I picked up Starcraft 2 recently, never having got to try it in beta. Yesterday I got to this lovely mission where you had to destroy the temple doors with a giant laser. As soon as I saw it and used it I said to myself, "That thing is awesome, I have to use it in a map. To destroy something. Because it's a frickin' laser."
Here's my idea: Two teams, one lane. The center of the lane has an uncontrolled Drilling Laser building. The enemy base can't be attacked normally, and you must use the laser to destroy it. Taking control of the drill causes it to (assuming I can slow the entire process down via editor), very, very slowly turn towards the enemy base and begin to spin up (very, very slowly) to fire. Holding it long enough will, obviously, result in victory. If you capture it back during the spin up or turn phase it will begin to turn around to the opposing side. There are more nuances to work on, but that's the basic idea.
Simple concept, but I'd like to do more with it and have a couple things I've been debating over.
First: Heroes. I'm not sure I want to use custom heroes that level up. Rather, I think I'd like to present each team with a pool of ground units that each have a different role/advantage. They don't level or upgrade, and upon death you can change to another to help counter the opposing team.
Second: Creeps. I'm considering having each base spawn a wave of critters that attack the opposing side. Not sure, though. It would provide cover/distraction for those capturing the middle, though.
Third: Extras. What could I add to make this more interesting? Different game modes? Different map layouts (i.e. multiple layouts within one large map that are chosen per game)? Perhaps I could make it rematchable within the game, especially since it isn't an overly complicated concept.
I've worked with the previous editors (wc3/2, sc1) for a long time, although mostly on unfinished projects (sadly those of which are lost now, otherwise i'd up-convert and finish them here). The new editor is throwing me for a bit of a loop, though.
This sounds fun! You are planning on programming this, right? Or are you looking for somebody else to do it? 1 lane might get kind of boring, sooo...maybe 2 or 3 lanes with their own drill. But here is the twist: The longer you hold control of the drill, the more powerfull its beam gets. So this adds the choice: WHich is more important? Do I risk loosing this already powered up drill and try to capture another one? Or do most of us protect this one and one or two players try to take the others? With only 1 drill there is almost no strategic decisions for your team to make. You could also add some other capture able territories like mineral plants (+10 minerals per 10 seconds to team that owns it) or medical centers (team that owns it can heal here for free). THat adds even more decisions for the team to make. The minerals could be used to buy items or even 'super units', which are powerful units that cost alot of minerals, and take several heroes to defeat.
Wow... I would TOTALLY play this if you made it. If not, and you need somebody to make it, I can program this for you once I finish my current project. Seriously. I cannot come up with ideas by myself for my life, so if you cannot/dont want to make this, I am TOTALY willing to make it for you, and I'll put your name in the map. (of course you can still make it yourself, thats no problem. I just want to play this map at some point)
I plan on doing the terrain, programming it, etc. Since it's not an overly complicated type of game I figure it'll be a good way to get my feet wet with the new editor.
The reason I was thinking about focusing on one lane was to keep the team working together, in a small group TDM sort of way. A variety of classes that oppose one another would promote strategic countering. If I was going to do more of an AOS gameplay (which I have an idea for, but that's for another time and place) I would go for 2-3 lanes for the primary objective. As for capturable bonuses, I'm planning on including side areas (i.e. jungle or a lane that offers extras but no drill). Things such as a passive bonus to speed or damage for the players, launch a satellite that shows you the current game map, etc.
If I include computer-controlled creeps that attack the other side they are going to be more of light distractions and cover, rather than big waves. The idea isn't to attack the enemy base directly (you can't). I think super creeps that take a team to defeat would result in the first team to activate one winning, at least under my current model of 'firing laser = game done' rather than damage over time.
To expand on some points I made in my first post: I'm not going with heroes, I'll be going with a set of classes that can be swapped on-the-fly per death. For the extras section I mentioned, I am going to do multiple game stages, try to allow rematching and perhaps a different game mode. Damage over time could be its own mode (or map), whereas currently it's more of sudden death (albeit the cannon will take a long time to aim and fire).
I still need to come up with classes. A few friends suggested I just 'borrow from team fortress', which isn't a terrible idea, but I'm not sure. Need to think up some more stages as well. I've got two in my head, but would like five unique stages within the map.
I do appreciate the input, it has given me a few ideas. I've also got a friend helping me out with the brainstorming too, so hopefully this'll turn out great. I'm going to start the terrain today, I've been waiting to finish the campaign before I began on the map beyond the ideas phase.
Also, question: When raising lava via trigger, does it raise the entire map, or can I specify a region of lava?
Countering their team with an appropriate makeup is a tactic in and of itself. If the game is 3v3, 4v4 or whatever and there are nine classes then you won't be able to field everything at once, thus opening opportunity to counter or be countered. That's another reason the cannon takes so long to aim and fire: If you die, or your team is wiped out, you will be able to swap to an appropriate team makeup and get back there to stop them.
