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Staredit Network -> UMS Showcase -> Schizo Defense!
Report, edit, etc...Posted by Valahan on 2004-06-07 at 00:21:53
This is a project that I will definetely finish.(i have started)

There are 5 players. Each "share" the entire line of defense, but in their own "quadrant" so that they can't help each other out. There are no dropships, and there is NO STACKING. There are 2 places where you can get killed... 30 lives total on each end.(2 ways)

What's different about this defense? well, most defense maps are either... all ground units, or all air units. Well, in this one, there are both air AND ground, at the same time. There is a an 'anti-walling' method, currently just a 2wide line of unbuildable terrain. The units you receive ARE NOT invincible, so walling with units will result in units death.

Turrets this time around, are expensive(still yet to figure out... 10 minerals or something). The payoff is they do more damage. Bad thing is if you don't get a few turrets, you don't get to see some the invisible units(observers, cloaked ghosts, arbiters w/ unit).

There will be MANY times more levels than in any other Defense map(correct me if I am wrong) because the combinations of air and ground units will be almost limitless. Lings and Mutalisk, Lings and Guardian, Lings and Scout, etc.

There will be a hero system, since turrets cost so much and you have less. Ground only heroes will have ALOT of damage. Air-attacking units with a seperate ground attack(Goliath) will have ALOT of air damage, but crappy ground damage. Marines and whatever will have a more "balanced" damage. Photon Cannons... have yet to decide if you can purchase them yet(using the pylonless method)(have a location continuously centered on the probe. Kill probe = build a cannon, then do whatever). Cannons will have "average damage".

The catch 22. Why is it called Schizophrenic defense? Well, 1 in 8 chance(3 chances of no one being schizo) of 1 player being forced to be "friendly" to the computers! One minute you are enemies, the next, you're having a hallucination where "you think its your girlfriend and her posse, so you let them into your house".

The Happy Zone. When you are forced to be allies with the computer, your units are moved to the happy zone, where they cannot be used to block the computer...(will probably take this out.)

Minerals are used to make buildings. Gas is used to upgrade.

Talk about insanely nuts!

So, any ideas or maybe tips? I'm currently thinking about NOT having the happy zone because the way I want it is if you wall with units, the computer attacks. But you still can't attack back when you are having an episode of Schizophrenia.

Should I even have 255 upgrades? level1 costs 1 gas, level 2 costs 2 gas and so forth.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-07 at 07:29:36
Make difficulty levels wink.gif

Hmm... It sounds pretty akward to say the least. Good luck on your map then.
Report, edit, etc...Posted by Pinecone on 2004-06-07 at 08:02:34
There are tons of defense maps that have air and ground, you just havn't tried to look. The random ally thing is pretty original.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-07 at 08:22:06
I think an interesting idea is to include limits to numbers of certain units, with cost replacement if exceded, as well as the number of attackers is done against the number of humans, and difficulty setting.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-07 at 15:23:17
QUOTE(Valahan @ Jun 7 2004, 12:21 AM)
The units you receive ARE NOT invincible, so walling with units will result in units death.

Just make sure the ground units you use have an attack. If you use something like Lurkers, they're going to be walled out. That's what I dislike about so-called "anti-wall" defenses, they don't always work. tongue.gif
Report, edit, etc...Posted by Valahan on 2004-06-07 at 15:24:52
Easy way to accomplish that. FORCE the lurker to be perma burrowed wherever you place your SCV or whatnot. If you put your lurker at a place where you wanted to build, too censored.gif ing bad! And there will be no cloaking of units(for the players), Hero or otherwise
Report, edit, etc...Posted by EzDay281 on 2004-06-07 at 15:44:42
First off, you will have a warning that some enemies will cloak, right?
Secondly, instead of it being random(I censored.gif ing HATE random) schizophrenia, it could be you have to keep something up, like have a bunch of Marines in some area, and whenever they don't die(because you forgot to stim them), and don't die again(and so on a bunch of times) you become allied with the computer.
Another thing, instead of having an unbuildable spot, just have the normal anti-walling; you get attacked. Or even, if you have enough time, you could use this better method of using locations, unit counts, etc. to have triggers find out if a player's walling. If they are, some random unit is killed every second until they're no longer walling.
I don't like anti-build spots, they make mazing completely usless because the comp can just go around/through(wherver yo place the anti-build spots).
Report, edit, etc...Posted by Valahan on 2004-06-07 at 16:20:34
That marine stim zone... do you mean... each player has their own zone, where they have to kill all the marines in it to be enemies with comp? Thing is... STIM DOESNT KILL MARINES. the player would be required to stim, then kill ?

I still think random is better, it adds an element of uncontrollability, and challenge. The only reason unbuildable ground is there is so you cant wall with your "little" amounts of turrets. This is not a turret Defense or bunker defense. If you want to wall with your units, go ahead. But they will get attacked and killed. If you wanna make a maze with your units, go ahead. That's fine.

