<IMG SRC="http://img37.imageshack.us/img37/415/evolutionlogo2.png" ALT="Starflower">
Welcome, Sc2Mapsters!
Starcraft 2: Evolution is a project I have been working on in my spare time.
It has taken so long to conceptualize, in fact, that the idea for the map itself was started no later then a week after Blizzard announced it would be designing Starcraft 2.
<B>Recruiting!</B>
Icon Artist: Need someone who has some experience creating (or drawing) icons.
Data Editor: Somebody who's good with the Data Editor.
Brainstormer: Someone who can come up with unique ideas :).
Terrainer: Someone who can create interesting terrain.
What do you do in this map?
To start it off, you select a race. After choosing a race, you select the "base" of your evolutionary line - the unit from which you will advance.
Terran - <FONT FACE="Arial, Helvetica, Geneva" SIZE="-1" COLOR="Blue">Marine</FONT><BR>
Zerg - <FONT FACE="Arial, Helvetica, Geneva" SIZE="-1" COLOR="Brown">Zergling</FONT><BR>
Protoss - <FONT FACE="Arial, Helvetica, Geneva" SIZE="-1" COLOR="Teal">Zealot</FONT>
Each of those units evolves into something stronger, depending on the race and unit.
For example, a zergling can evolve into a Roach or Baneling using Evolution Points, while a Marine will need Credits (Earned from various things) to purchase upgrades for his suit). Protoss will require collected "Data" to acquire stronger units, such as Stalkers and Immortals.
The point of the game itself will be to capture every outpost in the game. There are a total of 10 outposts (For now), each which spawn units according to the race that controls them (A Zerg player controlling outpost A will have a Spawning Pool, while a Protoss player will have a Zealot-spawning Gateway). Captured outposts will spawn units that go to the nearest enemy outpost.
The goal of the game is to overwhelm your enemy's base by capturing the most outposts. The outposts in the center spawn stronger creep, such as ultralisks, brood lords, and collusi, but take longer to capture - and your enemy may already be there.
Modes
Note: These are in beta.
QS - Quick Start: Each player starts with 1000 more Credits, EP's, or Harvested Data.
NP/NZ/NT - No Protoss/No Zerg/No Terran; Only one of these may be enabled.
RR - Random Races: Assigns everyone to a random race, as evenly as possible.
T2 - Tier Two: Starts each player with a tier 2 unit of their choice (Instead of Zergling, you can choose either a roach or a baneling).
<B>Features</B>
All abilities will level dynamically (Without using a single line of code ;)).
Each time you cast the spell, the spell will become more powerful and may acquire unique traits, such as benefits for casting spells on certain enemies. This method also checks the amount of damage dealt with the spell, so abuse-casting is impossible.
A beta UI - Custom ui with hotkey and main functions retained.
Marketplace - A "unique" shop which varies for each race. Items found here may be priceless - or junk.
Creature AI - Creatures spawned from outposts will have multithreaded AI.
Ex: When fighting, a duo of Zerglings will use hit-and-run tactics to overwhelm the opponent.
Augmentations - Purchasable upgrades which stay augmented to your body. These have unique (and sometimes strange) effects.
Custom Inventory System - No more of Blizzard's inventory. Items are stored in arrays and represented by a comfortable dialog which can be minimized and maximized with the press of a button.
These features have been previously coded by me with the exception of the marketplace, which i created in War3 and plan to recreate in the Galaxy Editor.
Beta Baneling
(Not yet complete, will have changes):
<UL>
<LI>Primary Ability: Splitter - Splits the caster into two, lesser Banelings which can both explode to deal X damage to an enemy. These Banelings will move and turn in sync with one another. If any one of the Banelings survives after the duration of the spell, the caster will be reborn with full health.<BR><BR>
<LI>Secondary Ability (Passive): Progressive Reflexes - Everytime the Baneling takes damage while moving, it will move faster by (Damage Taken/5). This effect lasts for 5 seconds. This effect stacks.<BR><BR>
<LI>Tertiary Ability: Acid Volley - The Baneling fires a volley of acidic chemicals torwards the target point. Any enemy units hit by these missiles will suffer DPS damage.<BR><BR>
<LI>Quaternary Ability (5-slot GUI allows implementation for this): Not Yet Done<BR><BR>
<LI>Ultimate: Implosion - The Baneling explodes, dealing no damage to enemies within range. After 2.5 seconds, however, the Baneling implodes, stealing 75% HP of every enemy within range (You can exceed your maximum HP). This ability steals 90% of HP if the target is under the effect of Acid Volley.
</UL>
Thanks for reading, and as always, criticism is greatly appreciated!
I could be a brainstormer?
I can help out with brainstorming.
I can be a brainstormer and i know most things about the data editro :)