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Staredit Network -> UMS Showcase -> World of Starcraft 2
Report, edit, etc...Posted by PCFredZ on 2004-09-23 at 20:18:01
I had once started on a World of Starcraft 2, in which I tested out some trigger ideas now implemented in Nomads, but that project was kinda scrapped by time.


Skip the text within the brackets if you aren't bored to death with nothing to do:
{
Anywho, some background about naming WOS2: The Nomads... This summer, after I started on the original WoS2, I found this game called Freelancer... pretty awesome game, awesome enough to totally distract me from Staredit for about a month. When I got back to Staredit, I started on an RPG to implement my idea of having a human player create buildings and allow other human players to enter the buildings. I named this game Nomads RPG, corresponding to the Nomads from Freelancer: an alien civilization trying to kill the human race, and also because recently my school courses briefly talked about the ancient nomads of Earth, roaming tribes of hunters and gatherers always on the move to ensure their own survival. For whatever reasons I may be subconciously listening to, I've made the enemies in the map Zergs, the same way I did it in World of Starcraft I. I had an idea similar to Independence Day (the movie), an alien civilization conquering others for resources, and made a design of an Overmind in one corner, with sunken colonies extending from the Overmind to the rest of the map, like the limbs on an octopus. Suddenly, a jolt: the Zergs are just like the nomads of Earth! They roam the universe in search of new resources and all that crap. Sadly, if you think about it, we the humans of Earth may very well find ourselves one day being the conquerers, after we lay waste to Earth itself... or, even worse, find ourselves on Judgement Day when aliens beyond this solar system find US instead. Anyway, after all these jolts of thought, I've decided to forget all about the WoS2 of the past, whcih had very little to do with Starcraft, and name Nomads RPG "World of Starcraft 2: The Nomads" instead. Why did I lose the "RPG" suffix? Continue reading the next paragraph...
}

In WoS2, the human players can be the Commander or a Hero. The Commander basically plays a typical RTS game, similar to Gaia in Dark World RPG. The Hero takes the role of, well, a Hero, being able to level up and all that other stuff from a complete non-sucky RPG. The kicker is that the players can switch between the roles ANY TIME throughout the game. At the switch, the player's own Minerals will be swapped with the Minerals of a computer player, to ensure being Commander will not be taken advantage of moneywise. When switching back, the Minerals will be swapped back, and the computer player will take control of the Commander's units again.

So far, I have finished the whole Commander-Hero switching triggers, as well as the triggers for entering buildings.

Things to add include adding a trigger to force Heroes out of a destroyed building and, well, the rest of the elements of the RPG, since the Hero part of the game has only been started. This will include items, spells, leveling up but... sorry, no equipments. Instead, WoS2 will follow the footsteps of WoS1, allowing the human player to control an array of Terran units, and new in WoS2, Protoss units too.

These following units will be selectable: Marine, Kerri, Stukov, Zealot (Barracks); Reaver, Vulture, Siege Tank, Goliath (Machine Shop); Firebat, Archon, Dragoon, Tassadar (Science Facility); Wraith, Corsair, Scout, Carrier (Starport). In other words, you no longer have to go through the excruciating stage from WoS1 of having to go through SCV->Dropship before getting Wraith, but you WILL have to train in Reaver first. Yup, that part's still going to be added (if you have no idea what I'm talking about, try my WoS1 (never passed Beta) from the download database here.

Truth be told, all that I really need to add right now are getting the units, using spells, and using items. The grueling task of creating "quests" will not be needed, since I'll leave that to the Commander... Did I forget to mention? All the units that a Commander can create are Terran and have reduced attack. Don't worry, the Zergs' health are also reduced in the same proportion... might have to change this in alpha/beta testing though.



Long story short, I don't need any help right now; I'm just announcing that PCFredZ is still here on SEN, he's still mapping, and he's still making his Worlds of Starcraft!!! tongue.gif
Report, edit, etc...Posted by Ultimo on 2004-09-23 at 21:56:41
Sounds like an interesting concept, I'm looking at the first one to get a idea of what you're making.
Report, edit, etc...Posted by RexyRex on 2004-09-23 at 22:22:34
Sounds good but I think you should make a "Reader friendly version." Not many people at SEN read posts that fill up the screen.
Report, edit, etc...Posted by Ultimo on 2004-09-23 at 22:29:18
I've just played #1, and I recommend you set upgrades for human players to a significant number, allowing the players a bigger advantage over computer players.
I got completely owned..since I had no upgrades
Also, computers did most of the missions for me when it came to defending..
Report, edit, etc...Posted by TSoldier_Wol[f] on 2004-09-24 at 00:08:10
Loved the idea! You should put more upgrades on the Humans, and the zerg. Cause when your one of those. You bacisly get your ass kicked by the Protoss!
Report, edit, etc...Posted by PCFredZ on 2004-09-24 at 14:57:22
RexyRex: I did label which part you could skip reading tongue.gif

