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Staredit Network -> UMS Production -> rEvolution vBeta004
Report, edit, etc...Posted by BeeR_KeG on 2005-11-19 at 16:10:00
The map is quite similar in gameplay to the "Evolves" maps that are out there. The main difference is that there are no more bunkers or massers. Your units will spawn at your carrier and they will attack your observer. You evolve every 100 kills until you reach the final level, at 4200 kills. Your goal is to kill all the other carriers while defending your own.
Ally status is FFA, meaning that you can change your ally status at any time.
Think of this as a mobile evolves.

Current Version:

rEvolution vBeta004
Attached File rEvolution_Beta.scx ( 46.08k ) Number of downloads: 0


Screenshots can be found at the following locations:
http://www.staredit.net/index.php?showtopi...ndpost&p=365759
http://www.staredit.net/index.php?showtopi...ndpost&p=369163

Map History:


=======
vAlpha 001 November 19, 2005
=======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawn level 1
-ScoreBoard
-Unit Stats

What Needs to be done:

-Spawn level 2 - level 42
-Victory Triggers
-Balance out range in units

What needs to be tested:

-Defeat Triggers
-Carrier Balance
-Spawned Unit Balance
-Attack to Observer
-End level 1 spawning at 100 kills

=======
vAlpha 002 November 20, 2005
=======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawn level 1 - level 15
-ScoreBoard
-Unit Stats

What Needs to be done:

-Spawn level 15 - level 42
-Victory Triggers
-Balance out range in units

What needs to be tested:

-Carrier Balance
-Spawned Unit Balance
-Evolve every 100 kills (Kills+100)/100=Spawn Level

=======
vAlpha 003 November 21, 2005
=======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawn level 1 - level 15
-ScoreBoard
-Unit Stats

Bug Fixes
-Fixed a bug where P3 third evolution would spawn at P1 spawn.
-Removed unit special abilities.
-Removed all land doodads. This was to remove most of the "Unit Unplaceable" messages.

Changes
-Changed Carrier HP and shields from 15000//15000 to 30000//30000 respectively.
-Added carrier invinsibility until level 16 (1501 kills).

What Needs to be done:
-Spawn level 15 - level 42
-Victory Triggers
-Balance out range in units

What needs to be tested:
-Carrier Balance
-Spawned Unit Balance
-Check that no unit has an unfair special ability still enabled
-Excesive "Unit Unplaceable" messages

=======
vAlpha 004 November 24, 2005
=======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawn level 1 - level 25
-ScoreBoard
-Unit Stats

Bug Fixes
-Removed Dark Archon Meld

What Needs to be done:
-Spawn level 26 - level 42
-Victory Triggers
-Balance out range in units

What needs to be tested:
-Spawned Unit Balance
-Check that no unit has an unfair special ability still enabled

======
vBeta 001 November 26, 2005
======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats

Changes:
-Instead of having invincible carriers until 1501 kills, you carrier will always be healed unti given kill count.

What Needs to be done:
-Victory Triggers
-Balance out range in units
-Briefing
-Unit Names, Forces, In-Game Text
-Spells

What needs to be tested:
-General testing

=======
vBeta 001.1 November 27, 2005
=======

Bug Fixes:
-Fixed Carrier healing
======
vBeta 002 November 29, 2005
======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats

Changes:
-Removed Spawn 42 since it was an extended unit.
-Added a feature which gave 3 BC's to the player with least kills

Bug Fixes:
-Fixed a bug which cause Player 6's Infested Duran to spawn at a different location than intended
-Fixed a bugged that cause no Hyperion to attack the location around the observer

What Needs to be done:
-Victory Triggers
-Balance out range in units
-Briefing
-Unit Names, Forces, In-Game Text
-Spells
-Healing Modifiers

What needs to be tested:
-General testing

======
vBeta 003 December 10, 2005
======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats
-Carrier Healing

Changes:
-Removed the ability to create Interceptors until 1501 kills
-Carriers will have all HP healed until 1501 kills
-Shields are not healed

Bug Fixes:
-Fixed a bug which caused all carriers to loose healing when 1 player reached 1501 kills

What Needs to be done:
-Victory Triggers
-Balance out range in units
-Briefing
-Unit Names, Forces, In-Game Text
-Spells

What needs to be tested:
-General testing


======
vBeta 004 January 2, 2005
======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats
-Carrier Healing

Changes:
-Added a feature that removes a player's units when the current player has an excess of 300 units. It will remove units in order of strongest to weakest to ensure balancing.
-Gerald Dugalle Battlecruiser's damage upped from 50 to 200 damage.
-Carrier's HP reduced to 15000, shields will stay at 30000.

