There are a lot of genre's of custom maps on Starcraft 2. TD's, AoS, Tower Wars, etc. But why not try something like a Dungeon, or an instance type map. Well, I've been having this idea for awhile now, and slowly putting it together.
It all started when i had an idea for a large scale MMO, so i thought of some Lore. although it would be tough to get anywhere from there, i though why not start by creating something within Starcraft 2, like a dungeon and explain some of the Lore within it, or create a webpage for it etc.
Anyway, so far it is called 'The Temple of Naemos'.
Naemos was a Godlike entity, who was in control of air, wind and so forth. But one day, he decided to shake things up a little and accidentally created a living Tornado, the tornado ravaged anything in its path. After a year of constant destruction, and Naemos unable to stop it, Aegith banished the Tornado deep underground. Although, the tornado had created an enormous wasteland where nothing will ever grow, or survive ever again. Aegith, the most powerful godlike entity, stripped Naemos of his godlike powers, and gave him the title of Demi-god, then released him upon the wasteland he created. Naemos was never heard from or seen again. Naemos' Temple became deserted, everyone started to hate Naemos for what he created.
Not long after, Vygath, Sworn enemy of Aegith, Ordered one of his most powerful lieutenants to take control over the temple, and wait for Naemos to arrive, in order to turn Naemos into a very powerful enemy. The temple was taken over, but Naemos never came. A few months went past, and a large army of Fel Beings started to try and enter the temple. The temples doors were shut tight, and never opened for anyone. These Fel beings set up camp within the Temple grounds, just outside of the main entrance. When Aegith was alerted to the take over. Even though Naemos was a Demi-god, and left on the planet, The temple was a holy place for the Godlike entity's, and ordered a very powerful force to retake the temple for Aegith.
I wanted to make this as In-depth as possible. And have so much replay-ability. So i had ideas for the Following..
Reputations with a faction, which will lead to unique items / armor / weapons.
Rare, and powerful bosses that can drop powerful armor / weapons.
Lore within the game for those who love to know the back story.
Achievements so you can Boast to your friends on defeating said boss, or beating Hard Mode.
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Different Gameplay modes Such as:
Normal 5-man
Just the standard mode, Bosses will have they're standard abilities, health and damage.
Heroic 5-man
Heroic is harder than Normal, Some bosses may have new Abilities so Strategies will change, the Drops in Heroic are much better, and will be needed for raiding.
There will also be a Unique boss fight after the Final boss is you are able to complete Heroic.
Raid 10-man
Raiding this instance is very hard, it will require everyone's Cooperation, the bosses will be tuned for 10men and the item Loots get much better.
If you can defeat the final boss, the Unique boss will be available to Raiders too.
Hard Mode 10-man
Hard Mode is the toughest mode out there. It will require everyone who has Raided the instance enough to gain the best weapons and armor and know they're class thoroughly.
Hard Mode add's challenges not seen in any of the other modes, and will be extremely difficult. The loot drops from these will be like no other mode.
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The type of gameplay is like World of Warcraft, whereas you'll need a Tank, Healer and Damage classes. Given a set of abilities at your disposal, you must defeat the final boss in order to succeed!
As i am sort of working on this at the moment, i would need Aid... This is what i will need in the future..
Expert Data editor, who know's how to create abilities and items, etc.
Expert Trigger Editor, Who could help me set up boss fights and set up Different Systems within the map.
Tell me what you think, ideas, feedback, anything! Thank you.
Since Iv done quite a lot of boss fights. I want to ask what are you going to do to keep the boss fights interesting? This is sort of a problem Iv also faced. My own map uses combinable spells to add some strategy and teamplay to boss fights. The bosses somewhat react to how you play (it gets more aggressive if you attack the boss and it also gets tired after a while). Even so I think I should try to figure out something more to keep it interesting.
My favourite boss fights are probly from monster hunter. The bosses are epic, you need teamwork and skill to kill it. Also the rewards make you want to hunt it again. Something like this is a bit hard to do in sc2 due the nature of sc2 being rts game (hard to convert it to tps or fps game among other things).
Well Im going to probly work a bit more on everything on my map. Ill try to get balance between evade/dodge spells, healing spells and damage spells. It would be cool if you really need to plan ahead what you do to beat the boss (not attack move).
I havent played wow, but boss fights are always a cool idea. I would like to know how are you going to do it though.
I've gotten a couple of ideas already, such as one.
There is 2 path ways, you have to choose one of the paths, they lead directly to a boss. Once you damage the boss down to 75% or something, the other boss crashes through the wall in the middle, Casts a Debuff (Depends on the boss you choose first) and then starts to join the battle. This makes it harder to keep under control, but still possible.
I know this will be difficult, but i know that there is people who would be interested in playing stuff like this. I usually get ideas for the bosses anyway as i start working on the unit.
Was reading on your game modes, sound interesting and all, but seems to be missing a single player like mode at all. I can totally understand wanting it to be a team game, but should be a mode for basic gearing up/figuring out what the hell you are doing I would think. Could even call it tutorial mode, just something so peeps can get an idea of what is going on.
It sounds very ambitious, I imagine you will have many headaches as I am currently having trying to throw my own project together. Back to staring at XML and other code for me, Good Luck!
Damnit why's everyone making raiding RPGs nowadays. It could be competition for the RPG I'm working on, though it seems like a lot of people are working on a much smaller scale than us, so I think we might still be good :)
Anyway, I still wish you good luck with your project, and I'm curious to see how it turns out.