Ultimo: WoS1's major difference compared to other RPG's (very likely a weakness as well) is that the selectable characters' stats were not modified AT ALL, to preserve the realism of Starcraft. I soon realized that this was too much for most people, so I... added 5 HP to all Terran units biggrin.gif! I had the Upgrades capped at level 3 to preserve the SC realism as well. Now, I know what you'd be thinking: if I'm doing that in WoS2, you probably wouldn't even try the map. The good news is that the upgrades will go up well above L3, and the bad news... well, the Zergs will keep their advantage from WoS1, and that is NUMBERS. Don't worry, just have the commander back you up... which brings me to your complaint about the computer doing most the stuff in Defending. Actually, in Mission 2: Protoss Alliance, I've tested it by not doing ANYTHING. The results varied in each test, but more than once I did see the Zergs killing all the Terran units and the Protoss Nexus you were supposed to defend. Unfortunately this was out of my expectation when I first made the map, so I did not do any triggers to reflect that result like I did with failing Mission 1 (which results in the Zergs building a base in South Valley instead).
Ahem, back to WoS2...

TSoldier, all my existing Worlds of Starcraft and probably all the ones I will do in the future will be Terran & Protoss vs. Zerg, aka Technology vs. Numbers, a fairly good theme to build an RPG on. Therefore, you wouldn't have to worry about Protoss kicking your butt. Unfortunately, you'd be worrying instead on the Zerglings pouring out of Hatcheries with apparently no end in sight, all mineral patches in your ownership depleted, and above all an ominous smell of death lurking just around the corner wink.gif ...
Report, edit, etc...Posted by .Coko[CK] on 2004-09-24 at 15:29:26
Although i didn't think the first a brilliant map, it had some ok pointers, try to make any missions interesting! Different! Special! And hard to do!
Report, edit, etc...Posted by Mini Moose 2707 on 2004-09-24 at 15:46:00
Protoss won't own everything if you get off money maps and learn how to play real StarCraft. tongue.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-09-24 at 16:12:42
Actually in real Starcraft, everyone should own Protoss, because they are not as good!
Report, edit, etc...Posted by Talrathis on 2004-09-24 at 19:26:57
I just had an idea... let your mineral patches have low counts of minerals if you want that in your map... but (here's my idea) have certain mineral patches refill after a LONG time. (you can have this be a one time only thing if you want) Unfortunately this might make minerals lower so if possible, have conditions check how many minerals are in a patch before the actual trigger takes place (I don't know if that's possible or not) you also have to keep the mineral patch from running out (don't mine it so much that it's not there anymore)

Your 'commander and hero can switch' idea is good, but will hero keep his hero or does the hero lose it when he becomes commander? (Like in Natural Selection, (mod of Half-life) when a marine becomes a commander, he can't fight until he gets out of the commander chair)

Also have some parts where if an scv or probe goes to a certain place, and a mineral patch is spawned (you FIND the patch through digging and such) construction.gif

Also if you have a templar hero, PLEASE give him a teleport spell.. templars are very slow. (A D&D map did this once by spawning a hallucination and when the time's up you were placed at where the hallucination does... I don't know how they did it since triggers don't work with hallucinations)
Report, edit, etc...Posted by .Coko[CK] on 2004-09-25 at 10:36:18
Likely it was a real unit, or a burrowed unit underneath and the hallucination was there just for effect, i think i know what map it was...

Checking the levels of minerals, is well to my knowledge impossible, unless you do it so when the computer player gets a certain amount of resources reset some which would be low with mining, thats the best idea, however gets harder to do with more mining spots and such...
Report, edit, etc...Posted by PCFredZ on 2004-09-25 at 15:14:14
Here's are some more in-depth details about the Commanders and Heroes:


Heroes support Commander in expanding and attacking;

Commander gives Heroes Minerals (100 at a time) as "pay", and this will be the ONLY way that the Heroes can get money (this may change)

if Commander's Command Center dies, both the Heroes and the Commander lose;

if the Heroes die, they can respawn, but if they all quit the game, the Commander will have a lot more challenge, as the units he can use have very low attacks;

a Set-To-Ally trigger accompanied by two hyper triggers will guarantee that Commanders and Heroes do not attack each other;

the Heroes can vote to Overthrow the Commander;
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-25 at 17:20:16
so this map will be as similar to World of Warcraft as possible but just Starcraft?
Report, edit, etc...Posted by PCFredZ on 2004-09-25 at 18:04:17
never played WoW, i wouldn't know sad.gif

but hopefully, yes
Report, edit, etc...Posted by TheOddAngel on 2004-09-26 at 14:04:53
OMG have you ever played WoW Pro- ??


