The main idea is to push the Galaxy Editor to its limits to see what it’s capable of, and to set some groundwork for other mapmakers to help them with their projects.
We are creating a 1-4 player campaign, with a fully customized UI with a 3rd person style game play.
Mechanics: Customized UI
Will include features like Minimap, Gun Selector, Ammo count, Objectives, Side Quests, Inventory, much more to come.
Fully Explorable Area
Maps will be able to compare to the original campaign. A free roam area with explorable environments: Underground, Jungles, Cities, Inside buildings, ect...
Weapons like the Ghost's sniper, Marine's Rifle, weapons of the Firebat, Marauder, and Reapers will be available through the campaign [Debating if you can only hold 1 weapon or be able to switch like in other games such as MW or Halo] Maybe even grenades.
Functions like light switches, flickering lights, and Night-vision will be implemented as sometimes you will be traveling through pitch black caves or exploring volcanic worlds like Char
I’m not trying to create a MAJOR rpg, just an action series with an RPG element for easy playability and
replayability. Items like ammo, health vials, and other items can be lootable. Weapon modifications, and any upgrades from the actual game can be implemented. Like the concussive shot from the Marauder could be an item. Maybe even the Reaper's Jetpack can be an item.
Change of Gameplay
Missions varying from 1st person veiw, 3rd person veiw, controlable vehicles (Seige Tanks, Banshees, Hellions), or even control the whole battlefield classic SC style.
Legends of War - Campaign
Episode 1 - Escape!
Objective - Escape from an abandoned Covert Ops Facility.
Tileset - Indoor Facility
Mood - Low lighting, evidence of bloody battles. Similar to the indoor facility tile-set in SC1
Description - This mission will be in 3rd person view from start to finish. It will be fairly easy, with limited enemies to start the player(s) out. As you progress through the map there will be certain 'ambush' and 'hold out for X many minutes' stages. The map ends when you exit the Docking Bay room of the facility and out into the city.
Aproximated time to complete - 30 min
Episode 2 - Fall of Tarsonis
Objective - Protect Tarsonis from the zerg swarm.
Tileset - City
Mood - Ruined city, zerg forces running around, sky is dark and full of smoke. Gunshots and screams from humans and unknown creatures can be heard.
Description - In this mission it will be more open and room, not close-quarter combat in Episode 1. Here we will be testing controlable vehicles. It starts right outside of the Covert Ops building you had just escaped from. You head across a long bridge meeting minor resistance such as a few zerglings and roaches. Once at the end of the bridge you meet a wounded marine that will tell you to head to a military outpost near the Terran Dominion Museum. This is where 2 players will control Siege Tanks while the other 2 players will follow on foot. On the way to the outpost, you will meet enemies such as L1, L2 Zerglings, Roaches, and a few Brood Lords. (Siege Tanks will be able to shoot air)
Once you arive at the military outpost all they players will return back to ghosts and have to defend the museum for 7 minutes.
Aproximated time to complete - 40 min
Episode 3 - More Bang for your Buck
Objective - Locate Gamma Base
Tileset - Desert
Mood - Sandstorms, Mid-day, wreckage of tanks and battlecruisers decorate the landscape
Description - The players are on the planet Mar Sara. They arrive in a dropship and get unloaded into a narrow canyon. The players get briefed by an unknown human. The players to will make their way to a Terran Base which is currently under attack. After killing the remainding zerg attack force, the game will pan out and turn into the classic RTS style. All players will have their own base located at the very left of the map. Now they must destroy a VERY strong zerg army, units like the firebat and vulture will be included
Aproximated time to complete - 1 hour
Leave suggestions, or ideas of what you would like.
What weapons would you want? Any weapon modifications you'd like to see? For example ammo type, supressors, ect.
Would you rather have a weapon slots? Or play the game with 1 weapon you would pick at the start of the mission?
If you would rather have weapon slots, how many do you want, 2, 4? How would you want the weapons to look? Big and bulky, worn out. or a slim, high-tech weaponry. How much ammo do you think you should be able to hold? Should enemies drop ammo? Or should ammo slowly regenerate?
As you travel through the map, you will meet different types of enemies. How strong would you want the zerglings, roaches, hydras, and ultralisks to be? Any units you wouldnt want to see? Like Brood Lords, or queens?
Not all units will be the same. Zerglings with a red tint will be harder to kill than normal zerglings. And some weapons would do more damage to other units that some. Like the Assault Rifle will do more damadge to zerglings than a roach. A sniper will do more damage to a roach than a zergling.
How often would you want to fight enemies? Should there be a set value of units at a certian location? Or should enemies respawn and head torward the player at spawn points? For example: Lings will spawn out of a broken vent. Roaches will spawn out of holes in the ceiling.
Do you think 4 players is too little? Should players start out on different places of the map, then meet up? Or start all together? Would you want allied AI's following you around? For example: There are 4 players, with 3-5 allied AI marines following you where ever you go.
How much of an RPG would you want this game to be? Would you want levels? Skills? Special abilities? Or would you just want the guns and modifications to define how muc damadge you take/do.
Should this game rely heavily on teamwork? For example: 2 players defend a position while the other 2 look for the power generator. If any of the 2 groups fail its game over. Should there be a score counter to add some sort of competetive play? Like a in-game counter to show your kills.
Should headshots do more damadge than body shots? Or should the damage be the same all around? Should there be recoil when aiming/shooting? Or should the bullets go where you aim?
Should you be able to trade weapons/items? For example: You use a shotgun, put you picked up a sniper, which happens to be what your teamate loves to use.