Hmmmm, I never wanted to make it single player, because anyone can use cheats to buy weapons and stuff. I may add like a built in Tutorial or something.
When i actually finish making a working version there will only be a Normal mode. Maybe this may help for some people and when i update each one with the new modes, i dunno. I'm glad you guys are liking it. :)
There are a lot of genre's of custom maps on Starcraft 2. TD's, AoS, Tower Wars, etc. But why not try something like a Dungeon, or an instance type map. Well, I've been having this idea for awhile now, and slowly putting it together.
It all started when i had an idea for a large scale MMO, so i thought of some Lore. although it would be tough to get anywhere from there, i though why not start by creating something within Starcraft 2, like a dungeon and explain some of the Lore within it, or create a webpage for it etc.
Anyway, so far it is called 'The Temple of Naemos'.
Naemos was a Godlike entity, who was in control of air, wind and so forth. But one day, he decided to shake things up a little and accidentally created a living Tornado, the tornado ravaged anything in its path. After a year of constant destruction, and Naemos unable to stop it, Aegith banished the Tornado deep underground. Although, the tornado had created an enormous wasteland where nothing will ever grow, or survive ever again. Aegith, the most powerful godlike entity, stripped Naemos of his godlike powers, and gave him the title of Demi-god, then released him upon the wasteland he created. Naemos was never heard from or seen again. Naemos' Temple became deserted, everyone started to hate Naemos for what he created.
Not long after, Vygath, Sworn enemy of Aegith, Ordered one of his most powerful lieutenants to take control over the temple, and wait for Naemos to arrive, in order to turn Naemos into a very powerful enemy. The temple was taken over, but Naemos never came. A few months went past, and a large army of Fel Beings started to try and enter the temple. The temples doors were shut tight, and never opened for anyone. These Fel beings set up camp within the Temple grounds, just outside of the main entrance. When Aegith was alerted to the take over. Even though Naemos was a Demi-god, and left on the planet, The temple was a holy place for the Godlike entity's, and ordered a very powerful force to retake the temple for Aegith.
I wanted to make this as In-depth as possible. And have so much replay-ability. So i had ideas for the Following..
----------------Normal 5-man
Heroic 5-man
Raid 10-man
Hard Mode 10-man
-----------The type of gameplay is like World of Warcraft, whereas you'll need a Tank, Healer and Damage classes. Given a set of abilities at your disposal, you must defeat the final boss in order to succeed!
As i am sort of working on this at the moment, i would need Aid... This is what i will need in the future..
Tell me what you think, ideas, feedback, anything! Thank you.
Very hard to do...
Since Iv done quite a lot of boss fights. I want to ask what are you going to do to keep the boss fights interesting? This is sort of a problem Iv also faced. My own map uses combinable spells to add some strategy and teamplay to boss fights. The bosses somewhat react to how you play (it gets more aggressive if you attack the boss and it also gets tired after a while). Even so I think I should try to figure out something more to keep it interesting.
My favourite boss fights are probly from monster hunter. The bosses are epic, you need teamwork and skill to kill it. Also the rewards make you want to hunt it again. Something like this is a bit hard to do in sc2 due the nature of sc2 being rts game (hard to convert it to tps or fps game among other things).
Well Im going to probly work a bit more on everything on my map. Ill try to get balance between evade/dodge spells, healing spells and damage spells. It would be cool if you really need to plan ahead what you do to beat the boss (not attack move).
I havent played wow, but boss fights are always a cool idea. I would like to know how are you going to do it though.
I've gotten a couple of ideas already, such as one.
There is 2 path ways, you have to choose one of the paths, they lead directly to a boss. Once you damage the boss down to 75% or something, the other boss crashes through the wall in the middle, Casts a Debuff (Depends on the boss you choose first) and then starts to join the battle. This makes it harder to keep under control, but still possible.
I know this will be difficult, but i know that there is people who would be interested in playing stuff like this. I usually get ideas for the bosses anyway as i start working on the unit.
I am already working on a map very similar to this. But ofcause, that shouldn't stop you make your map aswell :)
Haha, good luck :) Nah it wont put me off
Anyone else like the idea? Or have suggestions?
@Pshyched: Go
Was reading on your game modes, sound interesting and all, but seems to be missing a single player like mode at all. I can totally understand wanting it to be a team game, but should be a mode for basic gearing up/figuring out what the hell you are doing I would think. Could even call it tutorial mode, just something so peeps can get an idea of what is going on.
It sounds very ambitious, I imagine you will have many headaches as I am currently having trying to throw my own project together. Back to staring at XML and other code for me, Good Luck!
Damnit why's everyone making raiding RPGs nowadays. It could be competition for the RPG I'm working on, though it seems like a lot of people are working on a much smaller scale than us, so I think we might still be good :)
Anyway, I still wish you good luck with your project, and I'm curious to see how it turns out.
Hmmmm, I never wanted to make it single player, because anyone can use cheats to buy weapons and stuff. I may add like a built in Tutorial or something.
When i actually finish making a working version there will only be a Normal mode. Maybe this may help for some people and when i update each one with the new modes, i dunno. I'm glad you guys are liking it. :)
I really like the Idea of an Dungeon/RPGish map, but it will take a lot of time to get all the armor/classes and bosses done. =\
Yeah i know, that's why i am going to try and get someone to help me with it, trigger wise and Data wise.
@Pshyched: Go
Why not attempt to join one of the RPG's teams instead? Some of them are pretty in depth.
I'm creating my own Lore for this, so i can sort of Expand if i could.