Currently, the project name of my map is "Wars and Battlefields". I had some brilliant ideas about creating a map and I'm thinking about turning it into something serious. This idea has not been made into a game yet and it's in pre alpha stages since I have merely come up with the idea over several days.
The Game:
I won't tell you tons of details, but I'll tell you that there are some key features in the game that would make the game very interesting and unique.
Gameplay:
Each player will start off choosing a race and when done, it will reveal a small portion of the map to that player. They will start off with a main building and several buildings on the right side of their screen inside of icons. Over time in the game you will collect money automatically and by killing enemy troops. Each player will spend resources on constructing buildings near their base. These buildings will spawn units that will march towards the enemy base and fight along the way. This is starting to sound like other games like nexus wars and desert strike, but not yet.
Key Features:
In the map, there are several unique features that I had brilliant ideas on. One strategic requirement in the game is called, checkpoints. Checkpoints are areas that units head into automatically and they follow a path towards the enemy's base. You can modify the rally point of a checkpoint to stear your units towards the direction you want them to go. It's best to send them to another checkpoint so that they follow a path you want them to follow. It is possible to send units not towards another checkpoint as well. This stops the units at that spot and thus stacks a large army in one place. You can use this to guard areas of the battlefield. You can slo send units back to the checkpoint they just came from thus looping back and forth which creates patrollers.
One last key feature is expanded battlefields. The map supports up to 8 players, and so, some players will want to fight 2v2 3v3 or 4v4 on the map. You can do this by inviting a player in the game to an in-game party with up to 4 players. You can then challenge another party, only if the party has an equal number of players. It will then destroy destructible rocks between the number of battlefields the game needs and the players can then create checkpoints all along the map between intertwined battlefields.
The Map:
The map is simply 4 small lines of battlefields stacked on top of each other with 3 destructible rocks inbetween the battlefields either above, below, or both at one battlefield. This makes players fairly limited between each other, but also makes it allow the players to try different strategies on getting to the enemy.
Custom units:
Currently there is no plan for custom units other than the regular melee units, but I could start the map out on a campaign mod and add custom units iff needed, but I had no plans on that area of the game.
Suggestions or Requests:
If you have suggestions or requests for the map, know that it may be different as the game progresses since it's so early that it's still an idea. However, I'd like to see suggestions. They may change my mind into doing some really cool stuff. If you have enough suggestions or requests that you posted and I added, I will put you in the credits area.
If you read this, thanks for doing so. Oh, and remember, this map may take awhile since I'm only doing it on weekends, but I'm hoping to finish up a playable version sometime within 2-3 months, hoping less, but I know maps, they aren't easy. ;)
This map may possibly never get finished, but if you like the idea and I've given up on the project, you may gladly take up the task. Thanks. :)
The screenshot below has some red and blue and orange in it. The red and blue flags are the player bases. The red lines are the cliffs. The orange bubbles are the checkpoint locations. Lastly the blue lines are possible pathways.
NEW Screenshot! This is the updated and resized map. I'm going to do the terrain tomarrow since tonight is map night, but I got it resized and threw in a bunch of units and buildings for referance.
Bump, does anyone have any opinions or thoughts? I'll update this thread usually every weekend. I have time to come in here and chat, but never time to work on the project during weekdays, if you were going to ask about that...
Does it really add something to the tug of war genre? I feel like it wont...feels like it might be just weird/complex mechanic instead of being fun.
So I would rather see something different I guess. First thing that comes to mind is nexus hindarance wars...you tried to control where units go, but I find it being more anoying that useful...just didnt feel right.
I understand that, thanks for posting. However I don't know how to fix that. I simply wanted to create an interesting and different kind of tug of war styled map. These were the ideas I came up with. Do you or does anyone else have any suggestions?
Edit: I'll take any suggestions, after all, I haven't even started building it. It may end up not being a tug of war map at all, who knows.
What most tug of wars lack is "upgrades". I loved "complexity" of civilization wars in wc3. You had different techs you could go for and many different strategies. There was also resource controlling. Middle gives extra suply, top gives extra income, bottom gave possibility to build special units.
you evolved your riders and archers...it really felt like you could counter things and had a great style. Im not saying you should rmk that stuff, just throwing out some ideas...there still hasnt been tug of war that has been better than civi wars in sc2, allthough genetic lab wars was great too (its really good that units move same speed and you can select what position to build them in).
I've been thinking about what you said about complexness in my original ideas so I refined it and I'm thining about instead of direct control of what specific paths you want you units to take, you can instead choose which path out of 2-6 or so paths you want your individual buolding's spawned units to take. Maybe this will give players a little more control but allow them to not have to worry about macro so much. I still want to keep the expanding which allows multiple players to join with each other but I'm thinking more on the lines of 2v2 with base sharing.
