So I have an idea for a map, but I am no where near skilled enough with map editor. Imagine this. League of Legends Summoner's rift/dota/standard 3 lane moba map. One side, same league of legends map. The other side, starcraft 2 gameplay, with 3 hatch/nexus/cc in place of the usual crystal/base thing and 16 unlimited min patches 4 gas for each player, and the same towers and everything of course, and maybe instead of jungle theres random resources, or jungle monsters that drop resources when killed. So basically in terms of starcraft, hero attack vs rts starcraft.
I see more potential for a map like this where one (or more) player on each team plays from an RTS view and basically fulfills all the roles of the AI. So the heroes would have to work with their "player AI" to control minerals fields in the jungles, etc. And the player AI in turn would give minerals to their heroes and have the minions help them fight.
Team 1: Player 1 and 2 get the roles of the Base, the rest get to pick a Hero.
Team 2: Player 7 and 8 get the roles of the Base, the rest get to pick a Hero.
The Bases, like he said could have minerals with unlimited supply. HOWEVER: They mine really slowly and don't provide the best income, so instead of Towers; have Mineral Nodes.
Mineral Nodes will act as Pylon, or could even be Pylons. Once captured (Only heroes can capture) they provide power to build towers and give income.
The Income will provide 250 minerals to the Base and 50 to the heroes (each of course). This will drastically help if you can capture the enemies'.
Neutral Mineral Nodes in the middle of the map would provide sufficient challenge to capture them.
If one team has more nodes than the other, it'll give a really good advantage; it'll be a constant war over those, making it more hard to push lanes.
Simple Hero Abilities, Marine has Grenade as an ability, Ghost has Snipe, Marauder has his Punisher Grenades, and maybe a Warhound hero.
Just some suggestions if anyone were to make a map like this.
@doubleclick123 yea, itll be difficult to balance, but it can be done :P I plan on having max saturation on min line more or less be equivalent to end game build for heroes
@charysmatic that is kind of interesting actually, although for the most part they'll just be dividing up troops and sending them down
@Uzurak so basically its similar to dominion of league of legends, assuming youve played it before. or domination of call of duty. it seems too different, and if i go down this path and become a map editor I'll do it as a separate game mode :P and the issue with conquering nodes is if one team has it long enough it becomes a snowball effect and the other team can't do anything but watch in horror as their total gold is horrifically lower
It's a neat idea duck, although like some other people said, I don't know how you'd balance it :P If you end up deciding to make the map, you're in the right place to learn how to do it! Feel free to send me a PM if you have any specific questions ^.^
Also, I don't know if you've seem/played Natural Selection 2, but it does something kinda similar-ish. One person on each team plays the game like an RTS, managing resources, upgrades, buildings, etc.... The rest take control of a single unit and play it in an FPS view, although that wouldn't work as well in sc2.
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Feel free to Send me a PM if you have any questions/concerns!
I have near nil experience with the map editor so this will be fun although im slowly learning through hero attack templates as well as existing maps. Also in terms of balancing I have a good general idea, as basically I need to have max saturation and max build at approximately the same time so scvs will most likely have to gradually increase in price. And in terms of skills and everything it should not be a real big issue, as both sides (at the moment) will get minions to farm from and suitable towers will be placed, most likely the front towers will be doing about 50 damage to 1 hit lings and marines, and be tanky enough to last until at least 15 minutes so 1000 health, both sides will have the same turrets, as it is looking around now, although there may be issues on swarming turrets being overpowered, so some attack speed adjustments or aoe damage may need to be added.
50 minerals is about 6 dps (marine), while a hero may be able to do about 50 base dps, gradually ramping up with perhaps a 50 mineral upgrade of about 10 damage. Hence the RTS team will be winning through numbers, while the hero team will be winning through stronger units (heroes).
I have most of this planned out just starting to learn the editor :P
Ah screw it. I need a little refresh anyway. If you need any help on this map that isn't too heavy on data, hit me up. (Not to mention how every map i was helping with seems to be dead now...)
- Make a very small project, and work on that first to learn the editor, what it can do, what it is capable of. Ideas are all good an all, but without experience with the editor it is extremely hard to get in depth conversation with you about they systems, and the fine details of the project.
- Great first project is just a normal map with custom units. Try making a normal map and add / change a bunch of units.
- Make a text document to go with your project. This editor has a lot of variables and it is nice to have a document you write all your stats, ideas and what not into that you can have open on the side while you work.
- Worry about terrain editing last. Figure out the system, triggers, and everything about the gameplay before making the lay outs for the levels.
- When making a project, try to get the whole project written into a document and planned out first. If you create a project and just do everything on a whim it is very easy to forget and miss stuff, or the project turns out different than what you had envisioned. This is the same with all level design. Never just go at it, always have a plan and a concept first.
I was once a programmer. I may be new to the starcraft 2 editor, but I've been learning it, I had learned some of sc1 editor before. And as I said, I've pretty much everything planned. I'm a calculating person, fitting of me as I used to program, but now I crunch numbers. Advice I do not need. It is knowledge and hands I am asking for. Hands I may have gained, knowledge I am gaining. If you are not going to reply a relevant post, it might be best not to at all.
Dude, I took the time to try and help you and give advice.
If you do not want to take it, what ever, but there is no reason to tell me "If you are not going to reply a relevant post it might not be best to post at all"
You are asking for help and you are going to treat people like that? So me taking my time, and trying to give advice on how to go about starting a project and getting used with the editor, and trying to explain that if you had a small project under your belt it would be MUCH easier to get people interested in helping you as they can see you actually are and can do something instead of all ideas and no show is not relevant to this thread, then I do not know what is.
