In Storm the Base, captains and swarms of zerg squads clash, as part of a fast-paced multiplayer zone control. Each team attempts to capture control points held by the other team.
The viewpoint in the video above is me on the zerg force, and the attacker (Zerahan) is controlling a "Marshal"-class tank captain who tanks with summons. There can be a total of 6 players on each side, and will 6 possible captains. The number of Zerg units are limited only by supply, giving you endless waves of carnage! Zerg gameplay is inspired by the real time strategy game World in Conflict.
You can see more and play the map by searching for "Storm the Base" on battlenet! The project's page is below.
Our long-term goal is to make this into a functioning mod system anyone can easily create maps for with just basic terrain and triggering skills.
Storm the Base is created by Zerahan and myself, Thalassicus. Zerahan's done most of the terrain, while I've been focusing on abilities and triggers. If anyone has an art interest (user interface, skins, models, that sort of thing) it'd be great to have you on the team, just contact me.
Update: Sun May 30th
The first public, open beta version has been released to battlenet! You can play by searching for "Storm the Base" at the create or join custom game screens.
Major changes since the last version include:
Transitioned the primary game mode to Zone Control
The internal structure of the base system has been redesigned from the bottom-up. It now uses a flexible object-oriented approach that can easily be modified to meet the needs of our future maps.
New upgrades can be purchased by both factions. The attackers buy upgrades at their flying warp prism, and defenders buy upgrades at their hatcheries.
An additional captain has been added, the Preceptor:
Single-target heal and shield buff
Area-effect confuse ability
Area-effect damage over time
Single-target buff converting damage taken to energy
Summonable Psi Orb to scout and electocute enemies
Update: Friday June 18th
For anyone interested in how to do day/night cycles, we've uploaded a new map on the project page. This is a new map we'll be using for the first release after beta comes back online. It features closer-spaced control points and desert terrain with a complex day/night cycle lighting set, using careful transitions to simulate realistic times. Most important, the time where units have no shadows is minimized to about 10 seconds out of each 7-minute cycle... something very difficult to accomplish realistically, as anyone who's experimented with day/night lighting has probably discovered.
You can download and test the Storm the Base - Badlands file to see the lighting cycle in action. To speed up the cycle, just alter the day length in the Initialization trigger.
If you've played this map, how would you improve it, or do you have any other feedback?
Do you think the Zone Control style game mode we've been experimenting with in recent days is a good idea, or would you prefer more focus on the original competitive Assault mode? Do you prefer it with or without computer-controlled units spawning?
I feel that the game is too short, for it's RPG element at least.
There should be a Dynasty Warrior style, with both sides having a HQ maybe, or maybe better if both computers have "mobile assault bases" that flies around the map with it's army.
Thank you dra6o0n! Game length is something we're definitely looking into, and considering options. At the very least, our temporary plan is to double the length of matches from 10 minutes to 20.
There's an underlying problem we've been trying to solve regarding game length... fact of the matter is, most games are decided in the first 5 minutes since teams are usually uneven in skill levels. A few highly-skilled players on a team can drastically change the outcome. This is fair from a competitive standpoint, though somewhat punishing to newcomers. We've been trying to figure out ways to solve this - while not punishing skillful play either.
I like the idea of mobile bases flying around... possibly with a carrier/battlecruiser group on the captain side, and a brood lord/overseer group on the swarm side. It's easy to have units that are a hybrid of AI and player control, too... using the same methods we used to have multiple people "control" one warp prism / hatchery.
Thank you dra6o0n! Game length is something we're definitely looking into, and considering options. At the very least, our temporary plan is to double the length of matches from 10 minutes to 20.
There's an underlying problem we've been trying to solve regarding game length... fact of the matter is, most games are decided in the first 5 minutes since teams are usually uneven in skill levels. A few highly-skilled players on a team can drastically change the outcome. This is fair from a competitive standpoint, though somewhat punishing to newcomers. We've been trying to figure out ways to solve this - while not punishing skillful play either.
