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Staredit Network -> UMS Production -> StarCraft Heroes
Report, edit, etc...Posted by Drakiel on 2005-03-03 at 12:43:24
QUOTE(aE[Fortune] @ Mar 3 2005, 05:33 PM)
Lt.Fatso resembles Salacious to me. Keep going with your map Drakiel and try to flow with the criticism instead of being defensive.  mellow.gif
[right][snapback]157629[/snapback][/right]

THanks man, I appreciate that, but you must not have read on.
Heh he got supportive a few posts later. I really got on him... apologies intended.
Report, edit, etc...Posted by DemonKilla on 2005-03-03 at 14:14:16
from my point of view i think both lt.fatso and drakiel r both right
i feel that some parts of the map can be considered duplicte of wcIII but ne ways the consept that its also not a duplicate of wc3 b/c it is way differnt than that map.
my sugestion is to think up new names for the heroes and supply to ur own ideas to make it differnet from both wc3 and sc
also i would make the map layout more challeging for each player by decreasing the amount of space each player can build making more action thus if u beat a player u get there building area so that one player would be more powerful than another making it more challenging for the other players
Report, edit, etc...Posted by Drakiel on 2005-03-03 at 16:07:19
Well that's an entirely new concept all togehter...
This is melee, yet use map settings. I do not ALTER anything from normal starcraft (building hp, unit cost, speeds, etc...) - EXCEPT Heroes and hero spells.

It's not intended to be anything more. It's not intended to be a fancy triggered base take over complex strategy game.

YES the triggers will be extremely extensive and time consuming (despite how easy it looks to make), but it turns out to be just a melee with heroes - in the end.
Report, edit, etc...Posted by MidnightGladius on 2005-03-03 at 18:33:06
Well, I've heard that you already have a tester. But, I have a lot of enthusiasm about this, so if you need somebody to help (triggering or testing), I'll be here smile.gif

About the cost over time thing, I think it should be just one bulk payment every...say 5 minutes. This way, your build orders aren't as messed up. You can just add it in and recompensate instead of tiny payments. Also, put in a countdown timer if you're going with bulk payments so that the players will have some sense of what's going on. Tying into that, make a "strike" system. When the timer hits 0, give the heroes to p12 and prompt the player to pay them. If you choose no, the price goes up slowly until you do pay. And obviously, if you pay, then it gives the hero back to you.

As for an imbalance between minerals and gas in bases, just set the geyser setting lower.

Some questions:

How exactly do you "build" heroes? How long does it take? Is it instaneous? Where do they pop up? Is it possible to cancel a hero training and receive your money back?

And some more questions:

How are abilities activated?
Is there a cooldown time before you can activate an ability again?
Do the heroes use the stats that their base unit has (Hydra=Hunter Killer, Scout=Mojo)?
If not, how will these stats be dealt with in a balanced manner?
How will you handle Mind Control of heroes?
How will you handle Spawn Broodling of heroes?

Just some things that I would like to know pertaining to the map.

EDIT: I checked the first post again and it answered some of the questions. But I have more tongue.gif
Report, edit, etc...Posted by Drakiel on 2005-03-03 at 21:23:30
Cool, I'd love to have a tester later on. I'll PM you or something when I need trigger testing. Since the testing I'm doing now is really small.

I DO like the idea of one bulk payment... HOWEVER, it'll be harder to run like that. Especially giving the hero to player 12, with player 12 you can't tell who is who (I guess I could manage, like.... give a burrowed-unburrowable AT the hero then give to player instantly, so they can't unburrow, then center location over that) - and prompting the user, just a lot more work than intended. I DO like the idea, but it complicates things a little more.

QUOTE
As for an imbalance between minerals and gas in bases, just set the geyser setting lower.

Yea I thought about that... it doesn't change the RATE of gas income, and setting gas gyser to 2 (so they only mine 2 each time) - is way TOO slow ;op. We'll see after more testing how it goes...

