People always think that someone will steal your idea. No one on this forum has stolen an idea, afaik. If they did they would have a bad reputation and it would spread among other communities. Why would you post in map ideas thread if you don't want to give away your map idea?
Was reading Fairy Tail and just had an amazing idea from it. The current arc is surrounding the events during the S Class mage trials. So I got an idea of making a map with the same trials and possibly some random encounters.
Stage 1 is get to the island first and choose a path
Stage 2 is go through your path(three paths have mages that are already S rank, four lead to each other so two teams fight each other, the last one is a quite area where there is no fighting)
Stage 3 is find the first master's grave on the giant island.
Stage 4 (No idea due to the arc just starting. Although I doubt it'll be told since there are some twists already happening which is just blowing my mind)
btw read Fairy Tail, great manga.
EDIT: I guess that would be too many players. If each team is 2 players and three paths are to other mages, that's 6 players. Then four paths lead two teams to fight each other so that makes it 8 more. Then one quite zone which would mean 2 more. So at least 16 if my math is right. Well can always lower the number.
Was just playing my PS3 and those games gave me some ideas. Sure they aren't original but they are compared to all the TDs and simple maps we get.
CTF
-each team has the other team's flag, so red has blue and blue has red
-flags are one unit, not a player
-buildings drop pickups that transform the useless stone zealot(scaled down to size) into another unit
-zealot(melee), stalker(range), high templar(spells), sentry(healer), probe(resource collector)
-buildings are scattered throughout the map, resources are turned into any building owned by the team, so capturing towers are useful
-buildings can be upgraded to give stronger classes(high templar gets more spells, sentry can steal health, probe becomes slightly more offensive, etc)
-you can create a warp gate that will warp you somewhere on the map, usually close to enemy base, usable by both sides(quick escape with flag)
-whoever holds both flags win, after your flag is returned you have a 20 second delay before victory, they get a change to steal it back
-5v5 AI could be added to make it seem like more players are in, otherwise it gets boring with a few
[DON'T STEAL]
Dark style RPG (idea from Demon's Souls)
-greatest RPG ever made
-start off as some wimp unit and you get killed by the final boss right off the bat
-you're brought back to find you are trapped in this gateway
-you can teleport to one of the 5(possibly 4) regions through use of the pylons
-You kill some units gain their soul worth
-Souls are used to buy items in the gateway, level up, and buy transformations
-instead of implementing weapons systems you collect the actual soul and can sell it or go to the Soul Infuser
-he will infuse the soul of the fallen foe with yours, you can transform to two different souls at a time
-reason I call it dark is because Demon's Souls was dark and I plan to make it like pitch black almost
-boss souls can be used to create special souls that will be infused or can be consumed for loads of souls to sell or level up with
-multiple playthroughs that get harder each time
Turn based RPG
-you're given choice of all units within a race
-each team sets up position of units, such as who is in front and near the back and on the flanks
-12 units chosen to be in the battle(maybe more)
-each turn you are given points and you move your units with those points, some take up more point others take up less
-say each foot per second is 2 points
-then asks what action you wish to do, use item, attack, or end turn, or move other unit
-Use item self explanatory, some units have items, such as vulture, raven, etc
-attack switches to TPS view where you aim where you want to attack, based on unit's level accuracy is better or worse
-progresses like that throughout the whole game
-units are saved between games, so lvl can be raised
-probably needs some balancing out
EDIT: Thought of another due to a conversation I just remembered
7 Deadly Sins [DON'T STEAL PLEASE]
-7 stages as the name says
-Greed you have to try not to gain too much, but it keeps getting thrust upon you
-Wrath units all become strong and start destroying a town, you have to try to stop them long enough for backup
-Gluttony is where your SCV keeps building and you have to find a way to stop him(sound simple but needs a deep way to stop him, like box him in or spend all the minerals on units so he can't use them)
-Sloth is where everything you do is really slow and sometimes units will just fall asleep, a massive zerg force is enroute
-Envy your units are fighting over a medic, how will you handle this, don't let either die
-Lust you have 20 marines and 200 SCVs collecting minerals from various areas, you need to stop them
-Pride your unit is going in alone, don't let mister big shot die
Don't know, I would like input on this 7 deadly sins, do they seem to relate to the sins sort of? Also any input on the other ideas or questions would be nice.
