I think I'm good with the SC2 map editor, but it seems I can't get any good idea.
So if anyone could suggest me something, I'd probably do it ;)
I'm just seeking a simple concept, easy to learn (for the players) and 4 players max (else it takes too long to find other players and nobody will play it).
As the the campain is missing to me, I'm gonna do some cooperative missions, with some objectives to complete, new capacities, special things...
I will add a checkpoint system, and other things like that.
I just hope this time my project will be more played than my previous ones.
The main emphasis can be fog of war, and long distance engagements using artillery and cannons.
Your main ship has small visibility, but you can build smaller ships, cruisers and such, to scout for you.
You can also deploy radar which, enables you to detect cloaked units, basically submarines or the likes, and marks them on the map or on the screen as their 'last known position', every 3 seconds.
The main idea with attacking, is that you NEVER once auto attack, or target ships with abilities. All attacks are area based point of effect, hence you shoot rounds at that point, it'll fly over there after a few seconds of flight time.
Gameplay isn't very long really, both sides would generally play 'invisible chess' in a sense to hide their battleships, but launch scouting tactics to gain insight on each other's unit's location.
I could go very far in expanding this idea, and would like to build this map myself, but I don't have the skills as I don't dabble much in SC2 Map editor.
There is a kind of map I really, really want to make but I'm not that experienced with the editor.
I got inspired by the HOTS map were you start as a larva, then consume biomass and continue to evolve.
I Think a 1 player or 4 player map once the mechanics are in would be alot of fun since the new expansion added ALOT of new zerg models.
I've tried a bit and so, I can do the map and placement and balance that is needed later. But triggers, abilitys and specific things go right past over my head.
I think this idea has alot of potential, enviorment would be zerg homeworld zerus jungle and then on from there. Jungle < desert < ice. ect.
Starting as a weak larva in a big world, you have to hide, burrow and move about carefully in this world of beasts. You exploit being small in the beginning. Then you find something you can finally kill, eat and evolv into. Like each form has upgrades. For example, if you first start as a Larva, then evolve like this: Larva < Swarm queen larva < (if possible) Primal larva. Then you get the option to infest a larger creature, consume it and its essence, then evolve into it.
As a larva you would hunt small lava beatles and such neutral creatures. Then start growing and killing larger and larger. Evolving more and more into the ultimate creature. There are tons of paths you could probably set and go into. Like the models for the "Bosses" in the "Supreme" misson are atleast three ultimate evolves. Zurvan would be cool as last boss or quest giver. I don't think it is possible to play as him since the model is fused with the ground.
I have soooo much details in my head for this to work. But I'm to inexperienced to create this myself. Hope this sparks some people to try, I'd love to play something like this.
Make a zombie map, but instead people playing civilians, they would play zombies. They would have to corner civilians in team work. Game would have end less levels and by each level harder civilians would spawn. (some with weapons, some even in armored vechicles)
You could add infinite upgrades and you may want to make died civilians turn into zombies under your control or leave that out for lag reasons.
Impossible Scenarios: As it sounds, make up bunch of scenarios, INSANELY hard ones, if the group fails reset should be possible.
HGMA Defence: Aaaah good old HGMA! <3
Mini Town Defence: Also super fun, kinda like special forces! :) But imo a bit more fun and balanced.
Lurker Defence: So many different fun ones! :)
Preschool Defence: Awwww I miss this one soooo much! It's kinda like the popular Castle Wars on Wc3.
Spawn Defence: Make this and i PROMISE it will become VERY popular, I would play this ATLEAST ONCE a day, same with all my friends.
Tsunami Run: Hard to explain this one, look it up on sc1 :) (I can send you the map if you cant find it)
Special Forces: Think there already is one, but wasn't too happy with it, make a better one.
6v2 insane computers: As it sounds, the 2 computers are insane.
Godzilla: One player is godzilla, he has a lot of life, and all players in regular melee faction goes around the map building bases/units and the goal is to kill godzilla, godzilla's life is regenerating slowly.
Poker Defence: There were 3 different ones on Sc1, all were amazing, but we only have one that isn't that good in sc2 :<
I can send you all of these maps if you want, just send me a pm
These maps aren't too hard to make, some are, but not all, it's mostly all about balance.
Suggestion 1: Mulitplayer Multi-Tasking Simulator.
I'd like to see a map that is a newer more multiplayer oriented Multitasking Trainer. You could call it: Mulitplayer Multi-Tasking Simulator. It wouldn't have the probe being chased by a zergling or zealot like most of those maps. Instead it would actually require you to constantly scout the 4 primary base areas of a multiplayer map. If you're scout died or stopped moving for 15 seconds then you would star losing points. The goal would be scout constantly and you get so many points for each time you move from one base to another. It would be like, you need 100 points a minute or else you are not scouting properly. So every minute your points go up another 100 unless your are slow. The map would also star losing points if your mineral or gas gets over 600. So your goal would be to hit lets say, 30000 points for a 30 minute game.
I believe the old multitasking trainer maps are a waste of time, because you would never use that in a real game. It only helps you to a certain point, but it won't help your scouting or your actual multiplayer game play by just being able to keep a probe from dying.
Suggestion 2: Multiplayer Scouting Response Simulator.
This would be a much more difficult map to create. This map would have the same features as the Suggestion #1, but with a whole secondary set of triggers. This one would require you to pay attention to what you are seeing when you are scouting, and require you to begin the correct response to what you opponent is doing within 1 minute. Like if you see your opponent go forge first, and you are playing zerg, then you probably want to go hatchery first instead of pool. Or later on if you see him throw down a stargate, then you need to build an anti-air type building, hydralisk den, spore, spire, or produce units that are anti-air, queens etc.. This would be a very complicated map to create, and it would probably be best to make one for each race for the sake of simplifying the map. Like you would have a: Zerg Multiplayer Scouting Response Simulator. You could set what race you want to play against, and then you start the match.
BOTH OF THESE SUGGESTIONS ARE MEANT TO BE PLAYED VERSUS COMPUTER; UNLESS YOU THINK IT WOULD BE JUST AS EASY TO HAVE AN ACTUAL MULTIPLAYER VERSION. I would think that would be twice as hard because you would have to have it read what both players are doing and then provide a report at the end of the match showing if the person made the right responses to his scouting or not.
Hey i just saw ur post ... i think i have alot of nice ideas. Whut do u think about a SC2 Party Tetris or Pacman? Or a complet retro game package (bit like raynor party may be? With frogger and pong + alot more )
hope u share my vison and bring it 2 life =D
hope 4 fast reply =D
THX in adv
I think it'd be cool to see some more story based maps. They don't have to have a lot of action, but if they told a good story, that'd be awesome. And if you could make dialogue choices that make a difference, that's even cooler.