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Staredit Network -> UMS Production -> Mario Party Defense
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-15 at 21:51:57
I've been working on a map called Mario Party Defense for around a month now, and now that I've made considerable progress on it, I thought I'd ask for some feedback. As the map is not ready for a beta test (yet), I'll describe how the map works.

The object of the game is to collect the most stars at the end of the game. Stars are won in Minigames, or can be bought for 100 coins.

Defense
The defense part works like this. Each player has an area with a start and a finish. The object, like any defense map, is to stop the enemies from reaching the end. For every unit you kill, depending on how tough the enemy is, you gain coins. Coins can be used to purchase units (which are placed in your defense), items (which hamper other players defenses), or dice tokens (which produce random effects when used). If an enemy reaches the end, you receive no coins, and you will lose a star, if you have any. Stars can be used to purchase Heroes, which are more powerful than regular units.

Minigames
At the end of each level, a minigame is randomly selected (out of 16 so far). The minigame will be either 4 player FFA, 2v2, or 3v1. During a minigame, you can win coins, or stars. In the result of a tie, all players get a reward. Minigames can be anything from a "Laser Tag" style battle to dodging Lurker spines.

Items
So far, the items include:

- Sabotage: Reduces the health of enemy player buildings to 5%
- Hallucinations: Sets enemy player units' AI to Junkyard Dog.
- Challengers: Spawns additional enemy units for an enemy player.
- Death: Kills 1-3 random enemy units.
- Exile: Prevents an enemy player from using their Heroes for one wave.
- Heal Enemy: Fully heals enemy computer units 30 seconds into a wave.
- Labor Strike: Prevents an enemy from constructing buildings for 1 minute.
- Free Spin: Allows the player to spin the Roulette Wheel at a time of their choosing.

Random Events
Similar to a game of "Mario Party', there will be random events that can effect you. Random events can be caused by Dice Rolls (which require the purchase of a Dice Token), or the Roulette Wheel. Players can get the chance to spin the Roulette Wheel if they have a Free Spin, or if they are in last place (star count) near the end of the game.

Random events can result in free units, deaths, coins and stars (added or subtracted), or items.


Feedback
Well, this is kind of important. I would really like some feedback on what to improve, what to add, what to get rid of completely, etc.
Report, edit, etc...Posted by TheDaddy0420 on 2005-02-15 at 21:55:05
SOunds cool! Hey since the map is almost done, could you post us one or two screen shots??? I liked the n64 mario party w00t.gif
Report, edit, etc...Posted by Grouty on 2005-02-15 at 22:19:39
i like the idea kinda a mesh between gameplays
Report, edit, etc...Posted by HeRtZ on 2005-02-15 at 22:21:32
aww man this sounds so fun...i loved the mario n64 party too. yea put screenshots and make one of the mini games cast aways xD
Report, edit, etc...Posted by Puni(F) on 2005-02-16 at 09:27:27
When exactly do you think it is going to come out, I love mario party biggrin.gif
Report, edit, etc...Posted by Replicated on 2005-02-16 at 10:49:14
I like the ideas in this defence alot and I love the mario party games. I was thinking you could add a risk mini-game option somewhere. Where it allows someone to make the risky move of calling a mini-game at any time and it takes a certain amount of coins from each person and puts them as a prize for the min-game. Winner could get all or second place could have some. Just like in some of the mario partys.
Report, edit, etc...Posted by TheOddAngel on 2005-02-16 at 13:09:45
I personaly really like this idea. Having items to screw the other players sounds like fun smile.gif

I like the idea about mini games. Make them actualy kind a fun because as I recal in the game Mario Party for sc sucked because of really crapy mini games...

I hope you pull this off im sure it will be a hit (for a defence map)
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-16 at 16:09:37
I really need some ideas for minigames... after review of some of the ones I had planned, I decided against including them in the map. Here are the ones (so far):

2 v 2 Minigames:

SCV Football - Score touchdowns by moving the Chrysallis into the opponents endzone.

Snipers - Take on the opposing team in an arena. First one to 25 kills wins. Don't forget to take cover behind doodads.

Capture The Flag - Defend your flag and try to capture the other team's flag.

Zerg Soccer - Based off of the Blizzard UMS map.

Bunker Command - Defend your bunker in a Maddness-style battle.

3v1

Lurker Dodge - Dodge the Lurker Spines. If the Marines have at least one man standing when the timer reaches 0, they win.

DT Tag - Avoid getting Maelstromed and killed by the Dark Archon.

No Way Out - Trap the enemy using Reavers and nuke them. (Based off of Tuxedo Templar's "Trap and Nuke" map.)

Bombardment - Avoid getting bombed by the bombers.

FFA

Where's Mario? - First one to find the Mario Marine and kill it 3 times wins.