Bug Fixes:
-Fixed a bug which caused all Hyperions to go to Player 1's observer.

What Needs to be done:
-Victory Triggers
-Balance out range in units(most probably increase HP in melee units)
-Briefing
-Unit Names, Forces, In-Game Text
-Spells

What needs to be tested:
-Remove units in excess of 300
-General testing
Report, edit, etc...Posted by dumbducky on 2005-11-20 at 10:12:09
I have a suggestion. Try and not make the difference in power between levels much different. When they are far apart getting a few levels ahead of the opponents basically guarentees a win.
Report, edit, etc...Posted by PCFredZ on 2005-11-20 at 10:36:06
If Deathknight was more active, he'd tell you to make "Reverse Heroes".

The idea is that, in most PvP games awarding Heroes-- Team Micro Arena, Snowball Warz, etc. --the Heroes are given to the players with more points, who are therefore the most skilled players. However, by doing so, those players are made even more powerful, which in return makes the game finished much quicker.

What Reverse Heroes would do is give better units when a player is suffering deaths instead of getting kills. The better player with less deaths would need more skills to kill the better unit given to the newbs. In the end it would balance out anyway if the newb uses his uber unit to kill enough of the better player, the latter whom in turn would get that uber unit as well.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-20 at 11:56:02
QUOTE(dumbducky @ Nov 20 2005, 11:12 AM)
I have a suggestion.  Try and not make the difference in power between levels much different.  When they are far apart getting a few levels ahead of the opponents basically guarentees a win.
[right][snapback]360019[/snapback][/right]


I've made it exactly that way. Units one level above are only slightly stronger than the level before. I've made all Units get stronger by using percentages. Damage per minute increases by 5% per level and HP will increase by 10%. As you might have already noticed, the Level 1 Zergling only has 10HP and does 1.4 dmg per attack, meaning 166 damage per minute. Since units start out with such low values, it would take quite a few levels of difference to see a noticeable advantage.
*Don't put into account ranged units since those haven't been balanced yet*

PCFredz: I can't make that system that you refered me to because it would unbalance the spawned units, and skilled players would take advantage of it by starting out slow.

What just came up to my mind was extra firepower from your carrier. You will be awarded an invincible unit which would always be ordered to attack the location following your carrier. This way, the players up on top won't have such an easy time killing you and you will have those extra kills to get you back into the game.
I could set it so that the player in last place will get 2 and in second to last will get one.
Report, edit, etc...Posted by UN-Rommel on 2005-11-20 at 12:10:16
QUOTE(BeeR_KeG @ Nov 20 2005, 09:56 AM)
I've made it exactly that way. Units one level above are only slightly stronger than the level before. I've made all Units get stronger by using percentages. Damage per minute increases by 5% per level and HP will increase by 10%. As you might have already noticed, the Level 1 Zergling only has 10HP and does 1.4 dmg per attack, meaning 166 damage per minute. Since units start out with such low values, it would take quite a few levels of difference to see a noticeable advantage.
*Don't put into account ranged units since those haven't been balanced yet*

PCFredz: I can't make that system that you refered me to because it would unbalance the spawned units, and skilled players would take advantage of it by starting out slow.

What just came up to my mind was extra firepower from your carrier. You will be awarded an invincible unit which would always be ordered to attack the location following your carrier. This way, the players up on top won't have such an easy time killing you and you will have those extra kills to get you back into the game.
I could set it so that the player in last place will get 2 and in second to last will get one.
[right][snapback]360101[/snapback][/right]
That sounds like it would make it better but it should be tested quite a few times.
Report, edit, etc...Posted by WoodenFire on 2005-11-20 at 12:10:20
Your carrier has a way of upgrading I hope. That would be interesting. And you could have anti carrier abilitys where if you carrier is near another, it spawns scourages that automatically target the enemy carrier (not too much extra damage) but would be a neat way to show ship engagments... biggrin.gif

Sounds good. I hope it looks professional when completed.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-20 at 16:55:02
I've been thinking of having ways to upgrade your carrier. A game can get pretty vague if you just attacked each other's carrier and the game would end just like that.

