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    posted a message on Ability Brainstorming

    Well with Bravo and Delta, you temporarily lose control of the marine for the duration of the ability. But yes I shall make sure that none can be used at the same time. As you said it just makes sense :)

    I'll post what I said on the hive about the greyed out classes

    "If they are greyed out that just means I didn't plan to have them in the first release. Ultimately every single class should have 6 Offensive, 6 Defensive, and 6 Support. But that would mean 270 abilities! So I am just starting with a few abilities for a few classes.

    However if you have ideas for those classes, or additional ideas for the ones that aren't greyed, you are more than welcome to post them! I will use them later, or if I get enough for one of the classes I will include them in the first release."

    - - - - - - - - -

    Yeah, didn't really like the Mind Break... just wasn't... the right fit, I think. :| If that makes sense.

    Not sure about Creep Tumour bomb. The first part sounds like an ability idea I had for the Roack, where he launches a sack of acid. The second part sounds like it could go somewhere interesting, but I think it needs some tweaking. I like the idea of latching on, but I'm not sure how I would do that, visually. And the idea that your allies have to get it off you. Perhaps it drains energy and shields instead of life?

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    Once again I have rewritten and made some changes, tell me what you think. :)
    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Mutation
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-zerg-creeptumor.png
    Queen - Support
    Active

    The Queen infects the target with bacteria that mutates, granting the target a bonus to a random attribute. The bonus is dependant on Queen's own attributes.
    Strength Bonus: [Strength x 0.3] for [Control x 1.0] seconds
    Agility Bonus: [Agility x 0.3] for [Control x 1.0] seconds
    Control Bonus: [Control x 0.2] for [Control x 1.0] seconds

    - - - -

    Alpha Formation
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-terran-load.png
    Marine - Offensive
    Active

    The Marine calls out, ordering the squad to focus fire. A graphic will appear over the last target the Marine has fired on (And will change if he attacks something else). Any ally that attacks the same unit will deal [Accuracy x 2.0]% bonus damage. Lasts for [Stamina x 1.0] seconds.

    - - - -

    Bravo Formation
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-terran-setrallypoint.png
    Marine - Offensive
    Active

    The Marine calls out, ordering the squad to charge forward. A graphic will appear pointing in the direction of the ability's target. Any ally that moves in that direction will get a [Stamina x 2.0]% bonus movement speed. All allies that move in the formation will fire while charging. Lasts until the marine reaches the target. The casting marine must move directly to the graphic.

    - - - -

    Delta Formation
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-terran-unloadall.png
    Marine - Defensive
    Active

    The Marine calls out, ordering the squad to scatter. A graphic will appear at the center of the squad (Or maybe a target location). Any ally that moves away from it will get a [Stamina x 2.0]% chance to avoid damage. Lasts until the marine reaches a certain distance from the graphic. The casting marine must move directly away from the graphic.

    - - - -

    Cluster Rocket
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-techupgrade-terran-maelstromrou.png
    Marauder - Offensive
    Active

    The Marauder fires a rocket into the air over a target point. The rocket detonates when it reaches the target height, spraying a spread of small bombs in a circle around the detonation. Damage is based on Power.

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    Well the attribute range between 5 and 20. Feel free to put them in, they will always be adjusted later. I plan to do a lot of balance testing for this map.

    No High Templar will ever get an energy regen bonus from any Power of Khala ability if he himself is casting The Power of Khala

    I agree about Overrun

    Well thanks a lot so far :D

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    That is true about the zergling ability. Hmm perhaps it should be a certain amount of damage. But every attack is just too powerful in my opinion.

    Once again I have rewritten and made some changes, tell me what you think. :)
    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Power of Khala
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-protoss-protoncharge.png
    High Templar - Defensive
    Activated

    The High Templar enters into a trance. While in this state he is unable to move, and loses energy over time. When active, all nearby protoss units gain bonuses based on the units present in the field. High Templar and Archons increase the energy regeneration of units in the field by [Psionics x 2.5]% per unit. The caster does not get this energy regeneration bonus. Zealots increase shields by [Psionics x 5] per unit. Shadow Templar and Dark Templar increase damage by [Psionics x 3] per unit.

    The High Templar can still attack and use abilities.

    - - - -

    Overrun
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-unit-zerg-mantaling.png
    Zergling - Offensive
    Active

    The zergling charges at a target unit, knocking him to the ground. The zergling then proceeds to maul the target for 8 seconds. The zergling can do nothing else in the meantime.

