I don't play any "snipers" maps ever, but when I played ETEFT(U)'s new map I was amazed and it suddenly made me want to make my own. Now I don't know if this idea has been done before, but I want to make a Snipers-like map where you start off with a basic weapon and can pick up more weapons along the way. Items (like holograms, armor, heal, bombs, etc.) can also be picked up. I'm working on a system to randomly place these units (and replace them once they are picked up). Also, I'm including a bullet system so you can pick up bullets for your weapon.
To the point, I'm not sure exactly how I'd balance the weapons featured on the map.
WEAPONS
(Starting unit) Knife - Zealot
Machine Gun - Marine
Sniper Rifle - Ghost
Claws - Zergling
Sword - Dark Templar
Spy - Civilian with an observer overhead (used to detect Dark Templars and spider mines)
ITEMS
Flashbang - Chrysalis - Medic created to blind enemy along with a Disruption Web being created overhead.
Smoke Screen - Vespene Sac - Dark Swarm created overhead.
Ammunition Box - Vespene Box - Adds 5 bullets (1 bullet = 1 kill)
Armor - Mineral Chunk - Creates a Critter that constantly moves to your location. You are invincible until the critter dies.
Mortar - Vespene Tank - Creates a Siege Tank in Siege mode for one quick attack against the enemy, then removes it.
Hologram - Psi Emitter - Creates a hallucinated image of yourself to use as a decoy.
Invincibility - Khalis Crystal - Invincible for 2 seconds.
Invisibility - Uraj Crystal - Makes player invisible (cloaked) for 2 seconds.
Healing - Kyadrin Crystal (can't remember the name of the 3rd crystal) - Heals player (or team, haven't decided yet).
Mine Pack - Data Disk - Drops a spider mine
So I'll need ideas on how to balance the weapon (considering a Knife versus a Machine Gun is pretty unfair). Also, if anyone has any better suggestions for how to affectively use the items that would be great.
hmmm...I think having it turn based would work, but if it is with multiple units fighting at once or you haven't made RPGish maps before, I wouldn't suggest that.
Don't make it turn based, and I wouldn't recommend melee units or teams. I'd recommend that players start with a pistol (a weaker ghost or a hydralisk perhaps) and not include melee units at all. There are goldeneye maps that are kind of similar to this, but not as complexly triggered or with items. You would need a "use weapon" system too, because if you walk onto say the mortar you might not want to fire at that time, because there may not be an enemy. Maybe if players ran out of ammo then they would autoswitch to a knife. A DT probably, or if he is too slow a zlot with upped speed.
Using a Zelots Vs. Long Range kinda sucks for the person using the Zelot. Like the guy above me said use a weaker long range unit. Or you can make the Zelot have a little high Hp and armor for protection against long range shots. Ex. Machine Gun does umm... say 25 damage... make the zelot have 10 amor and itll do 10 damage well.... not a very good idea but its up to u.
Actually the idea was that both teams start with Zealots. The ranged weapons were just things you could pick up and equip.
Why turn based?
This does have a "use weapon" system that I devised and it works well. Oh and you do turn back to Knife after running out of ammo. Trust me, guys, I know how to make this work despite your doubts. I just needed input on how I'd make it somewhat fair (like having Zealts with more health or something).
UPDATE:
Unit change. No more Firebat, now a Zergling has been added.
Oo that wut u meant.... Well thats a great idea i thought u meant some start with like a marine and some start out as a Zelot... Hey tell me when your map comes out it sounds like a fun map
Heh thanks (WOOHOO POSITIVE FEEDBACK!!!). Unfortunately I'm a bit unreliable when it comes to finishing maps. I do seem pretty motivated to finish this one though.

I origianlly said turn based becuase I didn't kmnow if you would have a zealot, and someone else would have a ghost or tank, or something that attacks fast like lings. But if they start out equal, don't use turn based.
Okay after some thought I think this will work well:
-------------------------------------------------------
NAME | UNIT | ATK | HP | SHIELD | ADVANTAGE
-------------------------------------------------------
Knife | Zealot | 1 | 1 | 1 | None. Basic Unit.
Machine Gun | Marine | 1 | 1 | 0 | Fast attack.
Rifle | Ghost | 1 | 1 | 0 | Range
Sword | Dark Templar | 1 | 1 | 0 | Stealth / Cloaking ability.
Claws | Zergling | 1 | 1 | 0 | Speed. Burrow ability.
Spy | Civilian & Observer | 0 | 6 | 0 | Detector.
- Kills in the game will be for money. 1 Kill = 1 Ore. This would make it a more strategic game of capture the flag rather than a killing spree.
- So the kills don't go to waste, you can trade 4 ore for 1 point. You'll need 50 points total to win.
- With kills giving players ore, there will be an option to buy special bonuses that cannot be found as items on the map.
- Both teams will be allied, that way it isnt just like having to run up and attack a person without knowing it. You'll have to actually work to kill members of the other team.
What do you guys think? Any suggestions or changes I should make?
I just need to say, I think it would be more appropriate to give Claws to Zlot and Knife to Zergling.
And to not make Sword be cloaked, what the

