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    posted a message on [Terrain] Terraining for Dummies 1.0

    I was wondering, is it possible to have your Cliffs go higher than +2 hight, or, in the case lowering, Lower only -1, instead of the usual -2?

    (This is without fiddling with the maps stock height, BTW.)

    Also, thanks for the wonderful tutorial, though i'd like to add that if and when you use textures for roads, using the blur tool to go over the entire road or certain parts of it can be used to give the road a more windswept feel, in the case of Deserts/Wasteland tilesets.

    Posted in: Tutorials
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    posted a message on Map Ideas Thread

    I suppose i'll be the random guy who comes in and pitches an idea to random people....

    Feels like i'm back in the Hive.

    [Do not attempt to steal or Copy without my Permission (or if you do give credit :P)]

    Basically, the idea that's been floating in my head for a long while is based of the Protoss endless survival mission. Up to 4 (or more) players are stationed within a massive Xel'Naga fortress, and must survive as long as they can while staving off attacks from the Zerg. Each player has a single custom hero tailored to one of 4 different playing styles, Defensive, Offensive, Support, and Tank, while the Computer controls the Dark Prelates Zeratul and Mohandar.

    Each player's basic units are tailored differently as well. The Tanking player's units will have higher health and damage, but will be much more expensive to create, while the support players units will have high energy and low health, with a variety of powerful abilites. For the Defensive player, shields will be more powerful while they play a larger part in the ranged defences, such as stalkers, whereas the Offensive player would command units that deal higher damage, as the expense of shield strength. Any of these ideas are, of course, set to be modified.

    The Basic premise is simple. Survive till the last man falls. The game will be executed in waves, each getting stronger and more numerous than the last. every 5 waves reinforcements will spawn for the players, joining the battle with skills and units that cannot regularly be trained (Some players may gain another players specialised forces as reinforcements, or more powerful and upgraded units of their own.) Every 10 waves is a boss wave.

    Players will be able to build buildings and forces, as well asrevive their heroes. Large mineral fields exist within and without the fortress, and it will be the players choice whether or not to venture outside the relative safety of the fortress and risk their valuable probes to gain more minerals. (Mineral and Vespene bonuses will be given to each player after every wave, with a diminished bonus when reinforcements come and an expanded bonus after boss waves)

    Expanding the game into an 8 player match would mean a bigger game and "two" separate maps. One for ground and one for in the sky. The same rules would apply for those battling in the skies as for those battling on the ground, however those who chose to battle in the skies will be able to create differing levels of Air units at cheaper prices than their landbourne friends. Both defending "teams" can give reinforcements to eachother, in the form of either land based or flying units. Coordination is imperative for survival, as any forces that break through the defenders in the air will spawn in the middle of the Fortress.

    Bonuses to the UI would include both a timer and counter of how long you've survived, and how many zerg you've killed respectively, as well as a possible score system that would keep track of the amount of minerals and score that players have ammased at the moment the game ends, allowing each player access to the minerals they previously had in addition to the ones the start with, and more powerful starting units.

    Posted in: Map Suggestions/Requests
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