Hmm...I guess I can add upgrades...I was thinking about it awhile ago when I thought of the units that you'd spawn and how many buildings are available. Example gateway when spawned may be upgraded to warpgate then dark warpgate and all of them share unit upgrades which increases dmg armor speed etc. The building upgrades would increase how many units you could spawn at a time. I also thought about something I call switching. This allows players to make 1 building ex: barracks switch between all the units it can spawn. At normal barracks it spawns 1 marine, then barracks w tech lab it can spawn 2 marines or 1 marine and 1 medic or 1 marauder. Then barracks w tech lab can spawn 3-4 marines or 2 marines and 1-2 medics or 1 marauder and medic etc. You get it, basically it allows you to spawn 1 of several group choices. It may end up becoming instead of combinations of units to just mass of 1 unit type, but I'd need to start making the map first and see if it feels good when playing it. Talking about it is a little harder.
Hope this is a little more simple and yet a little better.
Hmm...I'm starting to think I should have a combination of pathways/checkpoints and default pathways. Perhaps there can be set checkpoints already in the game and have them cloaked to your opponent.
@SoulFilcher -> Perhaps...with my new idea maybe you can simply set a rally point to point out where you want units to go once they arrive there. This might be better. Thanks for the idea, I'll make sure to add you and zenx1 to my credits area if/when I finish the map. :)
Bump. If you have any ideas please post them. I'll start working on the map starting friday night most likely. I'll update progress on the map on the first post on every monday usually too. If you have ANYTHING to say real quick before friday, then quick! Post! Every post counts!
What about "AI upgrades" for your units? Something that makes your unit more efficient or use special abilities. Or maybe buildings can spawn units with specific orders, and players have some options to apply to these units. Maybe new AI options can be unlocked by upgrades.
That's actually a really great idea. I'll have to think about that one. :) Cost for increased AI skill...I like it! I don't know how to do that right now, but I'll try later in development!
New screenshot. I had some extra time today so I started a little bit early. I began testing out the map scale and it seems a little small...little upset about that, but I think I'm going to expand the map bounds on friday. I'm also going to get the other 3 battlefields set up as well. I may get the terrain done by friday or saturday and If I have extra time I'll see if I can get some of the data set up. Please give feedback.
The bottom of my first post tells what all the colors are for.
I know you just started it, but make sure you take the time work on the map appearance later. I don't know how most players feel about it but I hate maps that looks like they were made in a hurry, don't let yours that plain and simple. Place some doodads and make it look interesting to be seen.
Alright I'll make sure I double chack and get everything I can into terraining, but atm yes I just need the basic terrain first so I can get a playable version going first and terrain after I have everything else done. I'm not like that, I enjoy terraining, it's just really time consuming and all it is is just visuals, but I guess it's important too. I'll make sure I get that done.
New Screenshot. I fixed the map so it's a lot bigger and if I want to use something besides the battlefields I have other options on the map. Also put in units for referance.
I had a power outage last night and unfortunately had to redo the map a second time, but that's when I got the chance to make the battlefields even bigger. I decided there needed to be more choices among which paths you need to take. Length is still about the same, but maybe it's a bit longer. Hoping now to get the terrain finished today so I can start working on other things tomarrow. When the terrain is done I will update.
Sorry for the spam bumping. Nobody's posting...it's just me... :(
Anyways...I finished the terraining and posted screenshots on the first post. The beacons represent the checkpoints. And the sand on each battlefield is the bases. Tell me what you think. I'll fix the terrain so it's more interesting later.
Imo the checkpoints are a great idea. Personally I would totally base the game around that. Dont attempt to be a nexus war clone, dont add lanes...
BUT checkpoints really only make sense if there are points of interest on the map, else you would just set the checkpoint on the enemy base, right? So what about buildings that grant additional ressources/spawn/units/upgrades/abilities once they rae captured? The possibilities are endless. You could make the complete core mechanic into a mod and then make different maps, with different boni at different locations.. Sounds pretty awsome if you ask me. :-D
We'll have to see...Atm I'm going to have checkpoints set where they are in the game, but later I may end up making it possible to create checkpoints yourself. Thank you for posting, you guys make me want to keep going. :) I think I'm going to get working and see if I can get the checkpoitns to send units by rally point through either triggers or data or both. Also, I'm not so great with data and it's possible I may need help, so if you guys could stick around until I need the help, I'd appreciate it. ;)
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Currently, the project name of my map is "Wars and Battlefields". I had some brilliant ideas about creating a map and I'm thinking about turning it into something serious. This idea has not been made into a game yet and it's in pre alpha stages since I have merely come up with the idea over several days.
