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    posted a message on Ultralisk Sketch (almost finished)

    I'm not some super awesome supreme terrainer guy or anything, but I'd be happy to work on your terrain for you! I found the skit very funny, reminded me quite a lot of Red vs Blue. If you're interested in my help just send me a pm or something with what exactly you'd like.

    Posted in: Cinematic Creation
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    posted a message on Tug-of-War game concept - Shattered Ruins

    This is an idea I've been bouncing around in my head for a little while. Now, I'm fairly new to the map editor. That said, I feel I can do terrain suitably for this kind of map. Let me elaborate thus.

    MAP

    The map itself for Shattered Ruins is a bombed-out, destroyed city. Debris lining the streets, fires and bomb craters aplenty. In the dark of night, the few remaining streetlights and the now-dying fires provide some of the only light. The many downed columns, flipped cars, and half-destroyed buildings provide ample cover for those wise enough to use it. The main part of the map is a central road, running from one team's base to the other. All along the length are destroyed buildings, some of which have had their facades blown forward onto the road, usable as cover (I'll get to that in another paragraph). Downed pillars and other debris is scattered along the sides of the road, sometimes in the center, and in general the city looks pretty badly damaged. The road, though fairly wide, will still end up proving to be a clustered battleground, and fighting will get prove fairly tight quartered. Off to the side, on a raised "island" surrounded by water is each team's spawning base. Here the players, three on each team, will build the structures that spawn their units, similar to in Desert Strike and some other ToW games. There are three "strongpoints" along the road. Each consists of an invulnerable sensor tower and four invulnerable auto-turrets. These are neutral to begin with, and can change hands by moving units through the area to capture it. The turrets will help defend a strongpoint if it is contested by the owner and enemy, but will not be nearly strong enough to defend it by themselves. The rooftops are not totally safe, either. Each side can spawn non-claiming support units that will, as the name implies, support their claiming units on the street. These units, such as snipers, infestors, and sentries, will be able to provide assistance to their bretheren on the ground, but will not be able to claim units or directly attack the enemy base, making them a situational investment. At each end of the road will be the respective teams' bases. Protected by four autoturrets and two bunkers full of marines, it will take a decent force to punch in and destroy it, but destruction will mean victory for the destroying team.

    GAMEPLAY

    Shattered Ruins is not like most other Tug of War games. It combines elements from other game types such a squad-based tactical games and more traditional RTS games. While you still build structures that in turn spawn units, each player has a fairly low cap of structures he can build. Unlike more common team-based ToW games, all three players spawn every wave, together. The focus of Shattered Ruins is less on building up a large army, and more on having a smaller, more synergized force, both with your own units and your allies. A larger army with poor teamwork and cooperation will be beat by a smaller, more organized army with close cohesion. Income is controlled by two factors. You may upgrade your income per minute in five-mineral steps at the your command building, for increasingly higher costs, and you can gain a flat +15 minerals a minute from each strongpoint your team controls. While your regular spawning units are controlled by the team AI, your rooftop support units are player individual, and player controlled. They will be very, very expensive, but will have abilities that will help tip the scales, be it a sniper's ability to eliminate a high value target, an infestor's ability to spawn a wall of meatshields quickly, or a sentry's ability to lock down portions of the road with it's force field, support units can tip the scales if used correctly. They are a risky investment, however, as they are targetable by road units and can be destroyed. There will be many abilities not present in regular Starcraft II, usable by certain units. For example, certain Terran units have "suppression fire", which renders them immobile, but increases their fire rate, gives them a much lower AoE damage, but will slow targets outside of cover by 45%. This is just an example, and there would be many more abilities like that in the actual game. Cover will play a big role in Shattered Ruins. While the AI will advance them along the street, ranged units such as Marines will automatically "leapfrog" from cover to cover. When the shooting starts, units in cover will have a great benefit; any ranged, non-AoE damage will be halved automatically. While this makes something like Marines vs Marines a toss-up, units exist to counter cover. For example, the Firebat's flamethrowers will ignore cover all together and their heavy armor will let them take a substantial beating to get there, along with being immune to suppression fire. Melee units will usually either be fast enough to get around cover, or in the case of some units like Zerglings, go straight over it.

    WHERE AM I GOING WITH THIS?

    As previously stated, this game focuses on smaller, more specialized armies and team-wide synergy over brute force and massive armies. While it still plays with Tug of War elements, and I would personally consider it a Tug of War game first and foremost, it takes a twist on it in such a way that I've not yet seen. Here, however, is where the problem comes in. I should be able to do the mapping elements. I feel that it is within my ability. My problem, however, lies under the hood. I've looked at the trigger editor and unit editor and what-have-you and, while it may be that first overwhelming "WTF?" response, I have utterly no clue even where to start. Not only that, I'd like to see this come out very nice and, well, 'professional-functioning' isn't the right word, but it's the first thing that leaps to mind. I'd like to see it play well, and some newbie fumbling around blindly isn't going to get it anywhere fast. As such, I figured this would be the best place to ask for help. The people here are quite talented, and if the games on the Starcraft II arcade section are anything to go by, a hell of a good crowd to tell if something is a) going to seem enjoyable and b) even freaking possible. So, I lay my idea on the bed of hot coals, asking somebody, anybody with decent skills under the Galaxy Editor's hood, if they'd help me out on this. Thank you in advance, -GroxGlitch

    Posted in: Map Suggestions/Requests
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    posted a message on Tiding of Doom (Campaign)

    Looks pretty neat from the pictures. Can't wait to see more. Sucks that people ripped off your Duran.

    Posted in: Project Workplace
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    posted a message on Space Battle map idea.

