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Staredit Network -> UMS Production -> SST DaMiNaToR
Report, edit, etc...Posted by DaMiNaToR on 2005-06-21 at 10:36:45
Here's a new map I started about 2 days ago...not even a third done, but it's going to be f*cking aweseome when it's done (the entire map will be used). Download the preview and tell me what you think. The only problem I see is that it may have a bit too many cinematics for some people's tastes.

When finished, the map will have many different attacks from different directions from the bugs (from the hole in the back of the base, from inside the compound, flyers that you have to dodge), use "ammo" like in SST SE, at the outpost. Then a cinematic, talking about Dizzy and Ratchek's deaths (will happen), then another more marine special forces-like part, where zerglings are charging you (at this point, players will have more building options) while you're inside another base (lower down on the map) and you have to protect a ghost out where they come from long enough to drop a nuke on each of 3 bug holes, and then, players enter the holes, and will be timed (5 min or so) to find and capture the Brain bug. In my eyes this is destined to be the greatest and most accurate SST map ever made.

And please, don't censored.gif ing steal it!
Report, edit, etc...Posted by ShizTheresABear on 2005-06-21 at 17:20:10
Well, I think this map needs more detail. Basically all it is is going from one place to another without anything in between.

The ammo thing from Panzer_Kavalier's map is a good idea, but a bit crude. When ammo drops to 0, players shouldn't automatically lose, it makes no sense at all. And also, what is this map based on? Is it based on anything at all, or is it just something that you're making up?
Report, edit, etc...Posted by DaMiNaToR on 2005-06-21 at 17:37:05
Have you ever seen the movie? The muta part was the only made up part in it. My ammo counter will have a trig on it that replaces the hero with a civilian when they run out of ammo, then they have to run and get more without dying.
Report, edit, etc...Posted by RandomJo on 2005-06-21 at 20:41:37
hehe maybe you shouldve put Star Ship Troops instead of SST all the time mwahw. Anyways, they still can run if they're outta ammo can't they? Use someimaginations too~ add some sidequests but overall, it's rpetty good if you touch it up a bit.
Report, edit, etc...Posted by The_Shattered_moose on 2005-06-21 at 21:35:03
If its single player you could just enable invinciblity for all units around the rine once hes outta ammo, but that wouldnt make sense if it were multiplayer/computer assisted single player.
Report, edit, etc...Posted by HorroR on 2005-06-22 at 09:24:15
If you run out of ammo, the triggers should make the player ally the bugs instead.
Report, edit, etc...Posted by Snipe on 2005-06-22 at 10:36:27
This isn't bad. I don't really get it but i played it and it seems to be pritty nice. I wish there was more 2 it like an Rpg tongue.gif but thats just me. I Hope you finish this. Keep us updated and its nice so far.

*you should prtect it under a different name *duh and than post it. So noone can "steal" it and they get what they want.
Report, edit, etc...Posted by DaMiNaToR on 2005-06-26 at 11:32:09
What I have set up for the ammo now is there's a crystal inside the base. Ammo is represented by gas, and you get 28 at a time, then when you run out, your marine turns into a civilian until you get more at the crystal. Anybody have any suggestions for other quests? I could actually add in an "assault on (bug homeworld, can't remember the name)" part using the pylon psi-field sprite, so everything within a certain area looks blue.

Of course, now that I'm testing it in multiplayer, I suddenly discover "oh, the 'pause game' trigger doesn't work in multiplayer!" great.....I'm having serious trouble with the cinematics. It's gonna be 5 player when I'm done, and probably take at least an hour and a half to play.

ADDITION:
Alright, now I've got the "wall attacking effect" working. It looks so cool. I put a bunch of wall traps along the wall, but gave em to player 6 so players can't click on them, but the bugs attack them, so it looks like they're just ripping panels off the wall. And after they destroy a panel, bugs on that location get teleported up onto the wall. This is gonna be such a sick map! cool1.gif

ADDITION:
I'm also going to add in a "landing" quest, where there's 5 Battlecruisers (1 for each player) and players have those blue energy balls coming at them, with gaps to maneuver through. I'll use dying corsairs for them. And you have to get at least 1 ship to the landing site. I'm also adding in a "life-counter" each player will get 3 lives (respawns)before game over.
Report, edit, etc...Posted by DaMiNaToR on 2005-07-03 at 12:48:35
Okay, now instead of using a set ammount of ammo for each reload, I'm going to give the option to upgrade your maximum ammo quantity (+5 : $10). Also, I'm adding in the option to switch to a ghost (shotgun) which uses 2x the ammo of a marine, but does more damage. I've also got the "throw grenade" ability working. However, I need somebody to help out with the cinematics. But tell me what you think of this thing! I need people's opinions if I want to blow you all away!
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