QUOTE
How exactly do you "build" heroes? How long does it take? Is it instaneous? Where do they pop up? Is it possible to cancel a hero training and receive your money back?

If you take a look at the top of the map in game-play, with usemap settings, you'll see a set up of like... a "Hero Control Panel".
To build heroes, bring your civilian (doesn't take up supply) to the beacon to summon him, INSTANTLY - There are requirements first though.... You need the money, the building requirements, you have to satisfy the respawn timer, and you can only have one. They will spawn at any CommandCenter/Nexus/Hatchery-Lair-Hive owned by yourself.

The only way to "cancel" hero training is for your hero to die... you can always suicide him...

QUOTE
How are abilities activated?
Is there a cooldown time before you can activate an ability again?

Abilities are activated at the "Hero Control Panel" at the top. I DID NOT want to make it [a civilian go to beacon] because that's a pain in the a** when you're busy meleeing. Instead, I'm using a Hero Seige Tank on seige mode. This way you can hotkey it forever - with 3 heroes, 2 spells each (2 tanks) - that's 9 hotkeys, fits perfectly (plus '0' for personal use).
If you're asking HOW, I'm using seige tanks as a TOGGLE system, if it's seiged and switch is set, etc... Every time you 'O' (for seige) no matter what it converts to, it will activate the spell.

QUOTE
Do the heroes use the stats that their base unit has (Hydra=Hunter Killer, Scout=Mojo)?
If not, how will these stats be dealt with in a balanced manner?

This is still under construction, I'll deal with it more after more triggering is made. I have unit Hp/Sp written all out on a piece of paper, but I really can't tell how that'll go until gameplay.

QUOTE
How will you handle Mind Control of heroes?
How will you handle Spawn Broodling of heroes?

This is something I just thought of recently and I'm like "oh shiet".
Mind Control is much easier than say.. Broodling. Mindcontrol - if player has a hero they shouldn't have, or two of one hero, or a hero without having the switch set that they BOUGHT the hero, then penalize the mind controller, I suppose, and respawn the hero back at their base (with full hp).

Or instead, of he's mind controled, I can center location on the mind controled unit, kill it, then recreate the same hero BACK for the player at FULLl HP (which would make mind controling heroes BAD instead of good).

This is a very difficult thing to over come, I'd be very happy if anyone can thing of some way to detect BROODLING - or if there's a better way for mind control.

Thanks for your interest! That rocked.
Report, edit, etc...Posted by Drakiel on 2005-03-04 at 06:47:23
I've been thinking about it all day...
Trying to find solutions to Broodling/Mind Controlling heroes...
I mean Mind Controlling COULD be possible to detect and fix, but it'd be pretty complex (with 8 players).

Broodlings, heck I can't even begin to imagine where to START with triggers to prevent that...

I mean I don't want to remove the abilities completly, they were made by Blizzard for a purpose...

After MUCH considerion, I'm thinking of just... Making heroes ANTI Dark ARchons/Queens.

By this I mean, any time DA/Queen comes near enough to any enemy hero - to cast on them, set their energy to 0percent.

So basically all heroes deflect the use of Queens/DA.

This solution is INCREDIBLY easy to impliment, and will still make Queens/DA USEFUL even though they can't go near heroes (or they will be disabled).

If anyone has a better idea, PLEASE post it and I'll think on it.
Report, edit, etc...Posted by arglebosters on 2005-03-04 at 21:34:43
This sounds like a good map. I think that the idea you have is good for anti broodling and mindcontrol, but what you could do is set it to, say, 5% lower than what they need to cast Mindcontrol or Broodling (so they could still use parasite and feedback and other good stuff).

If you need me I will help test this map, it sounds good and might get very popular. smile.gif
Report, edit, etc...Posted by exo6yte on 2005-03-04 at 23:06:49
"Supply limit is to make it like WC3 - in a sense that... IT'S NOT FREAKIN MASS ATTACK. Starcraft has turned into a mass attack frenzie - skill = mass attack...
Whoever can get it fastest and puts 'em in the right place, wins!
With mass, you can't really take use of units abilities. I mean sure it's just more difficult to take the time to Irraditate one man when you have 100 on you..."

