I'm working on a toss campagin right now and I have the story sort of figured out and I have made the 1st 2 levels. Unfortunately, I stink at creating levels. Blizzard did an amazing job with the level design. You gotta admit, there were almost no levels that were similar. Sure, there were 3 zerg defense levels but they were all dramatically different. The rest all had some sort of twist. Here is what I have so far
1- you control zeratul and some zealots. Just get to the end of level
2- base buildign mission. zerg are attacking from the west, you have to defend but at the same time push into the east and get to the end of this canyon thing.
Thats all I have so far. So I want some really creative levels, and I have looked at missions from wc3, sc2, halo wars, etc.. But I dont have any great ideas for levels.. So if anybody here wants to contribute I'd appreciate it!
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You could make a map where the objective is to secure some kind of bulky but movable artifact. The objective of the map would be to hold the artifact while it slowly move towards your base, and if the enemy gets a hold of it they will start pushing it back towards their base. Extract the artifact to win or loose it to the enemy to loose.
@ItsPawl:
Hmm here's some ideas, directly inspired by Blizzard campaigns :
- Typical seek & destroy map with base building
- Skirmish with a small force
- Defend a base for a limited time.
- Accumulate X type of ressource.
And you can mix them together. For instance : you start as a small force, and get to a point where you need to build a base.
Start with a basic base with a timer and limited resources, and you have to capture several defended nodes, which each have resource drops if you clear them out, to unlock something in the center of the map which unleashes a boss which you have to kill, then you have to enter the center and destroy something inside while a few waves of enemies come from out of nowhere to try and stop you or destroy your base.
You could make a map where the objective is to secure some kind of bulky but movable artifact. The objective of the map would be to hold the artifact while it slowly move towards your base, and if the enemy gets a hold of it they will start pushing it back towards their base. Extract the artifact to win or loose it to the enemy to loose.
Making an iteration of the above idea,
For #2, what if your protoss team has some sort of "super pylon" thats on a grav-sled/train thing.
For whatever reason you are unable to build pylons, but you can build within the limited range of the super pylon.
So basicly you must build around this pylon while its moving very slowly, defending it all the while until it gets to the end of the canyon.
Alternativly, you could use the same idea but with a different execution. You have a number of "power points" along the route that must be activated in order to supply power to the grav train moving the super pylon. That way you can stop the train by not activating the next power node if you have to.
I was reluctant to actually post this because it sounds like such a good idea imo that I might want it for myself :D
So sorta like that one wc3 mission with illidan in the cage that is way too small for him.. lol... Good idea, tho! The thing on the cart will tie into my story perfectly...About the power nodes tho..hmm....I am not sure exactly how to go about that. Would you have to just build pylons or what? Maybe whatever team owns the artifact gets a power radius around for it for warp ins...dunno.. any suggestions to go further with this idea? Its really good, thanks you guys.
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So how about have the terrans turn up from the west to where you pushed to, they want the artifact to, since they plan to weaponise it against the zerg, but it's a protos artifact so you'll be damned if you want them to have it. Put them on say a 15 minute timer giving you time to put up a defense. The idea of grabbing the artifact is that you need it to eliminate a terran Proto-type battlecruiser they are sending against you, Odin meet your flying brother Fáfnir the fire breathing doom. Guess they really want that artifact if they are breaking out the big guns.
I am working on a mission right now where the terrans are trying to prevent the toss from grabbing this artifact thing. Perhaps after you beat it, then the mission Nanophage mentioned would start, where you have to slowly drag the thing back to your base but the terrans are attacking you the entire time.
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I loved the idea of the Supernova map, the impending doom thing was really cool... try to implement something like that. :)
Or what about this, since the Protoss harness the power of Pylons to power their structures (and shields, and by extension their Psi abilities), make a mission where they need to evacuate a planet because there's some atmospheric or geological interference rendering them useless in certain areas. Like an eclipse, or shifting terrain. Meanwhile the Zerg are overwhelming the planet... and while the Protoss still have their shields and Pylons they can hold them at bay - but after x amount of time, the shields go down in a certain area and the Zerg break through.
Orrrr, a stealth mission where a squad of Dark Templars infiltrate a heavily infested world and eventually sacrifice themselves to destroy the planet... resistance is too heavy for the Mothership to be effective so they send in smaller units to put "bombs" at x,y,z on the surface that'll blow the planet apart and kill them all. :)
I love the 2nd idea you had...That would be awesome! So like, some sort of huge electricity storm is interfering with the psi grid. As certain areas get hit by electricity strikes and "black out" the units there loose shielding and power goes out either permanently or for a few minutes. So you are trying to hold back the zerg as long as you can but at the same time, the longer you stay on the planet the worse the atmospheric conditions get and it gets harder and harder...Perhaps it can make it so you have to collect something else at the same time as hold the line against the zerg, and you could pull out and end the mission whenever you wanted BUT the more of these things you collected the more advantages you get in the next mission. There is only 1 issue: I have a mission just like but w/o the lighting part, and its like the 2nd mission. And since you only have like 3 buildings and zealots, there wouldn't be much fun...So anyway I will see if I can squeeze that idea in somewhere..
