I have an idea for a turnbased RPG with a completely new system. In which each hero is a building. "Heros" have some special abilities such as -lift- (to dodge melee weapons), or -self heal- (for obvious reasons.)
And each weapon is an invincible unit. For instance:
Zergling = "Rapid Dagger"
Guardian = "Heavy Hammer"
Dark Archon = "Net" (To temporarily "Entangle" weapons)
Civilian = "Shield" (To stop one weapon for whole battle)
Does anyone think this is a map worth making? Or have additional ideas for gameplay?
(P.S. I posted this in assistance and showcase, because it is a little of both. Could some one tell me where something like this should go in the future?)
Can you elaborate on that? My initial reaction was a O_O. But I gotta give you credit for the idea where the hero is a building; havent seen that before.
Marine = Machine gun
Anyways this seems completely new and I always like to try out new stuff.
Make your you have a good storyling, and this map migth be one of the revolutionary maps.
Well basically; Each building is set to "invincible" until the player gets into a battle.
At that point, The building is warped to a location on one side of the arena and the challenger's building is warped to the otherside. (This is a rather small arena.)
Then each player has both of their weapons warped in and the building's properties are set to "vulnerable." from that point on battle is joined, and whoever's building is destroyed loses. Also, weapons can be bought during the course of the game. If You lose a battle, you dont neccesarily lose the game unless it is in the storyline that you will lose. Sorry if I am unclear but this is rather hard to explain.
(Marine = Machine Gun) = Good idea, TY
It should be Here, under map showcase.
The mapping assitance is ment for question like "how do i lift the building to dodge the attack" I deleted your other topic.
PS. Although creative i think using buidlings for your main character unit is a poor idea. Unless you have a very specific plot that justifies it.
You could still dodge attacks by lifting a differant building or seigeing a tank. The dodgeing unit doesn't actually have to move, Also you can still use other units as your weapons even if the hero is a unit himself.
Agreed with Bolt_Head.
"(Marine = Machine Gun) = Good idea, TY"
No, obvious idea. I don't like it. I think that something like a Mage would be better, but that's just me. And I'm the insane guy that believes we could be unicorns and dragons in cry-stasis in some huge spaceships that are having weird telepathic(shared) dreams.
Will the hero be a building only during fighting? You could also make somethin like when a unit is created it has a special effect, like a Marine is a lighting bolt or something.
I think that's what he's trying to say... let me have a go at this:
During the overworld part, the areas as in you are NOT fighting, you have a hero unit that you explore as.
During battles, your unit becomes a building and you use the building's options, such as training units or lifting off, to activate special skills.
This justify what you were saying?
Thanks for replying everybody. I agree with story statement, (too many RPG's are completely generic.) My RPG does have a storyline that practically requires this system, However it is too long to explain.
Also I'm thinking of changing to this system: building -> general/tactician, units -> their minions.
(Thanks for deleting the other post Bolt_Head.)
Indeed Demonic that was my plan, probably civilian would be hero you explore map with, until you get into a battle. Sorry for not making that clear. Also Thank you for idea of some heros training units; though I probably would have noticed that possibility during mapmakin'.
Anyways It is a good idea - smthng new, i like evrythings that have now analogs.
QUOTE
Zergling = "Rapid Dagger"
Guardian = "Heavy Hammer"
Dark Archon = "Net" (To temporarily "Entangle" weapons)
Civilian = "Shield" (To stop one weapon for whole battle)
honestly, were these necessary? when people start playing an rpg, they don't really look at the names of the units. of course the names can't be too bad, but simply naming them to medieval weapons with an adjective added doesn't impress me. i WOULD, however, like to hear how you'd design things like the world (shops, guilds), the player's control system (inventory/spells), and goals (level up with no missions? linear missions? open missions?).
-> Weapon names were just examples; I probably wont use those ones. (I'm not very original when it comes to naming units though.)
I've done more thinking, and basically the world map has powerups to represent enemies you can fight and buildings (that aren't used as heros) will represent towns and whatnot. You will start off with 8 weapons. Every time you battle you will pick whichever 2 weapons you think are best for the situation. (Thus adding strategy.) Then the victor will gain cash and the loser will lose 1 weapon. If a player loses all the weapons he owns and can not afford a new one; the player loses. Also, it is a very open RPG where players can battle each other and/or work together towards multiple ends.
Also, anyone know if -Infested Command Center- can liftoff?
Yes it can.
This whole idea seems completely ludacris to me. How does the building move around? Buildings are incredibly slow and don't look like heros at all... I guess I'd have to play the map to understand but somehow I don't see that as a likely occurence. Also... if you are lifting to dodge, then why not lift off all the time? If you tried to move the building back the ground it would screw up with the attacking unit underneath it...
overall, turn-based rpg itself is complicated and not the most popular thing around. i'd avoid it if i were you, and if you REALLY want to do it i still suggest you start with a normal rpg first
After looking into it; i realized how complicated it would be. (Many unforseen problems arose.) And although i think it would turn out better than most people expect; I've decided to abandon this idea.
Thank you everyone for all the input though!
Oh, by the way I have made a regular RPG before; and it wasnt too bad....
(P.S. Should this thread be deleted now?)
Don't feel too bad, man. And don't let all the rough criticism stop you from making your map. Give it a try, playtest it some, see if has any merit in-game. I give you full credit for coming up with an original idea, and, personally, with some modification, this could potentially be a fun game. But then again, just imagining what it would be like is not enough. You should at least make a rough demo of it to see if it's any fun. Anyways, good luck on your future mapping projects, whatever they may be, and I hope to see something released from you in the coming weeks! gl hf

I Actually appreciate all the criticism.
This is the most useful website I have ever seen for mapmaking.Besides, learning from mistakes is the best way to become better....
And I dont feel like ANYONE was mean at all in their replies; just logical.. and maybe a
little uncouth.
The main reason I abandoned this map is because I got a far better idea which I will post once I begin work on it. It is
Very Original, And will have an
awesome storyline. Maybe someday I might try this map again but it's very unlikely.
technically every new idea is original and storylines are best kept short, so unless you're REALLY talented the map will be just the same as every other map in the world... INTERFACE, people! I do wish people will put less time into writing whole pages of storylines and instead tell about their triggers which are the backbones of any UMS map, the interface between player and map. And by the way, a person without a backbone (i.e. spine) is paralyzed. Either that or a comic book character.