The Death Baneling (or TDB) is a map created with three objectives in mind : Micro, fun, fast. The gameplay is based (but improved greatly) on the Warcraft III map created by Blizzard : The Death Sheep.
Pending next version (2.0) I updated the old version (created during the beta of Starcraft II). So this version is now compatible with current game.
Ok, I can tell there's a lot of stuff in there. I can guess what some of the UI things do, but it'd be easier to get a "Walkthrough". You know? Like a...tour of the UI? I'd like to know what some of this stuff is before I try out the game and try to figure out what things mean.
Oh and umm...I see there's scores life and co-op. But, what is the stars for?
Version 2.0 has its own achievements system. The principle is the same as the StarCraft II system, meaning that when you achieve a achievement, a window appears to indicate. The achievement is saved and an interface allows you to view achievements: Those you have to do and those you've already done.
The achievements provide no benefits at stake in The Death Baneling. However stars appear next to your nickname to indicate your progress in achievements. One star represents 20% of achievements. Currently there are 30 achievements that are classified into four categories: General, Score, Timer and Micro.
The achievement system works in single player. In multiplayer it is not possible to accomplish achievements. However in both modes the stars next to your nickname are present. Your opponent has an idea of your level based on the number of stars next to you.
Now a video to illustrate this system:
This video has no sound (except for logo) because I prefer not to reveal the background music before the release.
To pass of wave 1 to wave 2 there is a phase of transition. Also to pass of wave 2 to wave 3. A phase of transition begins after certain time or when at least a player reaches certain amount of score. These phases of transition are characterized by:
- The blacks banelings make their appearance. They emerge from the ground and they adopt a random movement during all the transition. They can have 8 differents behaviors (6 in the previous version). The players must obviously avoid these banelings.
- Huge helices begin turning to create a powerful wind which pushes the players and all the creatures forwards. The blacks banelings resist this wind.
- Contrary to the previous version it is not possible to have banelings which arrive in the back of the players because of the wind.
- According to the movement adopted by blacks banelings, it can have side barriers of stationary blacks banelings. So the zone of game becomes more limited than usually.
- Some second before the beginning of a phase of transition, certain number of ruby falls on the ground. During the transition the players have to collect as much as possible of ruby because they will be converted in score at the beginning of the vague following one. A small meter appears to indicate the number of collected ruby.
- The pvp weapons cannot be used during a phase of transition. Furthermore if a player arrives in first at the vague following one, the other player is teleported at the same wave.
- A phase of transition is planned to last approximately one minute.
Here is the list of 8 possible behaviors for black banelings:
- Cannonball
- Line
- Lateral
- Crenel
- Circular
- Sinusoidal
- Spiral
- Star
Another clarification: The number of ruby varies depending chosen behaviors. In short, all the transitions are not equal in score. It is the same for difficulty.
This item is only available in 1vs1 and arrives like this:
When you pick up this item you get a pvp weapon (chosen randomly from 6 different weapons). You can store up to 3 weapons. If you have 3 weapons in your inventory you can not pick up other weapons. The interface shows your weapons through various vignettes.
In this example, the interface shows me that I have no arms so I can pick it:
To use a weapon, simply press the corresponding hotkey to the box where your weapon: "c "to the first box, "v" for the second box and "b " to the last box. When using a weapon there is a 2s cooldown before using another weapon.
For example:
In this situation I have 3 weapons in my inventory. If I press "c" I will use the "bad robot" if I press "v" I'll use "the slowness pool" and if I press "b" I will use "the force field".
Now I go present the 6 weapons of the game.
The weapons
All weapons operate on the same principle: Everything is your color is harmless. Anything that is not your color is dangerous or you handicap to avoid banelings. Pvp weapons are prohibited during the transition phases. Other information: Both SCV may intersect.
The Bombe
You throw a bomb in your color. It explodes after a certain time. If a SCV that is not the color of the bomb is in the explosion he lost 2 lives.
The Slowness Pool
You drop a big pool of your color to your feet. It takes some time. If a SCV that is not the color of the pool passes over it is slowed considerably. The use of a boost can cancel this effect.
The Link Beam
A small machine ("the link beam") of your color will appear and follow you everywhere. It remains for some time.
There can be only one "link beam" at a time on a single SCV. If a SCV that is not the color of the "link beam" arrives at his range, the "link beam" creates a permanent radius that will link your SCV with target of this link.
So long as the SCV targeted is not the color of the "link beam", he will be forced to follow the other SCV (so long as he is in range of "link beam").
The Force Field
You create a force field of your color. It takes some time. The SCV that is not the color of the force field can not pass through it.