I like the idea of mobile bases flying around... possibly with a carrier/battlecruiser group on the captain side, and a brood lord/overseer group on the swarm side. It's easy to have units that are a hybrid of AI and player control, too... using the same methods we used to have multiple people "control" one warp prism / hatchery.
There's LOTS of method to make skillful play work, but it's not just player skills you'd want to orient it to.
Too much "skills" aspect will divide the player base between skill levels, and that isn't right.
There has to be a balance of player skills, perceptional strategies, and cunning tactics, and allow the players to find a way to counter their opponents, but not being about to use a perfect counter.
Games like Dota is too orient with skills AND counters, because once the heroes are chosen, 1 hero can't counter another hero that seems to have an advantage, because the abilities and such are preset to such an extent. So in some ways, deployments + knowledge in that map determines the winner.
When you want a perfectly balanced map, you'd have to consider very simple yet challenging foundations to set up.
For example, if we only need around 4 categories of game elements:
1) Skills (Offensive/Defensive) - Player's ability to micro, macro, and manage units and abilities.
2) Strategy (Support) - Player's ability to lay down a objective or strategy for the team.
3) Reaction (Defensive) - Player's ability to respond and react in a fast manner to an opponent's action.
4) Tactics (Offensive/Defensive/Support) - Player's ability to maneuver to meet their objective strategy.
How do we combine them? Maybe make it so every team has to have a weakness, but such weakness doesn't kill off the entire team's own strength.
To determine a possible winner, maybe require players to give it their all, and the best skilled + knowledgable + communicable player wins for the team.
So, to make it more viable and easier for players to jump in, make the game easier to learn and as usual hard to master.
Lower the required number of UI and fancy stuff that makes player scurry around looking for info, and immediately allow them to spawn heroes/swarms right off the bat by maybe a special unit or UI that pops up on top of the base when a hero/swarm is lacking?
Otherwise, have it so your UI allows you to click on a hero/swarm to spawn, and you click on the "allowed" spots near the bases to where you want to spawn. This should be easier for players so they can start sooner. As for upgrades, instead of having a warp prism where they buy it, you can make it give it to them via UI, but since it's more efficient and could out balance the swarm, give upgrades a timer.
Even better, when the game starts, it should show a UI tutorial to players maybe, this will be the most professional steps to take when making a map. Allow the tutorial to take a 20 second delay on the game so nobody starts early, and the tutorial can have tabs for players to flip through while waiting.
Of course, having such UI means you have to be smart about it, so what will it look like?
Try having a "Main" UI dialog on the top of the character portait, and call it "Menu" or "Actions".
Then have Sub menus within the UI dialog that appears:
- Heroes/Swarm Button
- Research Button
That's some really good ideas, thank you tremendously for the thoughtful analysis. I've been thinking about possible interface enhancements to streamline the process like you describe.
The reason the map uses the base SC2 interface right now is because the first priority has been gameplay: get the control point system fully up and running, all heroes completed, implementing your flying battle group idea, and so on. I just finished the final base capture system this week. A progress bar displays over a destroyed base, and team strength in the base's vicinity advances the bar towards the stronger team until the base captures. There's a finite amount of time to learn the editor and implement ideas, and I haven't had time to sit down and experiment with the interface tools much yet. The second phase of beta is coming soon and I'm trying to get all the core gameplay finished by then.
However, you're right that it's difficult for newcomers to learn the mechanics right now, and thorough gameplay doesn't matter if people get frustrated trying to learn it. I'll focus on improving the interface this week.
The upgrades button is a good idea, I'll see what I can do.
Quote:
Otherwise, have it so your UI allows you to click on a hero/swarm to spawn, and you click on the "allowed" spots near the bases to where you want to spawn.
This is a good idea. Another enhancement would be a button to set a global rally point for trained units.
Another major element that I have planned is a concept from World in Conflict called "tactical aid," or TA. The portals in the current version of the map are the first of these. TA's are something else that can be on a game menu. There will be several types:
Teleporters (nydus/portal transport)
Orbital bombardment (targeted AOE)
Summon specialist unit
Field base (structure allowing training of units)
Each of these will require minerals to use, which provides a tradeoff with upgrades, and a use for excess minerals in late game.