Starcraft isn't a big mass attack game. Play better people.

Your map seems pretty neat, but there's already a WC3 map and it isn't that great. I hope yours is better.
Report, edit, etc...Posted by MidnightGladius on 2005-03-05 at 09:03:39
I just thought of a wonderful idea.

Originally, your heroes are targetable by Mind Control and Spawn Broodling. Or, if you feel like taking off MC, just use the triggers detecting hero control without hero death (switch/death counter).

Then, in your hero control panel, you can buy an upgrade for anti-Broodling/anti-MC. Do this by lowering energy, rapidly shifting control of the units between that player and an extended player, using one extended player for each human player (so they don't get "lost"), a location that forces them to get out (or forces them to move closer to the hero), or anything else you can think of.

Well, it's just my opinion. This is one of the reasons why I don't like putting those two spells in my maps if they have heroes in them.
Report, edit, etc...Posted by arglebosters on 2005-03-06 at 07:39:58
Ya, that probably is a good idea Gladius. If you MC it then of them could die, because you have too many of 1 hero or you didn't buy it, and the map knows. If you broodling it, it dies. But then you could make one of the upgrades for your heros anti- MC and broodling using the take away energy thing.
Report, edit, etc...Posted by MidnightGladius on 2005-03-06 at 12:13:04
Actually, arglebosters, I was thinking of giving the hero back to counter MC, not killing it smile.gif

That would be somewhat oxymoronic.

In fact, I have an even better idea.

The awesome thing about it is that it lets you use all that empty space.

Make a selection area with every single spellcaster in it.

Then, you can upgrade the anti-spell thingy and get a civilian. Move it to a corresponding beacon and you get "protection" from that unit (using any of the above-mentioned methods).

If you want, you can make it "wear off" and make you have to buy it again after a certain period of time.

Oh yes, and about geysers, you could make multiple depleted geysers (3, for example) at each expo.
Report, edit, etc...Posted by arglebosters on 2005-03-06 at 13:16:08
Gladis, I ment if you don't have the protection against MC then if you MC a hero it kills it so you can't get an army of uber heros happy.gif.
Report, edit, etc...Posted by MidnightGladius on 2005-03-06 at 14:39:54
Oh ok, that makes more sense. Good idea.
Report, edit, etc...Posted by arglebosters on 2005-03-06 at 20:31:34
Yay people listen to me smile.gif smile.gif.
Report, edit, etc...Posted by MidnightGladius on 2005-03-09 at 17:09:16
Hmm, this thread has been pretty quiet lately.

I've been thinking of a type of "hero spellcaster magnet" (HSM) system. Using my above-stated method of buying protection, the hero owner should then be allowed to choose "attract" (sending spellcasters towards the hero using a series of move actions, disabling the use of spells in the process), "repel" (self-explanatory, only problem is that I can't seem to make them leave in the same direction they came in), or "off" (even more self-explanatory).

Here's the deal: the longer you leave it "on", the quicker it wears off. Do this by measuring death counters up to <insert number>, where every second it's "on", you subtract one. When it reaches zero, it fades away and you have to buy a new one. You can also upgrade the power usage to get more out of a single purchase. And of course, it would remind you when your magnet was about to run out.

I'm pretty sure there are enough unused units (including critters) to cover every spellcaster in SC.

Any thoughts?

P.S. Drakiel, don't abandon us now lol
Report, edit, etc...Posted by arglebosters on 2005-03-14 at 06:07:36
That might work, but I think just getting something that includes that, but you could also do something more expencive to just take away energy.

Yay third page smile.gif
Report, edit, etc...Posted by MidnightGladius on 2005-03-22 at 13:08:42
It's such a shame that this project died off like all the other projects that die off [sigh]
Report, edit, etc...Posted by arglebosters on 2005-03-22 at 17:27:38
Ya... you have a point there... disgust.gif
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