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Sorry I don't really like the other ones :(, though these are great.

    For the most part some of them are just too simple, and others like "For the Horde" are just not a mechanic I want to have in the game.

    Incase you haven't noticed in my descriptions a bunch of times I use [Psionics] or [Strength] in place of numbers. These are attributes. Each race has 3 attributes that all their classes use, you can choose the numbers for these attributes (Between 5 and 20) when you create your character.

    Terran

    • Stamina
    • Accuracy
    • Power

    Protoss

    • Vitality
    • Dexterity
    • Psionics

    Zerg

    • Strength
    • Agility
    • Control
    Posted in: Miscellaneous Development
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    posted a message on "Nazi Defense" - allowed?

    s3rius,
    Generally speaking the reason that you should not use nazi symbols and such, is because it trivializes what happened, and as it becomes less and less of a deal it becomes once again more and more acceptable. Regardless of whether or not that is your intention, unfortunately thats what happens.

    Yes that is the same thing with nukes, and it's a shame, but just because it nukes have been trivialized that doesn't make it okay... :P

    In anycase, as I said its probably best to just work around the symbol and name, you can make a perfectly good map, and you don't step on any toes. Unless there are legitimate reasons why making it that way makes the game more fun, there is no reason to do it. :/

    Posted in: Project Workplace
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    posted a message on [Cinematic] Terran Airforce

    There is also a trigger that just straight hides the UI. Yes Cinematic Mode does that too.

    Posted in: Project Workplace
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    posted a message on "Nazi Defense" - allowed?

    A red circle isn't recognizable as a symbol of japan.

    But people as someone said the swastika is not necessarily a nazi symbol

    http://upload.wikimedia.org/wikipedia/commons/thumb/f/f7/Nazi_swastika_clean.svg/200px-Nazi_swastika_clean.svg.pnghttp://dl.dropbox.com/u/1338777/200px-Nazi_swastika_clean.svg.png
    The one of the right is the Nazi Swastika, while the other is older and used in India (Though usually it is not rotated and has dots; like so). Though most people don't notice the difference.

    In anycase, personally I think it's a better idea to just make a different map, I mean the fact that it was a swastika and called Nazi Defense isn't what made it fun. Just use a different symbol and name... :/

    Posted in: Project Workplace
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    posted a message on Ability Brainstorming

    Good idea, although I wish to allow people to play each of the classes in a variety of roles, I suppose I do have some ideas on what sort of roles they should fulfill, for now at least.

    I'll also list their primary (left click) and secondary (right click) weapon.

    Marine
    I have been thinking of the marine as sort of a leadership, party buff, offensive role. He would probably be the most balanced, allowing him to fulfill a number of roles.
    Primary Weapon: Gauss Rifle
    Secondary Weapon: Grenades

    Marauder
    For now the tank, but also perhaps the heavy hitter, good for taking out big enemy units.
    Primary Weapon: Concussion Rocket
    Secondary Weapon: Flamethrower

    SCV
    Support unit, good for buffing allies. Additionally I believe that I am going to give the SCV the ability to obtain vehicles for the team, a tank and perhaps a viking (Assault Mode).
    Primary Weapon: Fusion Cutter (Attack)
    Secondary Weapon: Fusion Cutter (Repair)

    Zealot
    Similiar to the role of the marine, however also serving the role of a tank.
    Primary Weapon: Psi Blade
    Secondary Weapon: None Yet

    Shadow Templar
    DPS, the shadow templar will fulfill the more traditional stealth infiltrator role of the Dark Templar, as opposed to the actual Dark Templar in this game. However this does not mean that they shouldn't mesh with the other classes for teamwork.
    Primary Weapon: Warp Blade
    Secondary Weapon: None Yet

    High Templar
    Support Caster. Bothing for buffing but also more offensive abiities.
    Primary Weapon: Psionic Pulse
    Secondary Weapon: None Yet

    Zergling
    Fast moving DPS. Perhaps an ability involving the wings might be in order.
    Primary Weapon: Claws
    Secondary Weapon: None Yet

    Hydralisk
    Very versatile unit, most abilities would work for them.
    Primary Weapon: Needle Spines
    Secondary Weapon: Claws

    Queen
    Support Unit. Has an ability for generating creep.
    Primary Weapon: Needle Spines
    Secondary Weapon: Claws

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    I rewrote some of your ideas and put them here, what do you think? Corruption is just like Parasite was in the original though. :/
    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Corruption
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-zerg-corruption.png
    Queen - Offensive
    Active

    The Queen infects an enemy unit with a parasite. It eats away at the unit dealing [Control x 0.2] damage per second. If the unit dies while under the effects of this ability, it spawns a swarm of broodlings relative to the unit's size. The broodlings will then escort the Queen until death. Whenever the Queen has broodlings escorting her she gains an ability that allows here to send some of them to escort an allied unit instead. Can only target organic units.

