I'm no stranger to mapmaking in various games, but unfortunately the tools for SC2 are far too convoluted to learn in the time I have to spend on the task, so I'm going to write this one up in case anyone is interested in making it. All I ask is that if you do make it you let me know so I can play it!
Eat Who, Brute? Tower Defense.
In this game, the players are in two-person encampments around the map edges with a large no-man's-land in the center. Each team's camp is defended against Bait (see below) by powerful towers that can be built within the encampment and less-powerful towers that can be built in no-man's-land if an SCV can survive long enough. The camp towers are sufficiently powerful that Bait units don't have a chance of damaging the player base, which is where Brute comes in.
Brute is a big, scary, hungry Brutalisk that will dip chunks of your camp towers in the splattered remains of your army like barbecue sauce. Basically, you don't want him in your base. However, the other teams, whom you have somehow upset worse than Caesar and the Senate, do want to see him in your base because then it's "gg" for you and they inherit Rome. They can't get past your defenses with their forces so they're going to call on their big, scary, hungry buddy by using their units as bait to draw them into your base.
You, of course, are not interested in seeing this happen, so you're going to build Bait of your own and more importantly defenses out in no-man's-land to stop them. Your Bait comes in the following flavors:
Minions: marines and such whose only real purpose in life is to gather in big juicy balls for the culinary delight of Mr. Brute and lead him toward your enemies. Sometimes they skirmish with other Minions, which is like two mice having an argument on a grinning cat's plate.
Special Forces: units with disruptive abilities to slow down, confuse, or piss off Mr. Brute, deal great damage to unfortunate minions, or otherwise turn the tide of battle. Examples:
Rocky Hardplace - Marauder. Durability. Skills for healing and armor.
Speedy "Gunz" Haulass - Reaper. Speed. Skills for movement and attack speed.
Blaster McRagequit - Firebat. AOE damage. Skills for damage and radius.
Tauntuntil C. Red - Ghost. Crowd Control. Skills for slowing and taunting.
SCVs: to build and repair facilities in your encampment or no-man's-land, and to run screaming when Mr. Brute pops over the next hill licking his gargantuan chops.
Scouts: to see what's going on. (Probably a fixed, small number.)
Your defenses come in the following types:
Camp Towers: like siege tanks. Roasts enemy Bait all crispy, and tickles Brute and makes him giggle. Can only be built in camp.
Other Towers: like Flaming Bettys, bunkers, or autoturrets. Lightly steams, slices-and-dices, or tenderizes enemy Bait with a variety of Kitchenaide tools. Brute LOLs.
Barracks: Not Obamas, but rather spawny-buildings to serve up fresh plates of Bait. Can only be built in camp.
Special buildings: Various other doubtless-useful facilities fall under this category.
Keep in mind that Brute is unkillable (and if the unthinkable happens and he starts actually taking damage from his food he'll just burrow and pop back up ready for seconds.) Once he starts attacking your base, you're done. The last team standing wins. Perhaps there is a bonus round where they try to gather their surviving Bait up and fly them out of Brute's kitchen.
Well, I have experience with C-type scripting and I am currently making an expansion to an old game called Starsiege (came out before SC1 I believe), but I don't really have the time to put into this too. (Though maybe if I stop wasting hours in Star Battle I might?) I can make reasonably good environments (I made a melee map of a hot planet called Namaskar, an early version of which is here: http://w.tarazedi.com/image101 ) but I find the data editor infuriating (and that's with me having made four full custom tech trees of units in WC3) and have no experience with the trigger-style scripting system except that I looked at it and my brain snapped. :(
If anything I could figure out the units faster than the triggering and GUI. What I've seen of the data editor isn't hard, just spaghetti. *sigh*
What I've seen of the data editor isn't hard, just spaghetti. *sigh*
Well put, and this does sound pretty fun. If it was only the towers I had to do, I might be interested in the data work and I've been wanting to do some building specific work. I do have 2 projects I'm working on now, however.
Yeah, the data module is not very user-friendly, but I find the effort is well worth it. There's almost no limit to what you can actually do in there once you learn to weave the "spaghetti" into a tapestry of noodley goodness.
