Hi, I'm a novice map maker, but I have begun on creating my map based on one created by the user STRY from old Starcraft. I probably will build heavily upon the idea with only the object and feel in mind. It was suggested to me to try looking for some help here.
The details of my map and progress are in the maps/suggestions area as originally I was just hoping an expert would take up the idea. I can't know for sure, but the end result should get a lot of popularity as the original was all over the place when it came out back in the original SC. I have a lot of ideas, but I'll probably need some help if only just to answer some questions I have.
If anyone is available for anything they think they are particularly good at or I could use, let me know and I'll see if I can use you. I'm wanting suggestions as well, but I do have a fairly solid idea of what i want it to be and what I don't want it to become.
I'm going to do it all unless someone has something they want to contribute that I don't particularly want to do or know how to do yet. I'm trying to learn it all if I can though.
This is a list of things that need doing, but either I can't do yet, have a ways until I get up to that, or think it can be done better than me and I want to step aside to see a more professional job.
Custom Units:
Need to create custom units as the hero's so that I can upgrade them further in the future.
I haven't decided if I should make the hero's gain experience and level up yet, but they probably will and I don't know how to do that.
I need to have buildings with custom upgrades that the player controls when they are nearby (I think I can figure that out, but I haven't got that far yet).
I eventually want some kind of inventory system, but that's not vital as I can implement later.
Terrain:
I have a full 256x256 map and as of now it just has the bottom corner (terran base), top left corner (inside the ships), and top right corner (zerg base). The rest is just wasteland dirt. I wish the editor could just generate random terrain/rivers/canyons that I could just modify and add on to. I'm know how, but I don't know how to so it won't look crappy or made by a novice. My goal with this game is to retain the feeling of "in this backworld planet overrun by zerg." I'm going to have creep overtaking almost the whole map up to the terran base with certain points making the creep reascend back.
I want it to look like a place that was once alive before the zerg came in. It's just hard for me when starting from scratch. Ideas or help are definitely welcome.
Also, my texture is Mar Sara at the moment. Other suggestions would be welcome. I used that because it has panels as well as a backworld feel, but I'm not sure i want it to be quite so dead. Is there a jungle texture that has metal panels also? I didn't see one, but i might have tested the same twice on accident.
AI:
I'm figuring AI out, but I probably need help so that it acts as I want it to.
Doodads:
I'm sure I'll get around to adding them, but they aren't priority, unless someone just likes making areas that give a good ambiance. Like dead marines in specific event areas or something. That will probably have to be done after the terrain though.
Everything listed is something I'll eventually do myself if no one can help, just anything anyone can offer would be appreciated even if only to tell me how.
also, once I publish it, is it easy to send updates? I just noticed that every time I play "Hero Attack" there is a new update. I'd like to just get the minimum finished and publish it. Then just add functionality as I go.
It would be super handy if your able to make a bullet list of everything that needs to be implemented like the game mechanics what the player will have to do all the information you can come up with that will need to be implemented.
any features you think would make it better just a huge list i would be more then willing to help
If anything you might be interested in seeing if it can become a structured community project that anyone can add stuff to and then vote on the content that person added i think it would be neat.
I know you have a list but it should be Bigger try and think of everything that possibly will be in the map.
Just some thoughts
Pay no attention if you dislike my ideas
I don't think community projects ever really work (people are unreliable when there's no obligation), I'd recommend making a list of roles that you need (terrain, data, editor, etc.) and providing an open team that anyone can apply for and then allowing them to come up with their own ideas to be discussed. I can't commit to anything, however if you do develop a team, I'd love to help out with triggers.
Both ideas are intriguing. I want this to be a baddass map that everyone wants to play. So i'll now list everything I want it to be:
Gunship RPG:
8 Players
2 Computer AI (as of now)
4 players are crewmen
4 players are pilots
The Pilots job will be a glorified drop ship for the crewmen with lots of extras that can be added inside the hull for added functionality.
The crewman's job will be to fix up the Pilot's ship, be a strike team, and launch bombs/missiles.
Each player will be given a civilian and a certain amount of resources (currently 2000).
Civilians will be briefed by an npc that could eventually have even voice acting (though very late in game I'm sure).
