QUOTE(Dark_Marine_123 @ Mar 1 2006, 09:31 PM)
Im gonna try to make a Gunship/SPW style map after I finish mine, but I have to say, its not too complicated, and I love the idea. GL
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Hmm.
I'm glad to see some people don't think this is too complicated, but what about these cinematics? Are they all that necessary for a good game? I'm drawn especially to anyone who has played the mess of the maps of Teckno Terror and/or The Wizard's Curse. Personally, I find these cinematics a waste of time. I suppose the other option is like cinematics in Baldur's Gate 2, where you lose control of your characters, and they act on their own. I could do this with the dialogue between the infested commanders and/or intellegent buildings.
I'm worried that people will get overly confused as to how to enter and exit suits and vehicles. Especially on exiting vehicles, since it's a possibly fatal occurance, though it only seems common sense not to jump out of a moving car...
Onto my very basic storyline:
You are a set of rookies straight from [Homeworld x] sent to [outpost x] for training and support of a military facility/research lab. The lab itself is small (I wish I could use both installation and badlands terrain), but specifically deals with testing of the unique materials found on the planet. Of course, during a routine tour of the lab, the natives of the planet (zerg) show up, and are not happy with the recent terran claim on the planet. The reason for their recent uprising is due to the nature of the [zerg] race. They live underground most of the time (burrow anyone?) and in caves due to the seasonal change on [outpost x]. So basically they get into the lab and slowly mutate due to the mix of the materials and [Homeworld x]'s technology. At later parts in the game, hero zerg units will be the mutated natives.
During that invasion, the "tour guide" Samir Duran gets captured by the natives, and later comes back infested, with his old abilities and works with the natives for a counterassault which the players must stop. He will play a major part in pestering, since he can cloak, and you have no means of detection.
The players must lead an attack into the caves to at least deal a crippling blow to the natives and delay a major attack for a few days, since it will take days for communications to reach [Homeworld x].
During one of these expeditions, Sarah Kerrigan will also be captured, but in a different way. I envision that if an overlord's tentacles touch someone, they are taken into the overlord and will later be infested. After her infestation, the game 's pretty much the players left trying to get to the central core of the native intellegence.
I definately want to have a training mode, mainly to get people used to running over stuff with vehicles and the manual/auto-target system. I also plan on explaining waypoints in the map (aka shifting) so that the manual system isn't really as hard as it sounds. However, I'm not sure if people should get exp for completing the training, since the people the player will kill are just zealots/dragoons/corsairs, which are not part of the native race. Also, if they do get exp, should I even add a skip tutorial function? If I didn't make the map, I don't think I'd know what the hell was going on.