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Feel free to Send me a PM if you have any questions/concerns!
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I'm working on a toss campagin right now and I have the story sort of figured out and I have made the 1st 2 levels. Unfortunately, I stink at creating levels. Blizzard did an amazing job with the level design. You gotta admit, there were almost no levels that were similar. Sure, there were 3 zerg defense levels but they were all dramatically different. The rest all had some sort of twist. Here is what I have so far
1- you control zeratul and some zealots. Just get to the end of level 2- base buildign mission. zerg are attacking from the west, you have to defend but at the same time push into the east and get to the end of this canyon thing.
Thats all I have so far. So I want some really creative levels, and I have looked at missions from wc3, sc2, halo wars, etc.. But I dont have any great ideas for levels.. So if anybody here wants to contribute I'd appreciate it!
anybody ?
You could make a map where the objective is to secure some kind of bulky but movable artifact. The objective of the map would be to hold the artifact while it slowly move towards your base, and if the enemy gets a hold of it they will start pushing it back towards their base. Extract the artifact to win or loose it to the enemy to loose.
Start with a basic base with a timer and limited resources, and you have to capture several defended nodes, which each have resource drops if you clear them out, to unlock something in the center of the map which unleashes a boss which you have to kill, then you have to enter the center and destroy something inside while a few waves of enemies come from out of nowhere to try and stop you or destroy your base.
Making an iteration of the above idea,
For #2, what if your protoss team has some sort of "super pylon" thats on a grav-sled/train thing. For whatever reason you are unable to build pylons, but you can build within the limited range of the super pylon. So basicly you must build around this pylon while its moving very slowly, defending it all the while until it gets to the end of the canyon.
Alternativly, you could use the same idea but with a different execution. You have a number of "power points" along the route that must be activated in order to supply power to the grav train moving the super pylon. That way you can stop the train by not activating the next power node if you have to.
I was reluctant to actually post this because it sounds like such a good idea imo that I might want it for myself :D
So sorta like that one wc3 mission with illidan in the cage that is way too small for him.. lol... Good idea, tho! The thing on the cart will tie into my story perfectly...About the power nodes tho..hmm....I am not sure exactly how to go about that. Would you have to just build pylons or what? Maybe whatever team owns the artifact gets a power radius around for it for warp ins...dunno.. any suggestions to go further with this idea? Its really good, thanks you guys.
bump? we were on the verge of a great idea<sub>, =]</sub>
bump again...
So how about have the terrans turn up from the west to where you pushed to, they want the artifact to, since they plan to weaponise it against the zerg, but it's a protos artifact so you'll be damned if you want them to have it. Put them on say a 15 minute timer giving you time to put up a defense. The idea of grabbing the artifact is that you need it to eliminate a terran Proto-type battlecruiser they are sending against you, Odin meet your flying brother Fáfnir the fire breathing doom. Guess they really want that artifact if they are breaking out the big guns.
I am working on a mission right now where the terrans are trying to prevent the toss from grabbing this artifact thing. Perhaps after you beat it, then the mission Nanophage mentioned would start, where you have to slowly drag the thing back to your base but the terrans are attacking you the entire time.
I loved the idea of the Supernova map, the impending doom thing was really cool... try to implement something like that. :)
Or what about this, since the Protoss harness the power of Pylons to power their structures (and shields, and by extension their Psi abilities), make a mission where they need to evacuate a planet because there's some atmospheric or geological interference rendering them useless in certain areas. Like an eclipse, or shifting terrain. Meanwhile the Zerg are overwhelming the planet... and while the Protoss still have their shields and Pylons they can hold them at bay - but after x amount of time, the shields go down in a certain area and the Zerg break through.
Orrrr, a stealth mission where a squad of Dark Templars infiltrate a heavily infested world and eventually sacrifice themselves to destroy the planet... resistance is too heavy for the Mothership to be effective so they send in smaller units to put "bombs" at x,y,z on the surface that'll blow the planet apart and kill them all. :)
I love the 2nd idea you had...That would be awesome! So like, some sort of huge electricity storm is interfering with the psi grid. As certain areas get hit by electricity strikes and "black out" the units there loose shielding and power goes out either permanently or for a few minutes. So you are trying to hold back the zerg as long as you can but at the same time, the longer you stay on the planet the worse the atmospheric conditions get and it gets harder and harder...Perhaps it can make it so you have to collect something else at the same time as hold the line against the zerg, and you could pull out and end the mission whenever you wanted BUT the more of these things you collected the more advantages you get in the next mission. There is only 1 issue: I have a mission just like but w/o the lighting part, and its like the 2nd mission. And since you only have like 3 buildings and zealots, there wouldn't be much fun...So anyway I will see if I can squeeze that idea in somewhere..