Staredit Network

Staredit Network -> UMS Showcase -> MY Defense
Report, edit, etc...Posted by Revelade on 2003-12-28 at 21:57:44
Ok before I hear words of "n00b" and such, I shall clarify some things. First, as you would have already guessed, this IS a defense map. Second, the actual title is MY defense because the entire game takes place on a giant M and a giant Y. It was hard coming with a pathing for the enemy units, but I have finally figured out a way. After dozens of touches and things, I think my map is ready to be put into the "triggering" stage. The reason I do the "terrain" and "triggering" seperately, is that the editor I use "Starforge", can do terrain, BUT I don't use it for triggers, since it is harder to use than good ol' Xtra. If I add triggers via Xtra, I CANNOT open it on Starforge IF I manage to find some feature I would like to add that requires a certain part of the terrain, which is very unfortunate. So the only way to do things is to perfect the terrain FIRST and then implement triggers soon after.

Anyway, beyond this introduction mess, I would like to present, MY defense! It will use 5 players with probes to build cannons to obviously eliminate the passerby enemies... which will attack any unit that you have that is NOT invincible. You will have a hero buying system, EXCEPT that your hero is vulnerable to damage from the enemies, meaning you will have to keep them back. Before you assume that the map is already crap, I will be using EVERY buildable unit in SC (meaning no heroes), as the enemy. This means, NOT every round will have units attacking your hero. An example of this will be the scourge level. If you have an air hero... well it's most likely dead, BUT your land heroes will be relatively safe until a future round. Since all the units will equal 40, I plan to add bonus "flying building" and "critter" levels. These will be very challenging and will provide an odd twist to the repetitive gameplay. And for the stackers, stacking will never be easier. To stack, all you have to do is to siege your tank and before you know it, everything is pitch black. The tank in tank mode also doubles as the hero buyer (hehehe so useful).

Forwarding to the point of this thread, I would like to ask you people for some ideas and suggestions to make this defense really unique and interesting enough for another play. I was thinking of randomizing the enemy pathing, but it will be a difficult job. It might be implemented in SE though... Another suggestion I thought of is you have a FIXED position where you can build cannons (meaning you can't make pylons), BUT every game, your position changes. As my first defense map, I hope to make it a good one. If you know me, you know I like to make maps with lots of innovation, so any idea that is actually thought out is welcome. Here is a picture of the map. The X represents where the units will be "warped". The green areas to the left and right of the "M" is where the forges will be placed. The upside down "U" is the "timer". I will place a hero unit (player 1 will decided game speed) that will run from the start of the "U" to the end, and when it reaches the end, the next round starts. So any help at all would be nice. Sorry for the long post, I tend to think a lot. (More then 15 words this time eh Yoshi? wink.gif)
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-28 at 22:47:59
good idea. i love def maps. add some creative touches to it though, hidden units and buying units are quite a bore already
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-29 at 01:48:28
As a twist, add hero buildings that a person can buy, and they give you actual special abilities for a small period of time. Like you can get a Psi Emitter that prevents the zergs from attacking you or something. And don't forget upgrades to each unit too!

EDIT: To clarify, upgrades would be like Protoss Shield Upgrades. Which is important since that actually effects buildings too!
Report, edit, etc...Posted by .Coko[CK] on 2003-12-29 at 07:32:47
A good defence map, used spells instead of units attacking, with ghosts and lockdown, high templar, dark archons, queens and defilers, also with the ability to get science vessals and such. Looked really good! Yours looks ok!
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-29 at 11:01:42
Download newest starforge.

To make map openable after using starforge

-Make a new map in Staredit
-Open in Starforge
-Once finished go to save as
-Save as compatilble with Staredit excl.gif
Report, edit, etc...Posted by Revelade on 2003-12-29 at 19:53:45
I have a very odd problem... Uh I put triggers to allow the players to see the vision of the computers, BUT it only shows the bottom ones... Can anyone fix this? Should I post the map or pm it?

PS. I have Starforge 1.2b
PPS. I deleted it and reinstalled and now it works PERRFECTLY!

Trigger goes like this...

Players: Players 1,2,3,4,5

Conditions: Current Player commands at least 1 Edmund Duke in tank mode

Actions: Turn ON shared vision for Player 1,2,3,4,5,6,7,8
Preserve Trigger

Now the map is loaded with map revealers, yet only the bottom 3 seem to work...
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-30 at 00:00:14
I hope that your map making skills far surpass your artistic ones. biggrin.gif

Looks good though.
Report, edit, etc...Posted by Revelade on 2003-12-30 at 00:30:30
Ahh it was that bastard player 13 that screwed everything up. As a reminder to you all NEVER USE players 14 and beyond... they freeze ur comp... player 13 will do some weird things though and player 12 is perfectly safe... Well I have done a beta and so far it looks good... I need to do a couple things though...

1. Perfect Enemy Pathing

Sometimes the enemy seems to go off track and gets stuck in places.

2. Balance Cannon Damage

I have kept it at 2, but maybe I will raise it... depends on the tests...

3. Add Hero Units

It is not adding the units that is hard, but figuring out the prices that will be...

4. Add Bonus Things

I might add bonus levels, bonus features etc.

Well so far it's going good, I have 15 levels done and more to come... if you want to help me test I'd be more then happy to let you... Should be done within a week heh...
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-30 at 00:43:30
Say... isnt it bad luck to have all the safe players end at 13?
Report, edit, etc...Posted by ent on 2003-12-30 at 11:15:47
dosnt some of the players after 13 works? i remember most of those i tried worked... but it was some time ago maybe im all wrong smile.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2003-12-30 at 11:22:03
I might do some experimenting with these higher numbered players. I'll report my results (Most likely in a new topic).
Report, edit, etc...Posted by ent on 2003-12-30 at 11:31:37
im not sure but i think some players are unallied to themself.
Report, edit, etc...Posted by EzDay281 on 2004-01-01 at 20:33:09
Wow, looks good. I like it.
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