I plan for this map to be one of those maps that has very little to learn, but a lot to master. Basically, this game will be like Warlocks/Archers/Boomerangers of WC3. With only 3 classes, the game will be easy to balance; each player will choose a non-hero class unit at the beginning of the game, and will have the option to change their class in-game. Auto attacking will be disabled, and the game will be ability-based.
Glossary (For those who don't really know):
DoT: Damage over time. For example, an ability that does 1 damage every 2 seconds for 8 seconds, instead of an ability that instantly does 4 damage.
AoE: Area of Effect. Multiple units within a specific area, instead of a single unit.
The Classes
Ranged Class (Mage):
Abilities: Long-ranged attacks, with minimal short-ranged abilities.
Stats: Average Speed, Low Health, Highest Shields (Shields will have certain uses, such as sacrificing for an ability).
Example Vitals: (no initial regeneration of vitals) 4 health, 12 shield.
Melee Defensive Class (Knight):
Abilities: Mid-ranged attacks with damage based on survival.
Stats: Lowest Speed, Highest Health, Average Shields
Example Vitals: 12 health, 6 shield.
Melee Offensive Class (Assassin):
Abilities: Close-range burst damage attacks, with tactical abilities.
Stats: Highest Speed, Average Health, Lowest Shields
Example Vitals: 6 health, 2 shield.
Overall Concept: The classes are set up to have a weakness and a strength. A Mage will be best against an Assassin, with AoE DoT abilities as a fire-and-forget mechanic against chasing Assassins (with little survivability, the Assassin will die easily if null successful dodge); Mages will be ineffective versus a Knight, as DoTs will do little against high survivability, and the knight's shield Drain will be very effective against a Mage. An Assassin will be best against a Knight, as the Knight moves very slowly, and has little to kill the Assassin with. Two of the same class should be a fair fight (Assassin vs. Assassin wars would be very fun and challenging).
Overall, if Mage was Rock, an Assassin would be Scissors, and the Knight would be Paper.
Visually: Mage > Assassin > Knight > Mage
Rough Abilities Map
Abilities will work like this:
Generic abilities: Direct damage ranged and melee attacks with very little specialization in any area.
Counter abilities: Abilities that counter the mechanics of another class.
Special/Algorithmic abilities: Abilities that are best when utilized with the situation and timing.
Mage:
Generics:
Passive Melee Frontal with periodic damage (If you stand in front of a mage, you'll get hurt automatically)
Dodgeable ranged attack (causes AoE damage and disappears on impact) that restores shield if it hits
Counter: Aimed Delayed AoE DoT (like psionic storm, but the ability happens shortly after casting; if an Assassin is hit, they're killed after duration ends)
Special: AoE Heal over Time; disables abilities while in effect
Knight:
Generics:
Melee Frontal that does moderate damage and stuns
Projectile that does little damage
Counter: AoE Cone Shield Disable
Special:
Passive buff that increases damage based on amount of health (more health gone = more damage)
Offensive mode: Increases speed to be on par with Assassins, but causes health decay
Defensive mode: Keeps slow speed, but allows health regeneration
Assassin:
(Energy System: Assassins, in order to prevent being overpowered, will have an energy system; about 10 energy, regenerating at 1 per second. Most abilities will cost 1 energy, and persistent abilities will have a persistent energy cost)
Generics: Each generic ability costs energy
Melee frontal that does moderate damage
Projectile that does little damage, but has short cooldown
Counter: Melee frontal that does severe damage to units with no current shield; no energy cost
Special:
Channeled ability that instantly kills units in frontal AoE after a few seconds; no energy cost
AoE root that drains all energy for a higher duration than channeled ability's cast time
Invisibility that drains energy as it persist
Why here?
Unfortunately, I do not have much map creating experience, and it will take me a very long while to create a basic map like this. I request that someone takes my idea, and lets me observe and have a say in its development; the credit for the idea is up for grabs.
1.Passive buff that increases damage based on amount of health (more health gone = more damage)
can easily be made without triggers and that ability can made using purely the data editor if you are willing to have it go in more regular stages.
As for you plan of supervising the project while others do the work, I have a better idea, you do it and I give you advice on how to make the stuff.
And heres a freebie
1.Passive Melee Frontal with periodic damage (If you stand in front of a mage, you'll get hurt automatically)
Make a behavior type Buff set the Effect - Effect - Periodic to a Search Area effect and the Stats - Period to how often you want the effect to occur if a unit is infront (for direct damage set to a reasonable time apart like 1.5 for applying a -ve regen buff set to 0.25). Set Stats - Flags to hidden
With the Search Area effect set the Search - Areas - Arc to <90 degrees so that it only targets stuff infront of the unit. Set Search - Search FIlters to whatever you want the effect to target, Enemy and Ground required would be a good start (look at other units search filters for inspiration). Give the Search - Areas - Effect either a Damage effect or an Apply Behavior effect. Set the Search - Areas - Radius to <1.5 so it only targets stuff right infront.