With that said, I did more-or-less agree with zeldarules28 on the point of capturable bonuses. The option of having multiple stages also means they can play differently. For example, there could be a stage that has three lanes, multiple lasers, etc. as was mentioned. That one could be designed for a longer game with a different focus. There could also be a stage where the concentration is primarily on the team fight which lends itself to quicker matches (hence the desire for a rematch system).
Alright, its your game after all. And 1 lane is good, especially if this is your first map. And to answer your previous question, you can change the turning rate to something very slow, and you SHOULD be able to change the charge up rate also. Were you planning on lazer fires' = 'you win instantly, or were you planning on having the lazer slowly drain the base's life? You could even change this statistics, as well as the level design, depending on how the players vote to start the match. (Nice idea with the multiple maps in one, I never thought of that.) Has for hero/class ideas, I always start brainstorming with the basics.
1)A tough, melee warrior who excelles at 1v1 fighting. (zealot?)
2) A tank who is not good at attacking but has very high hp, and crowd control abilities designed to keep him alive. (immortal? queen?)
3) The physically weak caster that has amazing, high damage spells. (High Templar)
4) The stealthy backstabber who has low hp, high attack, and can cloak. (Dark Templar? ghost?)
5) The ranged support hero who needs to be protected by allies but deals good damage and has good spells.
These should get you started! Good luck!
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The title got me thinking about a slightly different idea.
Two bases, two lasers. Both lasers are firing on a big floating pylon in the middle of the field. Now, people run on one lane and try to kill each other, claiming areas in one way or another along the way.
The pylon moves through these areas, so if you capture all the areas all the way to the enemy base, the pylon explodes and obliterates them.
More of a "push o' war" I guess though.
Any thoughts?
That is the wierdest thing ever. your shooting a lazer at a floating giatn pylon that folows u around. If they had giant lazer, just shoot the enemy!! lol
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I had a similar idea. 2 bases, 2 "temples", 2 lasers. CTF style, break into opponents "temple", first to bring back opponents artifact wins.
1. The lasers have vision of opponents temple, rest is FOW.
2. Lasers can target opponent's units/structures after 5 mins. (manual control, just like campaign)
3. Laser cannot target opponents laser, or own temple.
4. Laser has shield, but cannot be repaired. When destroyed = game over, possibly has defense system in place.
Right now I am struggling with making the custom units/triggers. I like the blizzard map "Dig Site", and would probably modify that map for 1v1 or 2v2 gameplay.
If you can help me out or have suggestions, plz msg/email me.
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I picked up Starcraft 2 recently, never having got to try it in beta. Yesterday I got to this lovely mission where you had to destroy the temple doors with a giant laser. As soon as I saw it and used it I said to myself, "That thing is awesome, I have to use it in a map. To destroy something. Because it's a frickin' laser."
Here's my idea: Two teams, one lane. The center of the lane has an uncontrolled Drilling Laser building. The enemy base can't be attacked normally, and you must use the laser to destroy it. Taking control of the drill causes it to (assuming I can slow the entire process down via editor), very, very slowly turn towards the enemy base and begin to spin up (very, very slowly) to fire. Holding it long enough will, obviously, result in victory. If you capture it back during the spin up or turn phase it will begin to turn around to the opposing side. There are more nuances to work on, but that's the basic idea.
Simple concept, but I'd like to do more with it and have a couple things I've been debating over.
First: Heroes. I'm not sure I want to use custom heroes that level up. Rather, I think I'd like to present each team with a pool of ground units that each have a different role/advantage. They don't level or upgrade, and upon death you can change to another to help counter the opposing team.
Second: Creeps. I'm considering having each base spawn a wave of critters that attack the opposing side. Not sure, though. It would provide cover/distraction for those capturing the middle, though.
Third: Extras. What could I add to make this more interesting? Different game modes? Different map layouts (i.e. multiple layouts within one large map that are chosen per game)? Perhaps I could make it rematchable within the game, especially since it isn't an overly complicated concept.
I've worked with the previous editors (wc3/2, sc1) for a long time, although mostly on unfinished projects (sadly those of which are lost now, otherwise i'd up-convert and finish them here). The new editor is throwing me for a bit of a loop, though.
Thoughts? Comments? Suggestions?
p.s. I love laser.
This sounds fun! You are planning on programming this, right? Or are you looking for somebody else to do it? 1 lane might get kind of boring, sooo...maybe 2 or 3 lanes with their own drill. But here is the twist: The longer you hold control of the drill, the more powerfull its beam gets. So this adds the choice: WHich is more important? Do I risk loosing this already powered up drill and try to capture another one? Or do most of us protect this one and one or two players try to take the others? With only 1 drill there is almost no strategic decisions for your team to make. You could also add some other capture able territories like mineral plants (+10 minerals per 10 seconds to team that owns it) or medical centers (team that owns it can heal here for free). THat adds even more decisions for the team to make. The minerals could be used to buy items or even 'super units', which are powerful units that cost alot of minerals, and take several heroes to defeat.
