This post is rather long. However, I have endeavoured to make it interesting. Kinda.
I'm going to add to this more overtime as the map evolves, but I thought I'd put this out here as I go forward, and maybe get some help hammering out the specifics. I really only have a general concept at this point, and I may not articulate it very well.
(I'm thinking the maximum number of players will be between 6 - 8. Still not sure though.)
1 Player is a Zerg character, the others are Terran characters.
Main Concept:
-Terran Players are miners on an isolated planet. They are competing for the scarce, yet valuable minerals. The game world will be tweaked to resemble what I deem *reality*, eg. Weapons have realistic range, damage, ammunition(have to reload, be resupplied), units will have realistic health, line of sight, etc. In turn, the Zerg units will be more plentiful, damaging, or otherwise changed to ensure balance.
Each player's units are dependent upon the *Command* which he chooses. Many, if not all units will be mutually exclusive between difference Command Corps.
Infantry Command:
-Focus on mobility and (relative to other Commands) strength in numbers. Will have access to:
-Infantry
-Heavy Infantry
-Elite Infantry
-Troop Carriers
-Light Support Walkers
If I implement air*
-Med-V with limited resupply capacity
-Light Support Helicopter
Mechanized Command
Focus on strength, range, and staying power. Will have access to:
-Disposable infantry
-Engineers
-Combat Jeeps
-Light tanks
-Heavy tanks
-Medium/Heavy Walkers
If I implement air*
-Mobile refuel/resupply droid
-Heavy Air to Ground support
I may add a third company, if so, it will likely be:
Tactical Command
Focus on specialized casters, stealth units, and high mobility hit and run tactics. It would have access to:
-Mobile Infantry
-Ghosts
-Specialized anti-zerg infantry
-Some potential casting unit
-Close combat infantry
-High mobile/firepower ground vehicle
If I implement air units*
-Specialized Air to Ground vehicle
-Stealth fighter/bomber
All of these units would be available to each player in limited quantities, by virtue of the limited resources he will have at his disposal. Each unit will count.
Before I explain the resource system, I will talk of the heroes.
Each Prospector, in addition to choosing as a Command, will select a hero from that Command. This will the Terran player's main character. He will have at his disposal several abilities, as well as upgrade paths for players to spend resources on. He can also use resources on
to call down units at his drop zone, as well as mining equipment and structures. I imagine making between 3-5 heroes for each Command.
Resource System:
Each player is a prospector, a miner on the world. (I realize that may not be correct in the technical sense, but let's let it slide). The resources are limited, and ascend in order of rarity from
blue > yellow > red > purple. Different units require different amounts of the four resources. Resources are quite scarce overall.
Besides the few located close to each starting Terran position, the others are scattered around the map, located in the lairs of creeps, in zones of conflict, or infested zerg territory. Resources are mined with the aid of a Mobile Extraction Stations(MES) and it's drones. The MES and its drones will have to be guarded from other players, creeps, and the hostile zerg.
The player will have to make strategic decisions with the resources he gathers. Will he use them to upgrade his units, purchase additional forces, unlock additional tiers, upgrade his hero(abilities or weapons), purchase light defenses, additional tech, or will he save them towards the victory condition?(If a player gathers a certain total of resources, he can win the game. This will be no small feat.)
That is a very general overview of the game from the Terran's perspective. Overall, gameplay from the Terran's perspective will be a frantic struggle over the scarce minerals using powerful units and abilities.
Now for the Zerg. My concept of what form the Zerg will take is still quite blurry and unfinished. Here is what I have as of now:
Warning Rough*
The Zerg can choose one of two heroes. One will be a caster type, likely with a Kerrigan model, and the other will be a burly melee type, likely with a Stank or ultralisk model. Each will have experience, as well as purchasable abilities and upgrades, based on the zerg resource: biomass.
Zerg gain biomass through the killing of Terran units and some creeps. Biomass is gathered from the bodies of these units. Biomass is used to bio units, and upgrades for both the Zerg army and the heroes. The Zerg heroes will have access to a variety of horrific abilities - plagues, parasites, summoned spawns. Most zerg units will go down more easily to the Terrans, but they will be more plentiful. As well, the Zerg will have several abilities to spread its territory, with creep, and several structures.
Hõla
This post is rather long. However, I have endeavoured to make it interesting. Kinda.
I'm going to add to this more overtime as the map evolves, but I thought I'd put this out here as I go forward, and maybe get some help hammering out the specifics. I really only have a general concept at this point, and I may not articulate it very well.
(I'm thinking the maximum number of players will be between 6 - 8. Still not sure though.)
