The map is a RPG on 256x256 with 6 players. Everything saves to bank files. There is one friendly comp faction, and 8 hostile factions. Max hero level is 110. There is a custom camera system in the map. Press Q or E to rotate it, hold shift for smaller increments. Middle mouse faces direction of your hero.
Name and terrain subject to change. This is the first map in a series.
Back Story:
Your brood mother awakens on an unknown planet due to terran activity on the planet. She doesn’t remember how she arrived or how she got there. She is badly injured and cannot create a full brood and has lost all her genetic memories. While she doesn’t have the psychic strength to build and control a full army, she has enough energy to build a few specialized independent brooding that are able to adapt to any situation.
The larva’s purpose is to search for why they are on this planet, recover the brood mother’s genetic memories and to reestablish the Brood. They can change into different zerg creatures at will only as long as they have the genetic memories to do so. They can also learn different abilities to fight the many creatures they will face.
Motivations for the larva moving forward:
To re-establish the Brood
To recover the original genetic memories of the Brood mother and learn their purpose on this planet
To subjugate new and various life forms into the swarm
To suppress other zerg broods on the planet and make them fall under control of the brood mother
To reclaim locations of hatcheries and territories so the brood mother can rebuild her doom army
To kill the different terran factions on the planet and reclaim any genetic material and xel-naga artifacts from them
To kill any protoss that might be on the planet
Gameplay Mechanics:
You start as a larva mentioned above with 3 abilities that you can learn. After you retrieve the first genetic memory you unlock the ability to transform into two different zergling strains. As you progress and find more memories you can unlock different unit types.
The four attributes are:
Might - Increase damage.
Reflex - Increases attack speed.
Aptitude - Increases energy and regeneration.
Physique - Increases life and armor.
Might units deal 10% more damage and receive 10% less damage from Reflex unit types.
Reflex units deal 10% more damage and receive 10% less damage from Aptitude unit types.
Aptitude units deal 10% more damage and receive 10% less damage from Might unit types.
Physique units deal 100% of damage and receive 10% less damage from all unit types.
You receive a ability point every 3 levels and a mutation point every 5. The mutations consist of things like attack/armor/life etc. The mutations persist threw all evolutions (heroes) and as long as your not in combat you can switch between all the different types of heroes. You are awarded DNA from killing enemy units and use this to purchase different things in the map.
Each hero type has 4 extra spells on the command card that require different levels and combinations of mutations. So for instance the zergling hero (both types) get's metabolic boost as an ability that requires you to have 3 mutations into movement speed and 3 into armor. These additional abilities will let you specialize your hero even further. Also by deciding to unlock certain abilities this way you are locking out others. Also you are being strong in one aspect, but weaker in others.
There will also be area's on the map where you will need to use different evolutions.
As you advance to the sequel maps you will unlock different evolution (hero types/units) that you can become, based on the levels of what you as a player have achieved.
Zones and Territories:
To complete the game it will be necessary to conquer all the zones on the planet. Each zone will have anywhere between two to eight territories. Territories can be captured by evolving into the drone hero and using an ability on it. Once claimed every 60 seconds every player on your team will be rewarded X amount of minerals for each territory controlled. There is also hatch locations across the map that are heavily guarded and once destroyed you can capture and build a hatchery on it as a forward base. The hatcheries provide a variety of things you can do.
Creep spreads throughout the territories that you have captured which increases heroes movement speed by 50%. Once you have captured all territories in a spawn area, you will unlock options at the brood mother for area control. The two options you have for area control are two types of toxins the brood mother can release threw the creep. One toxin pacifies the mobs making any hostile mob that spawns in the territory spawn as neutral. The other is a deadly poison that kills them all and prevents them from re-spawning. These can also be reset once chosen.
Hatch Locations:
Once you capture and build a hatchery you will have various tasks you can preform. You gain +10 supply for each hatchery your team owns. You can create units, upgrade tech, upgrade damage/armor of your army units, upgrade to lair/hive, set your re-spawn location there, and go on specialized missions for that hatchery. Think of missions as instances in a mmo.
Enemy Factions:
Order of the Machine God
A religious cult that desires to become machines through cybernetics. They have escaped to this planet to escape religious persecution and to work outside the bounds of ethical boundaries imposed by society.
Highland Labs
Science research firm that is investigating the protoss and zel naga ruins on the planet. Will violently defend ruins. Known for their scientist and medics.
Half of the boss fights. The bosses are on the map and have stats, but not all of them have abilities.
Territory/Hatch System
1 Mission to terminus island (don't know if I'll make more)
TO DO
Add abilities to monster spawns (some of them have some).
Balancing (ugh) and hero experience rate.
Extra units you can spawn from larva.
Possible different game camera system.