A zombie arena type map. Small area where you must live through zombie onslaught and you keep fighting day(rounds) after day. Each day is a different area to battle zombies. As you get farther up in days weapons will start to spawn, with limited ammo. There will be other civilians out there that you can protect for bonus points. No leveling up, no upgrades, no auto attack. To move you use wsad and to aim and fire you use the left mouse button, the character will face whichever way the pointer is pointing and fire in that way.
Character choices are a marine, medic, and a few others(need human like soldier looking guys) Character makes no difference. Can be played with other players.
Been working on it for a while. Just can't get the terrain the way I like it, it's probably good but I'm too nit picky.
[Please don't copy/I'm would like some help on it though]
I've been trying to put together a card game. Not like cardcraft, although that is a fun game, but a similar user interface. Well to the mechanics of the game.
-It's turn based
-There are nine fields to play cards on
-Draw a card every turn and gain one mana(possibly make minerals or food or gas)
-Each card has a HP, Attack, direction of attack, and mana cost(summoning cost)
-when a card attacks it changes to a cinematic battle on the field of whoever is receiving the attack, so if he is on a water field it's a water zone even if the attacker is on a fire zone
-Protoss gain benefits from forest zone, terran from desert, zerg from fire, that leaves water. I'm thinking of creating a bunch of units over time
-also opposites have drawbacks, so zerg hurt from water, terran from forest, and protoss from desert and again whatever these water cards will be hurt on fire.
-there is one other field zone that gives no benefit, which is machine(I'm thinking of going space platform like, or xel naga)
-objective of the game is to control 5 spaces( have your card on 5 different spaces)
-cards that are on the field can be told to attack at the cost of mana(mineral/food/gas)
-there are spells that can heal, increase attack, hurt the enemy cards, draw card, etc.
-one thing I will make sure stays out is the fact that the victory will be obtained at the end of the turn when the player puts the 5th card on the field(too many times have I played with that person's card should have been destroyed but instead it doesn't go to the part where it should get destroyed)
-hope this isn't too complicated, I probably missed a lot in description of the map itself but that's the game mechanics basically
This is basically Eye of Judgement and since the online is going down for it I was thinking of making a tribute to it.
The biggest thing stopping me from progressing is not knowing how to make a good UI. The cardcraft one has my mind blown. I'm sure if I play around with it more I'll find out how to make something similar.
People always think that someone will steal your idea. No one on this forum has stolen an idea, afaik. If they did they would have a bad reputation and it would spread among other communities. Why would you post in map ideas thread if you don't want to give away your map idea?
[DO NOT STEAL IDEA]
Was reading Fairy Tail and just had an amazing idea from it. The current arc is surrounding the events during the S Class mage trials. So I got an idea of making a map with the same trials and possibly some random encounters.
Stage 1 is get to the island first and choose a path
Stage 2 is go through your path(three paths have mages that are already S rank, four lead to each other so two teams fight each other, the last one is a quite area where there is no fighting)
Stage 3 is find the first master's grave on the giant island.
Stage 4 (No idea due to the arc just starting. Although I doubt it'll be told since there are some twists already happening which is just blowing my mind)
btw read Fairy Tail, great manga.
EDIT: I guess that would be too many players. If each team is 2 players and three paths are to other mages, that's 6 players. Then four paths lead two teams to fight each other so that makes it 8 more. Then one quite zone which would mean 2 more. So at least 16 if my math is right. Well can always lower the number.
Was just playing my PS3 and those games gave me some ideas. Sure they aren't original but they are compared to all the TDs and simple maps we get.