The Game: I won't tell you tons of details, but I'll tell you that there are some key features in the game that would make the game very interesting and unique.
Gameplay: Each player will start off choosing a race and when done, it will reveal a small portion of the map to that player. They will start off with a main building and several buildings on the right side of their screen inside of icons. Over time in the game you will collect money automatically and by killing enemy troops. Each player will spend resources on constructing buildings near their base. These buildings will spawn units that will march towards the enemy base and fight along the way. This is starting to sound like other games like nexus wars and desert strike, but not yet.
Key Features: In the map, there are several unique features that I had brilliant ideas on. One strategic requirement in the game is called, checkpoints. Checkpoints are areas that units head into automatically and they follow a path towards the enemy's base. You can modify the rally point of a checkpoint to stear your units towards the direction you want them to go. It's best to send them to another checkpoint so that they follow a path you want them to follow. It is possible to send units not towards another checkpoint as well. This stops the units at that spot and thus stacks a large army in one place. You can use this to guard areas of the battlefield. You can slo send units back to the checkpoint they just came from thus looping back and forth which creates patrollers.
One last key feature is expanded battlefields. The map supports up to 8 players, and so, some players will want to fight 2v2 3v3 or 4v4 on the map. You can do this by inviting a player in the game to an in-game party with up to 4 players. You can then challenge another party, only if the party has an equal number of players. It will then destroy destructible rocks between the number of battlefields the game needs and the players can then create checkpoints all along the map between intertwined battlefields.
The Map: The map is simply 4 small lines of battlefields stacked on top of each other with 3 destructible rocks inbetween the battlefields either above, below, or both at one battlefield. This makes players fairly limited between each other, but also makes it allow the players to try different strategies on getting to the enemy.
Custom units: Currently there is no plan for custom units other than the regular melee units, but I could start the map out on a campaign mod and add custom units iff needed, but I had no plans on that area of the game.
Suggestions or Requests: If you have suggestions or requests for the map, know that it may be different as the game progresses since it's so early that it's still an idea. However, I'd like to see suggestions. They may change my mind into doing some really cool stuff. If you have enough suggestions or requests that you posted and I added, I will put you in the credits area.
If you read this, thanks for doing so. Oh, and remember, this map may take awhile since I'm only doing it on weekends, but I'm hoping to finish up a playable version sometime within 2-3 months, hoping less, but I know maps, they aren't easy. ;)
This map may possibly never get finished, but if you like the idea and I've given up on the project, you may gladly take up the task. Thanks. :)
The screenshot below has some red and blue and orange in it. The red and blue flags are the player bases. The red lines are the cliffs. The orange bubbles are the checkpoint locations. Lastly the blue lines are possible pathways.
NEW Screenshot! This is the updated and resized map. I'm going to do the terrain tomarrow since tonight is map night, but I got it resized and threw in a bunch of units and buildings for referance.
Bump, does anyone have any opinions or thoughts? I'll update this thread usually every weekend. I have time to come in here and chat, but never time to work on the project during weekdays, if you were going to ask about that...
Any questions or suggestion or even requests?
Does it really add something to the tug of war genre? I feel like it wont...feels like it might be just weird/complex mechanic instead of being fun.
So I would rather see something different I guess. First thing that comes to mind is nexus hindarance wars...you tried to control where units go, but I find it being more anoying that useful...just didnt feel right.
I understand that, thanks for posting. However I don't know how to fix that. I simply wanted to create an interesting and different kind of tug of war styled map. These were the ideas I came up with. Do you or does anyone else have any suggestions?
Edit: I'll take any suggestions, after all, I haven't even started building it. It may end up not being a tug of war map at all, who knows.
What most tug of wars lack is "upgrades". I loved "complexity" of civilization wars in wc3. You had different techs you could go for and many different strategies. There was also resource controlling. Middle gives extra suply, top gives extra income, bottom gave possibility to build special units.
you evolved your riders and archers...it really felt like you could counter things and had a great style. Im not saying you should rmk that stuff, just throwing out some ideas...there still hasnt been tug of war that has been better than civi wars in sc2, allthough genetic lab wars was great too (its really good that units move same speed and you can select what position to build them in).
I've been thinking about what you said about complexness in my original ideas so I refined it and I'm thining about instead of direct control of what specific paths you want you units to take, you can instead choose which path out of 2-6 or so paths you want your individual buolding's spawned units to take. Maybe this will give players a little more control but allow them to not have to worry about macro so much. I still want to keep the expanding which allows multiple players to join with each other but I'm thinking more on the lines of 2v2 with base sharing.
