hero line wars tower defense combo but i wasnt in love with that idea and i thought maybe something like snipers was, do a map where there would be lots of cover for hydralisks to hide or burrow by, and have hydralisks of different sizes and each different size will vary in power and how many points they are worth and highest points after the time limit ends wins and maybe add in like 2 or 3 rounds or something. this idea i don't mind passing on to somebody else to make
I'm always coming up with ideas for games so ill start posting some on here for people if they want to try and make em
and any additional ideas i can get to add to my Marine Frenzy game would certainly be welcome i can add in a post about it including all the features and units and everything it has
I like this thread. Could serve as inspiration and a source to map makers seeking possible ideas to experiment with.
People that may not be good at mapping but would like to see an idea come to life, should also post in this thread. Who knows, maybe a team or some individuals would take interest in it.
Posts not on topic will be deleted though.
Hey, did you become a new moderator? I dont remember you being one before (if you were, sorry I guess I just never noticed)...if so, congrats. I tried to apply but apparently I applied to moderate the wrong forum. darn..anyway, thanks for the sticky.