    - - - -

    Mind Link
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-protoss-wrathofadun.png
    High Templar - Support
    Activated

    When active, this allows nearby allied units to draw on the High Templar's energy reserves if they do not have any.

    - - - -

    Adrenaline Rush
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-zerg-rapidregeneration.png
    Zergling - Offensive or Defensive
    Active

    Deals [Strength x 1.5] bonus damage. If this attack kills the target, the zergling gets a 5% bonus to attack speed. For every kill the zergling makes within [Control x 1] seconds of the previous kill, it gets an additional 5%, up to a maximum of 50%.

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Perhaps the ability to send broodlings might replace the Queen's secondary weapon.

    I don't really want to use passive abilities, so you may have noticed I changed those abilities that were.

    I don't really like the mark one, it doesn't really seem to make sense either :( and the one that you couldn't think of a name for is basically taunt, I don't like how that ability forces the players' hand.

    Didn't like those two, but the others were great. Thanks a lot :D

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    Well a mod can move it to where it should be :)

    Hmm, certainly something like that could probably work, seems like it needs a little something more though. :/

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Psionic Cloak
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-protoss-permanentlycloa.png
    Shadow Templar - Defensive
    Activated

    The Shadow Templar weaves a cloak of psionic energy around himself, shielding his presence from the eyes of his enemies. Attacking or using abilities breaks the Templar's concentration and thus dissipates the cloak.

    - - - -

    Phase Shift
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-protoss-phaseshift.png
    Zealot - Defensive
    Activated

    The Zealot shifts out of phase for a maximum of [Psionics x 1.0] seconds, avoiding incoming damage. While phased out the zealot:
    Cannot use any physical attacks
    Can move through objects
    Takes double effects from Psionic abilities (Healing or Damaging)

    - - - -

    Generate Creep
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-zerg-generatecreep.png
    Queen - Support
    Active/Passive

    The queen will constantly generate a medium-sized trail of creep as she walks. When used, this ability causes the creep to grow rapidly to a large radius around her current location. The creep provides bonuses to zerg units.

    - - - -

    Accelerate Metabolism
    http://i213.photobucket.com/albums/cc195/Ardnived/Starcraft 2 Standard Icons/btn-ability-zerg-transfusion.png
    Queen - Support
    Active

    The queen accelerates the metabolism of a target unit, causing their regeneration to increase by [Control x 10]%. However this causes the unit to lose some energy. There is still a regular energy cost for the queen.

    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    These abilities are kind of just to get a few of the obvious ones out there. They don't quite help the teamwork so much (Which is why I made this topic).

    But please feel free to comment on other peoples ability suggestions, especially mine, to help improve them.

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    I am not 100% sure this is the right forum, but it did say "...everything regarding the development of Maps."

    Anyways, I am working on a map called Squadron Arena/Tactics (Working Title). Which is what this topic is for, the Project Exposition can be found here; I suggest you read it, it may look long, but the content is light.
    Squadron Arena (Working Title)

    Most of the information here is clarification to help you understand what sort of abilities I need. If you don't want to read it you can skip straight to Classes, and see what abilities I need.
    __

    Contents

    1. Overview
    2. Abilities
    3. Categories
    4. Classes
    5. Links

    __

    Overview
    For this map I am eventually going to need quite a few, hopefully, unique abilities, and furthermore they need to help gear the game towards teamwork.

    Possible Abilities per Class: 18
    Classes per Race: 5
    Races: 3
    Total Abilities Needed: 270

    Which as you can see is quite a large task. No worries though, I plan to start off with a few abilities and work my way up to that over time.

    Abilities
    To start with I think 6 abilities per class is a reasonable amount. 2 Offensive, 2 Defensive, and 2 Support Abilities.