Pilot players will be able to purchase one ship of their choice they will pilot. They can then get on their ship via a defined area to "board" the ship.
Crewman players will move to the barracks where they can purchase units up to a relatively low supply limit as i want it to be strike team like rather than just overwhelming forces.
All players can exchange their civilian for a certain "suit" that costs money which as of now is a marauder, marine, firebat, stealth suit, and reaper (though the reaper will not be able to jump walls so as to encourage teamwork with the pilot).
The minerals spent on units/suits/ships will go to the Terran NPC
All players can access upgrade buildings that they must be nearby so that they can upgrade their units
Bounty system. I plan on having a custom resource that is generated on killing enemy units and buildings with varying rewards. The players will each have to return to either some kind of cool bounty board or an NPC for payment with minerals rather than just minerals generating on kills.
The minerals will come out of the Terran NPCs resources so that they are actually paying the player. This will cause players to need and want to help the NPC gain expansions
I plan to have inventory items that act as flares so they can tell the NPC they can place a CC and build defenses at a designated location with minerals.
At least 4 ship options with varying strengths and weaknesses such as ground attack, air attack, building attack, one with cloaking but not very armored, etc.
Multiple items that can be purchased by the pilot and used by the crewman inside the ship.
Pilots can use their main player (which will be the civilian or the suit they purchase only) to step onto a beacon inside their ship that will "pick up" any ally player units.
All units can then exit the ship by stepping on the larger beacon inside the ship.
Crewmen will be given control of the scv inside the ship their main hero is in with only the ability to repair things and pick up items
SCV can repair something inside the ship that will directly affect the health of the ship it is inside (currently a supply depot). This will have to be balanced
I think this can be balanced several ways, but I think I want to have the pilot purchase "parts" as a custom resource.
I also think different ships will have different sized cargo holds, but that would depend on a lot of things down the road (like if anything other than marine sized units is aloud)
Pilots will also be able to purchase many types of passive upgrades as well as structures that are placed inside the ship such as:
The psionic discharge thingy that slows all enemy units in a certain radius around the ship (wherever its located)
A shield generator that will catch fire and cease functioning until an scv repairs it if the shields go equal to 0
A tower that adds a sensor or detect burrowed function in a radius around the ship.
Perhaps extra turrets that will cause the ship to passively shoot in a certain radius around the ship (no idea how to do that atm)
Pilots will be able to purchase missles that the crewmans SCV has to load into a missle bay which will act as a zerg scourge would
Pilots will be able to purchase bombs that the crewmans SCV has to load into the launch bay which will cause massive damage directly below the ship
(i'm sure i'll add more ideas here)
Crewmen will be able to purchase upgrades and probably special abilities for their hero for when they are ground forces
There will probably be shared resource gain when the crewman uses the bombs or missiles.
Zerg attack waves will amplify more and more towards the crewmen the longer crewmen are on creep so as to make it impossible to stay without fleeing or having a pilot pick you up
I need lots of uneven terrain so that fleeing isn't as easy without a pilot to help you.
There will be plenty of resource nodes, but the swarm will probably only be harvesting from an unlimited one at their main base in the top right corner.
I want lots of special events that can take place.
Possible events:
Ship crashes at X time and main npc gives a larger bounty reward to rescue the crew
Protoss base is discovered and they've asked for assistance, they are offering technology to the NPC if they assist
Attack wave events from the swarm
Need lots of work balancing as the game progresses.
As the Terran NPC is able to purchase upgrades, the player will be able to buy more things from them, almost creating an economy.
Perhaps the other suits won't be available until the NPC is able to buy the upgrade to support making those "suits".
The crewman players will be the only ones with more than just a ship and a main unit. They will be able to purchase any combination of units that are provided under a certain supply limit.
This is all I can think of for now, but i've had plenty of other ideas that I just can't think of atm and i have to get to work :D. I'll probably be watching the forum still though.
Edit (more ideas I remembered)*
Crewman can purchase tactical nukes like the "belly of the beast" map that they can place which could be used with high expense or only on special buildings that are invulnerable to all regular attacks.
