Some of you might know the map in Warcraft 3 called Azeroth Wars. Azeroth Wars is a large strategy game in which you control one of 12 factions in Warcraft and fight for the world of Azeroth. Azeroth Wars features:
12 Factions, each with their own main bases, units and heroes
Many areas on the map called Control Points, which are captured and held to provide income
The storyline of Warcraft 3, but isn't dependant on it
3 exclusive Masteries for each faction, which provide bonuses to your army.
As far as I know, there aren't any maps with this concept in sc2, and i would like to have such a strategy game. Unfortunately, i don't know anything about SC2's Editor besides basic terraining, so all I could is provide ideas and be the project leader.
The following factions could be used in the map, for a total of 11 players. (we need one more faction to make it a total of 12 players, any ideas?)
The Taldarim and Hybrid (2 players)
The Swarm (2 players)
The Primal Zerg (2 players)
Raynor's Raiders
The Dominion
The UED
The Protoss (2 players)
And please answer these questions for me:
Is it possible to make such a map? (it's hard to make all the planets fit in 1 map, and we also need a way of traveling between them)
I've been working on a map like this for a while already and have similar factions (Amon-Taldarim/UED/Dominion-Kel-Morian/Umoja-RaynorsRaiders-Miras Mercs/Kerrigans Swarm-Stukov + Zagara/Khalai-Nerazim). I have the systems, capturable systems, win conditions and basic building set up. My main problem at the moment is making the map fun to play. The limitations I have encountered so far are definitely the terrain, which is simply not as compelling as an Azeroth map. Mine has maybe 80 planets, but I've done landbridges between planets for now to facilitate the spread of units.
So what I would be missing is a) balancing the units, b) lots of missions, actions etc. For instance, I want Raynors Raiders to follow the entirety of the WoL campaign c) a compelling dynamic. From the last test, air units dominated everything. Furthermore, the connection between planets does not allow for much strategic depth.
Here is an (outdated) picture on how I set up the Koprulu system. If you wanna test it at some point, feel free to contact me.
It is indeed hard to make this and all fit it on a single map. The landbridge idea doesn't work very well, as seen in the picture, air units could easily dominate everything. By the looks, i guess the planets are also quite small. The problem of making the entire storyline in sc2 compared to wc3 is the traveling to other planets. in sc2's story you swap from planet to planet, whereas in wc3 you generally stay on 1 or 2 worlds. I think the best way to travel between planets is a portal system, but then you'll also need something to prevent/discourage camping.
From a perspective of functionality, the landbridges work. They just do not look very pretty or feel overly space-y. In my personal opinion, this is better than portal systems or drop based systems, though, as these need more tedious and unnecessary micromanagement that retards the flow of the game artificially, at least from what I've experienced. It is still far from perfect, though
I think the size of planets is not necessarily a big issue, as a map like Azeroth Wars never needed that many structures. A system atm fits enough barracks-structures and defenses to work properly. But yeah, it is simply not as elegant as Azeroth would be.
I believe the air issue can be adequately addressed with balancing units accordingly or restricting the number of air units being built through a resource system, e.g. air is gas-heavy, which is more restricted than minerals
Another alternative would be to create systems akin to what The Final Frontier map did. This would simply leave out all ground based combat in favor of air combat over systems, which can work. But for a more action packed game without a strong building component, this reduction of dimensions is problematic likewise. There would be no natural chokes and it would lack the ground-air interplay.
From a perspective of functionality, the landbridges work. They just do not look very pretty or feel overly space-y. In my personal opinion, this is better than portal systems or drop based systems, though, as these need more tedious and unnecessary micromanagement that retards the flow of the game artificially, at least from what I've experienced. It is still far from perfect, though
I think the size of planets is not necessarily a big issue, as a map like Azeroth Wars never needed that many structures. A system atm fits enough barracks-structures and defenses to work properly. But yeah, it is simply not as elegant as Azeroth would be.
The sizes of all units could be decreased as well to create more space.
I believe the air issue can be adequately addressed with balancing units accordingly or restricting the number of air units being built through a resource system, e.g. air is gas-heavy, which is more restricted than minerals
IMO, limiting air units is the best solution for this, just like they did in Azeroth Wars.
