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Staredit Network -> UMS Production -> Volcanic Conquerers
Report, edit, etc...Posted by fritfrat(U) on 2006-09-02 at 17:15:45
I'm a big fan of the starcraft game of Risk, but I never liked how unbalanced it could be at times. So, I decided to make my own game of takeover and diplomacy:

QUOTE

Volcanic Conquerers

In this game, there are 52 territories, with each having a gateway, barracks, hive, or factory, plus supporting buildings. Each player starts off with 1 gateway on either the top or the bottom of the map, and by building an army takes over many more territories, yielding more minerals to build more men. Person to take over the entire map wins!

2-7 Players, 192x128 Ash World tileset




Progress


-Balance
•[progress]95[/progress]

-Terrain
•[progress]100[/progress]

-Unit placement
•[progress]100[/progress]

-Triggers
•[progress]100[/progress]

-Overall
•[progress]98[/progress]




Details


-Buildings
•28 Gateways: 7 with cybernetics cores, 7 with forges, 7 with templar archives. All with a cannon that deals 35 damage owned by a computer, 80 when owned by a human player.
•8 Barracks: 1 has Science Facility with Covert Ops and Academy, with 2 bunkers with 1 75 damage ghost in each of them. Rest have 1 marine in bunker.
•10 Factories: 4 Engineering Bays, 4 Armories, all have 2 marines in bunkers.
•6 Hives: 3 with Ultralisk Cavern + Spawning Pool, 3 with Hydralisk Den + Evolution Chamber. Sunken that deals 40 owned by a computer, 90 owned by a human player.

-Units
CODE
Name      Cost      Health    Damage    Armor
Zealot    10        100       15x2      2
Marine    15        100       16        3
Dragoon   50        160       65        3
Vulture   50        100       110       3
Zling     20x2      100       18        4
Goliath   125       240       100       7
Hydra     250       300       170       11
Ghost     350       320       280       18
Ultra     550       800       170       15


All terran and protoss upgrades cost 30 with a factor of 10, and zerg upgrades are 10+10. The cap for upgrades is 10, to discourage simply massing cheaper units.

Attack upgrade bonuses are 1/20th of the units total damage, rounded up if exactly half. For example, vulture has a bonus of 6, and dragoon has a bonus of 3.

-Misc
•Countdown timer resets to 1:40.
•Income determined by buildings controlled. Each building adds this much:
Gateway: 10
Barracks: 15
Factory: 20
Hive: 25
Science Facility: An additional 20 to the barracks in the same territory.

Minimum amount of income for a turn is 40.

Controlling all 5 of the areas connected by lava or shale will yield a 1 marine, 2 zealot bonus in the bases and a vulture+dragoon bonus at the factories.





Terrain


user posted image



Made with Production Template (keep this link to help propagate this template or you get smitten!)


As always, I am open to suggestions, comments, or critiques.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-02 at 17:21:27
I love these kinds of games. Although the terrain looks to... either symmetrical, unplanned or un-natural... Because you have most of the high dirt based around the top and dirt and some other terrain everywhere else...
Report, edit, etc...Posted by fritfrat(U) on 2006-09-02 at 17:53:39
There are 4 starting spots along the top, and 3 along the bottom, creating a 7 player game. That picture was shrunk when I uploaded it, so it's a little hard to see, but it's the spots where there is a gateway, a pylon, and a cannon, with just those 3 buildings and a beacon.

The idea behind the terrain was to have it high dirt along the top with lower terrain on average as you continue to move down the map, giving the impression of all magma beneath the map and more land above the map. If you have any suggestions on how to make it look more natural, I'm certainly up for suggestions, especially before I get into the balance adjustments for the terrain that I begin to see through playtesting.
Report, edit, etc...Posted by KABOOM on 2006-09-03 at 22:51:00
i can help balance yawn.gif if you dont mind. I used to enjoy these games intill they became repetitive but now its something new biggrin.gif
Report, edit, etc...Posted by Shocko on 2006-09-03 at 22:56:24
ooh another frit production smile.gif i still haven't played stratego with you happy.gif. I've heard good stuff about it though. I hope this map comes out as good as people said your other one did. I'd love to test for you smile.gif
Report, edit, etc...Posted by Urmom(U) on 2006-09-03 at 23:05:45
good map frit, although you completely owned me. tongue.gif
Report, edit, etc...Posted by BlueJeansGuy on 2006-09-03 at 23:24:27
This looks nice, if I ever get SC re-installed I'd be glad to test it with you.
Report, edit, etc...Posted by fritfrat(U) on 2006-09-04 at 18:45:49
Once the attachment bug gets fixed, I'll post up the BETA for everyone to play.

My biggest consideration I am giving so far is actually in making the bases more protected and the chokes narrower, giving a bigger defensive advantage... last game I played in, I had like the right 3/5 of the map and 2 other guys teamed up and had the left 2/5, and I was able to conquer far too easily just because I controlled more. That and I was thinking about making the income have a "base" income and have it just slightly increase with more buildings, instead of the buildings controlled simply setting the income. Meh, who knows, I still need to play it more.

I'm still open to all types of suggestions, not just on those topics biggrin.gif

If anyone wants this map to play, just IM me at GreenAppleJones7 and I will send it to you. I'd be especially interested in the replays smile.gif Thanks everyone for your support.
Report, edit, etc...Posted by Mightybass101 on 2006-09-06 at 09:52:56
I like the screenie, gonna be sweet. can we get some close ups though?
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-06 at 20:51:47
Can you just PM or email me a copy? I don't have AIM, I hate it. Any progress lately?
Report, edit, etc...Posted by fritfrat(U) on 2006-09-06 at 22:09:35
Yes, I've played it a few times, and made a few balance changes. I did change the terrain so the terrain is generally not so open, though most players would hardly notice the difference. A bigger difference is that I made it so that even though computers' cannons and sunkens still deal 35 and 40 respectively, human players' cannons and sunkens deal 80 and 90. This adds to a bigger defensive advantage, since too often after a player killed the other player's army they could take over all of the rest of the territories with ease. Also, I replaced the bunkers at all of the barracks with pylons and cannons, since cannons are so much more powerful.

EDIT: I attached the map for anyone to play smile.gif. Since my last post which was a while ago, it has mainly all been small tweaks to unit stats, upgrade costs, and terrain around the bottom middle base. And random bug fixings and naming the units. Even though the screenshot'd terrain is out of date, it's not too far off, and I don't plan on uploading a new one.
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