with that?
Zealots don't have claws, Zerglings do. Zerglings don't have knife-like weapons, Zealots do.
And the sword is a Dark Templar...how or why would I uncloak it? The idea is that it is stealthy and can sneak up on the enemy. It adds something new and different to the map.
Besides, it will rarely pop uponto the map.There's a 3/25 chance you can get it.
3/25? how are you randomizing that... you might wanna recheck to make sure you have all switch possibilities covered. I'm guessing 5 randomized switches which should give 32 chances, not 25. If you have 25 you did something new, or you :censored:ed up. I'd guess the latter (no offense).
Also, don't include shields because it rewards people for being pussies and hiding after getting a kill. I like the low numbers though, it makes it easier.
For terrain, I would make it narrow areas with lots of fogging places for men to hide in so that skill is a factor as well, not *Unit A vs Unit B* Unit A wins 100%.
Cloaked is bad. Then someone would have to be an observer, which just sucks. However, if the observer (call it Flashlight or something) could be a pickup that follows player, that could be cool. It would screw up stealth fogging though.
Did you give the zlot speed or zergling speed or zergling attack or ghost vision enchancements? I would recommend yes, no, yes, no.
And btw general azn, a 25 dmg unit against a unit with 10 armor would do 15 damage if its doing 100%. Its subtraction: 25-10=15
Glad to help devlin, good luck
Thanks, finally some real input.
For clarification:
I'm not using switches. I've developed a new system that will make randomization easier (for me at least). I didn't

up

.
I was only suggesting shields for a Zealot because it is completely vunerable otherwise against ranged attacks.
For terrain, I already have it planned out as 3 different areas: a forest section, wasteland section, and cave section. The forest will have the most cover, the wasteland will have the easiest access, and the cave will have the best hiding/camping spots. As far as the killing thing goes, I plan to have both teams allied therefore you actually have to click attack and select the unit in order to kill it. I'm tired of snipers maps where you could just be near the enemy and kill them without doing anything.
The Spy is the observer. Basically its a pick up that lets you become a civilian with an observer contantly above it. Sure, it sucks to have to be the player to use it but it makes the game mopre team-oriented.
For the enhancements, I have it set just as you said (yes, no, yes, no). Zealots need more help than Zerglings (considering I'm letting them burrow).
K cool. Care to let us in on the new system or no?
Giving the zlot extra life wouldnt be a bad thing, but giving it shields so it can heal after a kill would be. Maybe 1 shields so that it has a chance of its heals, but then it shouldnt have much life unless you are making it low damage.
I pretty much pioneered the allied attack-locking in snipers in my SpEeDBaLL map, so if you need help with the unally trigger I could help you out.
I really dislike trees, and don't recommend putting them in the forest section. I have played snipers for 4+ years and have never been a fan of maps with trees. Luck=Bad in my opinion.
Burrowing for vision kind of screws up lazer tag, but it could work well in your map because of the spy. maybe you could make the spy a very weak unit, perhaps a broodling. this way it can also kill stuff and the game isnt as boring for the spy.
Thats all for now.
or like this,
Lvl. 1 Broodling
Lvl. 2 Zealot
Lvl. 3 Firebat
Lvl. 4 Marine
Lvl. 5 Hydra
Lvl. 6 Goon
Lvl. 7 Ghost
Lvl. 8 Dark Templar
Lvl. 9 Lurker
Lvl. 10 Spy
or u can take out some of them and stuff
QUOTE
or like this,
Lvl. 1 Broodling
Lvl. 2 Zealot
Lvl. 3 Firebat
Lvl. 4 Marine
Lvl. 5 Hydra
Lvl. 6 Goon
Lvl. 7 Ghost
Lvl. 8 Dark Templar
Lvl. 9 Lurker
Lvl. 10 Spy
or u can take out some of them and stuff
Not understanding anything doesn't make you dumb, it makes you stupid.
Read the actual messages if you are going to post. That has no pertaining to the game he is proposing.
Uhh yeah Neo you have no f-ing clue what's going on, do you?
Thanks FaZ- (yet again).
I'll take off the shields then. I figured a ghost would have enough time to kill it with the shields before the Zealot got too close, or even the Marine's speedy attack might.
Not sure what you're talking about with the "allied-attack locking" thingy unless I'm reading it worng or you're just saying "As far as the killing thing goes, I plan to have both teams allied therefore you actually have to click attack and select the unit in order to kill it. I'm tired of snipers maps where you could just be near the enemy and kill them without doing anything" in a more concise manner.
I was planning on putting in trees, but in a realistic sense. I wasn't going to have 100 in the area (like all other maps), just about 15-20.
I was considering giving the Spy a weaker HP, except then ianyone could kill it while it is the only unit that can detect. So lets say Team A has a Marine and a Dark Templar with Team B has a Spy and a Ghost. If theam A's Marine killed the Spy really eeasilly, Team B would be screwed without a detector. Then again, I can make the Spy show up more abumndantly.
Ah okay thanks, I'll be sure to look at those when I get back home.
Liar you haven't looked at either yet. both have 0 downloads -.-
!! =รพ !!