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Staredit Network -> UMS Production -> Reaction Time
Report, edit, etc...Posted by Snake)Ling on 2005-08-11 at 21:38:43
Reaction Time is a new map I been brainstorming for a while. Basically, it is Zerg Games Adverserial mode, with 4 players as Zerglings and 4 players as Marines. Now, whats so special about this map is that it takes place in 4x speed, and you have to manually target the enemy. The Marines will have a ranged attack and special weaponry (such as an "unsettler" device which forces zerglings to unburrow) while the Zergling team will be able to burrow, and utilize extreme speed in a cramped environment. More updates after my vacation.
Report, edit, etc...Posted by DaMiNaToR on 2005-08-11 at 22:03:08
Is this off now because of 1.13b?
Report, edit, etc...Posted by Urmom(U) on 2005-08-11 at 23:37:21
you can still do the 4x speed thing but youll have to do something about the marines.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-08-12 at 00:19:14
QUOTE
you can still do the 4x speed thing but youll have to do something about the marines.

Just change the marines to ghosts or give marines long range. Ghost have the longest attack range anyways (longer than goliath). That's actually not much a problem since an upgrade marine range and a ghost range are nearly the same (with ghost slightly longer). So, I don't see much of a problem there.

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Also, you probably could unburrow the zerglings somehow. One way to do it is you could send the non-hero zergling to a separate area, give it to the comp, then have something attack it. This causes the comp zergling to unburrow; then you can send it back to where it was and give it to the player.

In step by step form: (note: use normal zerglings, not devouring ones)
1) Center location on where zergling is.
2) Send zergling to another area and give it to a computer.
3) Let it be there for about 2 seconds so another computer can attack it to unburrow it.
4) Send it back to the centered location and give it back to the player.

Bam, you have a non-eud trigger. There are probably other pre-eud ways to do the same thing too! wink.gif
Report, edit, etc...Posted by Snake)Ling on 2005-08-12 at 07:44:15
NOPE! I have an easy as heck idea. I tell the zerglings to move to a certain location so that they unburrow, and clear combat data before they actually start moving to that location.

Anyways, my idea sounds a bit like uh, Marine Cell: Zerglings Tommorow!.

The Zerglings are like the spies, they have sticky guns (esnare), Disease (plague), acidic mines (burrowed infested terrans) but have only 12 hp. They can utilize the gas canisters throughout the area to create dark swarms.

The Marines are like mercenaries. They can use Unsettle to force the zerglings to unburrow, use Detect to know exactly what is in their area, have 40 hp and kill the zerglings in two hits.

The Zerglings have a Cerebrate, so the zerglings all have allied vision and can coordinate. The Marines don't have allied vision, they have to stay in range of eachother.

The Zerglings win by killing all the marines, and the Marines win by killing all the zerglings OR controlling two beacons for ten seconds to activate the security systems that kill the zerglings. The marines can optionally kill the cerebrate so that the zerglings dont have allied vision.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-08-12 at 15:37:21
So, you're going to do the special effects just by spawning the unit that uses that ability? (aka queen is ensnare, defiler is plague)


Also, nice idea about the ordering units. Me like happy.gif

It sounds good.. hope you ge tit done!
Report, edit, etc...Posted by Snake)Ling on 2005-08-15 at 12:53:33
Anyways, I decided that 4x speed would give the zerglings an unfair advantage and am toning it down to 2x speed. Also, I'm gonna have to drop acidic mines because it would be too hard to force the infested terran to be burrowed without adding a computer player, reducing the amount of humans.

Anyways, heres how I'm gonna do the defilers and queens:

The zergling sends the unit to the beacon, thus activating that abillity, and a defiler/queen spawns at the zerglings in the arena. Then, the zerglings has ten seconds to use the unit before that abillity is disabled, and they cant use it anymore. Since I cant add it acidic mines, though, I'm also giving the lings the abillity to parasite.

ADDITION:
Ok, I managed to get about 5% of the map done. It's very basic so far, but here is an early peek at an alpha version for yall:



ADDITION:
I've decided to post-pone Reactiontime, and am considering closing down this project indefinitely amidst mass bad feedback from players who didnt even bother to play, yet sayed "its gay". They probably wanted to censored.gif it.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-08-15 at 17:51:40
One thing I fear in sped up games is that if you're attacking the ling and they're moving around, they can move faster than your marine can pivot, and thus, you don't even get an attack.

Well, I wanna give it a try ^_^ (becomes the 2nd downloader)

ADDITION:
Well, I thought it was ok. It has great promise ^_^

A couple problems/thoughts with your alpha version so far:
1) Marines that camp at an area have a great chance of killing a zergling 1v1.

2) It actually takes 3 hits to kill a zergling, not two.

3a) 4x speed wouldn't be such a bad idea; just make the lings less powerful attack-wise.
3b) If you don't want 4x speed because it gives an unfair advantage to ling healing, multiply the zergling hp and marine attack by a small factor. That way, the lings cannot heal as quickly. (more hp to heal)


4) Go to the Fog of War setting and shift+leftclick the whole area where our battle occurs. It's not fun not knowing the whole terrain at the beginning.
I said shift+leftclick because the shift will make the fog of for ALL players.

Note: Fog of War is NOT the same as sharing vision; it is only the terrain you see after visiting the area (which you see on your minimap).

5) Add a briefing or a quick in-game text on how to play. It's sorta hard to test it's quality since you have to explain to your buds how it works.

6) Why does the area only fill up a 1/4 the board? Maybe you should use 64x64 or 96x96 instead? Just a thought.

7a) I don't think you should make people lose when they die. With zergling team, the suiciders should just lose until their whole team loses. The zerglings can see all that their teammates can see, unless the marines can halt their vision.
7b) Speaking of which, for the over-zealous marine you should give them a chooser somewhere. Then, they choose a marine player which they watch for the rest of the game until that marines dies. Once that marine dies, they can rechoose which marine they want to watch for the duration.

That way the dead marines can't cheat by seeing the whole marine team at once! ^_^

Well, I hope you keep working on the project; I think it might become great! biggrin.gif
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