QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
I like The Thing maps very much, because they involve players social interaction. Unfortunately most of them I played were dull maps where The Thing has to eliminate Humans and vice versa. The main drawback of this maps is that Humans may gather together and stay here for ages while The Thing not recover himself. There was one map where players have to collect different items, which spawned randomly, and bring em to predefined places (eg. Oil to Tanks). When all things collected they could choose who is the thing and win if right. They also could use health packs and some other things. It is interesting map, but not perfect.
That's The Thing: Ice. And It's very disbalanced. The Thing is doomed in there. It can't pick up items, it's a DT that needs 5 hits to kill a human, and it's really vulnerable to spider mines.
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
So, I thought a lot about The Thing maps and even tried to make one for current Mapping Contest, but it is not tested and I dont know how it is playable. So I've got ideas and want to share em with you to help create you really good The Thing map. Hope some will be helpful.
If you ever need a tester, or need some advice, you know who to contact
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
1. All players are the same color, so even they see The Thing they dont know who he is (unless ey see the morph act). In this method you could also create unique unit (marine, firebat and ect. up to SCV, medic and mabe a Zealot) for each player or just the one for all all Players. The Thing could be Zergling, Hydra and what not, but Zergling is most likely there I think.
You can understand who The Thing if you see him in his Thing form. Just quickly unally the person you suspect most (or a fiew). If you will see The Thing highlighted red, it's him. Go
here for further information.
I think there should be a maximum of two possible Human forms. But I'm using only one - the marine. It fixes a fiew otheer problems.
The Thing should be a slow zergling, I think. It's speed and sight range are optimal for the job, and it looks alien.
Oh, and in my version, a well controlled Thing should kill two well controlled full HP marines. It will use up almost all it's HP in both forms.
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
In this method The Thing must not be very strong, at most to kill two damaged or one full-health Human. Not more. By the way, burrowing ability could be really useful. Mabe The Thing could move fast through some kind of ventilation shafts (which could be represented as broken cell doodad) for fast retreat by burrowing near the enter (you can use detect burrowing for that case).
Actually I'm thinking about the ventilation shafts... It would be sort of OK to use that, but it wil lcreate a fiew problems:
-If you automatically enter it when you approach it, it can screw up a battle for you.
-If you enter it by burrowing (the fastest "confirmation" method I can think of), then burrowing must be researched, and I don't want that. Even if I manage to make it uburrow if you try to burrow in an open area, it still annoys you.
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
There it is important not to allow The Thing to be in this form forever. Humans could have some places with detectors where they can hide or The Things energy costs must be appropriate.
The invisible Thing idea is a bad one. It really disbalances the game.
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
There must be something that makes Players go around not allowing em to stay TOGETHER in one place. Players must be always in movement. In the space ship it may be as you say lack of oxygen, some kind of ship energy players have to support, different items, cells with dangerous creature specimens or observing cameras. Some kind of lights effects (I mean turning off vision for yourself and making some sort of lights, mabe turrets or smth else) could also introduce an interesting twist.
Well, I was planning on using Oxygen in the second version - it will really stop people from standing in one place.
About different creatures, I would want to keep it "Players vs The THings" at this point.
Sight effects can be useful for both hiding and ambushing, if you will see them, then only in the next versions.
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
The social interaction is extremely important. You may include some tasks which could be done only by multiplie players together, for example to reach distant places at once for enableing floor traps against the thing or something else.
Tasks may come later.
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
An infestation of Humans which stay near The Thing is questionable. Not to say that every player wants to win the game. Wont them all simple give away and win as The Thing? Or if they loose in any way what the point in playing further for them?
If you're playing with n00bs, sure they will not like being an Infected One, but if you're playing with normal people that just enjoy the game, you will have no problems. And besides, you don't get a defeat if you win as an Infected One.
QUOTE(Wormer @ Sep 27 2006, 01:50 PM)
And the last, the more players in game the more fun. In that case it will be great if you could done all this for 8 human players.
Problems with this:
The amount of players has a huge effect on the game balance, the units chosen, their HP, damage. If you make it a 20 player game (I know that it's impossible), for example, you won't be able to get that much people, so only 6-10 people will be the average amount of players. If so, The Thing would be mede to fight 20 players, but will have to fight only 6-10. That's not good. So, if you make the maximum amount of players closer to the usual amound of players that join, it will make it more balanced.
Also, creating more players, of course makes them die faster. (not everybody can understand this point) It makes a player's life "smaller", the players become like ants. But I would like the player to be more or a survivor.
Thank you for the feedback.