As you may have seen I do not make many maps because I have no time but now I do. Some of you may had read my 2 or 3 posts where I mention about this new map. This map will totally Revolutionize RPG's even though this is a blend of Tactical Warfare/RPG. As always all my maps have some new concept.
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Special Operatives
Tactical Warfare/RPG featureing Random Scenarios making every time you play this map unique. Co-Op will be greatly focused on.
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Story: The story is based on a starcraft Theme since after all this is Starcraft. The terrans have landed on a unknown planet and they have decided to establish a colony. To much of their surprise that planet is full of hostile aliens willing to attack anything that stands in their way.
War wages on for years as one by one each of the settlements fall. The time has come to invade the main and last settlement. The first battle over this settlement has already been fought and it came out a draw with each side suffering heavy losses.
Now both armys prepare themselves for the last stand but something is different this time. The Terrans have hired mercenaries to fight on their side. You will be those mercenaries.
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Features:
- Terrain different from what you have seen before. this is supposed to be diamond terrain but it isn't, you have tiles where they aren't supposed t be and custom made ramps.
- Random scenarios, yes random, every time you play it will be different thus making it seem like there are 100's of versions. The secret is that at the begining of the game the engine will draw out a switch combination randomly, this iwll determine at which time scenarios will happen. The at each time interval that was choosen there will be another random trigger selecting 1 scenario out of several possible scenarios.
This will make the map unique every time you play it because the scenarios will always be at different times and different attacks.
- Gameplay will be your normal Starcraft gaming engine purely because it is already balanced, computers will have masses of enemies and this is to be a fast paced game.
In-game screnshots are to come out when I can fix my cd-drive. I have finished units/terrain/locations and all the basic triggers. What is needed to be done is Main storyline triggers, Random scenarios Triggers(Could be well up into 200 long triggers), and testing to balance out the map.
Everythingt hat I have done has been done without testing, but after I fix my computer I expect to much much testing as Random Scenarios need to be heavily tested because it has never been done. As for now I can only perfect my terrain.
PS: Yes the Tanks Reloaded map featureing my Accuracy Bullet System is still in the making but currently on hold.
Alpha_100 12/27/04
- Has all features except Random Events.
Alpha_101 12/27/04
- Fixed Alliance Status between Force 1 and Force 2.
Alpha_102 12/27/04
- Added more Pre-set Units to Expansion.
- Fixed Alliance status between Force 2 and Force 3.
Alpha_103 12/28/04
- Changed P7 AIScript so that all units created at buildings would attack.
- Fixed the "millisecond" to 'second" issue making units always appear.
Aplha_104 12/29/04
- Changed spawn time from 2 minutes to 5 minutes to reduce excess units
which caused a major blockade.
- Completely fixed the Alliance status.
- Fixed Victory/Defeat Triggers.
- Fixed the Briefing Time.
- Changed Revive Location.
- Created half the triggers for the Random Times.
- Changed some of the owners of triggers to make them run more efficiently.
- Minor Terrain Modifications.
Alpha_105 12/29/04
- Fixed some unplaceable Units.
- Made Briefing longer.
Aplha_106 12/30/04
- Fixed the "Name too long" issue
- Fixed some wierd bug when Starforge and/or ScmDraft messed up with forces.
Alpha_107 1/2/04
- Fixed the Spawning Timer system
- Fixed the AI so it always attacking
- Changed Player 2 from human to computer
- Finished Random Time Triggers
- Minor Terrain Modifications
- The first version I tested
Special Operatives vAlpha_107