Drone Drop - Recover as many crystals as you can.

Don't Get Hit - Avoid getting hit by enemy units in a bound-like minigame.

Random Battle - Test your microing skill by defeating the other players... with what ever units you are given.


I'm hoping for around 16 minigames, so some suggestions would be nice.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-02-17 at 00:30:11
I like the map setup, making it part defense, part minigame (like how Marioparty is part boardgame, part minigame), but sadly, all your minigames are minigames that have already been done by taking the minigames from other maps (sport maps, Mario Party and Mario Party 2 for SC, Random Fighters, Dodge *whoever*, Dt tag, Lurker Dodge, and Sniper maps.)
Although I like these games and mini-games that I have played (that have ALL been made for SC), it lacks originality. Now, I'm not expecting you to "magically" invent all new never-before-seen minigames; just ones on Starcraft! For example, all the famous mini-games on the actual Mario Party series.. revamped!

Now this whole post above would be worthless if I just left it at that, so of course i'll help you with some minigames!!!! biggrin.gif w00t.gif

Some minigames from the Mario Party series that I have never seen before on Starcraft are:

Cast Away: This is to all you N64 fans who bought the first Mario Party! This is a 4-player FFA It went like this: there were 3 rows of goodies that went right to left or left to right. You would pull down on the control and well.. Cast away! Depending on how much pulled down before releasing, how far your arm would go. You would have to time WHEN you released it to have your hook (a sticky hand) grab the item. Then, you would have to rotate the control stick to reel it in. It was a 90 second timer and there was no "winner"; it was a bonus round.

To replicate this, you would have men walk on the ground, some going from left to right, and some going right to left. You would then have some "power meter" by which you could choose which of the three rows you are aiming at. Then, depending on which row you did, you would "launch" a certain unit at the row. (The timing sequence was somewhat the same for each row, so you would have a slow overlord for first row, a slow scout for 2nd row, and a scourge for 3rd row.) Then you would have something like make them move a fast overlord back to their location or something like that.

Platform Peril Ah yes.. an old time favorite for those who've played Mario Party 1 or 2. IThis was also a 4-player FFA. You would run up ISOMETRIC (lucky us) terrain and you would have to constantly jump the gaps in the platforms. While doing so you had to dodge pyramids that happened to appear on the platforms. Also, some platforms were odd conveyor belts that pushed you toward or away from the next platform, destroying your jump timing. The winner was the one who reached the end platform first, while the rest.. well.. fall smile.gif.

Although I don't know how you could make this jumping mechanism, you should have an area behind them or overlords coming up towards them making it that they can't lag behind. I think you should use pylons and have them be moved by triggers or by observers, forcing the players to move left and right. You could also have some sort of "suck", making them drag towards the overlords. That way, you can have the mini-game take up little space while still making it long.

When I write these mini-games, I can't help but think about the other mini-games people have made in Starcraft, like DDR and Starcraft Party 1 & 2. They sure are fun. wink.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-17 at 07:57:00
Thanks for the feedback. Some minigames came from other maps, and some I didn't realize that they had been done before. pinch.gif What I'm probally going to do is play Mario Party(s) look at the different minigames, and try to see if they can be adapted for Starcraft. Platform Peril sound like it could be done, and probally Cast Away. ermm.gif

Right now I'm working on finishing the Defense part, because it's the easiest to trigger. smile.gif

Some of the minigames I have now might have to remain, if I can't find some more ideas.

EDIT: After playing Mario Party 5 again, I found a few minigames that could be made into a SC version. I only have MP 5 and 6, sadly. Unfortunately, all of Mario Party's minigames seem to involve jumping or button smashing... ranting.gif
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-02-18 at 01:44:14
QUOTE(I_am_Voyager7456 @ Feb 17 2005, 04:57 AM)
I only have MP 5 and 6, sadly. Unfortunately, all of Mario Party's minigames seem to involve jumping or button smashing...  ranting.gif

Well, we Starcraft people smash the right click button (for you PC users) a lot. wink.gif (I still wonder how macs differentiates between "left-click" and "right-click" pinch.gif )

In the older Mario Partys, it had somewhat less button smashing and more technique (only slightly). Well, since you have MP 5, I assume you know of the minigame "Bowser's final blast", right? It had to do with switches (which you pressed downwards) One of these switches sets off the Bowser head (with terrifying rolling eyes going 3.. 2.. 1.. AHHH RELAPSING!! AHHH!) *ahem*, and if you did not hit the switch, the next play in line would come up with one less switch to pull. When the last person in line comes up, he has a 50-50 chance of losing. If he pulls the right switch, he'll go to the back of the line and the game of chance will repeat itself. At the start of every "round", you start out with 1 more switch than there are players still standing. The winner is the last one standing, of course. When a person sets off bowser, the next round automatically begins (a "round" as in 1 cycle of this mayhem down to the last person in line, then back to the first person. A round starts off with the first player in line with all the switches re-formatted to him. Ex: 4 people, 5 switches. 2nd player dies. The 3rd player becomes first in line with 4 switches to choose.)
Simple triggers and random switches can do this replicate this quite easily.