Another alternative would be to create systems akin to what The Final Frontier map did. This would simply leave out all ground based combat in favor of air combat over systems, which can work. But for a more action packed game without a strong building component, this reduction of dimensions is problematic likewise. There would be no natural chokes and it would lack the ground-air interplay.
This could be a solution to this:
Planets could only be entered with air units, after which you can drop off your ground units from your air transports. There could also be a toggle ability to auto-drop units from transports when entering a planet. For several planets, for example the warp gate network between Aiur and Shakuras (just an example) could portal through both ground and air units to each other.
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Hello everyone,
Some of you might know the map in Warcraft 3 called Azeroth Wars. Azeroth Wars is a large strategy game in which you control one of 12 factions in Warcraft and fight for the world of Azeroth. Azeroth Wars features:
As far as I know, there aren't any maps with this concept in sc2, and i would like to have such a strategy game. Unfortunately, i don't know anything about SC2's Editor besides basic terraining, so all I could is provide ideas and be the project leader.
The following factions could be used in the map, for a total of 11 players. (we need one more faction to make it a total of 12 players, any ideas?)
And please answer these questions for me:
Thanks in advance.
if it was in WC3 then it should work in SC2
i think it should, but i'd better ask.
I've been working on a map like this for a while already and have similar factions (Amon-Taldarim/UED/Dominion-Kel-Morian/Umoja-RaynorsRaiders-Miras Mercs/Kerrigans Swarm-Stukov + Zagara/Khalai-Nerazim). I have the systems, capturable systems, win conditions and basic building set up. My main problem at the moment is making the map fun to play. The limitations I have encountered so far are definitely the terrain, which is simply not as compelling as an Azeroth map. Mine has maybe 80 planets, but I've done landbridges between planets for now to facilitate the spread of units. So what I would be missing is a) balancing the units, b) lots of missions, actions etc. For instance, I want Raynors Raiders to follow the entirety of the WoL campaign c) a compelling dynamic. From the last test, air units dominated everything. Furthermore, the connection between planets does not allow for much strategic depth.
Here is an (outdated) picture on how I set up the Koprulu system. If you wanna test it at some point, feel free to contact me.
It is indeed hard to make this and all fit it on a single map. The landbridge idea doesn't work very well, as seen in the picture, air units could easily dominate everything. By the looks, i guess the planets are also quite small. The problem of making the entire storyline in sc2 compared to wc3 is the traveling to other planets. in sc2's story you swap from planet to planet, whereas in wc3 you generally stay on 1 or 2 worlds. I think the best way to travel between planets is a portal system, but then you'll also need something to prevent/discourage camping.
From a perspective of functionality, the landbridges work. They just do not look very pretty or feel overly space-y. In my personal opinion, this is better than portal systems or drop based systems, though, as these need more tedious and unnecessary micromanagement that retards the flow of the game artificially, at least from what I've experienced. It is still far from perfect, though
I think the size of planets is not necessarily a big issue, as a map like Azeroth Wars never needed that many structures. A system atm fits enough barracks-structures and defenses to work properly. But yeah, it is simply not as elegant as Azeroth would be.
I believe the air issue can be adequately addressed with balancing units accordingly or restricting the number of air units being built through a resource system, e.g. air is gas-heavy, which is more restricted than minerals
Another alternative would be to create systems akin to what The Final Frontier map did. This would simply leave out all ground based combat in favor of air combat over systems, which can work. But for a more action packed game without a strong building component, this reduction of dimensions is problematic likewise. There would be no natural chokes and it would lack the ground-air interplay.
That's what i meant with 'doesnt work very well'
The sizes of all units could be decreased as well to create more space.
IMO, limiting air units is the best solution for this, just like they did in Azeroth Wars.
This could be a solution to this: Planets could only be entered with air units, after which you can drop off your ground units from your air transports. There could also be a toggle ability to auto-drop units from transports when entering a planet. For several planets, for example the warp gate network between Aiur and Shakuras (just an example) could portal through both ground and air units to each other.