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    posted a message on Chain of Command - Need Triggerer

    Hello Mapsters! A year and a half ago I had a mind to recreate the Chain of Command game from Brood War, but once I made a rough-draft of the terrain and got around to fiddling with the editor, it became abundantly clear to me that I don't have the know-how for dealing with the trigger and data modules in the Galaxy editor. I had put the project on hold, but I recently decided to give it another go. This time however, I'm looking to see if anyone would like to work on the project with me. So please read the premise of the game below, and if you are at all interested in making the game a reality, the kinds of triggers necessary to complete the map and some other important information is further down.

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    -Chain of Command-

    Premise

    • An arena game heavily focusing on teamwork, strategy, and micro. Units have high hp, fairly low damage, and can be soft-countered in order to promote these goals.
    • Set in a medieval style theme, with swordsmen, archers, crusaders, etc.
    • 2 teams comprising of one General each and his 1-3 commanders.
    • Units spawn for each team periodically, which are distributed to commanders by the general
    • Improved units spawn after reaching kill milestones (micro is essential)
    • Generals control a General, their bodyguard and a scout to gather information and advise (or command) their subordinates. They are also in charge of construction of any static defenses purchased
    • Commanders use troops to secure strategic nodes
    • Captured nodes bring income that the Generals can use to purchase veterans of war, various knights/assassins, or construct

    Example of a Node being defended by the enemy team Ex1

    A rough-draft version of the top-left control node. The top-left and bottom-right control nodes tend to be the most heavily contested, and are the largest and most complex. The original Chain of Command was in fact fairly balanced with these nodes being asymmetrical, but if playtesting reveals this to be unattainable these nodes will have to be made symmetrical ex2

    • Commanders can be promoted after a certain number of team kills, granting them improved fighting and support capabilities.
    • The General can be crowned King if the team gets enough kills, increasing his abilities as well. This is also the only means of healing your General.
    • The main objective is to kill the enemy general or base building.
    • If a Commander dies, the player is defeated and all the men under his control die.
    • If your General or your main building dies, your team loses.

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    What I would be doing:

    • Primary Design Role
      • essentially keeping true to old Brood War Chain of Command game
    • Balancing units
      • Making an attempt at realism (such as archers are effective vs. swordsman until the swordsman get close)
      • It’s a simple enough matter to modify things like armor, damage, and HP that I wouldn’t need help for these
    • Terrain
      • Creating a battlefield that allows for strategy and micro-based games
    • Publishing on NA server

    Role I need someone for:

    • Triggers & Data Editing (necessary)
      • modify and possibly create unit abilities
      • a fairly complete list of triggers required can be seen below
    • Design input (valuable)
      • tell me if something I want to add would break the game, suggest ideas of your own, etc.
    • Publishing in other regions (not required for this position)

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    List of Triggers Required:

    • Leaderboard with kills for each team and each individual player
    • Periodic unit spawns that are upgraded based on total kills for the team
    • Transfer ownership of units and Teleport them to basecamp or main spawn
    • A moveable, destructible spawn for each team (basecamp), and a main spawn that comes into effect if the base camp is destroyed. Basecamp would probably only move on a considerable cooldown.
    • Use vespene to purchase units at a shop by walking a unit to a region. Certain units can only be purchased after team kills reach a certain value
    • Receive vespene periodically by controlling a region. One unit will be able to hold a region until it is killed, whereby ownership of region is transferred.
    • I would prefer to display the ownership effect by using the red and blue flag doodads
    • Player has x minerals to spend on various defensive units. When one of those units dies, player gets his minerals back for that unit.
    • After x team kills, the General-unit is promoted automatically.
    • After x team kills, the General-player can choose which commander-player to promote. That player’s commander-unit is promoted immediately.
    • At the moment I see 2 possible options for promotion: Unit is healed, granted energy to use abilities, and given buffs in all of its stats, or unit is replaced by a stronger unit with extra abilities.
    • If a bodyguard strays too far from a General, it is teleported to the General.
    • In certain regions (water), unit movement and attack speed slowed by a percentage
    • Victory for team upon destroying enemy general-unit or main spawn
    • Defeat for team upon losing general-unit or main spawn
    • Defeat for commander-player upon losing commander-unit. All of commander-players remaining units are either destroyed or ownership is transferred (TBD)
    • Create a game lobby that allows people to choose between 8 different roles (Blue General, Red General, 3 commanders for each team)
    • Build siege tank or other units from SCV
    • Creating simple abilities

    Qualifications:

    • able to fulfill trigger and data requirements
    • positive and mature attitude
    • Must have Skype and a Google account for communication
    • enough time to work on the project

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    Short-Term Goals:

    • Skype chat around once a week to talk about progress and plans for the map
    • use Google docs to keep a running tab of what’s going on for the map
    • publish the map by September

    Long-Term Goals (if the map is popular enough to get some playtime)

    • Update/Bugfix/Balance regularly
    • Add new units (I have a few possible ones in mind)
    • Create a version of the game with modern military units and a different terrain, such as Chain of Command: Urban

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    I would be available to work on this project daily on a very flexible schedule (though I live in Western US) for about 2 months until I have to go back to college, after that I would still have time, but less so and much less flexible. The September goal for publishing is not set in stone, but my own ability to contribute would slow down considerably after that time.

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    If you got through all that, thanks for reading. If you are interested in filling the position, please post in this thread why you would be a good choice, your availability, and game region. If people are interested, I will create a team. I can't offer anything substantial for working on this project, only the goal that together we could make a great map together. Furthermore, if you can't join the project but want to offer a suggestion, please feel free to do so. Thanks!

    Posted in: Team Recruitment
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