Cut-scenes/story information
As stated above I am looking for beta testers. The name of this map on SC2 is "Zero's Beta Open RPG." After playing it PLEASE fill out the beta response form found at:
Sounds quite nice (haven't played it yet though), but I fail to understand the name^^" (Demon Delusion I mean, sorry if it isn't the name, got it from the front page^^)
You know, I've been aching for a zerg map like this. I sunk probably 6 hours in to playing last night (I was up 'till almost 5AM plugging away). My progress in the map is as follows: Larva - 10, Zling(T1) - 27, Hydra(T1) - 25, Drone - 16, Hydra(T2) - 12.
The balance is way, waaaay off and heroes (thus far) lack synergy. I love the idea of the passive stat bonuses, they're fun but they don't seem to help the hero a whole lot - they don't guide in a direction of a play style by any means.
I'd like to share some ideas for balancing the heroes, and give you some critiques but I don't want to go too in to detail if you're not reading this :P
Well I'm pretty hooked and I've devoted another 10-ish hours today. I think the biggest balance issue lies in the T1 Hydra - the attack is extremely slow, cooldowns too long and energy regen too little. Maybe the lv20 could remedy the regen issue? Maybe require 4 points in Int and it reduces all cooldowns by 1 second. Perhaps the lv 30 could offset the attack speed issue, so-on and so forth. The Drone plays very well, but banelings are really really OP: I took on the Alpha miniboss + a wild Toad creature at lv 12 and won thanks to banes. The zergling seems really well done, though Id advise some minor tweaks. THe T2 hydra plays pretty well, but struggles after level 40 and Id attribute this to a lack of synergy between the requirement-based abilities. I think the issue with this one lies in survivability - it certainly is a glass cannon.
Creep spreads throughout the territories that you have captured which increases heroes movement speed by 50%. Once you have captured all territories in a spawn area, you will unlock options at the brood mother for area control. The two options you have for area control are two types of toxins the brood mother can release threw the creep. One toxin pacifies the mobs making any hostile mob that spawns in the territory spawn as neutral. The other is a deadly poison that kills them all and prevents them from re-spawning.......!!!
You know those powerups hidden around the map. The ones that up your attributes. They could really be exploited if the map is constantly reloaded. That is not to say that this is necessarily a problem; it takes a fair amount of effort to reload the map.
Another thing, I don't like how you loose DNA when you kill lower level units with a higher level character. I would understand (but still not like) if you just didn't get anything. It makes it confusing when you see floating +2's and you don't know what they are for.
I am looking for beta testers for this.
The map is a RPG on 256x256 with 6 players. Everything saves to bank files. There is one friendly comp faction, and 8 hostile factions. Max hero level is 110. There is a custom camera system in the map. Press Q or E to rotate it, hold shift for smaller increments. Middle mouse faces direction of your hero.
Name and terrain subject to change. This is the first map in a series.
Back Story:
Your brood mother awakens on an unknown planet due to terran activity on the planet. She doesn’t remember how she arrived or how she got there. She is badly injured and cannot create a full brood and has lost all her genetic memories. While she doesn’t have the psychic strength to build and control a full army, she has enough energy to build a few specialized independent brooding that are able to adapt to any situation.
The larva’s purpose is to search for why they are on this planet, recover the brood mother’s genetic memories and to reestablish the Brood. They can change into different zerg creatures at will only as long as they have the genetic memories to do so. They can also learn different abilities to fight the many creatures they will face.
Motivations for the larva moving forward:
To re-establish the Brood To recover the original genetic memories of the Brood mother and learn their purpose on this planet To subjugate new and various life forms into the swarm To suppress other zerg broods on the planet and make them fall under control of the brood mother To reclaim locations of hatcheries and territories so the brood mother can rebuild her doom army To kill the different terran factions on the planet and reclaim any genetic material and xel-naga artifacts from them To kill any protoss that might be on the planet
Gameplay Mechanics:
You start as a larva mentioned above with 3 abilities that you can learn. After you retrieve the first genetic memory you unlock the ability to transform into two different zergling strains. As you progress and find more memories you can unlock different unit types.
The four attributes are:
Might units deal 10% more damage and receive 10% less damage from Reflex unit types. Reflex units deal 10% more damage and receive 10% less damage from Aptitude unit types. Aptitude units deal 10% more damage and receive 10% less damage from Might unit types. Physique units deal 100% of damage and receive 10% less damage from all unit types.
You receive a ability point every 3 levels and a mutation point every 5. The mutations consist of things like attack/armor/life etc. The mutations persist threw all evolutions (heroes) and as long as your not in combat you can switch between all the different types of heroes. You are awarded DNA from killing enemy units and use this to purchase different things in the map.
Each hero type has 4 extra spells on the command card that require different levels and combinations of mutations. So for instance the zergling hero (both types) get's metabolic boost as an ability that requires you to have 3 mutations into movement speed and 3 into armor. These additional abilities will let you specialize your hero even further. Also by deciding to unlock certain abilities this way you are locking out others. Also you are being strong in one aspect, but weaker in others.
There will also be area's on the map where you will need to use different evolutions.
