If you're going to make it, ensure that you already have it all fleshed out in Notepad (Or Word, depending on your text editor) and that you're prepared in spirit to carry it out big time. Also, I'd suggest drawing some terrain sketches (Even if they turn out awful) in paper so you can get a rough sketch of what exactly you're envisioning for your playground. Finally, try and not make it too complicated you can't wiggle it out, like I did (That map I PMed you being an example.).
By assets, I mean their models, sounds, soundtrack, and by gimmicks, I mean whatever it is that the LotV campaign brings us, in gameplay terms, in Nov. 10th.
That'd mostly depend on people's strongest race. Mine, for an instance, is Protoss, but other people's strongest races are either Terran or Zerg. Either way, it's better to keep this as unfocused as possible, so there's no favoritism amongst either three races.
I opened up my "Ideas" document and noticed I have a lot of other cool stuff planned, the only difference being that these ideas aren't "confirmed" yet. Anyway, here they are:
A zerg base powered entirely by overlords instead of creep. Naturally, the enemy has a lot of anti-air.
A boss fight like The End from MGS3. He has an extremely long range, but needs spotters to see you (like Phantom Locust). Naturally, you'll have to avoid the spotters while trying to find him. Expect lots of tall grass.
A playable Protoss faction where the units are twice as costly, but also twice as strong.
A unit that that can be used to guide enemy attack waves to its location (not unlike a psi emitter, I suppose). Can be used to turn one enemy against another.
A favor system where helping one side will anger another.
Specific musical themes for each of the main characters.
A fight where you trap invading units in gas rooms. Kinda like Ossos, except closing the doors automatically kills everyone inside, meaning you don't have to do that yourself. This one is actually technically confirmed.
- That'd mostly be trigger-dependant, as there's not much 'splat' power circles like the Protoss Pylons and something. Plus, it'd need to be custom made, what with either orange-glowing Psi-emanation mist coming out of it. Perhaps a good trigger idea is to have the structure actors, when unpowered, tint darker a bit and slow considerably their animations...
- That was virtually the highlight of that game, according to what I read. Should I expect a calmer music to accompany it, or full silence, but the ambience?
- Twice the strength alone wouldn't cut it, you'd want to add some uniqueness to them in abilities and stuff. Think like of Narudek's units from his Vortex of the Void campaign, particularly the Protoss Marauder with bouncing projectiles. Yeah, that one was me.
- That's a bit difficult for me to understand, especially in how you'll pull it off. I guess I'll have to wait a bit, or when it comes out to make an idea of it...
- You could make it a puzzle of trial-and-error. Except, of course, the player has to load it up all over again.
Some of the things you can expect in this campaign:
A Fallout-style Vault mission not too dissimilar from Annihilation 11, where you control a main hero that has to leave the safe confines of the vault to explore the dangerous exterior.
A zerg stealth mission where you infiltrate a Terran base while they are busy engaging your Hive Cluster.
A dangerous, Hannibal Lecter-esque character confined in the deepest recesses of a laboratory.
A dark moment that is highly unlikely to make you feel well.
Multi-race alliances!
Cinematic interludes!
Plot twists galore!
I'm also trying to think of cool new ideas for the mission launcher, such as doing it HOTS-style, with the main character of each race standing in front of a changing location, depending on your progress. I also thinkered a bit with doing an interactive, Hyperion-style launcher, where you can walk and talk to people and gather lore, with the environment changing as you complete more maps.
- A RPG mission then? Okay...
- The idea of handling stealth and defense should be interesting.
- Creepy guys tend to usually work well, if you know what you're doing...
- On this dark moment, and also the lab thing, I'm not gonna get a jumpscare outta nowhere, am I?
- Alliances are complicated, mostly because the situation must make sense. Kinda like AE07/08, with the 'hold the Zerg' thing.
- Cinematics are virtually obligatory, nowadays, and the amount of tools available but custom animation allows for a variety of, thus mattering how's it used and how it fits in, particularly the camera. Think the office travelling scene in 'Brazil', for an example...
- Please, in all honesty, do make the plot twists make sense and not use tropes like characters coming back from the dead... Really, at least for me, that one was pretty weak...
I planned alot on how to make up an exclusive 'Hyperion-ish' map, but then when I had to account on how I'd carry for XP, gained tech and credits across, I was forced to give up. I mean, if we could carry at least hero and player XP like WC3 does, then we'd have progress.
Interesting backstory, brings alot of the Dune mythos into StarCraft, particularly the 'animal' symbolism, given the insidious always uses a snake or scorpion, while evil prefers wolves or rams.
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@EivindL: Go
If you're going to make it, ensure that you already have it all fleshed out in Notepad (Or Word, depending on your text editor) and that you're prepared in spirit to carry it out big time. Also, I'd suggest drawing some terrain sketches (Even if they turn out awful) in paper so you can get a rough sketch of what exactly you're envisioning for your playground. Finally, try and not make it too complicated you can't wiggle it out, like I did (That map I PMed you being an example.).
@EivindL: Go
By assets, I mean their models, sounds, soundtrack, and by gimmicks, I mean whatever it is that the LotV campaign brings us, in gameplay terms, in Nov. 10th.
I should ask, you plan to use some of the gimmicks/assets from LotV and it's campaign? Any custom models/portraits from here, too?
@EivindL: Go
That'd mostly depend on people's strongest race. Mine, for an instance, is Protoss, but other people's strongest races are either Terran or Zerg. Either way, it's better to keep this as unfocused as possible, so there's no favoritism amongst either three races.
- That'd mostly be trigger-dependant, as there's not much 'splat' power circles like the Protoss Pylons and something. Plus, it'd need to be custom made, what with either orange-glowing Psi-emanation mist coming out of it. Perhaps a good trigger idea is to have the structure actors, when unpowered, tint darker a bit and slow considerably their animations...
- That was virtually the highlight of that game, according to what I read. Should I expect a calmer music to accompany it, or full silence, but the ambience?
- Twice the strength alone wouldn't cut it, you'd want to add some uniqueness to them in abilities and stuff. Think like of Narudek's units from his Vortex of the Void campaign, particularly the Protoss Marauder with bouncing projectiles. Yeah, that one was me.
- That's a bit difficult for me to understand, especially in how you'll pull it off. I guess I'll have to wait a bit, or when it comes out to make an idea of it...
- You could make it a puzzle of trial-and-error. Except, of course, the player has to load it up all over again.
- A RPG mission then? Okay...
- The idea of handling stealth and defense should be interesting.
- Creepy guys tend to usually work well, if you know what you're doing...
- On this dark moment, and also the lab thing, I'm not gonna get a jumpscare outta nowhere, am I?
- Alliances are complicated, mostly because the situation must make sense. Kinda like AE07/08, with the 'hold the Zerg' thing.
- Cinematics are virtually obligatory, nowadays, and the amount of tools available but custom animation allows for a variety of, thus mattering how's it used and how it fits in, particularly the camera. Think the office travelling scene in 'Brazil', for an example...
- Please, in all honesty, do make the plot twists make sense and not use tropes like characters coming back from the dead... Really, at least for me, that one was pretty weak...
I planned alot on how to make up an exclusive 'Hyperion-ish' map, but then when I had to account on how I'd carry for XP, gained tech and credits across, I was forced to give up. I mean, if we could carry at least hero and player XP like WC3 does, then we'd have progress.
Interesting backstory, brings alot of the Dune mythos into StarCraft, particularly the 'animal' symbolism, given the insidious always uses a snake or scorpion, while evil prefers wolves or rams.