If you opt for the Damage effect, set all the Combat values to whatever you find is balanced and set Effect - Flags to Notification, Effect - Kind to Spell (if you want the damage sort to be known as that) and Effect - Resonse Flags select both values. If you go for the damageing buff create a Apply Behavior effect with a Behavior - Behavior set to the buff behavior (not the one mentioned earlier). The buff needs a UI - Icon/Tooltip (artists choice) and a Stats - Duration set to how long you want it to take -ve regen (looks smoother hp loss than damage effect) and Unit - Modification - Vital Regeneration Bonus, set it to a negative number you find is good.
Finally apply the original behaviour to your unit under Behavior - Behaviors - Behavior.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I'm pretty sure that anyone that is here on these forums already has an idea for a game, or else they wouldn't be here :) Everyone started with no map making experience, so I'm sure you can learn it too.
I believe there is a misconception here, brought upon by the thought of another (relate to the idea, then steer off slightly, followed by a push in the wrong direction, and a downward spiral; this, of course, is only in the concept of those who do not wish to take a side, nor defend their own rights towards this observation. Of course, being an observation, only an inference would claim it as otherwise. Is this an inference or not? Well, this isn't philosophy 101, nor is it of any primary importance as this notion is in parenthesis).
A map based off of creativity has little conscious thought behind it, as abstraction is little understood by it. As we try to define what makes a good map, (or anything in general), we look to manipulate, control, and have shady mechanisms that only respond to the ideals of the users, and not the game itself. This is where most maps meet the deep end of the pool, and fail to reach the surface. The only way to save a map in this situation, is to show acceptance, and create the map in a new form, hoping that you don't drop, once again, to the manipulative stages (dropped down to the intuitive stages once again, you won't consciously think this).
This is where there's a split in the path. You can either go about the new map logically, philosophically (the blend of logic and abstraction), and make connections towards the game, users, and everything around it; thus, creating a map that flows, and has a purpose. The other direction is towards the path of creativity once again, repeating the fall, and eventually arriving at this destination again.
The point is, this isn't an idea of creativity, and I'm not at the stage of manipulating users for the benefit of creating a map that only corresponds to those who play it. This is a map of flow, and greater purpose; there are many connections towards a map with a concept like this (rock, paper, scissors), and adding a concept so basic will push the map making community as far as it will strive for, and beyond.
By simply mentioning this idea, and these concepts, the community improves as a whole, and that is my goal.
I never speak on my own behalf.
Anyway
I wish I could make this map in less than approximately 3 years, but fate does rest for those with the purpose to improve those around you.
I do not wish to supervise this map; I just wish to observe its development, and add on to certain concepts, for the sake of everything else. (ideas based on creativity will have to be driven through certain stages to reach a better motive; usually, ideas are stomped out for the sake of the one who stomped it out. I am not one to crush ideas based on my opinion, of which usually happens.)
For the sake of creativity, I did not expect this map to get far. But to challenge people with ideas is to get nowhere; to challenge people with a greater purpose is to lead. (I'm a horrible leader D:) This is why I offer the idea to anyone who is willing to accept.
Rollback Post to RevisionRollBack
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I plan for this map to be one of those maps that has very little to learn, but a lot to master. Basically, this game will be like Warlocks/Archers/Boomerangers of WC3. With only 3 classes, the game will be easy to balance; each player will choose a non-hero class unit at the beginning of the game, and will have the option to change their class in-game. Auto attacking will be disabled, and the game will be ability-based.
Glossary (For those who don't really know):
The Classes
Ranged Class (Mage):
Melee Defensive Class (Knight):
Melee Offensive Class (Assassin):
Overall Concept: The classes are set up to have a weakness and a strength. A Mage will be best against an Assassin, with AoE DoT abilities as a fire-and-forget mechanic against chasing Assassins (with little survivability, the Assassin will die easily if null successful dodge); Mages will be ineffective versus a Knight, as DoTs will do little against high survivability, and the knight's shield Drain will be very effective against a Mage. An Assassin will be best against a Knight, as the Knight moves very slowly, and has little to kill the Assassin with. Two of the same class should be a fair fight (Assassin vs. Assassin wars would be very fun and challenging).
Overall, if Mage was Rock, an Assassin would be Scissors, and the Knight would be Paper.