The invulnerable buildings that I have in mind are special structures that allow the zerg to produce certain units. There will probably be one or more heavily fortified zerg base(s) with one invulnerable greater spire that can only be destroyed with a tactical nuke. Destroying this will cause the swarm to be unable to produce flyers. I will have several bases with varying difficulty that will limit the types of units used by the swarm.
When the ships are destroyed, the units inside will be ejected but they will take lots of damage in the crash with the exception of the reaper unit which will drop at full health. The reaper will be called:
"CMC-230 XE
The CMC-230 XE "Thunderstrike" armor was a prototype jetpack equipped hardskin developed by Procyon Industries technician Hiram Feek and used by members of the "Heaven's Devils." It quickly fell out of use due to reliability issues."
I also am pretty good at writing a story, but having somewhere to start would be nice. I can't decide if I want this to have anything to do with the Wings of Liberty or the Dominion or something. I also thought to add Kerrigan, but I can't decide when to place it in the timeline if I do place it in the story.
Edit*
Will need a loading screen...
Need various graphical implementations to make the whole map's feel flow well such as the air summons effect that happens when you summon air mercs in the campaign.
I don't know how I feel about having a preset amount of pilots and crewmen, I think it should just be whatever the players want. Like if someone wants to be both a pilot and a fighter, like they would upgrade their suit and fly the craft around to where they want, get out and start fighting. Or they could all be crewmen except a pilot and work together and stuff. I just feel like they should find balance themselves.
"Crewmen will be given control of the scv inside the ship their main hero is in with only the ability to repair things and pick up items"
Maybe the SCV units could be treated like suits, as are the other units? Like if someone wants to be like a repairman thats in charge of firing the heavy artilery, he could do that and his upgrade options would be things like faster carrying time, faster repairs, call downs, etc.
'4 players are pilots'
Do they have to be pilots? Why not a tank as well, since in some versions of the original, there was a reaver that was treated the same way as the crafts.
"The crewman players will be the only ones with more than just a ship and a main unit. They will be able to purchase any combination of units that are provided under a certain supply limit."
Why not treat all units the same? So like a pilot could buy units (mercs) and keep them in the ship and then hop out when he wants to fight on the ground. However, he might have to be in a pilot suit or something (pilot suit could have upgrades like Parachute (lives if craft dies while in it)) in order to pilot a craft. I'd say only the main unit should be commandable, any bought units should only be able to be given orders, like Stay, Attack, Follow.
"All units can then exit the ship by stepping on the larger beacon inside the ship."
I'd say to not use beacons, but rather doodads to give a realistic impression and apparent exit of leaving the craft.
"I can't decide if I want this to have anything to do with the Wings of Liberty or the Dominion or something. I also thought to add Kerrigan, but I can't decide when to place it in the timeline if I do place it in the story."
In SC1, it took place in the same setting as SC1 did and I believe there were some references. I think this should just be in the same setting as SC2 itself is.
I was considering the idea of having an SCV as one of the suits. I don't want the pilots to be taking vehicles though, only because I like the dropship feel I had when I played the original. The reaver was also added in later upgrades by random people, as well as a few cheats they built in as well. There was also a version with a secret arbiter as one of the ships, but you had to know where to stand.
If this takes off, I could make additional maps though with a similar premise but with tanks or a wider range of ships and other vehicles. I sort of want this one to keep the player at a smaller scale of powerful units though. The army is the NPC, the players are the strike team. The army is just BADLY over matched.
It might be a good idea to not make it permanent which class they are as far as pilot or crewman though. Like they are given a civilian either way, but can either buy a ship or buy mercs. I'd rather them not do both though at the same time. I suppose I could make it where they can sell everything and start as another class mid game if they like, though probably with some limitations. I used to always buy the stealth suit for my pilot so I could escape if I accidentally let my ship die. I'd then tag along with a crewman that had medics to build my money back enough to buy a new ship.
I would like to try something better than beacons, but i'm limited by my knowledge of the editor. Beacons were just what were used in the original to "call" commands for the player. I do think it looks decent on my map right now though. I got 5 suits with a beacon each in front of them. It then changes out their civilian based on the beacon of the suit they stand in front of. This is also how they can select their ships. I'd like to add the effect to the ships when they are called like when you summon air mercs in the campaign graphic.
