Suggestion for a map: Heroes of the Storm map, there is an Ally AI that sends units against multiple bases of the enemy; Player 1 will have to defend critical points and at the same time support some waves that will become on time not enough strong, player 2 instead will have a Hero that will have to push a lane and then take objective like "capture/destroy X base, take "X" technology, kill "Z" to have a new ally, open a Path to an enemy AI wave to attack the enemy base (if the base is killed too quickly you will have the wave to attack you ally base)...
I like that idea.
Maybe we have to kill "Z" before a certain timer goes off, or they'll ally with the enemy instead.
ok i've lost a track of this thread for awhile. Here it is, used 27 effects, 32 actors, 6 units, 6 models and few validators :)), done entirely with data, still learning everything about actor handling:
A little disclaimer: The estimated release for Aureolin Eclipse is spring/early summer of 2015, so this thing probably won't surface till at least until then.
I know I look forwarding to making something else than campaigns for a while. They're kinda exhausting to produce!
I think Arcade players can be hard to satisfy sometimes (they're awfully demanding of people who provide free stuff), but I'll try. Ultimately, though, they only one I need to satisfy, is yours truly. I'll probably ressurect the Camp Delta map too, where you would infiltrate a base and could choose and customize your units, the guards, game modes, etc.
I like your ideas.
By the way, if someone wants to cooperate (no pun intended), I'd be happy to do that. We could make, like, a series. I suck at the data editor, for instance, and I don't know how to create models and stuff like that.
I might consider making maps with different amounts of players. Some might work with 2, others with more. Either way, I hope to create maps that fit the Arcade a bit more than campaigns, while at the same time not making them feel too much like Arcade maps. Heroes on the defense does kinda sound like that (if they are on the offense, on the other way).
That sounds really cool. I always thought the Tosh mission from WoL would be cool co-op with one as the hero and the other as Tosh.
Isn't Tosh a hero? I'm a bit confused. I did try to create a Breakout-style mission once where two players could work together, one as Nova and the other one as Tosh, but I never finished it (it wasn't very good).
Idea! What if the two players has an option to switch places? I can imagine a button at the corner of the screen. If one of the player pushes that button the other player get a 10 second countdown button which he can press to accept. If he accept the players change control.
Perhaps the infiltrator gets a Valerian Incapitation behavior or a restart if killed so it's not instant defeat for both players if he is careless for a moment.
I might consider it. However, I did plan on the enemy not exposing the infiltrator. Instead, he'd be stealing widow mines and stuff, placing them at strategic positions and stuff.
Here are some of the ideas I have:
1. INTRUSION: A group of zerg units must work together to escape from a facility, sneaking past guards and burrowing to avoid them.
2. IMPLOSION: This is the one I hinted towards earlier. One player controls a zerg base, with queens, and must spread the creep through the enemy terran base. The other player sabotages the terran to help get the creep get through.
3. ASSASSINATION: A ghost and a spectre must infiltrate a winter facility and assassinate key targets, picking up weapons, skills and equipment on site.
4. HOLDOUT: One player defends the base while another scours the map for additional units and tech options.
5. ALLIANCES: The players seek the allegiance of protoss tribes to help fight an enemy. The tribes the players don't ally with can and most likely will become enemies.
So, I was thinking what I would do after Aureolin Eclipse. The idea of doing another campaign straight away isn't that tempting, so I was thinking I'd do single-standing cooperative missions instead. It's less stressful and something I know people want to play. This is just at the planning stage yet, and might never happen, but I'll post ideas here and take requests/ideas.
I have some ideas already. I'll post them here later. I want to create missions that really feel cooperative. So you won't just be playing with one split base each against a common enemy, but might have one player outside the enemy's base and one inside, working "undercover" (or something like that), and other stuff that is harder to do in a single-player map.
Not gonna spoil AE! :D
As for lore in the coop missions: I don't know yet. I'm not a big fan of "fan fic" campaigns, though. I prefer original lore.
I like that idea.
Maybe we have to kill "Z" before a certain timer goes off, or they'll ally with the enemy instead.
That looks pretty cool! I'm very interested!
I suppose if I make a joint mod, I can use units and abilities in one mission in another, making there less work.
Sure, go ahead.
A little disclaimer: The estimated release for Aureolin Eclipse is spring/early summer of 2015, so this thing probably won't surface till at least until then.
I know I look forwarding to making something else than campaigns for a while. They're kinda exhausting to produce!
I think Arcade players can be hard to satisfy sometimes (they're awfully demanding of people who provide free stuff), but I'll try. Ultimately, though, they only one I need to satisfy, is yours truly. I'll probably ressurect the Camp Delta map too, where you would infiltrate a base and could choose and customize your units, the guards, game modes, etc.
I like your ideas.
By the way, if someone wants to cooperate (no pun intended), I'd be happy to do that. We could make, like, a series. I suck at the data editor, for instance, and I don't know how to create models and stuff like that.
I might consider making maps with different amounts of players. Some might work with 2, others with more. Either way, I hope to create maps that fit the Arcade a bit more than campaigns, while at the same time not making them feel too much like Arcade maps. Heroes on the defense does kinda sound like that (if they are on the offense, on the other way).
Isn't Tosh a hero? I'm a bit confused. I did try to create a Breakout-style mission once where two players could work together, one as Nova and the other one as Tosh, but I never finished it (it wasn't very good).
That sounds really cool, actually. I can imagine this really big invasion with units everywhere, kinda like AS10 on steroids. Thanks, you inspired me!
Interesting idea, but what is the purpose?
You can expect difficulty settings.
I might consider it. However, I did plan on the enemy not exposing the infiltrator. Instead, he'd be stealing widow mines and stuff, placing them at strategic positions and stuff.
Here are some of the ideas I have:
1. INTRUSION: A group of zerg units must work together to escape from a facility, sneaking past guards and burrowing to avoid them.
2. IMPLOSION: This is the one I hinted towards earlier. One player controls a zerg base, with queens, and must spread the creep through the enemy terran base. The other player sabotages the terran to help get the creep get through.
3. ASSASSINATION: A ghost and a spectre must infiltrate a winter facility and assassinate key targets, picking up weapons, skills and equipment on site.
4. HOLDOUT: One player defends the base while another scours the map for additional units and tech options.
5. ALLIANCES: The players seek the allegiance of protoss tribes to help fight an enemy. The tribes the players don't ally with can and most likely will become enemies.
So, I was thinking what I would do after Aureolin Eclipse. The idea of doing another campaign straight away isn't that tempting, so I was thinking I'd do single-standing cooperative missions instead. It's less stressful and something I know people want to play. This is just at the planning stage yet, and might never happen, but I'll post ideas here and take requests/ideas.
I have some ideas already. I'll post them here later. I want to create missions that really feel cooperative. So you won't just be playing with one split base each against a common enemy, but might have one player outside the enemy's base and one inside, working "undercover" (or something like that), and other stuff that is harder to do in a single-player map.