Hello all, I just wanted to give you a quick introduction to a map I've been working on for a while now, Strife in Serendipity.
Serendipity is actually the name of the planet where the action takes place. A little back story before I continue on to the map as it is now:
I had the idea for this map and game style at least 3 years ago, and once I got a copy of SC2, I set about making it - learning the terrain side of the editor as quickly as I could pick it up, and what was a result was a beautifully detailed map, with about 25% of the Game play and Trigger / Data implementation complete.
Well, around time the terrain was finished, I was changing jobs and temporarily lost most of my free time.
When I was back in my comfort zone regarding employment, I ventured back to the map to discover that IT WAS GONE. I had spent hours upon hours working on the most minute details of this map, only to have accidentally deleted/purged it in some freak accident.
Well, that beautiful map is gone, but over the last year I have created a new, hopefully even more beautiful map for Strife in Serendipity to take place on.
The terrain itself s largely complete but I am always open to suggestions and feedback.
Here's a couple of Screen Shots:
"Wow Walter, those look like screen shots of just an ordinary melee map!"
Well my friend, rest assured this is not going to be your typical SC2 game-play.
This map is meant to be played single player or with up to 4 people, it does not have standard base building elements for players.
I have an intentional aversion to micro-management style play. So, for simplicity's sake, we jump straight into the action. You are pitted against a Zerg infestation on Planet Serendipity that is growing, and as such the Zerg have maintained an increasingly worrisome stream of attacks against the last remaining Terran stronghold on the planet.
The Zerg is computer controlled, and to understand the gameplay, let me lay out the constraints of the Zerg AI Player:
Enemy Buildings:
Hive: The Zerg start with 1 Hive, but may have up to 3 after expansion. Each additional Hive causes more and stronger units to be created, both at the hive and at Nydus Canals.
Nydus Canal: Constantly creating Zerg to attack the terran. The more Hives the Zerg have, the larger the quantity and variety of Zerg created at Nydus Canals.
Condenser: May only be built on special minerals, and they will usually be heavily guarded. These give minerals to the Zerg without needing drones.
Enemy Units:
Standard Attack Units: The Zerg spawn their typical ground attack units at each Hive and Nydus canal, and each unit has several "Variant" types, each with their own chance to spawn, and strengths/custom abilities. More Hives mean stronger Variants.
Drones: When drones spawn at a hive, they immediately set out gathering minerals. That is their only purpose in this game style. They cannot build any buildings. However, they may in a pinch morph into a zergling in an instant, if they are under attack (Since they have no innate ability to attack in this game style).
Onolisk: This is a large, slow Zergling who has 3 abilities: morph into Hive, morph into Condenser, and morph into Nydus Canal.
When he does spawn at a Hive, he will either set out to create another Hive (if the Zerg AI can afford it), a Nydus Canal somewhere, if he can afford it, or a Condenser which is free.
He is defenseless, but will be heavily guarded if on the move.
Are there any limitations on the Zerg AI's ability to create units and buildings?
Yes. Each unit or building created costs the Zerg a certain amount of minerals, and killing their income is one way to victory.
Drones are free, and will spawn if the Zerg is out of money to go mine.
Some units will not spawn until the Zerg reach their second or third hive.
What are the enemy's sources of income, and will they ever run out?
The Zerg have 3 sources of income:
Mining, which the minerals will not run out.
Condenser, gives Zerg minerals automatically, will not run out.
Killing players and Terran AI units gives minerals..
Enough about the enemy, how do I play this map?
When the game begins, each player picks their Identity (Hero).
Once everyone chooses, a large drop ship deploys your primary unit(s) and some additional friendly units to one of the few uninfested areas on Serendipity.
Most of the friendly Terran units move out to attack immediately, which is an offset to the incoming Zerg wave.
Some stay behind to defend the Command Post, which you must defend at all costs. The Command Post also creates Terran units to retaliate against the Zerg, and as other areas are expanded into, these units grow in variety and strength.
How do I get stronger?
While you do gain levels and receive points for your character, these are exchanged in a Final Fantasy 10 style menu, moving along a sphere-grid to gain new and stronger abilities. One difference is you can invest in certain grid items multiple times (Multiple points in one ability, for example).
Every player also has a passive "leadership" ability, which provides minor buffs to your character and every unit you control, and the buff potency increases along with your level.
These buffs do not apply to other players units, only those controlled by you.
So the allied Terran AI can get more bases?
Well, yes, but not how you might think. You can capture any location that the Zerg can build a Hive at, and there are 3 of them. You must stand on the beacon where the hive would be, and capture / hold it for an amount of time. (NOTE: You cannot stand on the beacon if there is already a hive in the way. Kill it first.)
