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    posted a message on The Perfect Diplo - Blood & Iron: Europe 1870

    Haha thanks, we've actually been improving the terrain since we took that picture but we're still negotiating the game mechanics.

    It's probably going to be a cross between a diplomacy game and a strategic warfare map. You will play metaphorical chess with the other players until you achieve some goal (we may make game goals/modes customizable). Since you'll be able to form all manner diplomatic relationships (NAP, Alliance, War, Cease Fire, etc) and there will be different mechanics to end wars (Surrender & pay reparations, Surrender territory, become a vassal state, etc) the goals we had in mind were something like capture all the major capitals of Europe between your alliance, or capture 80% of the map between your alliances, or something else along those lines.

    The actual fighting will play more like a strategic warfare map (riflemen beat cavalry, cavalry beat artillery, artillery beat riflemen) but the macro will be more akin to a diplo.

    Posted in: Map Suggestions/Requests
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    posted a message on The Perfect Diplo - Blood & Iron: Europe 1870

    I wanted to update with a picture of the terrain we have so far: 75% complete terrain

    We're still looking to get some help with the text editor as well as someone who is proficient with the data editor. We know exactly what we want to do its just a matter of dividing the workload and putting it together.

    Posted in: Map Suggestions/Requests
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    posted a message on The Perfect Diplo - Blood & Iron: Europe 1870

    A little bit of both Crazy, I was a pretty savvy map maker back in the day when I played Brood War and I think I can relearn the galaxy triggering if need be. I have someone else who is interested in working on the units (no idea how to do that) and we still have to figure out the terrain. I'm planning on going for something like this (but including North Africa): http://users.erols.com/mwhite28/images/1900euro.gif

    We're planning on making it an 8 player map and optimal with 5-8. We're still figuring out what and how we want to do things but generally we have a good idea. I think the biggest problem with a lot of the maps/diplos right now is that they're struggling with how many units you can stuff into your map. We're going to go for simplicity and cut our units at about 6 and maybe 2-3 for the sea.

    The scale we're aiming for is something like the Risk Europe map that's popular right now.

    feel free to email me at [email protected] or add me at Veta.835 NA

    Posted in: Map Suggestions/Requests
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    posted a message on Diplomacy collaboration - professional quality

    Integral this is exactly what me and some friend from Brood War are interested in doing. Feel free to contact me at [email protected] and to peruse this thread: http://forums.sc2mapster.com/player-zone/map-suggestions-requests/22233-the-perfect-diplo-blood-iron-europe-1870/#p1

    I'd love to show you the map in question as I'm sure you'll appreciate the tactical and strategic depth.

    Posted in: Team Recruitment
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    posted a message on Diplo Maps: Past, Present, and Future

    If any of you are interested I'm looking to put together a team to remake Blood & Iron: Europe 1870 from StarCraft 2.

    Imagine a diplo on a huge scale with strategic and diplomatic depth.

    http://forums.sc2mapster.com/player-zone/map-suggestions-requests/22233-the-perfect-diplo-blood-iron-europe-1870/#p1

    Posted in: General Chat
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    posted a message on The Perfect Diplo - Blood & Iron: Europe 1870

    Hello Gents,

    My name is Veta and I'm interested in transferring over one of the greatest Brood War diplos to StarCraft II. If you're familiar with the game in question it needs no explanation but if not I'd be happy to elaborate here or even show you on StarCraft 1 (I have CD keys if you need). Blood & Iron: Europe 1870 was a strategy diplo, a special sort of diplo.

    The gist of the map is that the game takes place roughly right before the Franco-Prussian War, during the Age of Rifles, as a consequence Germany is unified and is one of 7 playable nations (Britain, France, Italy, Germany, Ottoman Empire, Russia). Although I'm sure Spain could be added for an even 8. During this time period the nations of Europe have already standardized and phased out their many different types of regiments. As a consequence the game follows a very simple dynamic of unit variety: -Riflemen (Ghosts) are your bread and butter -Cavalry are shock troop Zealots (this was achieved through the use of shields on StarCraft 1) -Artillery are Siege Tanks -Some custom/new unit could be allocated to be a Machine Gun (instead of the Marine)

    Essentially you have a bit of a triangle balance wherein Riflemen>Cavalry>Artillery>Riflemen. Machine Guns would be a sort of fortification or support troop but should by no means be a necessary or massable unit. Bunkers are the fortification used on StarCraft but frankly a better system could probably be devised on StarCraft 2 to represent trenches or garrisons.

    Lastly Naval Units and battles were very simplified. At this time Iron Clads were becoming prevalent and there was a serious standardization of navies. In StarCraft 1 this was represented by a single battleship unit and dropships. In StarCraft 2 I'm sure this could be represented with a Battleship unit and a Destroyer unit, as well as transports, the naval sieging of cities should be very limited however (unlike that WW2 diplo).

    Some mechanics that made this map great: -Cities spawn partisan infantry (basically static infantry defense) whenever they are undersiege. Cities are not assimilated until these rebel infantry are quelled. As the game progresses so does the strength of these partisans. -Different Cities have different values (this is done by either making them worth more strategically or by placing a resource near them) -Resources are capturable special buildings that represent either a Coal Mine, Iron Mine or Oil Rig. This could easily be simplified by ascribing different values to Cities. -You can industrialize each city you own by building a factory, which represents industry. (Industry is limited by your number of cities and is expensive enough that it is an investment) -The years progress as the game progresses, allowing year based diplomacy. -You can strike up alliances, defense pacts, secret alliances or what have you with other nations. -War is announced when it is declared via triggers, if you begin losing a war you can surrender and pay reparations which subtract income and give it to the winner. You can also negotiate a cease fire wherein certain terms are met (surrender of cities or otherwise) -As empires expand the minimap is updated to show how these empires grow -The Naval aspect of the game is built around Overseas trade. There are 7 overseas trades on the map (1 for each player). Navies battle over these trades during war or they can leverage them for what have you. Navies are expensive enough that they can detract from your army strength should you invest too heavily in them. -You can buy Rights of Passage to pass through the neutral nations -A detailed scoreboard system depicting the year, income, industry, city count, kills and deaths (and perhaps military might in SC2) -As the game progresses and so too does your technology (through upgrades) the neutral nation's strength also progresses accordingly. -Lastly each nation generally had the same units at its disposal. No spawns or wars were triggered. Certain nations did have hero versions or special versions of units. For example, the Germans had elite riflemen that spawned with 800 hp vs the 750 for regular riflemen. I can get into more detail with this but essentially some nations received slightly better (5-10%) versions of different troops, but not enough to detract from the strategic value of their other types of troops.

    The one thing to emphasize about this map that made it truly great however is that units were high HP and low damage relatively. This meant that microing and troop management had less importance than say the general maneuvering of your troops, troop makeup, and actual strategy (where you allocate troops & resources). The game didn't have a huge learning curve and, like I said I'd be happy to elaborate, play a game, or show the map to anyone interested in this project.

    Here's what we have so far: 75% complete terrain

    Posted in: Map Suggestions/Requests
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