Staredit Network

Staredit Network -> Ideas -> Real War
Report, edit, etc...Posted by xtremebob on 2004-10-23 at 17:56:25
Like I said, about two years ago I had this idea, and now I don't know if this idea has been made or not.

The idea of the map was, you had a military base in the upper right corner of the map, and you had to get through a hostile city filled to the brim with enemies and get to the downed plane to pickup a valuable package, they wade back through the newly infested city of bad guys back to your base. Most of the units will died in one or two shots but the units are really cheap to train. the enemy would range from simple riflemen (marines), attack dog (zerglings), RPG (Vulture) and snipers (ghosts). Your base would be guarded by guard tower if any hostiles were dumb enough to come knocking at your door.
Your base would consist of the following:
One Command Center (per player)
One Barrack (per player)
One Factory (per player)
One Mineral Field (per player)
One SCV (per player)
You would also be supplied with a enough supply depots to have 200 supply. The units that you will be able to build are Gunmen (marines), Flamethrower (firebat), Rocket Launcher (Vultue), snipers (ghosts) and Medics (duh!).

The City will basically a maze, filled with twists and turns, and lots of dead ends, you will be able to find enemy bases were they get there units and can destroy them so will lose forces, you also find stranded units for you to rescue and help in your mission to get the package.

Thats prety much what I can remember of my old project, now I want to know if this is a good idea, and\or if this idea has already been made. Thanks in advance for you output biggrin.gif
Report, edit, etc...Posted by Foamy on 2004-10-23 at 18:38:15
If it is to be realistic, I got some problems for you wink.gif


1. Flamethrowers: In war, they were good at colse range, yes, in closecombat, hiding in some ruin and just sprayed thier fire out of an window, when bypassing enemies were passing by. In SC, units can't hide, if you make a wall they shoot right over it (we all know it, just telling it so you get my point).

2. Combat (overall): ex. A marine can't miss, so the fight will allways be like, you lose one of your men, or all.


But if it is to be LESS realistic, Cool Idea. Go for it!....
Can't you add tanks?
Maybe some "Special Abilities" like Airstrike, or something.... happy.gif
Report, edit, etc...Posted by Paella on 2004-10-23 at 18:55:41
Well, I do think that this map could be fun so long as the maze isn't too big and boring, also do the human players work together or is this a free for all. And, just to let you know, the RPG should be a goliath, because it can attack air too. (I just watched Black Hawk Down) so, you know... happy.gif Good idea for a map, maybe you could come out with a solid demo soon?
Report, edit, etc...Posted by NerdyTerdy on 2004-10-23 at 20:07:40
I prefer more trigger based maps but the concept for the 1 mineral patch is that all units only cost like 2 minerals right?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-10-23 at 23:21:29
ยป Moved to Idea Forum
Report, edit, etc...Posted by xtremebob on 2004-10-24 at 00:41:04
Yeah I might put in tanks for the RPG instead, probably will remove the flametrower, the city will be pretty straight forward, I will make so it looks like a real city, so you can really just navigate throught it with ease, but the resistances won't make an easy task, for the marines knowing that they almost always hit, it will be the size army that you are commanding that will depend if you will win or not. The attack dogs wil be one hit kills, but there attack will be one hit kills also, RPG's will be harder to take down. I probally will be placing bunkers here and there to take cover, and bunkers that are used by the enemy can be "purged" of its occupants and become yours. What is sad though I had a really rough copy of this map, I acctually started on, but my computer was formated, and I lost it sad.gif

This idea won't come into form for a little while because I am still working on two maps that are far from being done, my first map "Harvest Moon" is far from being done, because each time I get close to finishing it off, I find another major flaw... and my other map, well basically almost done, fix the small flaws and put in an hour or two into the coping of triggers and thats done.
Well enough about my current projects, but the second those two maps are done, I will get to work to get a raw demo of this idea, I mostly posted this idea to see if it was a good idea or not to see if it was a waste of time.
Report, edit, etc...Posted by Foamy on 2004-10-24 at 06:58:47
Idea's.