Hmm.. talking about games of luck makes me think of one game from the original Mario Party that was never passed on to the rest of the Mario Party generation.

Pipe Maze: Ironically, this is a 1v3 game, because it is more like a 4-player game of sheer luck. It went simply like this: all the players are at the bottom of the area. Then, the screen shifts rapidly up to the top area so that you can barely see the maze of pipes below you. Then, the odd player out had to choose 4 pipes to put the treasure chest down through. Each pipe goes to another player. How the pipes worked are like this: there are rows of pipes | | | | like so. Somewhere on these really long pipes would be connections to each pipe |`|_|-| as this simple example. The rule of the treasure chest was this: When there is a connection between two pipes, the treasure chest must ALWAYS go through it. For example, let's say you drop the chest in the left-most pipe. |` it stops at this connector pipe and goes through it: '`| and it goes down the 2nd pipe. right next to the bottom of the pipe is another connector, so the chest goes through it: '`|_ (path). Therefore, the lucky person who was randomly placed under the third pipe won 10 coins!

I don't know if you could replicate this, because you would have to take up space and triggers to make the pipe maze, randomize the pipe maze, and learn how to use center view in such a way that you can see the maze, but you can't fully trace it. But this is just an old game I thought would be nice to have.
Well, I'm off the bed. I hope you get more input! biggrin.gif
Report, edit, etc...Posted by TheDaddy0420 on 2005-02-18 at 04:14:05
Lets see some screenies!!!! oooohhhh I got an idea. Remember the mini game buried cheasure? Where you got to dig around and find gold and stuff in the dirt and hard rocks? Well you oculd do a mini game like that where your digger is an scv that has to kill civilians or mine it's way over to find treasure. FFA mini game type!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-18 at 04:17:11
When i had a N64 i played Mario Party alot, and the other ones in the series for N64 were good too. I would like to see this map with the mini-games because thats awesome! Minigames were fun in Mario Party, hopefully they will be just as fun in this too wink.gif
Report, edit, etc...Posted by 007Torrasque on 2005-02-18 at 08:44:33
Voyager Go to Http://www.Ebgames.com and search for Mario Party, itll bring up the mario party games and you can select a mario game and then you can see screenies ive got a Mario Party two giude and ill post some games up...

Beaming Madness{1v3}: The Object of this game is Simple, Beam Up The Odd one out. You have 3 Arbiters, forced on a certain location so they cant leave it. You then Have them try to beam up the Odd one out by using "recall". You should also have Recall Cost Energy, and if they run out you can say "Beam Overheated, and they should have to wait lik 5 seconds or something :/.

Honecomb Havok{Free for All}: Ahhh yes, that evil Mario Party 2 game tongue.gif. You start off by Randomizing theUnits that will fall down in a line, Players can Select either 1 or 2 Items to take, if they take they Honeycomb they are out. Last Player Standing Wins.

Edit .:Spelling:.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-18 at 12:10:10
Thanks for the feedback, that website will be helpful 007Torrasque. I already have a minigame similar to Beaming Madness in progress (using corsairs). smile.gif
Report, edit, etc...Posted by 007Torrasque on 2005-02-18 at 14:55:41
Awsome, Have fun killing Eacother people tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-18 at 16:07:31
what would be awesome would to start with about 20 terran ghosts and hide them neer a zerg base so that you can bomb them

ADDITION:
ermm.gif helpsmilie.gif w00t.gif



sorry i really like smileys
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-18 at 18:23:27
crazy.gif You're asking for screenshots... but none of the minigames are done yet...

So here's some screenshots of the unit-buying system. tongue.gif

Buying Units
In the middle, there are a bunch of units next to beacons. To buy a unit, move your Dropship to the beacon. Now, if you want to buy one, unload "Purchase Unit (x1)". If you want to buy a bunch of units, unload "Purchase Bulk (x5)". (Helpful for infantry units, like Marines.)

If you need cash, unload "Resell Unit (1/2 Refund)", to get half of the value of the unit back.

