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Staredit Network -> Miscellaneous -> Map: Outpost war
Report, edit, etc...Posted by chuiu on 2003-12-27 at 11:08:51
I'm working on a new map and want to get some ideas from all you guys, since you are the average people who are going to be playing the map. There will be semi-hero type units in the map (no its not a 'rpg' or hero map or anything) and the will each have their own special.

I want to know what you guys want to see from them. What kind of special attacks do you want them to do?

Vulture (can already lay mines)
Goliath (can run over enemies)
Tank (can run over enemies + can siege)
Templar (not the attacking kind, can storm + halucinate)
Shuttle (drops either IT's or another unit that creates an explosion - bombs)
Dark Archon (can MC, Maelstrom, and feedback units)

I already have a special for each unit, but if you guys come up with something better, or more interesting, or more popular than I will use it. I will tell you what I had planned on using as specials in a few days or so.
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-27 at 14:28:36
A Queen, maybe with instant infestation powers. And how about ghosts? And units like Sci Vessels? Maybe some odd ball unit like SCVs or probes that attack by building something.

How about giving the running over units power only to goliaths, and give seige tanks some form of air attack.
Report, edit, etc...Posted by chuiu on 2003-12-27 at 15:45:44
I want special attacks for the units listed. I don't want new units or suggestions on changes for current units.

Gol and Tank will forever be able to run over crap. It just kicks ass that way.

And if you are going to throw an idea out here, please be specific. You said air attack for the tank, but in what form? How long will it last?

Enemies that these units will encounter are:

Marines, Ghosts, Firebats, Tanks, Vultures, and rare occurances of the units I listed above.

So anti-air isn't really needed.
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-27 at 16:57:53
Okay. I was thinking along the lines of ghosts having all their abilities (including nuke) but looking at the enemy units, Sci Vessel isn't going to work.

How about having a weak DT with the templars? I mean, weak so that they are mainly used to block units and cause a bit of havoc. And having both light and dark templars would be nice, though then you would need detection when the enemy uses DTs against you. Add in observers also, but sparsely, and that should b alance each other out.
Report, edit, etc...Posted by chuiu on 2003-12-27 at 17:22:04
I'm not going to add invis units. Detection is very minimal on the map and I'm definately not adding observers.

I'm not adding any other additional units. This is the 3rd time I'm saying it. All I'm looking for are special attacks.
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-28 at 00:24:07
Okay, sorry about that. Hmm...special attacks eh?

Okay, I have been playing with this idea around in my head. You would probably give this to the Goliath player, since he's the one short on abilities.

You do the Scarab trick where you move it to a different location. That Scarab is a Sentinel, which the goliath can release for some time, determined by what ever you want. Have the scarab stuck in a small cell in the map, and when ever the ability is activated, teleport the scarab to the Goliath, and have it run free (junkyard dog). After that, have a location that tracks the scarab, and units that comes close to it is damaged/killed.

Maybe also some of the units can have a teleportation ability that moves the enemy units back to the start, like a recall function for the enemy. Maybe you can use an Arbiter for the computer just for the recall effect. Have the Arbiter recall right on the unit when the ability is activated, trasporting the enemy units away. Perhaps you can even make it so that the units reappear randomly around the map just for that uncertain effect.

Maybe you can get a unit the disruption web ability. Don't know how that would work though, maybe have a Corsair appear, cast disruption web, and then have it immediately removed.

How about laying hallucinated burrowed lurkers that attack, and since they are hallucinated, they won't cause damage and automatically dies after a while, but the fact that they are invisible to the attacking units means that those units that the lurker attacks will run in all kinds of craz directions and stuff.

Or maybe a bunch of hallucinated observers that you depoly over a small area, which "slows" down attacking units? Only problem with that is that it would cause a some lag.

I don't know what units to distribute these abilities to, I'd assume you'd want them to be pretty equal in terms of the number of useful abilities each unit has.
Report, edit, etc...Posted by chuiu on 2003-12-28 at 00:42:32
The scarab censored.gif isn't efficient. It rarely hits, and its randomly distributed.

And I doubt the lurkers would do that.

Keep the ideas comming, though, what you have now is semi-common, but also different from things I've thought of.

Why aren't more people posting?
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-28 at 10:29:09
Chu, what are you going to do with your other map?
Report, edit, etc...Posted by chuiu on 2003-12-28 at 12:28:31
I'm going to finish it after this one. This much is much simpler and easier to make, plus I need to redo the terrain in the old one. So that will take about an hour of terrain work, plus hours of re-adding locations to the triggers (and doing some re-triggering). It comes to about 3-4 hours of work before I can proceed with adding on to it again.

If you need to know why I need to redo the terrain ... right now the dropoff point is in the center of the map; however much I would love to keep it there, it makes it harder to make triggers for stuff, and impossible to make triggers for some things I had planned. The new terrain will have 4 drop off points around the center of the map and will provide me with plenty of room to work with. It will also provide a larger play area for players.
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-28 at 13:33:24
Well, if the computer is set to attack you by the use of "Value this location higher", instead f plain ordering them to attack, the lurkers would cause the marines and bat to run all over the place. That happens ONLY if there isn't any other units around that the enemy can attack though, and it does take some planning to do. Plus, when the enemy starts using Sci Vessels, the Hallucination would die quicker.