You can make "Blockades" that the players need to get pass, but can't go straight forward, so they need to find another way, Or get a tank.. or there may be some Barrels (Ore Tank, or what the name is). That when they die, they explode...?

wink.gif

I'm Bored.
Report, edit, etc...Posted by xtremebob on 2004-10-25 at 19:54:38
Does anybody else have ideas for this map, my current map is almost done, so I need a few more ideas to put into this map, but the blockade idea is a great idea, but thing is how to make it work (maybe make the tank do enough damage to kill in one shot, and it heals if anyother units attack, or make it invincible and if I bring a tank to the location it becomes normal, wel anyway I'll figure it out soon enough)
Oil barrel are an awesome idea uberwoot.gif
Report, edit, etc...Posted by gftgy on 2004-10-25 at 20:20:51
A tank is a pretty horrifying sight if you see it at the end of the street, machine gun bullets wouldnt penetrate it, a bazooka has a higher chance of hitting a building, the only thing to do would be to throw a grenade down the hatch, heres how to do it:

give the tank alot of armor so most units will do half a point of damage, then make a unit that is close combat as the grenade thrower, have that do more damage than the armor so it is actually effective

ADDITION: Oh ya, infested kerrigan would probably be the best unit for a grenadier
Report, edit, etc...Posted by xtremebob on 2004-10-25 at 21:03:51
That would be a kickass idea, but the hostile wouldn't have any tanks because the city is just a huge city filled with terrorist who have the people across the pond. But that idea might work, the hostiles would be able to do that. Since I will not make the tanks go into seige mode ( drool.gif I just got an awesome idea right now, I'll tell in a sec) and the tank has a bit high cooldown time you will ned to back your tanks big time is you want it to survive. Now the idea I got, for the blockades, I what I will do is this. To bring down a blockade so you can pass through without going through a major detour, you will have to bring one tank to a blockade and when you do, all of your units and your tank will be brought back a bit, and a tank in seige mode will replcae your tank for a second, I will then find a wav. saying "FIRE IN THE HOLE!" and blast down the blockade, just more bang for you buck. If anyone got more ideas don't hesitate to post tehm smile.gif
Report, edit, etc...Posted by gftgy on 2004-10-25 at 21:36:48
KICKASS!

ADDITION: Oh ya, if you already have that "fire in the hole!" .wav, plz send it to me, ive been looking for a good one recently
Report, edit, etc...Posted by Cobra on 2004-10-25 at 22:05:47
I like the Idea
Report, edit, etc...Posted by xtremebob on 2004-10-25 at 22:32:17
Heres the Fire in the hole wav I'm gona use, it's not the greatest but its all I've got right now...
Report, edit, etc...Posted by brutetal on 2004-10-26 at 00:25:12
ya...well i aint complaining....too bad my audio thing is broken!(not my speakers i tested them!) the damn comp wont detect them! Pretty sure i fried it with my GFORCE FX graphics card lol
Report, edit, etc...Posted by xtremebob on 2004-10-29 at 02:30:10
I need a few opinions to see if this is a good idea.
I was thinking a bit, and I thought, should I put in different specific classes for each player. Like player 1 is a marksmen they would be only be able to train ghost and marines. Player 2 would a demolisher, they would be in control of the tank and grenaders. Player 3 would be in control of spying, he would a permantly cloaked ghost that have 1 attack point but would be able to sneak behind enemy line to see if coast is clear and be able to divert funds to his allied and also sabotage buildings reducing they're production and other spy related stuff. And player 4 would be a mechanic and medic, he would be in charge of repairing the tank for player 2 and heal any marines snipers, ect. that come back to the base. They will also be able to create unit with the money they gather, the more units they kill the more experience they get and build better mech to help the other 3 players.
So for the people who read this do you think it is a good idea or should I stick to 4 armies for 4 players?
P.S I am looking for a better Fire in the Hole wav. if you find one better than what I have please attach to you message, thanks wink.gif
Report, edit, etc...Posted by Zergling[SK] on 2004-11-03 at 13:30:05
That would be a good idea, having different heroes for different players (This is also good because it will eliminate the problem of every1 being the same person).
Also, how many units will the computer player get? Are they going to have like a lot more guys than the players? If i was makin this i would make the computer start with more people. Then make the players start in their base and have the computer attack early to make it harder for the players. Also there are command post right, where you can get reinforcements? And like if there was an enemy command post like in the top left corner, and 2 more surronding them. Then when the players take the 2 command post from under the top left corner post, then it will stop getting reinforcements?
Ex:
X-----X
| \ |
| \ |
| \/
O----X

- \ / | = Paths
O=Player Command Post
X=Enemy Command post

If the 2 command post of the enemy are takin and the one in the top left is there then the top left one will be cut off from supplies
Report, edit, etc...Posted by xtremebob on 2004-11-03 at 15:05:49
What I am planning right now for the is is this.

-Player one is the marksmen, he can build marines and ghosts, and upgrade there weapons and armor.