Unit Shopping:

[attachmentid=5227]
[attachmentid=5226]
[attachmentid=5225]

Should I risk it?
[attachmentid=5228]

EDIT:
Progress:
Unit Buying System [progress]45[/progress]
Defense [progress]10[/progress]
Minigames: [progress]5[/progress]
Terrain: [progress]65[/progress]
Briefing: [progress]99[/progress]

Estimated Beta Release: mid-March
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-02-20 at 19:01:26
QUOTE(007Torrasque @ Feb 18 2005, 05:44 AM)
Honeycomb Havoc{Free for All}: Ahhh yes, that evil Mario Party 2 game tongue.gif. You start off by Randomizing the Units that will fall down in a line. Players can Select either 1 or 2 Items to take; if they take they Honeycomb they are out. Last Player Standing Wins.
[right][snapback]147877[/snapback][/right]

<(O.O)> the horror.. The HORROR!!! Oh yea, don't forget to make the 1 to 2 items thing like a dice, alternating between them slowly biggrin.gif. You need about 12-15 units in a line to make the game really evil. (harder to predict when the honeycomb filled with bees come down)

Make up some mini-games all on your own Voyager. Try to make them feel like Mario Party mini-games. smile.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-20 at 20:35:55
Yay its finished! Beam Team took more triggering then I thought it would... sad.gif

Here's some screenshots:

Instructions:
[attachmentid=5319]

Beams Away!
[attachmentid=5320]
[attachmentid=5321]
Report, edit, etc...Posted by 007Torrasque on 2005-02-20 at 20:39:08
AWSOME tongue.gif
Report, edit, etc...Posted by KillerDrill900 on 2005-02-20 at 21:24:48
sounds cool like i say to the others people ill be the first to find the problems XD
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-21 at 03:14:26
QUOTE(I_am_Voyager7456 @ Feb 20 2005, 08:35 PM)
Yay its finished! Beam Team took more triggering then I thought it would...  sad.gif

Here's some screenshots:

Instructions:
[attachmentid=5319]

Beams Away!
[attachmentid=5320]
[attachmentid=5321]
[right][snapback]149938[/snapback][/right]


Heh, funny screenshots. Hey i thought of another game you might be able to use. It was in one of the 3vs1 mario party games, but i cant remember which one it was in.

One person is down on the ground right, on skateboard. The other three are up in the air on a platform or a "cloud". The person on the ground doesnt have to have the skateboard at all, he can be a unit that requires stims. When the match starts, the person on the ground starts moving right, and to boost their speed they must stim themselves. On the ground there are other obsticals you must avoid, up in the air the players must do something like jump on the platform to release a bomb or some form of object to kill/damage the player down below.

If the player on the ground reaches the end he wins, if he is killed before he hits the end is lose's

-EXTRA-

The player on the ground has limited healtth, to prevent stim spamming. By increasing your speed, your HP will go down and your life span will decrease, but in addition you can get through the level abit faster.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-02-23 at 01:34:26
Oh!!! You mean the one with the pirhana chasing him, and he has to dodge falling trees and rocks and such. The guys pounding on the cloud watered the pirhana, making him move faster. I believe this was in Mario Party 2.

Mario Party 1 has some interesting 3v1 games, like one where one big player had to paddle a boat against 3 smaller players. The object was to paddle to the opposite bank, where evil shy guy natives waited to poke you with their shiny spears. When the big one player was forced to the bank the Shy guy player would knock out 3 coins from him, giving 1 coin to each smaller player. When the big one player was able to turn the tides and push the boat to the left bank (the small guys sat on the left side of the boat, the big guy on the right), each small player lost 1 coin, and the big player gained 3 coins. Shy guys were not set up at specific parts; if you could push your opponent to the bank they would lose their coins, unless you happened to get to a waterfall and were falling down it.(a shy guy can't float in mid-air!) To make it slightly fair, there was about a 3 second cool-down time before the shy guy would hit them again (the boat moved slow). Like some of the other games I have posted, there is no "winner" (get reward for getting first or something). The reward was from the coins you made for having him be poked to death by Shy Guy spears happy.gif.

I wonder if you could put this into Starcraft form... I would guess hitting beacons that randomly teleport around your guy(s) so you can't cheaply waypoint.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-25 at 17:57:01
Progress! w00t.gif

The unit buying system is now 100% operational, buying single units, bulk, and reselling units.

I also started work on the second minigame...
Screenshots:
[attachmentid=5549]
[attachmentid=5550]
[attachmentid=5552]
[attachmentid=5551]

I do have a slight problem though... nothing big, but for visual effects I need to speed up the triggers alittle bit. (EX: In Yoshi Bombers, you can see the Dark Swarm for a second before it makes the explosion).

Now, I've tried using hyper triggers like this:

Trigger
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Wait 0 Milliseconds
¤ Etc, Etc
¤ Preserve Trigger


But, it doesn't seem to work faster. Anyone have some suggestions on either

A) Why the hyper triggers aren't working (what I screwed up on)
B) Another way to have faster triggers (besides smaller waits).

I'm really fond of NOT replacing all the waits with a death counter clock system, by the way... mainly because its allittle confusing.

Thanks.
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