Hi, I'm a novice map maker, but I have begun on creating my map based on one created by the user STRY from old Starcraft. I probably will build heavily upon the idea with only the object and feel in mind. It was suggested to me to try looking for some help here.
The details of my map and progress are in the maps/suggestions area as originally I was just hoping an expert would take up the idea. I can't know for sure, but the end result should get a lot of popularity as the original was all over the place when it came out back in the original SC. I have a lot of ideas, but I'll probably need some help if only just to answer some questions I have.
If anyone is available for anything they think they are particularly good at or I could use, let me know and I'll see if I can use you. I'm wanting suggestions as well, but I do have a fairly solid idea of what i want it to be and what I don't want it to become.
@Scionave: Go
So what will you be doing? Or do you want someone to simply create your idea as a map?
@Nardival: Go
I'm going to do it all unless someone has something they want to contribute that I don't particularly want to do or know how to do yet. I'm trying to learn it all if I can though.
That's the spirit, i'll join yer pirate crew! :D
This is a list of things that need doing, but either I can't do yet, have a ways until I get up to that, or think it can be done better than me and I want to step aside to see a more professional job.
Custom Units: Need to create custom units as the hero's so that I can upgrade them further in the future.
I haven't decided if I should make the hero's gain experience and level up yet, but they probably will and I don't know how to do that.
I need to have buildings with custom upgrades that the player controls when they are nearby (I think I can figure that out, but I haven't got that far yet).
I eventually want some kind of inventory system, but that's not vital as I can implement later.
Terrain: I have a full 256x256 map and as of now it just has the bottom corner (terran base), top left corner (inside the ships), and top right corner (zerg base). The rest is just wasteland dirt. I wish the editor could just generate random terrain/rivers/canyons that I could just modify and add on to. I'm know how, but I don't know how to so it won't look crappy or made by a novice. My goal with this game is to retain the feeling of "in this backworld planet overrun by zerg." I'm going to have creep overtaking almost the whole map up to the terran base with certain points making the creep reascend back.
I want it to look like a place that was once alive before the zerg came in. It's just hard for me when starting from scratch. Ideas or help are definitely welcome.
Also, my texture is Mar Sara at the moment. Other suggestions would be welcome. I used that because it has panels as well as a backworld feel, but I'm not sure i want it to be quite so dead. Is there a jungle texture that has metal panels also? I didn't see one, but i might have tested the same twice on accident.
AI: I'm figuring AI out, but I probably need help so that it acts as I want it to.
Doodads: I'm sure I'll get around to adding them, but they aren't priority, unless someone just likes making areas that give a good ambiance. Like dead marines in specific event areas or something. That will probably have to be done after the terrain though.
Everything listed is something I'll eventually do myself if no one can help, just anything anyone can offer would be appreciated even if only to tell me how.
also, once I publish it, is it easy to send updates? I just noticed that every time I play "Hero Attack" there is a new update. I'd like to just get the minimum finished and publish it. Then just add functionality as I go.
It would be super handy if your able to make a bullet list of everything that needs to be implemented like the game mechanics what the player will have to do all the information you can come up with that will need to be implemented.
any features you think would make it better just a huge list i would be more then willing to help
If anything you might be interested in seeing if it can become a structured community project that anyone can add stuff to and then vote on the content that person added i think it would be neat.
I know you have a list but it should be Bigger try and think of everything that possibly will be in the map.
Just some thoughts
Pay no attention if you dislike my ideas
@Scionave: Go
I don't think community projects ever really work (people are unreliable when there's no obligation), I'd recommend making a list of roles that you need (terrain, data, editor, etc.) and providing an open team that anyone can apply for and then allowing them to come up with their own ideas to be discussed. I can't commit to anything, however if you do develop a team, I'd love to help out with triggers.
@zaysite: Go
Both ideas are intriguing. I want this to be a baddass map that everyone wants to play. So i'll now list everything I want it to be:
Gunship RPG:
8 Players
2 Computer AI (as of now)
4 players are crewmen
4 players are pilots
The Pilots job will be a glorified drop ship for the crewmen with lots of extras that can be added inside the hull for added functionality.
The crewman's job will be to fix up the Pilot's ship, be a strike team, and launch bombs/missiles.
Each player will be given a civilian and a certain amount of resources (currently 2000).