I was thinking of having invinsible carriers until you would spawn units that could attack air, this way you can't have 1v1 carrier battles that will be very vague.

The scourge idea is pretty good and I might implement it. This way your carrier can attack spawned units for extra kills while doing damage to the other carrier. I might just implement this with my fourth post, the players in last place will get scourges when nearby another carrier.

ADDITION:

=======
vAlpha 002 November 20, 2005
=======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawn level 1 - level 15
-ScoreBoard
-Unit Stats

What Needs to be done:

-Spawn level 15 - level 42
-Victory Triggers
-Balance out range in units

What needs to be tested:

-Carrier Balance
-Spawned Unit Balance
-Evolve every 100 kills (Kills+100)/100=Spawn Level
Report, edit, etc...Posted by WoodenFire on 2005-11-20 at 23:14:20
You should have an options system. In this type of map, I would use an introduction where you hot key a dropship which goes into bottom left corner after it is show to you and dropping units activates certain skills. Carrier healing, unit healing, and other options should be included.

I would first alter the unit leveling system by using the default point system for spawns. Start with broodling that gives 25 points, normal zergling that gives 50, and continue, this will automatically balace eachother out because, think of this...

First player evolves to zerglings and zerglings give double points when killed, but are only around 20% better then broodlings. This means, more points for the enemys to catch up with your slightly better evolved unit. This is a self-balancing type system that will work very well to balance your game.

I would also make evolving to next level cost minerals, and gas be ability points/mana for your carrier's skills/spells. You can evolve based on kills from points of units. This connects directly to the statement above.

I tested this with you and found a, not placeable error is very common... The very best way to avoid this, is to make the carrier-centering location quite large, 20x20 or larger to ensure the units are created within the area of your carrier. You may also improove this by having a spot on the map where units are created and then MOVED to your carrier's location. This means that if it is unplaceable, the units will wait in the area until you can supply a spot below your carrier to suit them. You can have the spawn area very small by using a death counter to build up units that can't be contained in the area for unit waits.

I liked the game, but worring about the carriers health was a big issue. Carriers should have 50/50 shielding/air armor so that carriers are immune to eachother, but later air units in the game shoul do 51,52, and above. You can edit this by just reducing intercepter damage to much less, like 15, and thus your numbers will be stable for small life units as you use this this map already.

Storming is far too powerful! ~150 damage delt and ensnare included are far overpowered in this game. I suggest removing those skill completely and rely on damaged power and unit armor as the prime attributes.

Examples of Carrier Skills :

-Heal Carrier,
-Area Heal (Your units near your carrier),
-Full Heal your carrier and all units on the map,
-Explosion creates tons of scarabs fire from your carrier down to the planet crushing ground units with massive splash.
-Shield makes your carrier invincable to enemy attacks
-Repel forces all enemys to ally you for a brief amount of time while you contine to attack them
-AutoFire makes your carrier create a chain of scourages (low damage maybe 5 above shielding) that fires directly into enemy carriers (More enemy carriers in the area = more chains fireing from your carriers)
-Convert changes your carrier into a ground aquivolant unit such as a Siegeable tank
-Regenerate brings shielding up to 100%
-Propaganda sends out dropships or other units that when completed roaming for X time convert X enemy troops into your own.

Just a few suggestions. I hope some of them spark some changes.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-21 at 19:35:00
QUOTE
I tested this with you and found a, not placeable error is very common... The very best way to avoid this, is to make the carrier-centering location quite large, 20x20 or larger to ensure the units are created within the area of your carrier. You may also improove this by having a spot on the map where units are created and then MOVED to your carrier's location. This means that if it is unplaceable, the units will wait in the area until you can supply a spot below your carrier to suit them. You can have the spawn area very small by using a death counter to build up units that can't be contained in the area for unit waits.


Carrier Spawn location is about 10x10.
What I did was remove all doodads which was what coused most of the problems. The problem with using doodads was that they changed that aspect of the terrain and the SC Engine when placing units in a location will always place them in the center, unless there is a unit, which emans the new unit will be placed beside. It doesn't account or terrain.
I just removed all doodads and will be placing spriets instead.

QUOTE
Storming is far too powerful! ~150 damage delt and ensnare included are far overpowered in this game. I suggest removing those skill completely and rely on damaged power and unit armor as the prime attributes.