As for the scarabs, maybe have them cheap. They are supposed to wander randomly, and rarely hit, and they should be cheap also. I would use it like this: Drop it in one location, and lure marines and firebats into the actual scarab by dancing around it. Actually, this method would work a lot better with vultures.

Maybe allow players to choose what abilities they have, or buy new abilities. That way, they'll choose what to use.
Report, edit, etc...Posted by chuiu on 2003-12-28 at 15:06:17
But I'm not using "Value this area higher" because I can make them act smarter than that, and thus I will.

As for the scarabs censored.gif , I'm not going to use that. I don't want that censored.gif because its random and thats an element I try to keep out of my maps as much as possible. Plus, I dont have the room to add it in.

Letting players choose their ability would mean that I have to balance them out for every unit. It sounds like a great idea, but its hard to do. However I might do this with my current abilities.

Which are: Heal, replenish (mines, mana, bombs), temporary invicibility, summon additional attack power, and return to base teleport spell.

EDIT: Is Spaceboy2000 the only person with a functioning brain around here? I'm going to delete this thread on Monday if you fools dont speak up.

But don't come crying to me when you hate the map becase the special attacks suck.
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-28 at 17:40:56
Sorry Chu, I was just asking about your other map happy.gif

When a unit uses its special ability, does a sound play? Because I got a neato idea.

You can use my 0 Sized sound technique (sounds in the game) and use them when your unit uses a special ability.

I.E.

Ghost - You called down the thunder.... now meet the whirlwind!
Tank - Dun dun dun dun dah, dun dun dun dun dah!
Dragoon - You have 5 seconds to drop your weapons...

get my idea?
Report, edit, etc...Posted by chuiu on 2003-12-28 at 18:50:27
I was going to add sound effects for special attacks, but I like your idea! I wonder what to do for shuttle. yawn.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-28 at 20:13:42
Uh... maybe you can add your own sound, or do a sound effect.
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-28 at 21:49:21
There are MANY bombs explosions on the web everywhere. And maybe one of the shuttle pissed beeping souds would be cool when they launch their bombs.

And maybe special bombs for the shuttles. Like homing, stationary, proximity, etc.

EDIT: Some spelling errors...
Report, edit, etc...Posted by chuiu on 2003-12-29 at 10:13:31
I already have 4 bombs for the shuttle. Made all of them last night. biggrin.gif

Explosive (kills enemies), Bio (takes down their HP), Subterainean (1 lurker shot from 3 lurkers - kills any enemy that was hit by Bio biggrin.gif), and Seeker (an IT that you use to target censored.gif with).
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-29 at 10:48:20
Maybe you could make a confuse ability....Use junkyard dog and have them wander for a few seconds... closedeyes.gif
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-29 at 11:44:15
How about a stun bomb, that works like Maelstorm, and stops the enemy for a few seconds.

Or maybe they can drop "dummy" units, those that are disable, and are so "important" that all the enemy unit will attack that unit, keeping the damage from your units.

EDIT: Spelling...
Report, edit, etc...Posted by chuiu on 2003-12-29 at 12:15:27
I dont know how I would "stop" the enemy for a few seconds. I definately can make a stun bomb.

But like I said before.

QUOTE
I already have 4 bombs for the shuttle. Made all of them last night.

Explosive (kills enemies), Bio (takes down their HP), Subterainean (1 lurker shot from 3 lurkers - kills any enemy that was hit by Bio ), and Seeker (an IT that you use to target  censored.gif  with).


Adding more would be kinda hard. I have 2 of each bomb and I would actually prefer 3 of each bomb. But thats not going to happen.
Report, edit, etc...Posted by FizzleBoink on 2003-12-31 at 03:00:18
How about making a randomizing bomb effect.. like the Map Worms.. each time the shuttle is filled.. all bombs would be completely random and whatnot.. That would make the bombing more intriguing.
Report, edit, etc...Posted by chuiu on 2003-12-31 at 09:29:21
I don't see how it would be more intriguing ... but it would allow me to add 2 more bombs.
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-31 at 09:51:44
A stun bomb is simple...

Conditions
-Bring 1 (enemy) to location
-Bring 1 (stun bomb) to location
Actions
-Give all (enemy) at location (range of bomb) to (another computer allied to you but your unalllied to it)
-Order all unit at location owned by (enemy) to hold position
Edit-Kill all (stun bomb) for current player (optional location)



Edit2: Maybe call it a Stun Bomb
Report, edit, etc...Posted by chuiu on 2003-12-31 at 10:35:19
Rune, that wouldn't work in my map. Trust me, I already thought of that. It would give those units to one of two computers (7 and 8) and then it would start helping them attack untill the "stun" wore off.

I'm done with two more bombs but im not sure i'll use them. Confusion bomb (JYD) and I guess you could call this a stun bomb (orders enemies to not attack - just walk - more of a stupidity bomb -- Blizzard bomb? tongue.gif).
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-31 at 16:58:06
Hmm, you know, with the new Player 14+ research, maybe give those units to one of the suicidal players? That would be interesting, and a first for a map.
Report, edit, etc...Posted by chuiu on 2003-12-31 at 18:20:19
I've done testing with the P14+. They dont seem to respond to triggers. But you will see one of them in my map. tongue.gif

Topic Closed.
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