Visually: Mage > Assassin > Knight > Mage
Rough Abilities Map
Abilities will work like this:
Mage:
Knight:
Assassin: (Energy System: Assassins, in order to prevent being overpowered, will have an energy system; about 10 energy, regenerating at 1 per second. Most abilities will cost 1 energy, and persistent abilities will have a persistent energy cost)
Why here?
Unfortunately, I do not have much map creating experience, and it will take me a very long while to create a basic map like this. I request that someone takes my idea, and lets me observe and have a say in its development; the credit for the idea is up for grabs.
All but the knight skill where
1.Passive buff that increases damage based on amount of health (more health gone = more damage)
can easily be made without triggers and that ability can made using purely the data editor if you are willing to have it go in more regular stages.
As for you plan of supervising the project while others do the work, I have a better idea, you do it and I give you advice on how to make the stuff.
And heres a freebie
1.Passive Melee Frontal with periodic damage (If you stand in front of a mage, you'll get hurt automatically)
Make a behavior type Buff set the Effect - Effect - Periodic to a Search Area effect and the Stats - Period to how often you want the effect to occur if a unit is infront (for direct damage set to a reasonable time apart like 1.5 for applying a -ve regen buff set to 0.25). Set Stats - Flags to hidden
With the Search Area effect set the Search - Areas - Arc to <90 degrees so that it only targets stuff infront of the unit. Set Search - Search FIlters to whatever you want the effect to target, Enemy and Ground required would be a good start (look at other units search filters for inspiration). Give the Search - Areas - Effect either a Damage effect or an Apply Behavior effect. Set the Search - Areas - Radius to <1.5 so it only targets stuff right infront.
If you opt for the Damage effect, set all the Combat values to whatever you find is balanced and set Effect - Flags to Notification, Effect - Kind to Spell (if you want the damage sort to be known as that) and Effect - Resonse Flags select both values. If you go for the damageing buff create a Apply Behavior effect with a Behavior - Behavior set to the buff behavior (not the one mentioned earlier). The buff needs a UI - Icon/Tooltip (artists choice) and a Stats - Duration set to how long you want it to take -ve regen (looks smoother hp loss than damage effect) and Unit - Modification - Vital Regeneration Bonus, set it to a negative number you find is good.
Finally apply the original behaviour to your unit under Behavior - Behaviors - Behavior.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I'm pretty sure that anyone that is here on these forums already has an idea for a game, or else they wouldn't be here :) Everyone started with no map making experience, so I'm sure you can learn it too.
I believe there is a misconception here, brought upon by the thought of another (relate to the idea, then steer off slightly, followed by a push in the wrong direction, and a downward spiral; this, of course, is only in the concept of those who do not wish to take a side, nor defend their own rights towards this observation. Of course, being an observation, only an inference would claim it as otherwise. Is this an inference or not? Well, this isn't philosophy 101, nor is it of any primary importance as this notion is in parenthesis).
A map based off of creativity has little conscious thought behind it, as abstraction is little understood by it. As we try to define what makes a good map, (or anything in general), we look to manipulate, control, and have shady mechanisms that only respond to the ideals of the users, and not the game itself. This is where most maps meet the deep end of the pool, and fail to reach the surface. The only way to save a map in this situation, is to show acceptance, and create the map in a new form, hoping that you don't drop, once again, to the manipulative stages (dropped down to the intuitive stages once again, you won't consciously think this).
This is where there's a split in the path. You can either go about the new map logically, philosophically (the blend of logic and abstraction), and make connections towards the game, users, and everything around it; thus, creating a map that flows, and has a purpose. The other direction is towards the path of creativity once again, repeating the fall, and eventually arriving at this destination again.
The point is, this isn't an idea of creativity, and I'm not at the stage of manipulating users for the benefit of creating a map that only corresponds to those who play it. This is a map of flow, and greater purpose; there are many connections towards a map with a concept like this (rock, paper, scissors), and adding a concept so basic will push the map making community as far as it will strive for, and beyond.
By simply mentioning this idea, and these concepts, the community improves as a whole, and that is my goal.
I never speak on my own behalf.
Anyway
I wish I could make this map in less than approximately 3 years, but fate does rest for those with the purpose to improve those around you.
I do not wish to supervise this map; I just wish to observe its development, and add on to certain concepts, for the sake of everything else. (ideas based on creativity will have to be driven through certain stages to reach a better motive; usually, ideas are stomped out for the sake of the one who stomped it out. I am not one to crush ideas based on my opinion, of which usually happens.)
For the sake of creativity, I did not expect this map to get far. But to challenge people with ideas is to get nowhere; to challenge people with a greater purpose is to lead. (I'm a horrible leader D:) This is why I offer the idea to anyone who is willing to accept.