Quote:
Even better, when the game starts, it should show a UI tutorial to players maybe
One thing I'm planning is to have tutorial information at the loading screen. Loading will only take a few seconds once people have up-to-date computers, but for the moment it usually takes a minute or two to load most matches, which provides an excellent opportunity to get players up to speed. The loading image could be a screenshot overview of the interface and major gameplay elements with highlighted portions and captions... I do like having an artistic load screen, but you're right about teaching players the basics. It seems a tutorial would be more useful, and shouldn't take me more than a day to do in photoshop.
Storm the Base !
Overview
In Storm the Base, captains and swarms of zerg squads clash, as part of a fast-paced multiplayer zone control. Each team attempts to capture control points held by the other team.
The viewpoint in the video above is me on the zerg force, and the attacker (Zerahan) is controlling a "Marshal"-class tank captain who tanks with summons. There can be a total of 6 players on each side, and will 6 possible captains. The number of Zerg units are limited only by supply, giving you endless waves of carnage! Zerg gameplay is inspired by the real time strategy game World in Conflict.
You can see more and play the map by searching for "Storm the Base" on battlenet! The project's page is below.
< < Storm the Base Project Page > >
Our long-term goal is to make this into a functioning mod system anyone can easily create maps for with just basic terrain and triggering skills.
Storm the Base is created by Zerahan and myself, Thalassicus. Zerahan's done most of the terrain, while I've been focusing on abilities and triggers. If anyone has an art interest (user interface, skins, models, that sort of thing) it'd be great to have you on the team, just contact me.
Update: Sun May 30th
The first public, open beta version has been released to battlenet! You can play by searching for "Storm the Base" at the create or join custom game screens.
Major changes since the last version include:
Update: Friday June 18th
For anyone interested in how to do day/night cycles, we've uploaded a new map on the project page. This is a new map we'll be using for the first release after beta comes back online. It features closer-spaced control points and desert terrain with a complex day/night cycle lighting set, using careful transitions to simulate realistic times. Most important, the time where units have no shadows is minimized to about 10 seconds out of each 7-minute cycle... something very difficult to accomplish realistically, as anyone who's experimented with day/night lighting has probably discovered.
You can download and test the Storm the Base - Badlands file to see the lighting cycle in action. To speed up the cycle, just alter the day length in the Initialization trigger.
If you've played this map, how would you improve it, or do you have any other feedback?
Do you think the Zone Control style game mode we've been experimenting with in recent days is a good idea, or would you prefer more focus on the original competitive Assault mode? Do you prefer it with or without computer-controlled units spawning?
Any feedback is welcome, good or bad.
I feel that the game is too short, for it's RPG element at least.
There should be a Dynasty Warrior style, with both sides having a HQ maybe, or maybe better if both computers have "mobile assault bases" that flies around the map with it's army.
@dra6o0n: Go
Thank you dra6o0n! Game length is something we're definitely looking into, and considering options. At the very least, our temporary plan is to double the length of matches from 10 minutes to 20.
There's an underlying problem we've been trying to solve regarding game length... fact of the matter is, most games are decided in the first 5 minutes since teams are usually uneven in skill levels. A few highly-skilled players on a team can drastically change the outcome. This is fair from a competitive standpoint, though somewhat punishing to newcomers. We've been trying to figure out ways to solve this - while not punishing skillful play either.
I like the idea of mobile bases flying around... possibly with a carrier/battlecruiser group on the captain side, and a brood lord/overseer group on the swarm side. It's easy to have units that are a hybrid of AI and player control, too... using the same methods we used to have multiple people "control" one warp prism / hatchery.
Omg, this is awesome! I cannot wait to play this!
There's LOTS of method to make skillful play work, but it's not just player skills you'd want to orient it to.
Too much "skills" aspect will divide the player base between skill levels, and that isn't right.