I thought I had removed all special abilities. I just removed Storm, Cloak, Lockdown, Yamato, Archon Meld (Major issue because people would then "merge" to get higher level units), Lurker Aspect and a few other more.

QUOTE
I liked the game, but worring about the carriers health was a big issue. Carriers should have 50/50 shielding/air armor so that carriers are immune to eachother, but later air units in the game shoul do 51,52, and above. You can edit this by just reducing intercepter damage to much less, like 15, and thus your numbers will be stable for small life units as you use this this map already.


Same here, and what I've done for vAlpha003 before your post, I was mainly concerned with this issue. What I did was I made carriers invincible until you get units that can attack air and made carriers have 30000 HP and 30000 Shields. This way, Carriers are much harder to kill on a 1v1 carrier fight and since you can't attack a carrier until the other player has units that can attack yours, you will be at a disadvange attacking the other player's carrier in a 1v1 fight becuse all units he spawns will attack your carrier.

Another thing I'd like to add is remove the ability for you to target-attack units with your carrier. I'll set a trigger to make the carrier always attack the location following the carrier. This means that the carrier will attack randomly, in a very similar fashion to bunkers.

I will go with one of the above.






ADDITION:
=======
vAlpha 003 November 21, 2005
=======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawn level 1 - level 15
-ScoreBoard
-Unit Stats

Bug Fixes
-Fixed a bug where P3 third evolution would spawn at P1 spawn.
-Removed unit special abilities.
-Removed all land doodads. This was to remove most of the "Unit Unplaceable" messages.

Changes
-Changed Carrier HP and shields from 15000//15000 to 30000//30000 respectively.
-Added carrier invinsibility until level 16 (1501 kills).

What Needs to be done:
-Spawn level 15 - level 42
-Victory Triggers
-Balance out range in units

What needs to be tested:
-Carrier Balance
-Spawned Unit Balance
-Check that no unit has an unfair special ability still enabled
-Excesive "Unit Unplaceable" messages
Report, edit, etc...Posted by Raindodger on 2005-11-21 at 20:28:50
I just tested this map and found a bug. You need to remove Darch Archon Meld ability.
Report, edit, etc...Posted by IIDragonII_Bard on 2005-11-22 at 11:36:13
This sounds good, but you REALLY should add the spells WoodenFire suggested. It will add a lot to the game, and make it more than a slightly modified mass.
Report, edit, etc...Posted by WoodenFire on 2005-11-22 at 16:21:14
Even without spells in an earlier version... the game is still fun. Very fun.

I suggest lapping all the names so it looks very professional.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-22 at 16:39:35
QUOTE(Wrathlord7 @ Nov 21 2005, 09:28 PM)
I just tested this map and found a bug. You need to remove Darch Archon Meld ability.
[right][snapback]361234[/snapback][/right]


Will remove in vAlpha 004.

QUOTE
I suggest lapping all the names so it looks very professional.


All that kind of stuff I'll make in Beta. In Alpha I prefer to test the system.

QUOTE
  This sounds good, but you REALLY should add the spells WoodenFire suggested. It will add a lot to the game, and make it more than a slightly modified mass.


Chances are that I will put some of the spells suggested by WoodenFire. Not all of them though, only a few. Just wait, I can't really implement so many things at once.

What I'm almost sure about implementing is heal Carrier SHIELDS and adding extra units for players in the last spots. I don't want to heal the Carriers HP because I think it'll make the game far too long.
Report, edit, etc...Posted by WoodenFire on 2005-11-22 at 20:27:43
OMG I just had an awsome idea...

When you gain a spawning level for different units. All previous units have (one at a time using hyper triggers) random changes...

Switch to next level unit (Cool hallusination effect while changing)

Death (An unfortunate event for the single unit that just wants to evolve!)

