Notes: I decided to delete the other thread because it was full of too many, "nice" and stuff. I just want this thread to be where people can post comments on how it can be improved or whatnot. This version is protected as it is not the final version. I understand it does not have lots of "polish" with labels and sound effects, but I will add those later, as I like to do the meat of the game first.
Start: This map is not for the average jo simpleton. It is very complex and requires you to understand many things, but I am thinking of adding a help section in the map which newbies can use.
Spells are used by creating a unit with the larva:
Overlord - flee from battle
Drone - offensive spell
Zergling - defensive spell
Hydralisk - diversion spell
Mutalisk - ultimate spell
Items must be bought at the item shop. Then they must be equipped or loaded by your overlord (item pack) at the bank. When you are fighting in battle, your overlord will be able to drop units, even though it can't move. When you drop the unit, the item will be used. This is preferably hotkeyed.
To receive money, you must first battle enemies. Then as a reward, the bank will send you minerals at the bank.
Thanks to:
KiLLeR2001 (balance and testing)
DemonicDragon (ideas and testing)
T-Hobo77 (ideas and testing)
What there is:
- 6 types of randomized enemies
- 3 regular spells, 1 ultimate spell, each unique by class
- 3 classes with varying strategies
- 6 items to use
- larva spell system
- overlord item system
- randomized damage
- 10 character levels
- 12 total areas to upgrade your character, each with 5 levels
What is to be added:
- secrets
- boss battles
- labels
- sounds
- status effects (poison, burn, blind)
- possible storyline elements
Problems addressed:
- small terrain (can't be changed)
- buying will buy 2 (odd bug which I can't seem to get rid of)
I've got a document from an RPG that I worked on a while ago, I think it might have a few good ideas that you could use. I'll send it to you sometime.
QUOTE(Revelade @ Sep 16 2004, 08:10 PM)
Problems addressed:
- buying will buy 2 (odd bug which I can't seem to get rid of)
I bet I can rid your map of this bug

Ugh, I can't take a peek at the map now, I'm on a computer without SC (Like always

). I will try it out ASAP.
Sounds interesting. Randomized Battles, take you into a field to battle, or a taketurn battle?
Nice Idea, dont think it was executed very well though. the fact that ucan see the lurker and the it attacks really takes away from the Feel of it, and the random damage isnt my cup of tea, I like the burrowed unit and stat board for HP though.
4/10
Why all maps I downloaded here are invalid?
QUOTE
- buying will buy 2 (odd bug which I can't seem to get rid of)
You probably have it set to make 2 units, or you have the trigger set for 2 players.
I didnt like it at all. The terrain and layout of the game is terrible.
You have a lurker for your life but you can see it, and it attacks too.
When your fighting your contantly getting little messages about how much damage you took.
The spells are useless -_- and I didn't like the larva thing for spells. The overlord for items is OK but....
You have to go to the ""bank"" to equip your items for some reason.
I have figured out the bug for the buying thing. Since you have a lurker AND the hero, it buys 2... That should get fixed.
I understand it is not a pretty map. I just made this to show what a system like this can do. Some of the spells are useful, others are useful at certain times. I didn't make this for the looks, it was made because it had the most features that could be added.
Randomized damage adds an element of surprise when battling. In real life, sometimes someone may do more damage when they hit you, sometimes you may even dodge the attack. Attacks doing the same damage everytime is stale and predictability is the last thing I want to add in maps.
The lurker system is the only way to do this system for the amount of players that I have. Any other unit WILL unburrow and that is worse. You also have to see the benefits of using the lurker system and that is allowing the player to either upgrade the HERO or the lurker, which provides more variety in character development.
As for the bank, should I remove the bank completely? Should I make it so everytime you are in town, it automatically turns kill score into money and items equipable?
Thanks for the feedback, I'll post a new version when I can.
Your map is very far from pretty
Random damage is ok but does it have to tell you every time how much damage you took?
If you upgrade your hero and your lurker neither of them will ever be strong enough to kill anything. Once you get to something with alot of armor you will have a big disadvantage.
I like that you get your money after you go back to town, maybe you could have that a little random too?
I made a system that uses defilers as life points, the players cant see them and they dont unburrow. It works perfectly. And the best thing about it is that you can just add/kill defilers if you want to heal/hurt the players. It does not have random damage however. Ill be glad to show you