    Hello! I've had an idea for a space map for a while. The gist is two fleets are fighting each other, trying to take out each other's command ships and flagship. The human (Terran) ships are, at the beginning, weaker than the Alien (Protoss) craft, but the human Capital Ships are quite powerful, even more than most of the alien ones. Bioships (Zerg) are purchasable from a neutral lab in the center of the map. Each player commands a small fleet starting with one frigate, and makes money by destroying enemy ships. While some small classes, such as strike craft and fighters, are not player controlled, most of the ships in the game will be controlled by players. [Note that current ship statistics are conceptual only and liable to change]

    SHIP CLASSES Human Playable. SMALL: ANVIL-CLASS FRIGATE: Hitpoints: 2500 Shields: N/A Armor: 3 Shield Armor: N/A Speed: : 5 Primary Weapon: Plasma Cannon Damage: 15 Attacks: 5 Range: 8 Weaponspeed: 0.75 Info: Starter Ship. Not exactly a decent combat vessel, get something better as soon as possible.

    ISIS-CLASS RUNNER: Hitpoints: 1850 Shields: 150 Armor: 2 Shield Armor: 1 Speed: 8 Primary Weapon: Particle Lance: Damage 150 Attacks: 1 Range: 10 Weaponspeed 1.10 Info: While more fragile than the Anvil, the Isis is fast and maneuvorable. A good player will use this to rush out and take out the weaker ships of the enemy fleets or ambush ships already locked in combat to strike the finishing blow.

    MEDIUM: PREDATOR GUNSHIP: Hitpoints: 3500 Shields: 1000 Armor: 4 Shield Armor: 2 Speed: 4 Primary Weapon: Ionic Lances Damage: 75 Attacks: 3 Weapon Speed: 1.75 Range: 7 Secondary Weapon: Kraken Missiles Damage: 10 Attacks: 15 Weapon Speed: 4.5 Range: 20 Info: The Predator is a frontline ship designed for short range combat. It's three Ionic Lances sport a short range, but high damage per attack. It's secondary Kraken Missiles are long range area saturation weapons able to reduce large swarms of fighters to dust, but are ineffective against smaller-class ships where most of the missiles miss. ARGUS-CLASS REPAIR SHIP: Hitpoints: 1000 Shields: 2500 Armor: 6 Shield Armor: 4 Speed: 5 Primary Weapon: Molecular Repair Module. Damage: 10 Attacks: 1 Range: 5 Weapon Speed: 0.25 Info: The Argus is a civilian chassis commonly used by the military to repair ships damaged during combat. While an effective repair tool, it's Molecular Repair Module is a horrid weapon. Despite being weak and vulnerable, a well-placed Argus or two can keep an otherwise vulnerable fleet shipshape.

    LANCER-CLASS BATTLECRUISER: Hitpoints: 4500 Shields: 1500 Armor: 6 Shield Armor: 4 Speed: 4 Primary Weapon: Plasma Destructors Damage: 50 Attacks: 6 Weaponspeed: 0.5 Range: 12 Secondary Weapon: Ionic Lances: Damage: 75 Attacks: 3 Weapon Speed: 1.75 Range: 7 Info: The Lancer is a venerable ship, the largest of the Medium trio of ships. It's main Plasma Destructor guns are powerful and pack a long range; their barrage does tend to be inaccurate, however, so it does occasionally have a hard time attacking smaller ships. It's secondary Ionic Lances are the death of any enemies that stray too close.

    HEAVY: EVICERATOR-CLASS SIEGE CRAFT Hitpoints: 9000 Shields: 3000 Armor: 7 Shield Armor: 5 Speed: 2 (Can be changed to 4 through an ability, but looses the ability to fire while moving) Primary Weapon: Devastator Railguns Damage: 500 Attacks: 3 Weaponspeed: 8 Range: 50 Secondary Weapon: Ionic Lances Damage: 75 Attacks: 3 Weapon Speed: 1.75 Range: 7 Info: A Capital Ship armed with a trio of aptly-named Devastator Railguns. These weapons, while slow firing, are capable of immense damage on impact and a well-placed barrage can leave some smaller ships crawling home if not outright destroyed. The main advantage of the Eviserator is it's incredibly long range. When used in conjunction with a spotter craft, It's able to hit enemy ships without them ever having any idea where they are. However, in order to safely fire the Devastators while moving, it has to crawl along at a slow pace. Opting not to fire while moving offset's this ship's lack of maneuverability.

    DAMOCLES-CLASS ASSAULT SHIP: Hitpoints: 12000 Shields: 4000 Armor: 10 Shield Armor: 8 Speed: 4 Primary Weapon: Plasma Obliterators: Damage: 25 Attacks: 10 Weapon Speed: 0.5 Range: 18 Secondary Weapon: Ionic Bombardment Cannons Damage: 5 Attacks: 30 Weaponspeed 0.75 Range 30 Info: A front line capital ship meant to absorb large amounts of damage and return even more. It's main guns can reduce even the most powerful ships to ash in seconds in a storm of plasma fire, and it's secondary weapons destroy whole swarms of fighters and other small craft en masse. Overall, the only bad thing about the craft is it's price tag and slow speed.

    Ok, here are the human ships, I'll put up the alien ships later on because I'm still working out their exact stats. There are also other systems I want to include into the map such as modules you can buy for your ship to add abilities and effects, such as a Stealth Modules to give your ship a cloaking ability, or Barrage Cannons which are like 255mm Strike Cannons...IN SPACE!. You get the idea. Feedback is welcomed and wanted, so long as it is constructive. I'd love some help on this because I, to be frank, have no idea what I'm doing, when it comes to it. I'm used to the Warcraft III unit editor and such, which is like a child's plaything compared to the Galaxy Editor, in my opinion. (By the way, this thing made an abhorrent mockery of my formatting. I'm dissapointed.)

    Posted in: Project Workplace
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