WoW is a roleplayng game where you buld a hero and can be a blacksmith , Fisherman and other things to make for the other character's.....

This game doesn't even sound like WoW....
Report, edit, etc...Posted by PCFredZ on 2004-09-26 at 14:21:55
i've been to blizzard's WoW site and... well, let's just say WoS is NOT that advanced.

e.g. in WoW you can find things and use them to build weapons... gonna be a lot more complex doing it with SC triggers pinch.gif


anywho, here's some more details... these are things i'm pretty sure to do, instead of just hypotheses

16 units to choose from:
-8 infantry units
--4 direct combatants
---marine
---alpha ghost
---beta ghost
---zealot
--4 elemental combatants
---firebat (fire)
---archon (water)
---dragoon (wind)
---templar (thunder)
-8 vehicles
--4 robots
---reaver
---vulture
---siege tank
---goliath
--4 ships
---wraith
---corsair
---scout
---carrier

8 items to buy:
-4 academy items
--medipak (heal infantry)
--nanobots (heal vehicle)
--k-crystal (restore psi, aka vespene, used for spellcasting)
--t-port (takes user back to last command center)
-4 armory items
--health point (adds to max infantry health)
--hull point (adds to max vehicle health)
--psi point (adds to max psi)
--shield point (adds to amount of shield generated in Plasma Shield spell)

note: the "shield point" may be replaced with some other more useful item... i had an idea, forgot what it was confused.gif ...


i have not decided on all the spells yet, but some possible ones:
Plasma Shield (auto regenerating shield using significant amount of energy)
Mana Recharge (recharge mana for units like templar and ghost)
Detect (temporary observer)
Cloak (temporary arbiter)



i highly doubt WoS2, or any SC RPG, will be as good as WoW, but hopefully WoS2 will be a lot closer than all those n00bish ones on B.net biggrin.gif



EDITed for formatting purposes
Report, edit, etc...Posted by BeeR_KeG on 2004-09-26 at 14:32:25
Sounds like a pretty good idea but a long one.
The overall storyline is pretty good but I have one question.

During the switch between hero/commander will the perspective you switch to be as proportionally strong as your previous hero was?
IE:
You were a strong hero therefore you get a strong Commander.
You were a mediocre hero therefore you get a mediocre Commander.
Report, edit, etc...Posted by PCFredZ on 2004-09-26 at 14:41:18
the computer AI will take over when u switch back to Hero so the Commander's units, buildings (but not upgrades cuz i dunno if that's even possible -.-) will be traded back and forth, resulting hopefully in the "Town" simply getting stronger and stronger...

if you were a strong hero you probably brought the Town into prosperity

if a n00b came along and took control... all your efforts will be lost!! tongue.gif


I'd show you the map but I want to get the Unit Selection part at least 25% done so you can at least try all the units from the Barracks... that'll mean waiting another week probably. sorry, high school's too hard for me... [cough]YEAH RIGHT[/cough]
Report, edit, etc...Posted by VoidArchon(MC) on 2004-09-26 at 14:47:02
QUOTE(TheOddAngel @ Sep 26 2004, 01:04 PM)
OMG have you ever played WoW Pro- ??
WoW is a roleplayng game where you buld a hero and can be a blacksmith , Fisherman and other things to make for the other character's.....

This game doesn't even sound like WoW....
[right][snapback]79153[/snapback][/right]

No i havn't but i read alot about it, so i know alot of what it's like wink.gif
Report, edit, etc...Posted by PCFredZ on 2004-09-27 at 20:09:53
for those of you who may want to see these...

Blizzard's WOW Site

WOW's Dedicated Info Page (updated frequently)
Report, edit, etc...Posted by Talrathis on 2004-09-28 at 19:44:47
How about recycling buildings? Maybe that could be a feature? (This is something you can do in Natural Selection, the Half-life mod) There would be a unit you hover over a building and you put a civ on a beacon and the building gets destroyed but you get 1/3 or 1/2 or some amount of money back.
Report, edit, etc...Posted by PCFredZ on 2004-09-29 at 15:24:12
whoa whoa whoa... this is WORLD of SC 2, not SC II... besides, most Terran buildings can be relocated via Liftoff anyway...



Anywho, progress report:

All unit selection DONE

All ideas FINALIZED

biggrin.gif Pretty vague, isn't it?

Expect an Alpha in a week, at most two.
Report, edit, etc...Posted by TheOddAngel on 2004-09-29 at 15:30:49
I'll test it with you biggrin.gif
Report, edit, etc...Posted by PCFredZ on 2004-10-02 at 20:29:42
asking for pre-alpha testers, i'm usually around for half an hour on map nights
Report, edit, etc...Posted by TheOddAngel on 2004-10-03 at 11:01:35
I'll test it biggrin.gif

I really wana try


could you tell me if you need me and when i should be on
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