The Bad robot
You send a little robot of your color on the other SCV.
There can be only one robot at a time on a single SCV. As soon as the robot is present it will precede the SCV that is not his color.
If an item is on his way, he destroys it. Specifically the SCV targeted by the bad robot can not pick up items. The robot is permanent but may be destroyed. He has 5 lives and loses a life every time he takes a baneling.
Reverse color
Use this weapon reverses the colors of two SCV. This effect is permanent.
So all pvp effects already in play are reversed. For example if you had launched a "force field" and your adversary launches a "reverse color", you find yourself blocked by your own force field (because you're more of its color!)
Reminder: The map will released Jan. 12 for EU and US servers.
As you know the objective of The Death Baneling is to accumulate the more score before dying. This objective is the same in mode 1vs1: It must accumulate the maximum score of more than his adversary. But then in 1vs1 when does the game is finished? What's going in 1vs1 mode when a player dies and not the other? That's where the Baneling Mode arrives.
Why?
In 1vs1 I wanted to finish the game when both players die, but when a player dies and not the other, I did not want the dead player does nothing until the death of another player. So there was only one solution: Occupy the dead player to do something, in this case a mini-game called Baneling Mode.
When?
This mode begins when a player dies in 1vs1. However, if death occurs during a transition phase, the Baneling Mode does not begin until the next wave.
In Solo mode it is not available because the game ends when you die.
This mode continues until other player dies.
Where?
For each wave there is a small marking.
This mark indicates emergence point of the baneling that you will control. When you die the camera moves up to that point and a particular baneling appears: The dark green baneling.
The other mark for baneling mode is the green line:
This line indicates the limit up to which you control your baneling. Beyond, the baneling moves straight and dies behind the line of the current wave. This rule was created to prevent abuse (for example put the baneling on the line of the wave and progress laterally to meet the SCV ^ ^). The region around this line can not do appear tumors (it is an item for baneling mode and presented below).
How?
The objective of this game mode is to control your Baneling for explode on your opponent. Whenever if your Baneling dies, you return to the starting point and a new Baneling appears. The Baneling moves forward automatically except when you order him to move laterally.
Obviously this Baneling even if it is you who control it, remains a Baneling. Therefore the surprises generated by other player are deadly and should be avoided (when it's possible). It is the same for the transitions. If you are in Baneling mode when a transition phase begins, you are pushed by the wind like the other Banelings (and you die exploded against the opposite wall like the other Banelings).
Unlike a normal Baneling, your Baneling may enter the forbidden areas. Your Baneling undergoes the same as a scv (aspiration and death).
Different items visible only by the player in baneling mode can appear during Baneling mode. Those items are called tumors. Take them give you temporary bonuses. These objects all have the same appearance but each has a color associated with a particular bonus. Obviously some are rarer than others. Here are the 6 Bonus available:
White tumor: Invisibility for 5 seconds
Tumor Yellow: Small increase in speed, permanent and cumulative effect
Tumor Red: Large increase in speed for 5 seconds. Removes the effects of the tumor yellow.
Brown tumor: Moving buried for 5 seconds
Tumor violet: Your Baneling generates mucus for 15 seconds. Your Baneling is more fast on the mucus. This mucus disappears very slowly.
Tumor Blue: Illusion permanent takes your appearance and advancing at random (this illusion dies like a classic Baneling).
Baneling mode and score
If the player in Baneling Mode has more score than his opponent, then the Baneling Mode does not make score. However, if the player in Baneling Mode has less score than his adversary, he wins 20% of the opponent's score every time he touches him with his Baneling.
Now i see why it took you so long and i have to say you have done a really good job =). I think this is the coolest looking custom map i have seen so far in the Starcraft 2 and it looks very fun to play as well. Cant wait to to try it out.
Also congratulations for being featured, you definitely deserve it.
Hello everyone !
The Death Baneling (or TDB) is a map created with three objectives in mind : Micro, fun, fast. The gameplay is based (but improved greatly) on the Warcraft III map created by Blizzard : The Death Sheep.
Pending next version (2.0) I updated the old version (created during the beta of Starcraft II). So this version is now compatible with current game.
Download here : http://www.sc2mapster.com/maps/death-baneling/files/15-tdb_old_version/
It must launch the map with editor. Please do not upload this version on Battle net. The old version is not made for that.
I remember that the game looks like this :
I normally think the version 2.0 will be released January 12. This will be my Christmas gift to the community of starcraft II ^^
Wow. Looks awesome! Can't wait to try it out later! I'm assuming that the vid is the old one and the newer one will have more features?
Small clarification : I will not correct the bugs that remain on the old version. I prefer to work on 2.0.
