Hey guys,
I'm doing some concepts for a map I wanted to create for some time now. It will not be a very serious project (in the beginning at least) and I just need some more thought input since I'm kinda stuck on some (I find too simple ideas). So please whatever comes to your mind, what would be cool/nice/needed/awesome/whatever. Thanks!
Here is a brief overview of what you will do in this map:
- Every player controls an overmind/zerg base/... which is able to spawn waves of zerg attack forces of all kinds and sizes
- Goal: destroy a vast nearly impenetrable terran/toss/whatever base/stronghold/citadelle which occupies like half of the map
- Spawned units will be uncontrollable You will be able to give certain priority targets/Attack locations which will serve your attack waves as orientation
Extra Ideas so far:
- Option to spawn creep tumors (should this be resource or time based?)
- Option to order spine crawlers to attack (how do i write an ai which finds the most forwards position which is occupied by creep?)
- Option to build spawning buildings on forward pushed creep to add even more units which will attack autonomously
- Income System for research / pushing (upgrade options for huger waves/cooldown/more waves at once?)
- Nydus Worm action (Waves that pop out via worm and dont have to march across the map)
- Option to enable infinite spawn to one location (wouldnt that be too boring)
- Cooldown/Resource based spawn of Boss attacking units (from both human and ai players)
More ideas welcome!
*edit* If you have played any Helm's deep or LotR siege map for war3 you will get the idea.
So wait. You cant control ANY of the attack units other than just setting a rally point? I'd really suggest not doing that, because it leads to overly passive game play. Maybe every time you take down a protoss/terran outpost within their huge base, it gets infected and BAM you have creep + hatchery inside the base.
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Feel free to Send me a PM if you have any questions/concerns!
The spawning is not via rally point, but you have abilities spawning waves of attack units which will then head for this direction and afterwards roam freely. In this case i would say the amount of player action/APM needed is roughly equivalent to that of a TD or even higher so I think its ok.
I hate TD's because they are too passive. :) But whatever, its not that big of a deal. Maybe the protoss/terran base could be controlled by another team of players? Maybe you could take out some important structures in the base to cripple them?
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Feel free to Send me a PM if you have any questions/concerns!
I hate TD's because they are too passive. :) But whatever, its not that big of a deal. Maybe the protoss/terran base could be controlled by another team of players? Maybe you could take out some important structures in the base to cripple them?
The most popular maps on bnet at the moment are tug maps, which is "passive" gameplay where all you do is build a building and watch the creeps attack. So the game being passive in that regard is probably a bonus given the current system.
Quote from Colt556:
Quote from zeldarules28: Go
I hate TD's because they are too passive. :) But whatever, its not that big of a deal. Maybe the protoss/terran base could be controlled by another team of players? Maybe you could take out some important structures in the base to cripple them?
The most popular maps on bnet at the moment are tug maps, which is "passive" gameplay where all you do is build a building and watch the creeps attack. So the game being passive in that regard is probably a bonus given the current system.
lol indeed :)
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So wait. You cant control ANY of the attack units other than just setting a rally point? I'd really suggest not doing that, because it leads to overly passive game play. Maybe every time you take down a protoss/terran outpost within their huge base, it gets infected and BAM you have creep + hatchery inside the base.
I hate TD's because they are too passive. :) But whatever, its not that big of a deal. Maybe the protoss/terran base could be controlled by another team of players? Maybe you could take out some important structures in the base to cripple them?
The most popular maps on bnet at the moment are tug maps, which is "passive" gameplay where all you do is build a building and watch the creeps attack. So the game being passive in that regard is probably a bonus given the current system.