    What I am trying to do with this map is create a very team intensive gameplay, where you will work together with 3 other players in your squad, hopefully even to the point where people develop set teams that could be ranked together. Read the Project Exposition for more info on that, but my point is that the abilities need to work towards that goal.

    Categories
    There are 3 categories of abilities that each class can choose from, as can bee seen in this screenshot; Squad Creation Screen

    Offensive
    Offensive abilities are obviously geared towards dealing damage. However, in the interest or teamwork, they could be dependant on allies casting certain abilities, or do bonuses when you have certain buffs, or perhaps leave you vulnerable and in need of healing, or something else.

    Defensive
    Defensive abilities would buff yourself or provide a shield. Generally speaking defensive abilities would probably help you, but perhaps a shield could extend beyond you like the Sentry Shield, or as with offensive they could be influenced by buffs

    Support
    These would generally deal with buffing and healing allies. For example one idea I have for a Queen ability, makes her spread creep around here (Much faster than in melee of course), which will give healing and perhaps movement or other bonuses to your allied zerg squad members.

    -

    These are mainly suggestions to keep people from going way off with there suggestions, but the interests of teamwork overrule any of this, so if you have an ability that doesn't work in a way I have suggested thats even better!

    Classes
    I wont neccesarily need all the classes to be available from the start, if I did that would still be 90 abilities needed. So lets start as small as is reasonable; These are the classes, and the ones that need abilities, I will update this as people come up with abilities

    Although ultimately each class will be able to be played in a variety of ways, for the time being since there are so few classes I am going to try and gear them towards certain roles, and that is reflected in the ability types I am asking for.

    Terran

    • Marine [Needs 3 Offensive, 3 Defensive]
    • Marauder [Needs 1 Offensive, 4 Defensive, 1 Support]
    • Reaper
    • SCV [Needs 2 Defensive, 4 Support]
    • Ghost

    Protoss

    • Zealot [Needs 2 Offensive, 3 Defensive, 1 Support]
    • Shadow Templar (Lenassa) [Needs 4 Offensive, 1 Defensive, 1 Support]
    • Dark Templar (Zera'tai)
    • High Templar [Needs 2 Offensive, 4 Support]
    • Archon

    Zerg

    • Zergling [Needs 4 Offensive, 2 Defensive]
    • Roach
    • Hydralisk [Needs 2 Offensive, 3 Defensive, 1 Support]
    • Infested Marine
    • Queen [Needs 1 Offensive, 2 Defensive, 3 Support]

    Some thoughts on the Classes

    If you have an idea for a class feel free to suggest it even if I don't need one there, you might replace an old one, or yours might be held for a later release.

    Links
    Sc2Mapster - Project Section
    Sc2Mapster - Project Exposition
    Sc2Mapster - Ability Brainstorming
    The Hive Workshop - Project Exposition
    The Hive Workshop - Ability Brainstorming
    MapCraft - Ability Brainstorming

    Posted in: Miscellaneous Development
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    posted a message on Squadron Arena (Working Title)

    I am still working on this map, though I've been pretty busy the past week, and so haven't gotten that much progress. Actually for that matter I probably need to figure out some good abilities. I'll probably make a post I think.

    ala Shattered Galaxy?

    Well what do you mean by added RPG functionality? Like it's a complete RPG, you just do it in groups or something?

    EDIT:
    Made a topic;
    Sc2Mapster - Ability Brainstorming

    Posted in: Project Workplace
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    posted a message on Turrets vs weapons

    I believe that turrets fire independently of the unit's movement and facing. For example the flamethrower on the Hellion. You don't need to turn the Hellion whatsoever to fire.

    However this is about 65% pure speculation.

    Posted in: Miscellaneous Development
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    posted a message on Stop them from attacking

    Perhaps reinforce the move order whenever a player unit dies.

    Posted in: Miscellaneous Development
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    posted a message on Gaining resources through heals/repairs?

    It is possible to get resources for damage taken and damage dealt. Perhaps using negative values in those fields (In the Data Editor: Units), will allow you to accomplish that. If not, it shouldn't be hard to trigger.

    Posted in: Miscellaneous Development
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    posted a message on Diasbling Drag Selection and Right click error message.

    If it is in fact possible to disable that error message I think it would be done in unit's Actor in the data editor, under the events field. Otherwise probably the best move is to simply edit out the text and sound file from the error message, in the data editor.

    Posted in: Miscellaneous Development
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