Hmm...I guess I can add upgrades...I was thinking about it awhile ago when I thought of the units that you'd spawn and how many buildings are available. Example gateway when spawned may be upgraded to warpgate then dark warpgate and all of them share unit upgrades which increases dmg armor speed etc. The building upgrades would increase how many units you could spawn at a time. I also thought about something I call switching. This allows players to make 1 building ex: barracks switch between all the units it can spawn. At normal barracks it spawns 1 marine, then barracks w tech lab it can spawn 2 marines or 1 marine and 1 medic or 1 marauder. Then barracks w tech lab can spawn 3-4 marines or 2 marines and 1-2 medics or 1 marauder and medic etc. You get it, basically it allows you to spawn 1 of several group choices. It may end up becoming instead of combinations of units to just mass of 1 unit type, but I'd need to start making the map first and see if it feels good when playing it. Talking about it is a little harder.
Hope this is a little more simple and yet a little better.
Add a special checkpoint that orders the unit to go back to a previous checkpoint, so you can get patrolling units ;-)
Hmm...I'm starting to think I should have a combination of pathways/checkpoints and default pathways. Perhaps there can be set checkpoints already in the game and have them cloaked to your opponent.
@SoulFilcher -> Perhaps...with my new idea maybe you can simply set a rally point to point out where you want units to go once they arrive there. This might be better. Thanks for the idea, I'll make sure to add you and zenx1 to my credits area if/when I finish the map. :)
Bump. If you have any ideas please post them. I'll start working on the map starting friday night most likely. I'll update progress on the map on the first post on every monday usually too. If you have ANYTHING to say real quick before friday, then quick! Post! Every post counts!
What about "AI upgrades" for your units? Something that makes your unit more efficient or use special abilities. Or maybe buildings can spawn units with specific orders, and players have some options to apply to these units. Maybe new AI options can be unlocked by upgrades.
That's actually a really great idea. I'll have to think about that one. :) Cost for increased AI skill...I like it! I don't know how to do that right now, but I'll try later in development!
New screenshot. I had some extra time today so I started a little bit early. I began testing out the map scale and it seems a little small...little upset about that, but I think I'm going to expand the map bounds on friday. I'm also going to get the other 3 battlefields set up as well. I may get the terrain done by friday or saturday and If I have extra time I'll see if I can get some of the data set up. Please give feedback.
The bottom of my first post tells what all the colors are for.
I know you just started it, but make sure you take the time work on the map appearance later. I don't know how most players feel about it but I hate maps that looks like they were made in a hurry, don't let yours that plain and simple. Place some doodads and make it look interesting to be seen.
Alright I'll make sure I double chack and get everything I can into terraining, but atm yes I just need the basic terrain first so I can get a playable version going first and terrain after I have everything else done. I'm not like that, I enjoy terraining, it's just really time consuming and all it is is just visuals, but I guess it's important too. I'll make sure I get that done.
New Screenshot. I fixed the map so it's a lot bigger and if I want to use something besides the battlefields I have other options on the map. Also put in units for referance.
I had a power outage last night and unfortunately had to redo the map a second time, but that's when I got the chance to make the battlefields even bigger. I decided there needed to be more choices among which paths you need to take. Length is still about the same, but maybe it's a bit longer. Hoping now to get the terrain finished today so I can start working on other things tomarrow. When the terrain is done I will update.
Sorry for the spam bumping. Nobody's posting...it's just me... :(
Anyways...I finished the terraining and posted screenshots on the first post. The beacons represent the checkpoints. And the sand on each battlefield is the bases. Tell me what you think. I'll fix the terrain so it's more interesting later.
My 2 cents:
Imo the checkpoints are a great idea. Personally I would totally base the game around that. Dont attempt to be a nexus war clone, dont add lanes...
BUT checkpoints really only make sense if there are points of interest on the map, else you would just set the checkpoint on the enemy base, right? So what about buildings that grant additional ressources/spawn/units/upgrades/abilities once they rae captured? The possibilities are endless. You could make the complete core mechanic into a mod and then make different maps, with different boni at different locations.. Sounds pretty awsome if you ask me. :-D
We'll have to see...Atm I'm going to have checkpoints set where they are in the game, but later I may end up making it possible to create checkpoints yourself. Thank you for posting, you guys make me want to keep going. :) I think I'm going to get working and see if I can get the checkpoitns to send units by rally point through either triggers or data or both. Also, I'm not so great with data and it's possible I may need help, so if you guys could stick around until I need the help, I'd appreciate it. ;)