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I'm no stranger to mapmaking in various games, but unfortunately the tools for SC2 are far too convoluted to learn in the time I have to spend on the task, so I'm going to write this one up in case anyone is interested in making it. All I ask is that if you do make it you let me know so I can play it!
Eat Who, Brute? Tower Defense.
In this game, the players are in two-person encampments around the map edges with a large no-man's-land in the center. Each team's camp is defended against Bait (see below) by powerful towers that can be built within the encampment and less-powerful towers that can be built in no-man's-land if an SCV can survive long enough. The camp towers are sufficiently powerful that Bait units don't have a chance of damaging the player base, which is where Brute comes in.
Brute is a big, scary, hungry Brutalisk that will dip chunks of your camp towers in the splattered remains of your army like barbecue sauce. Basically, you don't want him in your base. However, the other teams, whom you have somehow upset worse than Caesar and the Senate, do want to see him in your base because then it's "gg" for you and they inherit Rome. They can't get past your defenses with their forces so they're going to call on their big, scary, hungry buddy by using their units as bait to draw them into your base.
You, of course, are not interested in seeing this happen, so you're going to build Bait of your own and more importantly defenses out in no-man's-land to stop them. Your Bait comes in the following flavors:
Minions: marines and such whose only real purpose in life is to gather in big juicy balls for the culinary delight of Mr. Brute and lead him toward your enemies. Sometimes they skirmish with other Minions, which is like two mice having an argument on a grinning cat's plate.
Special Forces: units with disruptive abilities to slow down, confuse, or piss off Mr. Brute, deal great damage to unfortunate minions, or otherwise turn the tide of battle. Examples:
Rocky Hardplace - Marauder. Durability. Skills for healing and armor.
Speedy "Gunz" Haulass - Reaper. Speed. Skills for movement and attack speed.
Blaster McRagequit - Firebat. AOE damage. Skills for damage and radius.
Tauntuntil C. Red - Ghost. Crowd Control. Skills for slowing and taunting.
SCVs: to build and repair facilities in your encampment or no-man's-land, and to run screaming when Mr. Brute pops over the next hill licking his gargantuan chops.
Scouts: to see what's going on. (Probably a fixed, small number.)
Your defenses come in the following types:
Camp Towers: like siege tanks. Roasts enemy Bait all crispy, and tickles Brute and makes him giggle. Can only be built in camp.
Other Towers: like Flaming Bettys, bunkers, or autoturrets. Lightly steams, slices-and-dices, or tenderizes enemy Bait with a variety of Kitchenaide tools. Brute LOLs.
Barracks: Not Obamas, but rather spawny-buildings to serve up fresh plates of Bait. Can only be built in camp.
Special buildings: Various other doubtless-useful facilities fall under this category.
Keep in mind that Brute is unkillable (and if the unthinkable happens and he starts actually taking damage from his food he'll just burrow and pop back up ready for seconds.) Once he starts attacking your base, you're done. The last team standing wins. Perhaps there is a bonus round where they try to gather their surviving Bait up and fly them out of Brute's kitchen.
Man, this actually sounds awesome. You should seriously consider doing the GUI triggers and recruiting a data guy to flesh out the towers.
I know the data editor takes a long time to learn, but the trigger module is extremely user-friendly even for folks with minimal scripting experience.
Well, I have experience with C-type scripting and I am currently making an expansion to an old game called Starsiege (came out before SC1 I believe), but I don't really have the time to put into this too. (Though maybe if I stop wasting hours in Star Battle I might?) I can make reasonably good environments (I made a melee map of a hot planet called Namaskar, an early version of which is here: http://w.tarazedi.com/image101 ) but I find the data editor infuriating (and that's with me having made four full custom tech trees of units in WC3) and have no experience with the trigger-style scripting system except that I looked at it and my brain snapped. :(
If anything I could figure out the units faster than the triggering and GUI. What I've seen of the data editor isn't hard, just spaghetti. *sigh*
Well put, and this does sound pretty fun. If it was only the towers I had to do, I might be interested in the data work and I've been wanting to do some building specific work. I do have 2 projects I'm working on now, however.
Yeah, the data module is not very user-friendly, but I find the effort is well worth it. There's almost no limit to what you can actually do in there once you learn to weave the "spaghetti" into a tapestry of noodley goodness.