The way you said that it seems like you feel I wasted my time posting in your thread. Again, I don't care if you don't take the advice, but don't shit on me for trying to help
The point of my post was your post made me seem like an utter idiot, whilst I already posted I already had nearly everything planned, and merely just have to get the skills, as is insinuated in my topic. You tell me these steps as if I have never done a project in my life or learned a skill in my life. I'm not an idiot, nor will I accept being taught as one.
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So I have an idea for a map, but I am no where near skilled enough with map editor. Imagine this. League of Legends Summoner's rift/dota/standard 3 lane moba map. One side, same league of legends map. The other side, starcraft 2 gameplay, with 3 hatch/nexus/cc in place of the usual crystal/base thing and 16 unlimited min patches 4 gas for each player, and the same towers and everything of course, and maybe instead of jungle theres random resources, or jungle monsters that drop resources when killed. So basically in terms of starcraft, hero attack vs rts starcraft.
Considering so many views and no one suggests to help, I may try out this on my own XD
I can hardly see good balance for a game like this.
I see more potential for a map like this where one (or more) player on each team plays from an RTS view and basically fulfills all the roles of the AI. So the heroes would have to work with their "player AI" to control minerals fields in the jungles, etc. And the player AI in turn would give minerals to their heroes and have the minions help them fight.
Could always do it this way: 6V6 Hero/Base Arena.
Just some suggestions if anyone were to make a map like this.
@doubleclick123 yea, itll be difficult to balance, but it can be done :P I plan on having max saturation on min line more or less be equivalent to end game build for heroes
@charysmatic that is kind of interesting actually, although for the most part they'll just be dividing up troops and sending them down
@Uzurak so basically its similar to dominion of league of legends, assuming youve played it before. or domination of call of duty. it seems too different, and if i go down this path and become a map editor I'll do it as a separate game mode :P and the issue with conquering nodes is if one team has it long enough it becomes a snowball effect and the other team can't do anything but watch in horror as their total gold is horrifically lower
It's a neat idea duck, although like some other people said, I don't know how you'd balance it :P If you end up deciding to make the map, you're in the right place to learn how to do it! Feel free to send me a PM if you have any specific questions ^.^
Also, I don't know if you've seem/played Natural Selection 2, but it does something kinda similar-ish. One person on each team plays the game like an RTS, managing resources, upgrades, buildings, etc.... The rest take control of a single unit and play it in an FPS view, although that wouldn't work as well in sc2.
I have near nil experience with the map editor so this will be fun although im slowly learning through hero attack templates as well as existing maps. Also in terms of balancing I have a good general idea, as basically I need to have max saturation and max build at approximately the same time so scvs will most likely have to gradually increase in price. And in terms of skills and everything it should not be a real big issue, as both sides (at the moment) will get minions to farm from and suitable towers will be placed, most likely the front towers will be doing about 50 damage to 1 hit lings and marines, and be tanky enough to last until at least 15 minutes so 1000 health, both sides will have the same turrets, as it is looking around now, although there may be issues on swarming turrets being overpowered, so some attack speed adjustments or aoe damage may need to be added.
50 minerals is about 6 dps (marine), while a hero may be able to do about 50 base dps, gradually ramping up with perhaps a 50 mineral upgrade of about 10 damage. Hence the RTS team will be winning through numbers, while the hero team will be winning through stronger units (heroes).
I have most of this planned out just starting to learn the editor :P
Ah screw it. I need a little refresh anyway. If you need any help on this map that isn't too heavy on data, hit me up. (Not to mention how every map i was helping with seems to be dead now...)
Take this advice.
- Make a very small project, and work on that first to learn the editor, what it can do, what it is capable of. Ideas are all good an all, but without experience with the editor it is extremely hard to get in depth conversation with you about they systems, and the fine details of the project.
- Great first project is just a normal map with custom units. Try making a normal map and add / change a bunch of units.
- Make a text document to go with your project. This editor has a lot of variables and it is nice to have a document you write all your stats, ideas and what not into that you can have open on the side while you work.
- Worry about terrain editing last. Figure out the system, triggers, and everything about the gameplay before making the lay outs for the levels.
- When making a project, try to get the whole project written into a document and planned out first. If you create a project and just do everything on a whim it is very easy to forget and miss stuff, or the project turns out different than what you had envisioned. This is the same with all level design. Never just go at it, always have a plan and a concept first.
I was once a programmer. I may be new to the starcraft 2 editor, but I've been learning it, I had learned some of sc1 editor before. And as I said, I've pretty much everything planned. I'm a calculating person, fitting of me as I used to program, but now I crunch numbers. Advice I do not need. It is knowledge and hands I am asking for. Hands I may have gained, knowledge I am gaining. If you are not going to reply a relevant post, it might be best not to at all.
Dude, I took the time to try and help you and give advice.
If you do not want to take it, what ever, but there is no reason to tell me "If you are not going to reply a relevant post it might not be best to post at all"
You are asking for help and you are going to treat people like that? So me taking my time, and trying to give advice on how to go about starting a project and getting used with the editor, and trying to explain that if you had a small project under your belt it would be MUCH easier to get people interested in helping you as they can see you actually are and can do something instead of all ideas and no show is not relevant to this thread, then I do not know what is.
The way you said that it seems like you feel I wasted my time posting in your thread. Again, I don't care if you don't take the advice, but don't shit on me for trying to help
The point of my post was your post made me seem like an utter idiot, whilst I already posted I already had nearly everything planned, and merely just have to get the skills, as is insinuated in my topic. You tell me these steps as if I have never done a project in my life or learned a skill in my life. I'm not an idiot, nor will I accept being taught as one.