Hmm... Yes a lot :
Ok, I can tell there's a lot of stuff in there. I can guess what some of the UI things do, but it'd be easier to get a "Walkthrough". You know? Like a...tour of the UI? I'd like to know what some of this stuff is before I try out the game and try to figure out what things mean.
Oh and umm...I see there's scores life and co-op. But, what is the stars for?
@Upcios: Go
wow... first time i've seen a map this polished. Well done. Worthy of being featured, unlike the usual featured maps.
The next version has an achievement system. The stars indicate the percentage of completed achievements.
@onisagi: Go
Thanks !
Overview 2.0 : Achievements system
Version 2.0 has its own achievements system. The principle is the same as the StarCraft II system, meaning that when you achieve a achievement, a window appears to indicate. The achievement is saved and an interface allows you to view achievements: Those you have to do and those you've already done.
The achievements provide no benefits at stake in The Death Baneling. However stars appear next to your nickname to indicate your progress in achievements. One star represents 20% of achievements. Currently there are 30 achievements that are classified into four categories: General, Score, Timer and Micro.
The achievement system works in single player. In multiplayer it is not possible to accomplish achievements. However in both modes the stars next to your nickname are present. Your opponent has an idea of your level based on the number of stars next to you.
Now a video to illustrate this system:
This video has no sound (except for logo) because I prefer not to reveal the background music before the release.
@Upcios: Go
Looks pretty cool.
Up
As I will demonstrate features of version 2.0 here, I changed the title of this thread.
Overview 2.0: Phases of transition
To pass of wave 1 to wave 2 there is a phase of transition. Also to pass of wave 2 to wave 3. A phase of transition begins after certain time or when at least a player reaches certain amount of score. These phases of transition are characterized by:
- The blacks banelings make their appearance. They emerge from the ground and they adopt a random movement during all the transition. They can have 8 differents behaviors (6 in the previous version). The players must obviously avoid these banelings.
- Huge helices begin turning to create a powerful wind which pushes the players and all the creatures forwards. The blacks banelings resist this wind.
- Contrary to the previous version it is not possible to have banelings which arrive in the back of the players because of the wind.
- According to the movement adopted by blacks banelings, it can have side barriers of stationary blacks banelings. So the zone of game becomes more limited than usually.
- Some second before the beginning of a phase of transition, certain number of ruby falls on the ground. During the transition the players have to collect as much as possible of ruby because they will be converted in score at the beginning of the vague following one. A small meter appears to indicate the number of collected ruby.
- The pvp weapons cannot be used during a phase of transition. Furthermore if a player arrives in first at the vague following one, the other player is teleported at the same wave.
- A phase of transition is planned to last approximately one minute.
Here is the list of 8 possible behaviors for black banelings:
- Cannonball
- Line
- Lateral
- Crenel
- Circular
- Sinusoidal
- Spiral
- Star
Another clarification: The number of ruby varies depending chosen behaviors. In short, all the transitions are not equal in score. It is the same for difficulty.
Much Much interesting :)
I really apreciate custom dialog. Custom dialog is the hugest step forward between Galaxy Editor and World Editor.
For PvP, can players block others with their scv or do they pass through one other like if they were ghost? pathing i mean.
Bravo Julien, Mike
EDIT: Wanted to add this, LONG LIVE TO MAP MAKERS!
The overview of pvp system arrives in few hours :)
Overview 2.0: PvP system
The weapon generator
This item is only available in 1vs1 and arrives like this:
When you pick up this item you get a pvp weapon (chosen randomly from 6 different weapons). You can store up to 3 weapons. If you have 3 weapons in your inventory you can not pick up other weapons. The interface shows your weapons through various vignettes.
In this example, the interface shows me that I have no arms so I can pick it:
To use a weapon, simply press the corresponding hotkey to the box where your weapon: "c "to the first box, "v" for the second box and "b " to the last box. When using a weapon there is a 2s cooldown before using another weapon.
For example:
In this situation I have 3 weapons in my inventory. If I press "c" I will use the "bad robot" if I press "v" I'll use "the slowness pool" and if I press "b" I will use "the force field".
Now I go present the 6 weapons of the game.
The weapons
All weapons operate on the same principle: Everything is your color is harmless. Anything that is not your color is dangerous or you handicap to avoid banelings. Pvp weapons are prohibited during the transition phases. Other information: Both SCV may intersect.
The Bombe
You throw a bomb in your color. It explodes after a certain time. If a SCV that is not the color of the bomb is in the explosion he lost 2 lives.
The Slowness Pool
You drop a big pool of your color to your feet. It takes some time. If a SCV that is not the color of the pool passes over it is slowed considerably. The use of a boost can cancel this effect.