There has to be a balance of player skills, perceptional strategies, and cunning tactics, and allow the players to find a way to counter their opponents, but not being about to use a perfect counter.
Games like Dota is too orient with skills AND counters, because once the heroes are chosen, 1 hero can't counter another hero that seems to have an advantage, because the abilities and such are preset to such an extent. So in some ways, deployments + knowledge in that map determines the winner.
When you want a perfectly balanced map, you'd have to consider very simple yet challenging foundations to set up.
For example, if we only need around 4 categories of game elements:
1) Skills (Offensive/Defensive) - Player's ability to micro, macro, and manage units and abilities.
2) Strategy (Support) - Player's ability to lay down a objective or strategy for the team.
3) Reaction (Defensive) - Player's ability to respond and react in a fast manner to an opponent's action.
4) Tactics (Offensive/Defensive/Support) - Player's ability to maneuver to meet their objective strategy.
How do we combine them? Maybe make it so every team has to have a weakness, but such weakness doesn't kill off the entire team's own strength. To determine a possible winner, maybe require players to give it their all, and the best skilled + knowledgable + communicable player wins for the team.
So, to make it more viable and easier for players to jump in, make the game easier to learn and as usual hard to master.
Lower the required number of UI and fancy stuff that makes player scurry around looking for info, and immediately allow them to spawn heroes/swarms right off the bat by maybe a special unit or UI that pops up on top of the base when a hero/swarm is lacking?
Otherwise, have it so your UI allows you to click on a hero/swarm to spawn, and you click on the "allowed" spots near the bases to where you want to spawn. This should be easier for players so they can start sooner. As for upgrades, instead of having a warp prism where they buy it, you can make it give it to them via UI, but since it's more efficient and could out balance the swarm, give upgrades a timer.
Even better, when the game starts, it should show a UI tutorial to players maybe, this will be the most professional steps to take when making a map. Allow the tutorial to take a 20 second delay on the game so nobody starts early, and the tutorial can have tabs for players to flip through while waiting.
Of course, having such UI means you have to be smart about it, so what will it look like?
Try having a "Main" UI dialog on the top of the character portait, and call it "Menu" or "Actions".
Then have Sub menus within the UI dialog that appears:
- Heroes/Swarm Button
- Research Button
@dra6o0n: Go
That's some really good ideas, thank you tremendously for the thoughtful analysis. I've been thinking about possible interface enhancements to streamline the process like you describe.
The reason the map uses the base SC2 interface right now is because the first priority has been gameplay: get the control point system fully up and running, all heroes completed, implementing your flying battle group idea, and so on. I just finished the final base capture system this week. A progress bar displays over a destroyed base, and team strength in the base's vicinity advances the bar towards the stronger team until the base captures. There's a finite amount of time to learn the editor and implement ideas, and I haven't had time to sit down and experiment with the interface tools much yet. The second phase of beta is coming soon and I'm trying to get all the core gameplay finished by then.
However, you're right that it's difficult for newcomers to learn the mechanics right now, and thorough gameplay doesn't matter if people get frustrated trying to learn it. I'll focus on improving the interface this week.
The upgrades button is a good idea, I'll see what I can do.
This is a good idea. Another enhancement would be a button to set a global rally point for trained units.
Another major element that I have planned is a concept from World in Conflict called "tactical aid," or TA. The portals in the current version of the map are the first of these. TA's are something else that can be on a game menu. There will be several types:
Each of these will require minerals to use, which provides a tradeoff with upgrades, and a use for excess minerals in late game.
One thing I'm planning is to have tutorial information at the loading screen. Loading will only take a few seconds once people have up-to-date computers, but for the moment it usually takes a minute or two to load most matches, which provides an excellent opportunity to get players up to speed. The loading image could be a screenshot overview of the interface and major gameplay elements with highlighted portions and captions... I do like having an artistic load screen, but you're right about teaching players the basics. It seems a tutorial would be more useful, and shouldn't take me more than a day to do in photoshop.
Any updates on this map? I LOVED this map in beta, by far my favorite ums. Update it and publish please!