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Staredit Network -> UMS Production -> Interhouse Warfare
Report, edit, etc...Posted by Grand_Dracolich on 2006-11-03 at 19:25:14
I really have no idea if I'm actually going to make this map, which is why a few details are kinda skechy. I need to do something while Tuxedo Templar is working on finishing/improving his new Kills for Cash system (My next map'll be an RPG, which'll really need that system).

I came up with this while reading a book (Siege of Darkness by R.A. Salvatore). If you know that book and others of the series, then you know somewhat what this map is going to be like.

QUOTE
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Interhouse Warfare (Working Title)
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4, 6 or 8 players (Undecided) start in a compound and build up armies and defenses with money they get from a timer (death counter, I'm thinking) (or whatever other method I'm thinking), and take each other on.

If one player gets eliminated, instead of losing, he takes command of another compound and can build up again. Well-entrenched players can take command of other compounds and get more money.

At the end of a timer (player 1 picks at the start between, 30, 60, 90 or 120 minutes) the player with the most units wins and the others lose.

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Progress
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None yet, my mapping/gaming computer is down at the moment.


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Specifications
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-Players
4, 6 or 8

-Map tileset
Leaning towards Ash World for an underground style.

-Map size
192x192 or 256x256


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Storyline / Introduction
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Buy units with the beacon system, build defenses (like build a missile turret and it turns into a photon cannon), take command of other compunds and cream other players to get ahead.


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Features
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-Player Interface
Theres a beacon system for buying units. I'm undecided on other systems

-What's new in your map that others have not done before?
I've never seen a mass-ish map where the players don't lose after they're obliterated. I've just generally never heard of a map like this.


I'm going to need a little trigger help with this, like what triggers am I going to use to have a player spawn in a compound thats unoccupied by other players out of about 10-15 compounds. And the Leaderboard vicory might be a little tough (Though, I've never really looked at the conditions and actions for it and it might be really easy).
Report, edit, etc...Posted by CheatEnabled on 2006-11-04 at 04:38:16
If you win when you have the most units, whats then the point of fighting?
Everybody could just build masses of the cheapest unit, and se who has the fastest buying skills.
Report, edit, etc...Posted by Grand_Dracolich on 2006-11-04 at 09:13:37
That's precisely why I'm posting an MP thread, I really need ideas and feedback. If you don't like most units, then suggest something else. You do have a really good point, I might go for most compounds or something.
Report, edit, etc...Posted by sunslap on 2006-11-04 at 10:22:23
not to bug or anything but plz use the production template it makes it easier to read these topics. its not very interesting to read in the way u have it. ill even link it to u http://www.staredit.net/index.php?showtopic=23033
Report, edit, etc...Posted by Grand_Dracolich on 2006-11-06 at 08:43:05
I did use the production template. Oh, wait, was I supposed to leave the quote stuff in there? I'll get that up there.

And any ideas will really help.

ADDITION:
What does everyone think about all the players being the same color? It would add the ability to attack and blame it on another player, because theres no way of telling who's who.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-11-06 at 10:07:11
Sounds ok but it seems a little boring you should add in some things to make people not get bored in this map
Report, edit, etc...Posted by IIDragonII_Bard on 2006-11-06 at 10:25:59
It sounds good. Although for winning, how about most kills and razings combined?
Report, edit, etc...Posted by CheatEnabled on 2006-11-07 at 15:19:38
Kills would be better than amount of units.
I think you should make 2 and 2 players the same colour. I hate when I see maps where everybody are the same colour. (An exception is The Thing.) If 2 and 2 are the same coulour, you could still blame it on the guy with the same colour as you, and if you set the colour to one of the ones above 15 ( I think), when peaople say something, they won't be recognizable.
Report, edit, etc...Posted by Grand_Dracolich on 2006-11-13 at 21:50:24
Good idea, but i'll make it like players 1, 3 and 5 (and 7 maybe) are green and 2, 4 and 6 (and 8 maybe) are brown or or something. Like I said, I don't know how many players there'll be yet.
Report, edit, etc...Posted by NerdyTerdy on 2006-11-14 at 00:17:37
Sounds neat. I think maybe you should go for total score (kills, units, money). Also how do the compounds work? Can you only control one at a time? If not, what happens if all the compounds are controlled and a player dies?
Report, edit, etc...Posted by Zeratul_101 on 2006-11-14 at 01:16:45
lol, this gave me an idea for another map. wher you'd build units and put them into one of twelve compounds(each would be connected to adjacent compunds by a very small passage) of your choice, they would randomly move around and kill enemy units they encounter. the strategy would be choosing which compounds to put your units in(the ones with no units in them, the ones with only a few enemies, the strongest enemy compound, etc.). thw winner would be who has the most units in the most compunds at the end of the timer [/shameless thread-jacking]
Report, edit, etc...Posted by Grand_Dracolich on 2006-11-14 at 08:40:16
QUOTE(Other @ Nov 14 2006, 04:17 AM)
Sounds neat.  I think maybe you should go for total score (kills, units, money).
[right][snapback]588904[/snapback][/right]


Yeah, that'd work, thanks! (No, I'm not being sarcastic)

QUOTE(Other @ Nov 14 2006, 04:17 AM)
Also how do the compounds work?  Can you only control one at a time?
[right][snapback]588904[/snapback][/right]


You can use an SCV (or something) to build a command center (or something) in the middle of a compound, and that's what gives you control or it, and that's what you have to protect.

QUOTE(Other @ Nov 14 2006, 04:17 AM)
If not, what happens if all the compounds are controlled and a player dies?
[right][snapback]588904[/snapback][/right]


Thank you SO much for bringing this to my attention... If anyone has any ideas regarding this new problem, then you'll be in the map credits.
Report, edit, etc...Posted by NerdyTerdy on 2006-11-14 at 19:16:09
biggrin.gif, no problem. Perhaps you could make it so you don't actually have to start with a compound, you can just start somewhere else (random spots so it's not campable) and then you can attempt to take over a compound. Not sure.
Report, edit, etc...Posted by Grand_Dracolich on 2006-11-15 at 09:48:22
How about picking where you drop with an observer and you have enough resources and men to capture and hold a compound (Unoccupied compounds are defenseless by the way).
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