1 Player is a Zerg character, the others are Terran characters.
Main Concept:
-Terran Players are miners on an isolated planet. They are competing for the scarce, yet valuable minerals. The game world will be tweaked to resemble what I deem *reality*, eg. Weapons have realistic range, damage, ammunition(have to reload, be resupplied), units will have realistic health, line of sight, etc. In turn, the Zerg units will be more plentiful, damaging, or otherwise changed to ensure balance.
Each player's units are dependent upon the *Command* which he chooses. Many, if not all units will be mutually exclusive between difference Command Corps.
Infantry Command:
-Focus on mobility and (relative to other Commands) strength in numbers. Will have access to:
-Infantry
-Heavy Infantry
-Elite Infantry
-Troop Carriers
-Light Support Walkers
-Med-V with limited resupply capacity
-Light Support Helicopter
Mechanized Command
Focus on strength, range, and staying power. Will have access to:
-Disposable infantry
-Engineers
-Combat Jeeps
-Light tanks
-Heavy tanks
-Medium/Heavy Walkers
-Mobile refuel/resupply droid
-Heavy Air to Ground support
I may add a third company, if so, it will likely be:
Tactical Command
Focus on specialized casters, stealth units, and high mobility hit and run tactics. It would have access to:
-Mobile Infantry
-Ghosts
-Specialized anti-zerg infantry
-Some potential casting unit
-Close combat infantry
-High mobile/firepower ground vehicle
-Specialized Air to Ground vehicle
-Stealth fighter/bomber
All of these units would be available to each player in limited quantities, by virtue of the limited resources he will have at his disposal. Each unit will count.
Before I explain the resource system, I will talk of the heroes.
Each Prospector, in addition to choosing as a Command, will select a hero from that Command. This will the Terran player's main character. He will have at his disposal several abilities, as well as upgrade paths for players to spend resources on. He can also use resources on
to call down units at his drop zone, as well as mining equipment and structures. I imagine making between 3-5 heroes for each Command.
Resource System:
Each player is a prospector, a miner on the world. (I realize that may not be correct in the technical sense, but let's let it slide). The resources are limited, and ascend in order of rarity from
blue > yellow > red > purple. Different units require different amounts of the four resources. Resources are quite scarce overall.
Besides the few located close to each starting Terran position, the others are scattered around the map, located in the lairs of creeps, in zones of conflict, or infested zerg territory. Resources are mined with the aid of a Mobile Extraction Stations(MES) and it's drones. The MES and its drones will have to be guarded from other players, creeps, and the hostile zerg.
The player will have to make strategic decisions with the resources he gathers. Will he use them to upgrade his units, purchase additional forces, unlock additional tiers, upgrade his hero(abilities or weapons), purchase light defenses, additional tech, or will he save them towards the victory condition?(If a player gathers a certain total of resources, he can win the game. This will be no small feat.)
That is a very general overview of the game from the Terran's perspective. Overall, gameplay from the Terran's perspective will be a frantic struggle over the scarce minerals using powerful units and abilities.
Now for the Zerg. My concept of what form the Zerg will take is still quite blurry and unfinished. Here is what I have as of now:
The Zerg can choose one of two heroes. One will be a caster type, likely with a Kerrigan model, and the other will be a burly melee type, likely with a Stank or ultralisk model. Each will have experience, as well as purchasable abilities and upgrades, based on the zerg resource: biomass.
Zerg gain biomass through the killing of Terran units and some creeps. Biomass is gathered from the bodies of these units. Biomass is used to bio units, and upgrades for both the Zerg army and the heroes. The Zerg heroes will have access to a variety of horrific abilities - plagues, parasites, summoned spawns. Most zerg units will go down more easily to the Terrans, but they will be more plentiful. As well, the Zerg will have several abilities to spread its territory, with creep, and several structures.
Well, there I have it. As of yet, I haven't done much more than the terrain, which can be found here:
http://forums.sc2mapster.com/development/terrain/21782-prozpektor-consolidated-terrain-thread/?unread
I expect to pick up work significantly after school finishes.
Oh, and no one steal my idea please ;)
So, what do you guys think? Good? Bad? Boring? How can improve? Is this good for nothing else than editor experience?
A few other terrain shots I think show the character of the map as it is:
Sounds interesting, although its a lot to read and seems like it can get complicated so its hard to judge. Definitely needs a playtest when ready.
Sorry about that. I don't think there was any way to make it better though. And yep, definitely will need a lot of playtesting ;)
Also, what did you find complicated? I can try to make it a bit simpler.
A few more shots for good measure.
Does the concept itself sound like it will translate well into a map?