Transform
-Into a hero unit (random heroes which will warp to your carrier as soon as they are spawned to ensure use properly)
-Into a lower level unit (Broodling? Egg? Un-unburrowable Lurker with medium damage and medium life?)
-Random Change (Rare, changes into 1 of any unit ranging from broodling to hero ultralisk/archon or what ever is strongest in game)
-Spell (Thats right! A Spell!!! Instead of evolving, the unit dies and casts a spell to heal all allied units, kill all enemy units (not carrier) or give mana/gold)



Another Idea I had was Random Events

In the game, each hero will randomly have events
-Uprising, units slowly change to an enemy's
-Prosparity, extra gold is rewared when event happens
-Old Age/Birth Defect, unit death
-Infection, Death of unit and spread of disease (25-50% life of all units around that one unit (can benefit in a battle))

Hope thats a good start for some more ideas. I wanna drown you with ideas so you can pick w/e ones appeal to you the most and to use at least one... biggrin.gif

Keep going with this project! GL over Thanksgiving Break.
Report, edit, etc...Posted by nightmaremage99 on 2005-11-23 at 00:01:09
oh man map looking great
Report, edit, etc...Posted by BeeR_KeG on 2005-11-26 at 15:19:16
=======
vAlpha 004 November 24, 2005
=======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawn level 1 - level 25
-ScoreBoard
-Unit Stats

Bug Fixes
-Removed Dark Archon Meld

What Needs to be done:
-Spawn level 26 - level 42
-Victory Triggers
-Balance out range in units

What needs to be tested:
-Spawned Unit Balance
-Check that no unit has an unfair special ability still enabled




ADDITION:
======
vBeta 001 November 26, 2005
======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats

Changes:
-Instead of having invincible carriers until 1501 kills, you carrier will always be healed unti given kill count.

What Needs to be done:
-Victory Triggers
-Balance out range in units
-Briefing
-Unit Names, Forces, In-Game Text
-Spells

What needs to be tested:
-General testing
Report, edit, etc...Posted by Dr.Shotgun on 2005-11-27 at 01:22:35
The carrier heal doesnt work. Oh, and its a bit too easy for massers.
Report, edit, etc...Posted by Rantent on 2005-11-27 at 01:37:31
It's still really fun though..
QUOTE
Instead of having invincible carriers until 1501 kills, you carrier will always be healed unti given kill count.
Wait, and so if you sit there and don't kill anything, then attack the winner at the end you would win the game...?
Report, edit, etc...Posted by BeeR_KeG on 2005-11-27 at 10:10:24
QUOTE(Dr.Shotgun @ Nov 27 2005, 02:22 AM)
The carrier heal doesnt work.
[right][snapback]365594[/snapback][/right]


Fixed. I had actually released the Fixed version during Map Night, but never uploaded it on SeN.

QUOTE
Wait, and so if you sit there and don't kill anything, then attack the winner at the end you would win the game...?


That's something I started worrying about when I ended up playing with CheeZe on a 1v1. What I will most probably do is use a switch as an additional condition for that healing. Once a set amount of time has passed, that switch will disable causing you to lose your healing.

Probably 20 minutes should do.

QUOTE
Oh, and its a bit too easy for massers.


I quite don't understand what you mean. The game is revolved around macroing your units, good strategy and massive unit management is needed for the win. It's sort of the opposite as Überena. In Überena you have to manage each unit individually to win, here you have to manage your entire forces to win.

========
vBeta 001.1 (Special Bug Fix, Map is still labeled Beta001) November 27, 2005
========

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats

Bug Fixes:
-Fixed Carrier Healing

What Needs to be done:
-Victory Triggers
-Balance out range in units
-Briefing
-Unit Names, Forces, In-Game Text
-Spells

What needs to be tested:
-General testing
Report, edit, etc...Posted by Oo.Insane.oO on 2005-11-27 at 10:24:26
Looks like its gonna be good I havent got a team together yet to play it but I will do it soon
Report, edit, etc...Posted by BeeR_KeG on 2005-11-27 at 13:03:35
Word of advice. The game is the most fun with 6 players playing a FFA. With only a few players, it just gets vague and very one sided.

ADDITION:
Screenshots!
Report, edit, etc...Posted by LegacyWeapon on 2005-11-27 at 13:09:44
What the hell? Does my screenshot have anything to do with your game? laugh.gif
Report, edit, etc...Posted by BeeR_KeG on 2005-11-27 at 13:19:02
It has absolutely nothing to do with my map. It was just lying around and it's funny.
Report, edit, etc...Posted by Deathawk on 2005-11-27 at 13:27:34
You say that all the time biggrin.gif
Report, edit, etc...Posted by WoodenFire on 2005-11-27 at 15:10:18
The post that will follow is completely relovent to this thread and should not be considered Spam/Flamming/Off Topic under any rule on SEN.

Lolberries.
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