Civilians will be briefed by an npc that could eventually have even voice acting (though very late in game I'm sure).
Pilot players will be able to purchase one ship of their choice they will pilot. They can then get on their ship via a defined area to "board" the ship.
Crewman players will move to the barracks where they can purchase units up to a relatively low supply limit as i want it to be strike team like rather than just overwhelming forces.
All players can exchange their civilian for a certain "suit" that costs money which as of now is a marauder, marine, firebat, stealth suit, and reaper (though the reaper will not be able to jump walls so as to encourage teamwork with the pilot).
The minerals spent on units/suits/ships will go to the Terran NPC
All players can access upgrade buildings that they must be nearby so that they can upgrade their units
Bounty system. I plan on having a custom resource that is generated on killing enemy units and buildings with varying rewards. The players will each have to return to either some kind of cool bounty board or an NPC for payment with minerals rather than just minerals generating on kills. The minerals will come out of the Terran NPCs resources so that they are actually paying the player. This will cause players to need and want to help the NPC gain expansions
I plan to have inventory items that act as flares so they can tell the NPC they can place a CC and build defenses at a designated location with minerals.
At least 4 ship options with varying strengths and weaknesses such as ground attack, air attack, building attack, one with cloaking but not very armored, etc.
Multiple items that can be purchased by the pilot and used by the crewman inside the ship.
Pilots can use their main player (which will be the civilian or the suit they purchase only) to step onto a beacon inside their ship that will "pick up" any ally player units.
All units can then exit the ship by stepping on the larger beacon inside the ship.
Crewmen will be given control of the scv inside the ship their main hero is in with only the ability to repair things and pick up items
SCV can repair something inside the ship that will directly affect the health of the ship it is inside (currently a supply depot). This will have to be balanced I think this can be balanced several ways, but I think I want to have the pilot purchase "parts" as a custom resource.
I also think different ships will have different sized cargo holds, but that would depend on a lot of things down the road (like if anything other than marine sized units is aloud)
Pilots will also be able to purchase many types of passive upgrades as well as structures that are placed inside the ship such as: The psionic discharge thingy that slows all enemy units in a certain radius around the ship (wherever its located) A shield generator that will catch fire and cease functioning until an scv repairs it if the shields go equal to 0 A tower that adds a sensor or detect burrowed function in a radius around the ship. Perhaps extra turrets that will cause the ship to passively shoot in a certain radius around the ship (no idea how to do that atm) Pilots will be able to purchase missles that the crewmans SCV has to load into a missle bay which will act as a zerg scourge would Pilots will be able to purchase bombs that the crewmans SCV has to load into the launch bay which will cause massive damage directly below the ship (i'm sure i'll add more ideas here)
Crewmen will be able to purchase upgrades and probably special abilities for their hero for when they are ground forces There will probably be shared resource gain when the crewman uses the bombs or missiles. Zerg attack waves will amplify more and more towards the crewmen the longer crewmen are on creep so as to make it impossible to stay without fleeing or having a pilot pick you up I need lots of uneven terrain so that fleeing isn't as easy without a pilot to help you. There will be plenty of resource nodes, but the swarm will probably only be harvesting from an unlimited one at their main base in the top right corner. I want lots of special events that can take place. Possible events: Ship crashes at X time and main npc gives a larger bounty reward to rescue the crew Protoss base is discovered and they've asked for assistance, they are offering technology to the NPC if they assist Attack wave events from the swarm
Need lots of work balancing as the game progresses.
As the Terran NPC is able to purchase upgrades, the player will be able to buy more things from them, almost creating an economy. Perhaps the other suits won't be available until the NPC is able to buy the upgrade to support making those "suits".
The crewman players will be the only ones with more than just a ship and a main unit. They will be able to purchase any combination of units that are provided under a certain supply limit.
This is all I can think of for now, but i've had plenty of other ideas that I just can't think of atm and i have to get to work :D. I'll probably be watching the forum still though.
Crewman can purchase tactical nukes like the "belly of the beast" map that they can place which could be used with high expense or only on special buildings that are invulnerable to all regular attacks.
