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    posted a message on Werewolf: Agria

    @b2zeldafreak: Go

    Update on this project: my Spring Break is next week and I'm going to start working on it again.

    Trees will not be harvested in this version, instead gameplay will be more of a hybrid with Jurassic Park and Werewolf from Warcraft 3

    Posted in: Map Feedback
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    posted a message on Drive by shooting?

    You're probably going to want to use the ability that lets Marines and Firebats shoot while inside a bunker. You should be able to modify that to work for other things to. (Note that by ability I mean the mechanic that works that. It could be a combination of several things in the Data Editor.

    Posted in: Data
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    posted a message on Setting a region to temporarily block pathing
    @wi1lywonka: You could also use the Protoss Sentry's Force-field ability. Either let the player have a unit and control it themselves, or use a trigger to create unit at region with the forcefield. If that doesn't make it expire after a countdown then you could make the trigger remove it after XX number of seconds.
    Posted in: Galaxy Scripting
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    posted a message on Werewolf: Agria

    Started the actual work on the map today, about 65% of the planning is complete, but I think it's time to get some actual mapping done or I might go crazy :P.

    So far, I have gotten

    • Colonist is able to build
    • Orbital Drop for the basic building
    • Basic Building can load units (all units so far, still working on restrictions).
    • Almost all models accounted for.
    • Still need to do major work on the villager's unit's.
    • Need to get tree's set up for lumber harvesting
    • The rest of the map
    Posted in: Map Feedback
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    posted a message on Team Melee - Making it perfect.

    @Spmurphy: Go

    I don't know exactly how mod's work, but it seems like it would be easier for you to just make a custom game type mod for this, and not have to remake every single map.

    Posted in: Map Suggestions/Requests
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    posted a message on Forming a team(No longer recruiting)

    I am interested in joining this team as well.

    Posted in: Team Recruitment
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    posted a message on [Release] Jurassic Park Survival 1.0

    @h34dl4g: Go I'm excited to try this when it comes to US.

    Jurassic park was a fun game in Warcraft 3, no doubt this will be the same :)

    Posted in: Project Workplace
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    posted a message on Werewolf: Agria

    Skip these first 2 paragraphs for hard details and no story.

    • This is a who's the killer map, where players actually play through and build a base. It's gameplay is not like that of Mafia.

    Hi guys I'm b2zeldafreak, a moderator from the Werewolf:Transylvania forum. I'm planning on starting a Starcraft 2 adaptation soon. You might have heard me asking some about it in the IRC channel. Here are some of the details I'm working on.

    A map set on the planet Agria. Agria is a primarily agricultural planet, as well as the primary wildlife reserve of the Dominion.

    Story: You are a farmer. Your family lived in the land of Transylvania for hundreds of years. But after constant hardships, you finally packed your bags and headed for the nearest city. In the city you saw a poster for a new start. The Dominion was paying colonists to travel to the world Agria, and to settle it. With pockets empty but heart full of hope, you headed into the recruiters station and signed up. Now as your ship approaches orbit of the planet, you prepare for your new life. Suddenly, red lights flash.
    "Attention, this is the captain speaking. We're suffering a dual engine failure, please enter the orbital drop pods, and prepare for entry."
    You enter the drop pod, unsure of what is to come. The ship jerks, and your head connects with the roof. The world goes black.

    Details start here.

    A (semi-comprehensive) list of things that need to be done in the map.


    • Map Initialization
    • Terrain

    • Villager Race
    • Werewolf
    • Zombies

    • Hunting
    • Fishing
    • Farming
    • Mining/Gathering
    • Merchanting

    • Events
    • Win Conditions
    • Dynamic Areas
      -These are are* as that only become accessible after certain in-game events.

    I'd like to change professions a bit from the Werewolf Transylvania.

    Another difference between this version and the WC3 version is that the Werewolf won't get units directly through kills. My plan is for the wolf to get Soul Fragments every time he kills a unit, that he can then use to summon minions. This should make minions more effective and less laggy than the Wc3 version. Any boss animals would still spawn their own unit, and all humanoid units would still spawn a wolf minion in the same way as the WC3 version.

    The way the map works is that everyone starts out with just a villager. From there everyone goes out and participates in a profession in order to get gold, as well as building a base. On the first night one villager is chosen as the Werewolf, but nobody knows who the wolf is except the wolf. The goal of the normal villagers is to survive and kill the wolf. The wolf's goal is to kill all of the villagers before he is found out and killed.

    In the WC3 version, every unit the wolf killed would turn into a corpse, and then the next night it would rise as a minion of the werewolf. Additionally, players who were killed would come back as zombies. I haven't fully planned this out yet.

    Overall, the theme of Werewolf:Agria will be set in a rural farming colony. So think Halo:Reach type of technology. These aren't people running around with super high tech gear. The weapon of choice of a farmer would still be a shotgun. I'm thinking kinda retro future kinda style here.

    This is my first map, and I haven't started actual work yet, but I'm pretty competent technically, and I have programming experience. I'm working through planning out each of these bullet points in detail, so that when I start I can go through item by item when I work on the map. If anyone is interested in helping, that would be great once I figure out how everything is gonna work.

    Thanks for reading if you made it this far, (or skimmed)

    b2zeldafreak

    Posted in: Map Feedback
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    posted a message on What makes a good "Who's the Killer" map?

    @y11t: Go

    Well right now I'm just writing out my plan of all the units involved. I'm also trying to contact someone who used to work on the Warcraft 3 version.

    Mostly I know how the map needs to work already though, it will be a port of Werewolf Transylvania with a few elements altered to fit the new setting.

    What I really need help with is the terrain. I'm 100% unexperienced in terrain (although I think I can learn how to do it well enough if it comes down to it)

    Posted in: Map Feedback
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    posted a message on What makes a good "Who's the Killer" map?

    I'm currently in the beginning stages of creating a new version of the Werewolf Transylvania map for Starcraft 2. Right now I plan to follow a rural space theme on the world Agria. Something similar to the farmers of Reach in Halo, and other farmers in space. This will definatley be different from the medieval magic of the Warcraft 3 map, but it's not going to be super high tech. Like I wouldn't expect to see any space shapes or tanks running around.

    I think whats important for the map is that theres a variety of things to do, the systems in the map need to be complete and work (like the types of resource gathering) and it needs to be polished. Tooltips and Icons can make or break a map in my opinion. Usually someone who takes the time to get these perfect also spent a similar amount of time and effort in other parts of the map.

    b2zeldafreak (a mod at the offical Werewolf Transylvania forums)

    Posted in: Map Feedback
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