*Oh, and when you buy an item, how about it spawn under your overlord and use enter transport?
QUOTE(Kenoli @ Sep 19 2004, 11:39 AM)
*Oh, and when you buy an item, how about it spawn under your overlord and use enter transport?
[right][snapback]75638[/snapback][/right]
And what happens when your overlord is full...
QUOTE
And what happens when your overlord is full...
When it's full the unit wont be able to enter, and you wont be able to use that item when you get into a battle.
You could have two location for the overlord, one for in battle and one for out of battle. When you get into a battle your overlord moves to the 'in-battle' location, and any extra units are left behind. When you drop off a unit on the 'in-battle' location it gets used automatically. After the battle is over the overlord is moved back to the out-of-battle location, and you can put your other items back in. There could be a side area on the out-of-battle area so that you can use items while your not in battle, and disable that area while your in battle. And if you die you could lose only the items that were in your overlord at the time, and not the ones that you didnt have in it.
What do you think about that?
QUOTE(Kenoli @ Sep 20 2004, 08:11 AM)
When it's full the unit wont be able to enter, and you wont be able to use that item when you get into a battle.
You could have two location for the overlord, one for in battle and one for out of battle. When you get into a battle your overlord moves to the 'in-battle' location, and any extra units are left behind. When you drop off a unit on the 'in-battle' location it gets used automatically. After the battle is over the overlord is moved back to the out-of-battle location, and you can put your other items back in. There could be a side area on the out-of-battle area so that you can use items while your not in battle, and disable that area while your in battle. And if you die you could lose only the items that were in your overlord at the time, and not the ones that you didnt have in it.
What do you think about that?
[right][snapback]76252[/snapback][/right]
That's exactly what I did in the map. Except items can only be equipped at the bank realistically.
Strange when people think up great stuff to add, and its already there! Looking nice there Rev, i don't think much of the bank, but the Overlord technique and usage works nice enough, you know units cannot be moved out of an transport when you try to move them...
Posted a new version on top. Among the changes:
- Faster bank
- Faster leveling
- Buying 2 bug fixed
- Warrior Ultimate is now "Fissure"
- Spells have been changed in terms of level 2 and 4 for each
- Archer Ultimate now includes both Plague and Cloud
- Enemies are generally more tough
- Player 7 disable spell fixed
I don't understand what you are saying Coko =/
You should be able to swap items at ease at the bank.
KEKE my mate, i'll just keep it clean!
Although i like it, i think you've got so much you take away from just getting the rounds done, make sure its not too easy to kill things, it creates a challenge, and no, super combo's exist!
Here's a alternate version of the map. It has more sounds and battles are done... TOGETHER! Should be interesting to play.
QUOTE(Kenoli @ Sep 19 2004, 11:39 AM)
Your map is very far from pretty
I made a system that uses defilers as life points, the players cant see them and they dont unburrow. It works perfectly. And the best thing about it is that you can just add/kill defilers if you want to heal/hurt the players. It does not have random damage however. Ill be glad to show you

[right][snapback]75638[/snapback][/right]
can i see?
btw that map is so far pretty boring. it takes way to long to kill the units. and the science vessel is worthless. it cant even use defensive matrix with it constantly being moved.
It is just how it works, i'm sure he will make it funnier in terms of gameplay and action with ease, this is to make sure everything works like perfectly!
QUOTE(xbakapeterx @ Sep 23 2004, 03:52 PM)
can i see?
btw that map is so far pretty boring. it takes way to long to kill the units. and the science vessel is worthless. it cant even use defensive matrix with it constantly being moved.
[right][snapback]77852[/snapback][/right]
It's beta as in not done yet. Defensive matrix is possible, you will have to do it multiple times, however.
Right now I am trying to get to the point where everything works fine. It might be easy to do 1, 2 or 4 players, but I opted for the max which is 7. 7 Players requires more time and effort since several of the triggers requires me to make a personal trigger for each player.
People seem to complain how ugly it is. I would make the terrain prettier, if it had a purpose, but right now, features is what I need. I would like suggestions based on gameplay if you had any ideas like a new spell of some sort. If you say it is boring can you say WHY? Repetition? Can you suggest anything to break the flow? I know there is no storyline to glue things together, but I really did not intend this map as an RPG. Think of it as an experimental map, but it allows many players.
I think I know how to fix the lurker attacking
make a trigger that makes the lurker stop (as if you pressed stop) continually (make it a hyper trigger)
Hope that helped you
There is no 'stop' in the order trigger. Try to tell the lurker to:
PLAYERS:
Player with lurker
CONDITIONS:
Always
ACTIONS:
Comment: Lurker stop attacking.
Order all Zerg Lurker owned by 'Player with lurker' at 'Lurker' move to 'Lurker'.
Preserve Trigger.
Should work..
Maybe add the location to centre it on them as well, that way it works perfectly, however then it wouldn't attack, or is that the plan?
7 Players, that would be harder in the terms of controlling bugs, so they don't appear, as well as having to use Player 12 for certain factors, to stop people messing around the map!