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    posted a message on Stardraft: Battlegrounds
    Made a recruitment post for this project :)
    Posted in: Project Workplace
  • 0

    posted a message on Stardraft: Battlegrounds

    Hello people of sc2mapster,

    I have recently started a new project called "Stardraft" (working title). Stardraft is a 1v1 game focused on army control and micro skills. Macro mechanics and early game are being skipped entirely (= no collecting mineral/gas). Multiple points of interest on a relatively small map encourage alot of engagements, army movement and splitting up units. Players are encouraged to try different strategies & unit compositions. The game should appeal to both skilled players and beginners.

    The first inspiration was the draft system known from games like Dota. Instead of multiple players picking one unit each, each player picks multiple units, trying to create the ideal army composition.

    Draft window mockup

    The second inspiration was Shootmanias Joust game mode. In case you're not familiar with it, Joust is 1-on-1 combat in a small arena. To recharge their ammo, players must reach one of the (usually) two poles which are placed at either end of the map, constantly moving back and forth between them.

    Early map concept

    More information about the project can be found in the Project Workplace subforum (www.sc2mapster.com/forums/resources/project-workplace/50588-stardraft-battlegrounds/)


    About the team/myself: I am a european mapmaker (Germany) with a long an successful history in the melee map community. In the past, I have:

    • worked as a 3D Artist in the games industry for a couple of years
    • co-founded the Planetary Workshop, a melee mapmaking group that has worked with some of the biggest organisations in competitive starcraft
    • organized Map of the Month competitions for melee maps
    • created sc2melee.net, a map database and ranking site for melee maps

    Since I am the first and only team member at the moment, with little experience in arcade mapmaking, I hope to find one or more people interested in this project, who I can team up with (and learn from!) However, given my background, I would like to focus on the art & design part (creating terrain, custom 3d models, interface graphics), as well as doing marketing tasks (video trailers, website, forum posts, etc) - at least until I am feeling more comfortable with the trigger/data editor.

    I would like to use a skype group for communication, a shared dropbox account for files, as well as using a shared game account to publish maps on. The project is currently still in a planning stage (still writing game design document), which also means there are going to be many opportunities to try out different ideas as most details have yet to be decided on.

    I hope I have covered the most important topics. If you are interested, or have any questions, feel free to message me here, via pm, or on skype!

    Cheers, lefix :)

    Posted in: Team Recruitment
  • 0

    posted a message on Stardraft: Battlegrounds

    1. Idea:

    Stardraft (working title) is a 1v1 game focused on army control and micro skills. Macro mechanics and early game are being skipped entirely (= no collecting mineral/gas). Multiple points of interest on a relatively small map encourage alot of engagements, army movement and splitting up units. Players are encouraged to try different strategies & unit compositions. The game should appeal to both skilled players and beginners.

    The first inspiration was the draft system known from games like Dota. Instead of multiple players picking one unit each, each player picks multiple units, trying to create the ideal army composition.

    The second inspiration was Shootmanias Joust game mode. In case you're not familiar with it, Joust is 1-on-1 combat in a small arena. To recharge their ammo, players must reach one of the (usually) two poles which are placed at either end of the map, constantly moving back and forth between them.

    1.1. Mindmap from the original Brainstorming session

    2. Pre-Game/Draft Phase:

    At the beginning of a game each player picks a hero/race, followed by a draft phase, where they get to spend points to fill up their army supply with units & tech/upgrades. The goal is create an army composition superior to the opponents. Additional points to spend can be obtained later during the game.

    Edit: Details on how the initial draft process works are still to be decided!

    2.1. Draft Phase Early Concept

    3. Map(s):

    Maps are relatively small, offer various terrain features to give each unit a purpose. Small paths & chokes offer opportunities to retreat your units should your opponent have a superior army. There are no Xel Naga towers to encourage scouting. Any place can be reached quickly to reduce time spent searching for your opponent. The ideal map size will have to be figured out during testing.

    3.1. First Map concept (120x120) - actual maps may even be smaller than this

    4. Gameplay:

    Each player starts at their healing/respawn shrine. From there, they have to get to one of the 2 reload locations, attack the opponents hero/army or attack their opponents shrine. Destroying the opponents shrine makes their hero finally killable as it won’t be able to heal or respawn anymore.

    Similar to Dota, there are turrets defending the shrine which have to be brought down first. These turrets should be just strong enough so that a player cannot destroy their opponents shrine in one attack after defeating their opponents army. This should give players the opportunity to come back into the game, even after losing a big battle.

    The main focus, however, lies on moving your hero back and forth between the 2 reload locations (think of them as drop zones for reinforcements), where players get additional points to refill/increase their army supply or get new tech/upgrades. Once your hero visited location A, you have to move to location B before being able to use location A again, and so on.

    Moving between location A and B, attacking your opponents army/hero, attacking/defending the shrines, as well as the map itself, should encourage players to constantly split up their units - rewarding the player who is most active on the map.

    Hero design has not been done, yet. The first heroes are most likely going to be Jim Raynor(T), Kerrigan(Z) and Zeratul(P). They should be the strongest unit on the battlefield, but not too strong! After all the armies should protect the hero, not the other way around.

    The estimated length of a game is about up to 10 minutes.

    5. Interface

    Inspired by Blizzards latest Observer Interface tech demo, the interface should display the player names, hero health/energy, supply numbers, unit count for each unit and a minimap.

    When a player reaches one of the reload location, a new window becomes available to spend new points on units or upgrades, similar to dotas shops.

    Edit: Details for player/observer interface features have yet to be decided.

    6. First Version:

    The first playable version of the map should be very simple. The reload mechanic (any unit) should be the first to implement (along with the shrine to defend/destroy).

    The next step is including the hero mechanic (hero has to reach the reload locations, respawns/heals at shrine, hero abilities) Also: Implementation of interface features/graphics.

    Last step: Balancing! Teaking the numbers! Figuring out what works best (will take a while). Overall polish of the game. Once done, the game is ready to go public (Prepare Gameplay trailer, promo material for forum posts, project website, etc.)

    6. Future Versions (Thoughts):

    While the first version should only include original units from the HotS Multiplayer, additional units could be included (both from the campaign or even own unit creations), as well as more heros to chose from. This could potentially add more depth & strategical options to the game.

    Also, once more heros/units are added, larger maps could be created that allow for 2v2 or 3v3 teamplay.

    7. Team:

    Currently only me (lefix) :( I have a long & successful history in making melee maps and have been very active in the melee map community (Founder of The Planetary Workshop, orginazed Map of the Month competitions, created sc2melee.net) and have been working as a 3D Artist in the game industry for a couple of years. Making Arcade maps is still someting new for me, however. I'd love to find some people to team up with for this project and will probably make a recruitment post soon.

    Posted in: Project Workplace
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