The Link Beam
A small machine ("the link beam") of your color will appear and follow you everywhere. It remains for some time. There can be only one "link beam" at a time on a single SCV. If a SCV that is not the color of the "link beam" arrives at his range, the "link beam" creates a permanent radius that will link your SCV with target of this link. So long as the SCV targeted is not the color of the "link beam", he will be forced to follow the other SCV (so long as he is in range of "link beam").
The Force Field
You create a force field of your color. It takes some time. The SCV that is not the color of the force field can not pass through it.
The Bad robot
You send a little robot of your color on the other SCV. There can be only one robot at a time on a single SCV. As soon as the robot is present it will precede the SCV that is not his color. If an item is on his way, he destroys it. Specifically the SCV targeted by the bad robot can not pick up items. The robot is permanent but may be destroyed. He has 5 lives and loses a life every time he takes a baneling.
Reverse color
Use this weapon reverses the colors of two SCV. This effect is permanent. So all pvp effects already in play are reversed. For example if you had launched a "force field" and your adversary launches a "reverse color", you find yourself blocked by your own force field (because you're more of its color!)
Reminder: The map will released Jan. 12 for EU and US servers.
WoW!
Your interface is so cool, did u use only dialogs for it?
@Hookah604: Go
Only dialogs and photoshop^^
This game keeps looking cooler and cooler. :)
Overview 2.0: The Baneling Mode
As you know the objective of The Death Baneling is to accumulate the more score before dying. This objective is the same in mode 1vs1: It must accumulate the maximum score of more than his adversary. But then in 1vs1 when does the game is finished? What's going in 1vs1 mode when a player dies and not the other? That's where the Baneling Mode arrives.
Why?
In 1vs1 I wanted to finish the game when both players die, but when a player dies and not the other, I did not want the dead player does nothing until the death of another player. So there was only one solution: Occupy the dead player to do something, in this case a mini-game called Baneling Mode.
When?
This mode begins when a player dies in 1vs1. However, if death occurs during a transition phase, the Baneling Mode does not begin until the next wave. In Solo mode it is not available because the game ends when you die. This mode continues until other player dies.
Where?
For each wave there is a small marking.
This mark indicates emergence point of the baneling that you will control. When you die the camera moves up to that point and a particular baneling appears: The dark green baneling.
The other mark for baneling mode is the green line:
This line indicates the limit up to which you control your baneling. Beyond, the baneling moves straight and dies behind the line of the current wave. This rule was created to prevent abuse (for example put the baneling on the line of the wave and progress laterally to meet the SCV ^ ^). The region around this line can not do appear tumors (it is an item for baneling mode and presented below).
How?
The objective of this game mode is to control your Baneling for explode on your opponent. Whenever if your Baneling dies, you return to the starting point and a new Baneling appears. The Baneling moves forward automatically except when you order him to move laterally.
Obviously this Baneling even if it is you who control it, remains a Baneling. Therefore the surprises generated by other player are deadly and should be avoided (when it's possible). It is the same for the transitions. If you are in Baneling mode when a transition phase begins, you are pushed by the wind like the other Banelings (and you die exploded against the opposite wall like the other Banelings).
Unlike a normal Baneling, your Baneling may enter the forbidden areas. Your Baneling undergoes the same as a scv (aspiration and death).
Different items visible only by the player in baneling mode can appear during Baneling mode. Those items are called tumors. Take them give you temporary bonuses. These objects all have the same appearance but each has a color associated with a particular bonus. Obviously some are rarer than others. Here are the 6 Bonus available:
White tumor: Invisibility for 5 seconds
Tumor Yellow: Small increase in speed, permanent and cumulative effect
Tumor Red: Large increase in speed for 5 seconds. Removes the effects of the tumor yellow.
Brown tumor: Moving buried for 5 seconds
Tumor violet: Your Baneling generates mucus for 15 seconds. Your Baneling is more fast on the mucus. This mucus disappears very slowly.
Tumor Blue: Illusion permanent takes your appearance and advancing at random (this illusion dies like a classic Baneling).
Baneling mode and score
If the player in Baneling Mode has more score than his opponent, then the Baneling Mode does not make score. However, if the player in Baneling Mode has less score than his adversary, he wins 20% of the opponent's score every time he touches him with his Baneling.
The other sideā¦
Now i see why it took you so long and i have to say you have done a really good job =). I think this is the coolest looking custom map i have seen so far in the Starcraft 2 and it looks very fun to play as well. Cant wait to to try it out.
Also congratulations for being featured, you definitely deserve it.
This looks absolutely incredible diffidently looking forward to this one =)