I am not trying to make this the most complex map in the world. Anti-wall triggers take too long and too many locations are required to figure out if in the entire zone, there is a wall.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-07 at 16:51:18
QUOTE(Valahan @ Jun 7 2004, 03:24 PM)
Easy way to accomplish that. FORCE the lurker to be perma burrowed wherever you place your SCV or whatnot. If you put your lurker at a place where you wanted to build, too censored.gif ing bad!

My post: "Just make sure the ground units you use have an attack. If you use something like Lurkers, they're going to be walled out."

Um, I wasn't talking about walling with Lurkers. I was talking about walling against an enemy that came through your defense, such as a Lurker. Or a Templar. Or a Defiler. Or a Scarabless Reaver. Anything without an attack. You can wall it with units, because they won't fight through. Sorry if that wasn't clear.
Report, edit, etc...Posted by Valahan on 2004-06-07 at 16:56:11
oh!! hahaha, okies. Thanks for the heads up. I remember now seeing that in many maps.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-07 at 17:41:27
Couldn't you just have them come with units that do attack? Or if they take too long to get somewhere run a check with location being centred to see how many have enemies around them.
Report, edit, etc...Posted by EzDay281 on 2004-06-07 at 17:49:22
QUOTE(Valahan @ Jun 7 2004, 01:20 PM)
That marine stim zone... do you mean... each player has their own zone, where they have to kill all the marines in it to be enemies with comp? Thing is... STIM DOESNT KILL MARINES. the player would be required to stim, then kill ?

I still think random is better, it adds an element of uncontrollability, and challenge. The only reason unbuildable ground is there is so you cant wall with your "little" amounts of turrets. This is not a turret Defense or bunker defense. If you want to wall with your units, go ahead. But they will get attacked and killed. If you wanna make a maze with your units, go ahead. That's fine.

I am not trying to make this the most complex map in the world. Anti-wall triggers take too long and too many locations are required to figure out if in the entire zone, there is a wall.

As in, like, a MArine that has 11 Hp, and, say, a Tassadar with 1 damage.
If the MArine is alive too long, then you get to be unlucky.
So you have to stim.
Random makes it so that it has nothing to do with if the player does a certain thing.
It's luck.
Luck sucks for me.
So random would be bad fopr me.
lol
Well, if you have the getting-killed-if-you-wall-thing, then why have unbuildable zones?
Wouldn't the comp attack buildings if you wall with them?
Report, edit, etc...Posted by FamDav on 2004-06-07 at 19:32:11
Well, the solution for reavers would be to set their hanger to 8, and upgrade the templars to have attack. Or is it just heroes that have it?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-07 at 19:33:21
Reavers hold 5 Scarabs without an upgrade, 10 with.
Only Hero Templars have an attack.
Report, edit, etc...Posted by FamDav on 2004-06-07 at 19:37:41
But eight is such an awesome number!

HOKAY!?

And yeah, I haven't played melee too frequently...

Atleast I know which templar is an npc!
Report, edit, etc...Posted by Valahan on 2004-06-07 at 23:15:29
QUOTE(EzDay2 @ Jun 7 2004, 04:49 PM)
Well, if you have the getting-killed-if-you-wall-thing, then why have unbuildable zones?
Wouldn't the comp attack buildings if you wall with them?

Yes, they would attack the buildings. Thing is, you're only gonna be able to afford so many, because you're gonna be required to spend your money MOSTLY on units(cannon does average damage, turret does above average damage). The buildings will have more life(turret and cannon) so that they at least stand a chance if they DO get attacked. They are also your ONLY means of detecting invisible units(no shared vision BS)

I also plan to test the map this mapnight, if all things go well. It's looking like overall the map won't be very complicated, but I would like to add many features. Right now I am currently working out the hero prices|life|damage and building prices, as well as editing spell costs, and making sure everything is operating in good condition.

EDIT: Features are what I want in the map. I had to restart the terrain layout(don't worry, didn't take long) because the map was too small, but now, the size is a bit too big(can't go smaller), and there's alot of space left.
Report, edit, etc...Posted by EzDay281 on 2004-06-08 at 00:28:02
Then have it be, if your building gets killed, you get the money back, possibly excepting a small amount, that way you can replace them.
Report, edit, etc...Posted by Valahan on 2004-06-08 at 00:30:41
Well, I will currently be keeping the way I have it set up as it is. It is still in it's "Alpha" stage, hopefully "Beta" by this Saturday night. We'll see how it currently works out. This is, infact, a work in progress and is subject to change.

Thanks for the ideas, aswell. I don't scrutinize any single idea as being bad or good, just in terms of how it would fit in the current scheme of the map.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-08 at 05:55:07
I suggest taking everything into account and then removing anything you don't like, will not fit, or is just stupid, and what is left, should be of SOME use.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-08 at 20:24:27
Yes, the NPC Templar is none with a decent editor that can place all of them. tongue.gif
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