The invulnerable buildings that I have in mind are special structures that allow the zerg to produce certain units. There will probably be one or more heavily fortified zerg base(s) with one invulnerable greater spire that can only be destroyed with a tactical nuke. Destroying this will cause the swarm to be unable to produce flyers. I will have several bases with varying difficulty that will limit the types of units used by the swarm.
When the ships are destroyed, the units inside will be ejected but they will take lots of damage in the crash with the exception of the reaper unit which will drop at full health. The reaper will be called:
"CMC-230 XE
The CMC-230 XE "Thunderstrike" armor was a prototype jetpack equipped hardskin developed by Procyon Industries technician Hiram Feek and used by members of the "Heaven's Devils." It quickly fell out of use due to reliability issues."
I also am pretty good at writing a story, but having somewhere to start would be nice. I can't decide if I want this to have anything to do with the Wings of Liberty or the Dominion or something. I also thought to add Kerrigan, but I can't decide when to place it in the timeline if I do place it in the story.
Will need a loading screen... Need various graphical implementations to make the whole map's feel flow well such as the air summons effect that happens when you summon air mercs in the campaign.
"4 players are crewmen, 4 players are pilots"
I don't know how I feel about having a preset amount of pilots and crewmen, I think it should just be whatever the players want. Like if someone wants to be both a pilot and a fighter, like they would upgrade their suit and fly the craft around to where they want, get out and start fighting. Or they could all be crewmen except a pilot and work together and stuff. I just feel like they should find balance themselves.
"Crewmen will be given control of the scv inside the ship their main hero is in with only the ability to repair things and pick up items"
Maybe the SCV units could be treated like suits, as are the other units? Like if someone wants to be like a repairman thats in charge of firing the heavy artilery, he could do that and his upgrade options would be things like faster carrying time, faster repairs, call downs, etc.
'4 players are pilots'
Do they have to be pilots? Why not a tank as well, since in some versions of the original, there was a reaver that was treated the same way as the crafts.
"The crewman players will be the only ones with more than just a ship and a main unit. They will be able to purchase any combination of units that are provided under a certain supply limit."
Why not treat all units the same? So like a pilot could buy units (mercs) and keep them in the ship and then hop out when he wants to fight on the ground. However, he might have to be in a pilot suit or something (pilot suit could have upgrades like Parachute (lives if craft dies while in it)) in order to pilot a craft. I'd say only the main unit should be commandable, any bought units should only be able to be given orders, like Stay, Attack, Follow.
"All units can then exit the ship by stepping on the larger beacon inside the ship."
I'd say to not use beacons, but rather doodads to give a realistic impression and apparent exit of leaving the craft.
"I can't decide if I want this to have anything to do with the Wings of Liberty or the Dominion or something. I also thought to add Kerrigan, but I can't decide when to place it in the timeline if I do place it in the story."
In SC1, it took place in the same setting as SC1 did and I believe there were some references. I think this should just be in the same setting as SC2 itself is.
I was considering the idea of having an SCV as one of the suits. I don't want the pilots to be taking vehicles though, only because I like the dropship feel I had when I played the original. The reaver was also added in later upgrades by random people, as well as a few cheats they built in as well. There was also a version with a secret arbiter as one of the ships, but you had to know where to stand.
If this takes off, I could make additional maps though with a similar premise but with tanks or a wider range of ships and other vehicles. I sort of want this one to keep the player at a smaller scale of powerful units though. The army is the NPC, the players are the strike team. The army is just BADLY over matched.
It might be a good idea to not make it permanent which class they are as far as pilot or crewman though. Like they are given a civilian either way, but can either buy a ship or buy mercs. I'd rather them not do both though at the same time. I suppose I could make it where they can sell everything and start as another class mid game if they like, though probably with some limitations. I used to always buy the stealth suit for my pilot so I could escape if I accidentally let my ship die. I'd then tag along with a crewman that had medics to build my money back enough to buy a new ship.
I would like to try something better than beacons, but i'm limited by my knowledge of the editor. Beacons were just what were used in the original to "call" commands for the player. I do think it looks decent on my map right now though. I got 5 suits with a beacon each in front of them. It then changes out their civilian based on the beacon of the suit they stand in front of. This is also how they can select their ships. I'd like to add the effect to the ships when they are called like when you summon air mercs in the campaign graphic.