CTF -each team has the other team's flag, so red has blue and blue has red
-flags are one unit, not a player
-buildings drop pickups that transform the useless stone zealot(scaled down to size) into another unit
-zealot(melee), stalker(range), high templar(spells), sentry(healer), probe(resource collector)
-buildings are scattered throughout the map, resources are turned into any building owned by the team, so capturing towers are useful
-buildings can be upgraded to give stronger classes(high templar gets more spells, sentry can steal health, probe becomes slightly more offensive, etc)
-you can create a warp gate that will warp you somewhere on the map, usually close to enemy base, usable by both sides(quick escape with flag)
-whoever holds both flags win, after your flag is returned you have a 20 second delay before victory, they get a change to steal it back
-5v5 AI could be added to make it seem like more players are in, otherwise it gets boring with a few
[DON'T STEAL] Dark style RPG (idea from Demon's Souls)
-greatest RPG ever made
-start off as some wimp unit and you get killed by the final boss right off the bat
-you're brought back to find you are trapped in this gateway
-you can teleport to one of the 5(possibly 4) regions through use of the pylons
-You kill some units gain their soul worth
-Souls are used to buy items in the gateway, level up, and buy transformations
-instead of implementing weapons systems you collect the actual soul and can sell it or go to the Soul Infuser
-he will infuse the soul of the fallen foe with yours, you can transform to two different souls at a time
-reason I call it dark is because Demon's Souls was dark and I plan to make it like pitch black almost
-boss souls can be used to create special souls that will be infused or can be consumed for loads of souls to sell or level up with
-multiple playthroughs that get harder each time
Turn based RPG
-you're given choice of all units within a race
-each team sets up position of units, such as who is in front and near the back and on the flanks
-12 units chosen to be in the battle(maybe more)
-each turn you are given points and you move your units with those points, some take up more point others take up less
-say each foot per second is 2 points
-then asks what action you wish to do, use item, attack, or end turn, or move other unit
-Use item self explanatory, some units have items, such as vulture, raven, etc
-attack switches to TPS view where you aim where you want to attack, based on unit's level accuracy is better or worse
-progresses like that throughout the whole game
-units are saved between games, so lvl can be raised
-probably needs some balancing out
EDIT: Thought of another due to a conversation I just remembered
7 Deadly Sins [DON'T STEAL PLEASE]
-7 stages as the name says
-Greed you have to try not to gain too much, but it keeps getting thrust upon you
-Wrath units all become strong and start destroying a town, you have to try to stop them long enough for backup
-Gluttony is where your SCV keeps building and you have to find a way to stop him(sound simple but needs a deep way to stop him, like box him in or spend all the minerals on units so he can't use them)
-Sloth is where everything you do is really slow and sometimes units will just fall asleep, a massive zerg force is enroute
-Envy your units are fighting over a medic, how will you handle this, don't let either die
-Lust you have 20 marines and 200 SCVs collecting minerals from various areas, you need to stop them
-Pride your unit is going in alone, don't let mister big shot die
Don't know, I would like input on this 7 deadly sins, do they seem to relate to the sins sort of? Also any input on the other ideas or questions would be nice.
DON'T STEAL(BUT SIMILAR MAPS HAVE BEEN DONE)
A zombie arena type map. Small area where you must live through zombie onslaught and you keep fighting day(rounds) after day. Each day is a different area to battle zombies. As you get farther up in days weapons will start to spawn, with limited ammo. There will be other civilians out there that you can protect for bonus points. No leveling up, no upgrades, no auto attack. To move you use wsad and to aim and fire you use the left mouse button, the character will face whichever way the pointer is pointing and fire in that way.
Character choices are a marine, medic, and a few others(need human like soldier looking guys) Character makes no difference. Can be played with other players.
Been working on it for a while. Just can't get the terrain the way I like it, it's probably good but I'm too nit picky.
[Please don't copy/I'm would like some help on it though]
I've been trying to put together a card game. Not like cardcraft, although that is a fun game, but a similar user interface. Well to the mechanics of the game.
-It's turn based
-There are nine fields to play cards on
-Draw a card every turn and gain one mana(possibly make minerals or food or gas)
-Each card has a HP, Attack, direction of attack, and mana cost(summoning cost)
-when a card attacks it changes to a cinematic battle on the field of whoever is receiving the attack, so if he is on a water field it's a water zone even if the attacker is on a fire zone
-Protoss gain benefits from forest zone, terran from desert, zerg from fire, that leaves water. I'm thinking of creating a bunch of units over time
-also opposites have drawbacks, so zerg hurt from water, terran from forest, and protoss from desert and again whatever these water cards will be hurt on fire.
-there is one other field zone that gives no benefit, which is machine(I'm thinking of going space platform like, or xel naga)
-objective of the game is to control 5 spaces( have your card on 5 different spaces)
-cards that are on the field can be told to attack at the cost of mana(mineral/food/gas)
-there are spells that can heal, increase attack, hurt the enemy cards, draw card, etc.
-one thing I will make sure stays out is the fact that the victory will be obtained at the end of the turn when the player puts the 5th card on the field(too many times have I played with that person's card should have been destroyed but instead it doesn't go to the part where it should get destroyed)
-hope this isn't too complicated, I probably missed a lot in description of the map itself but that's the game mechanics basically
This is basically Eye of Judgement and since the online is going down for it I was thinking of making a tribute to it.
The biggest thing stopping me from progressing is not knowing how to make a good UI. The cardcraft one has my mind blown. I'm sure if I play around with it more I'll find out how to make something similar.