-Player two is the Demolisher Man, He will be in crontrol of blockade destroying tank, and be able to construct vultures and marines, they will be able to upgrade ther armor and weapons

-Player three will be a spy, He will start off with a permantly invisible stukov. They will be able to sneak into enemy bases and disable, hinder and steal funds from the enemy, I will think up of more things for him to do. He will be able to build ghosts only, and will be able to upgrade.

-Player four will be a Fixer. He can repair and heal wounded units, He will also be able to build Goliaths and marines. He will also be able to build buildings for other players, to boost productivity. He will get his cash through kills.

For the enemy, there will be two types, blockades and hostiles.

Blocades are straight forward, they block the path of your men.
The hostiles are a bit different, They will heroes who are a bit weaker than the units you build. They will have also several bases inside the city, your goal is to reach the package, and preventing them to seek it out. They will attack your base regularly but the bunkers filled with friendlies will keep you relatively safe. The hostile will have an already pretty massive force set up, and they will have a bit more unit to build, they will have zeglings, firebats, infested terran, and infested kerrigan. The city will have pretty much the maximum amount of units that one player can have, but they will continue to build units, because they will have one million minerals, and most of the units are at an average of ten.

Thats pretty much all that I can remeber what I am going to do on the map. I hope this sounds a bit more interesting now wink.gif
Report, edit, etc...Posted by Thels on 2004-11-07 at 11:15:52
How about this:

Player 1 can build a base, but is only capable of training SCV's and Medics.

Players 2-5 all start with 1 hero (related to their specialty) and when they walk up to one of player 1's buildings, they get control of the building and are able to train troops. When they walk away, the building reverts back to player 1.

Also, Player 2 seems disadvantaged for requiring 2 different types of upgrades, and Player 3 can build only Ghosts while Player 1 can build Marines and Ghosts?
Report, edit, etc...Posted by xtremebob on 2004-11-07 at 15:20:05
Hmm you do make a point there. How about this.
You still build your individual bases.

Now everybody can build marines.

Player one will start with twelve marines and one ghost, and can still train ghosts, and upgrade there weapons and armor.

Player two will star with one seige tank and six marines and firebats and one vulture, and can train now train firebats, and upgrade there armor and weapons. The vultures upgrades will be half th price of the men.

Player three, will start with one stukov and twelve marines, and be able to train ghosts, and after each lets say after 25 kills, a new spy will have been trained. Player three will will be able to upgrade the weapons and armor of his units.

Player four, will start of with a goliath, twelve marines and one medic, and will be able to train marines. Player four will get his\her cash by killing units. Player four will also have a service depot, where the other players and player four will bring there units and it will create forur SCV's to fix the unit. and for men who actually come back alive there will be and first aid tent where they will be healed.
Report, edit, etc...Posted by Thels on 2004-11-07 at 16:38:15
If you want to be able to build additional heroes like Stukov, you could give each player an infested CC, make infested terrans rather expensive, and have the infested terran be replaced by whatever hero that player uses.

To give things a nice feel, you might want to use a rescue system like heroes in the blizzard campaigns, so you can tell which unit is the hero.
Report, edit, etc...Posted by PearS on 2004-11-07 at 17:44:07
I think you should give each player a squad and get rid of building units. If you can build you just like mass the city. It'll get cramped and super easy and lame imho. Maybe you could put random observers around the city and when a player gets close to it, it becomes a computer's who is enemy to the badguy comp. So it will start off belonging to neutral comp...and it goes to a comp that is ally to humans but enemy to your enemy. Iono but maybe they will attack the obs sometimes instead of your men making it seam more 'real'. I dont know if that would work. You could probably use an order command to make it better. Play round with it.
Report, edit, etc...Posted by xtremebob on 2004-11-07 at 19:27:50
I only put in enough supply depots for about 50 supply, so if you are out of supply your units are maxed out and also supply depots cannot be built. And the comp will have several bases with insane AI script going, and also giving them basically unlimited funds, they won't that easy to take down.
Report, edit, etc...Posted by Thels on 2004-11-08 at 11:38:54
Maybe you should make the supply much less, perhaps only a single CC, so that you really work with small squads.
Report, edit, etc...Posted by xtremebob on 2004-11-08 at 15:56:10
Hmm yeah, your right I'll put one comand Canter and one supply depot. Four amies of twelve versus an army of forty should be fine.
Report, edit, etc...Posted by PearS on 2004-11-08 at 20:15:37
You should really mess with the obs thing to make the comp 'miss' alot. IT'll be more realistic and i've never seen anything like tat in a map!
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