Wow... I would TOTALLY play this if you made it. If not, and you need somebody to make it, I can program this for you once I finish my current project. Seriously. I cannot come up with ideas by myself for my life, so if you cannot/dont want to make this, I am TOTALY willing to make it for you, and I'll put your name in the map. (of course you can still make it yourself, thats no problem. I just want to play this map at some point)
I plan on doing the terrain, programming it, etc. Since it's not an overly complicated type of game I figure it'll be a good way to get my feet wet with the new editor.
The reason I was thinking about focusing on one lane was to keep the team working together, in a small group TDM sort of way. A variety of classes that oppose one another would promote strategic countering. If I was going to do more of an AOS gameplay (which I have an idea for, but that's for another time and place) I would go for 2-3 lanes for the primary objective. As for capturable bonuses, I'm planning on including side areas (i.e. jungle or a lane that offers extras but no drill). Things such as a passive bonus to speed or damage for the players, launch a satellite that shows you the current game map, etc.
If I include computer-controlled creeps that attack the other side they are going to be more of light distractions and cover, rather than big waves. The idea isn't to attack the enemy base directly (you can't). I think super creeps that take a team to defeat would result in the first team to activate one winning, at least under my current model of 'firing laser = game done' rather than damage over time.
To expand on some points I made in my first post: I'm not going with heroes, I'll be going with a set of classes that can be swapped on-the-fly per death. For the extras section I mentioned, I am going to do multiple game stages, try to allow rematching and perhaps a different game mode. Damage over time could be its own mode (or map), whereas currently it's more of sudden death (albeit the cannon will take a long time to aim and fire).
I still need to come up with classes. A few friends suggested I just 'borrow from team fortress', which isn't a terrible idea, but I'm not sure. Need to think up some more stages as well. I've got two in my head, but would like five unique stages within the map.
I do appreciate the input, it has given me a few ideas. I've also got a friend helping me out with the brainstorming too, so hopefully this'll turn out great. I'm going to start the terrain today, I've been waiting to finish the campaign before I began on the map beyond the ideas phase.
Also, question: When raising lava via trigger, does it raise the entire map, or can I specify a region of lava?
I agree with zeldarules28, if you don't add multiple lanes, it'll just be a pure rush fight, with no need to think tactics.
Countering their team with an appropriate makeup is a tactic in and of itself. If the game is 3v3, 4v4 or whatever and there are nine classes then you won't be able to field everything at once, thus opening opportunity to counter or be countered. That's another reason the cannon takes so long to aim and fire: If you die, or your team is wiped out, you will be able to swap to an appropriate team makeup and get back there to stop them.
With that said, I did more-or-less agree with zeldarules28 on the point of capturable bonuses. The option of having multiple stages also means they can play differently. For example, there could be a stage that has three lanes, multiple lasers, etc. as was mentioned. That one could be designed for a longer game with a different focus. There could also be a stage where the concentration is primarily on the team fight which lends itself to quicker matches (hence the desire for a rematch system).
Alright, its your game after all. And 1 lane is good, especially if this is your first map. And to answer your previous question, you can change the turning rate to something very slow, and you SHOULD be able to change the charge up rate also. Were you planning on lazer fires' = 'you win instantly, or were you planning on having the lazer slowly drain the base's life? You could even change this statistics, as well as the level design, depending on how the players vote to start the match. (Nice idea with the multiple maps in one, I never thought of that.) Has for hero/class ideas, I always start brainstorming with the basics.
1)A tough, melee warrior who excelles at 1v1 fighting. (zealot?) 2) A tank who is not good at attacking but has very high hp, and crowd control abilities designed to keep him alive. (immortal? queen?) 3) The physically weak caster that has amazing, high damage spells. (High Templar) 4) The stealthy backstabber who has low hp, high attack, and can cloak. (Dark Templar? ghost?) 5) The ranged support hero who needs to be protected by allies but deals good damage and has good spells. These should get you started! Good luck!
The title got me thinking about a slightly different idea.
Two bases, two lasers. Both lasers are firing on a big floating pylon in the middle of the field. Now, people run on one lane and try to kill each other, claiming areas in one way or another along the way. The pylon moves through these areas, so if you capture all the areas all the way to the enemy base, the pylon explodes and obliterates them. More of a "push o' war" I guess though. Any thoughts?
That is the wierdest thing ever. your shooting a lazer at a floating giatn pylon that folows u around. If they had giant lazer, just shoot the enemy!! lol
When it comes to custom maps nothing is too weird :p
@Tsurupettan: Go
I love laser too!
I had a similar idea. 2 bases, 2 "temples", 2 lasers. CTF style, break into opponents "temple", first to bring back opponents artifact wins.
1. The lasers have vision of opponents temple, rest is FOW.
2. Lasers can target opponent's units/structures after 5 mins. (manual control, just like campaign)
3. Laser cannot target opponents laser, or own temple.
4. Laser has shield, but cannot be repaired. When destroyed = game over, possibly has defense system in place.
Right now I am struggling with making the custom units/triggers. I like the blizzard map "Dig Site", and would probably modify that map for 1v1 or 2v2 gameplay.
If you can help me out or have suggestions, plz msg/email me.