As you advance to the sequel maps you will unlock different evolution (hero types/units) that you can become, based on the levels of what you as a player have achieved.
Zones and Territories:
To complete the game it will be necessary to conquer all the zones on the planet. Each zone will have anywhere between two to eight territories. Territories can be captured by evolving into the drone hero and using an ability on it. Once claimed every 60 seconds every player on your team will be rewarded X amount of minerals for each territory controlled. There is also hatch locations across the map that are heavily guarded and once destroyed you can capture and build a hatchery on it as a forward base. The hatcheries provide a variety of things you can do.
Creep spreads throughout the territories that you have captured which increases heroes movement speed by 50%. Once you have captured all territories in a spawn area, you will unlock options at the brood mother for area control. The two options you have for area control are two types of toxins the brood mother can release threw the creep. One toxin pacifies the mobs making any hostile mob that spawns in the territory spawn as neutral. The other is a deadly poison that kills them all and prevents them from re-spawning. These can also be reset once chosen.
Hatch Locations:
Once you capture and build a hatchery you will have various tasks you can preform. You gain +10 supply for each hatchery your team owns. You can create units, upgrade tech, upgrade damage/armor of your army units, upgrade to lair/hive, set your re-spawn location there, and go on specialized missions for that hatchery. Think of missions as instances in a mmo.
Enemy Factions:
Order of the Machine God
A religious cult that desires to become machines through cybernetics. They have escaped to this planet to escape religious persecution and to work outside the bounds of ethical boundaries imposed by society.
Highland Labs
Science research firm that is investigating the protoss and zel naga ruins on the planet. Will violently defend ruins. Known for their scientist and medics.
Protoss (Needs a name)
Looking for signs of zerg on the planet
Zerg (Needs a name)
............................................................................................................................................................................................ ............................................................................................................................................................................................
What's Done:
TO DO
As stated above I am looking for beta testers. The name of this map on SC2 is "Zero's Beta Open RPG." After playing it PLEASE fill out the beta response form found at:
http://tinyurl.com/zeroRPG
For any other discussions or questions either reply here or at:
http://www.sc2mapster.com/maps/demon-delusion/forum/
Thank you for taking the time to read this. Enjoy!
Sounds quite nice (haven't played it yet though), but I fail to understand the name
^^
" (Demon Delusion I mean, sorry if it isn't the name, got it from the front page^^
)Some parts of the terrain remind me of the Maggot lair, Act 2 from Diablo 2. So gj with that
Actually impressed, looks good :) il check it out, and see if the gameplay lives up to hopes.
You know, I've been aching for a zerg map like this. I sunk probably 6 hours in to playing last night (I was up 'till almost 5AM plugging away). My progress in the map is as follows: Larva - 10, Zling(T1) - 27, Hydra(T1) - 25, Drone - 16, Hydra(T2) - 12.
The balance is way, waaaay off and heroes (thus far) lack synergy. I love the idea of the passive stat bonuses, they're fun but they don't seem to help the hero a whole lot - they don't guide in a direction of a play style by any means.
I'd like to share some ideas for balancing the heroes, and give you some critiques but I don't want to go too in to detail if you're not reading this :P
@Shatterflux: Go
Well I'm pretty hooked and I've devoted another 10-ish hours today. I think the biggest balance issue lies in the T1 Hydra - the attack is extremely slow, cooldowns too long and energy regen too little. Maybe the lv20 could remedy the regen issue? Maybe require 4 points in Int and it reduces all cooldowns by 1 second. Perhaps the lv 30 could offset the attack speed issue, so-on and so forth. The Drone plays very well, but banelings are really really OP: I took on the Alpha miniboss + a wild Toad creature at lv 12 and won thanks to banes. The zergling seems really well done, though Id advise some minor tweaks. THe T2 hydra plays pretty well, but struggles after level 40 and Id attribute this to a lack of synergy between the requirement-based abilities. I think the issue with this one lies in survivability - it certainly is a glass cannon.
Creep spreads throughout the territories that you have captured which increases heroes movement speed by 50%. Once you have captured all territories in a spawn area, you will unlock options at the brood mother for area control. The two options you have for area control are two types of toxins the brood mother can release threw the creep. One toxin pacifies the mobs making any hostile mob that spawns in the territory spawn as neutral. The other is a deadly poison that kills them all and prevents them from re-spawning.......!!!
Okay is it just me or is there no DL for this map? Maybe I missed it. \o/
I would love to test this out
You know those powerups hidden around the map. The ones that up your attributes. They could really be exploited if the map is constantly reloaded. That is not to say that this is necessarily a problem; it takes a fair amount of effort to reload the map. Another thing, I don't like how you loose DNA when you kill lower level units with a higher level character. I would understand (but still not like) if you just didn't get anything. It makes it confusing when you see floating +2's and you don't know what they are for.
Overall its a great map though.
@gimmeurlife: Go
The map is on battlenet.