Vexal Team Survival is a Hero Defense map. Hero Defense is a genre borrowed from Warcraft 3.
The goal of Vexal Team Survival is to stay as true as possible to the genre as it was in Warcraft. I will not be attempting to reinvent the genre from the ground up. That will be a job for maps released later in the span of Starcraft 2's lifetime. Instead, I have selected a few choice concepts to innovate and redesign, which were either completely impossible in the Warcraft editor, or too difficult and impractical to implement.
Currently, these choice design elements encompass:
- The Hero's control system. No, I will not be implementing a WASD movement scheme. I am not ready to reveal exactly how it will work.
- Hero weapon system. Given that Starcraft 2 has such a robust weapon system, this choice is a give-in.
- Hero spell / attack system. Again, I am not ready to reveal how it will work.
The above areas will be completely different than that of the traditional Hero Defense. As for the rest of the map, it will be polished with little additions that were not possible in Warcraft.
Areas which I have not yet finalized:
- Equipment / Item system.
- I would like to have a player-versus-player element. I am currently bouncing around ideas in my head. However, I will not force a system into the map just "because" if it does not feel smooth and connected.
While I am building off a genre I did not invent, I do not like to implement gameplay elements which were a unique, defining feature of a map released prior. People ask me, "Why don't you have interest in your TD?" "Why don't you have a mineral bank?" This is why.
What I need:
I normally work alone, and am more than capable of handling any aspect of the design and creation of map (or game in general), both technical and gameplay wise. However, my tower defense took more than two months (I began work in the beginning of June); I am obsessively meticulous; I scrutinize of every minute detail until I feel it perfect. I will not be accepting work from others (including custom assets, such as models or textures). The most difficult part of developing a game is the design. And making it fun. I do need a few people who are capable of blunt honesty, whom I can present versions of my map, or drafts of gameplay mechanics, and receive feedback on whether I designed a fun mechanism, or simply got carried away with attempting an impressive technical feat (which I often end up doing).
If you would like to fill this position, either post here, PM me here, email vexal525@gmail.com , or PM Vexal 525 in-game. I will contact you when I have some thing to test.
I will be updating this page as more becomes finalized.
- Vexal 525
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Copied from my post on the Blizzard forums, which was copied from my project page:
I am bored of my tower defense for now. Starting something new.
Too Long, Didn't Read: I would greatly appreciate testers and consultants.
Reply here, http://www.sc2mapster.com/maps/vts/ , pm Vexal 525 in-game, pm Vexal on sc2mapster , email Vexal525@gmail.com
--------------
Copy and paste from my project page at sc2mapster:
From the maker of Vexal Tower Defense,
Vexal Team Survival.
Vexal Team Survival is a Hero Defense map. Hero Defense is a genre borrowed from Warcraft 3.
The goal of Vexal Team Survival is to stay as true as possible to the genre as it was in Warcraft. I will not be attempting to reinvent the genre from the ground up. That will be a job for maps released later in the span of Starcraft 2's lifetime. Instead, I have selected a few choice concepts to innovate and redesign, which were either completely impossible in the Warcraft editor, or too difficult and impractical to implement.
Currently, these choice design elements encompass:
- The Hero's control system. No, I will not be implementing a WASD movement scheme. I am not ready to reveal exactly how it will work.
- Hero weapon system. Given that Starcraft 2 has such a robust weapon system, this choice is a give-in.
- Hero spell / attack system. Again, I am not ready to reveal how it will work.
The above areas will be completely different than that of the traditional Hero Defense. As for the rest of the map, it will be polished with little additions that were not possible in Warcraft.
Areas which I have not yet finalized:
- Equipment / Item system.
- I would like to have a player-versus-player element. I am currently bouncing around ideas in my head. However, I will not force a system into the map just "because" if it does not feel smooth and connected.
While I am building off a genre I did not invent, I do not like to implement gameplay elements which were a unique, defining feature of a map released prior. People ask me, "Why don't you have interest in your TD?" "Why don't you have a mineral bank?" This is why.
What I need:
I normally work alone, and am more than capable of handling any aspect of the design and creation of map (or game in general), both technical and gameplay wise. However, my tower defense took more than two months (I began work in the beginning of June); I am obsessively meticulous; I scrutinize of every minute detail until I feel it perfect. I will not be accepting work from others (including custom assets, such as models or textures). The most difficult part of developing a game is the design. And making it fun. I do need a few people who are capable of blunt honesty, whom I can present versions of my map, or drafts of gameplay mechanics, and receive feedback on whether I designed a fun mechanism, or simply got carried away with attempting an impressive technical feat (which I often end up doing).
If you would like to fill this position, either post here, PM me here, email vexal525@gmail.com , or PM Vexal 525 in-game. I will contact you when I have some thing to test.
I will be updating this page as more becomes finalized.
- Vexal 525