After captured, the Terran will deploy an auxiliary command post and defenses to the area, which start producing attackers and defenders against the Zerg. The auxiliary post also increases the variety and strength of creep / attacking units that are produced at the main base and other auxiliary posts.
Cool but how do I get more units?
Well, as I mentioned, I'm actively trying to avoid micro-management style of play.
You shouldn't have to worry about building buildings, nor should you have to click around constantly ordering dozens of units to do your bidding.
This is the problem I have with most, if not all RTS style games.
In a game with RPG elements, you build a party, not an army. You know everyone's strengths and weaknesses, even their personalities.
This is the element I'm trying to replicate here. Instead of buying units outright, you hire Mercenary Groups, represented by Cards.
Wait, what cards?
Allow me to introduce you to the card system:
A Card represents one of several actions a player may perform, and each player receives cards throughout the course of the game.
Cards can be one of several things:
Mercenary Group
On Map Ability
Unit / Party / Team Buff.
Structure (Maybe)
Learnable Ability
Upgrade / Grid Point
Players have a "Card Pool" inventory on screen starting off as a set of empty boxes, and there is also a larger "Global Pool" of cards visible to all players, also starting off empty.
Every cycle (Explained later), a number of random cards is generated depending on the number of players in the game, and an additional card is added to the Global Pool visible to any player.
Players may buy cards for credits. Cards in the players pool have an expiration time, in which they will move to the global pool or disappear entirely if the global pool is full. Cards in the global pool also eventually disappear if players don't activate them.
Cards don't have upkeep costs, but there are limits on the number of certain types of cards you may have in play at once.
For example, there can only be one Buff Card active for each player, and only 2 Mercenary Cards for each player (Although a certain skill will let you have more).
Regarding the Mercenary Cards, these are a random set of units with varying stats, the cost of which is you "signing a contract" with them.
You pay a one time fee for hiring them, and the contract may be cancelled at any time, in which case they will immediately attempt to catch the next drop ship off of Serendipity.
However, as units in the Mercenary Card you've activated are killed, you are delivered replacements on the next drop ship Cycle, and have to pay for the replacements. (This is not exclusively when the entire card is killed, but per unit in the card).
If you cannot afford to replace a unit that is killed, the contract will be cancelled by the Mercenaries and they will leave.
Now back to that drop ship I mentioned earlier: After it drops the players off at the start of the game, it returns periodically, dropping off units for the Terran AI and any Mercenary Cards or Replacements that the players may need. This is known as a Cycle. The cards for the players are generated between Cycles, which I'm probably going to put at 2 minutes.
The drop ship may be destroyed, in which case there is an additional delay for it returning. But it has guns too, so it's not defenseless, and it can be upgraded for credits.
Victory Conditions: Defeat all Zerg Hives.
Loss Conditions: Your character dies (Individual loss), Command Post dies (Team Loss)
Different difficulties, and maybe different modes? Example: A longer campaign-ish mode, and a more simpler and shorter just kill Hives kind of mode. I'd also recommend a save-load feature if you want replay-ability, maybe one like Undead Assault 2 and 3 where you save account XP, not Hero XP which then unlocks better / more specialized heroes.
A save-load feature would be very cool, more heroes are a possibility although I don't want to overdo it, maybe 8 max, the balance has to work and they have to interact together well.
Another option might be better / more varied card choices earlier in the game.
Regarding modes, I like this idea and will definitely implement it.
I plan to include a background difficulty modifier based on the number of players, but also the ability for whoever is playing as the "lead" character to choose how many Hives the Zerg start with. 1 would be easy, 2 medium, 3 hard.
Progress has been steady, one more feature I didn't talk about in the main post was "Variant" types.
Basically when the Zerg units spawn, they're one of several variants (Eg. Zergling variant A, B, or C).
Each one would have different perks, and some will only show up with more Hives.
I might allow the ability to have additional Hives that purely add to Variant types, but I didn't want to overdo it with the hives.
Or perhaps the number of nydus canals can contribute to the number of variant types (Like a chance for mutations).
What do you think?
well, I'm not sure how big you intend to make each Hive, but judging by how big the map looks in the screenshot, I think you'd easy have room for more Hives.
Also, you might wanna consider scripted events in-game, because otherwise in a map like this, usually when one side has the momentum, they just keep pushing in til they win (once a side takes one base, other side has less forces, leading first side to taking even more bases). Such as timed ones, "After 5 minutes, Zerg research new Variant Type X." Or after Terrans take over first Hive for the first time, a group of elite zerg spawn and push back hard (often taking the base back).
Hello all, I just wanted to give you a quick introduction to a map I've been working on for a while now, Strife in Serendipity. Serendipity is actually the name of the planet where the action takes place. A little back story before I continue on to the map as it is now: I had the idea for this map and game style at least 3 years ago, and once I got a copy of SC2, I set about making it - learning the terrain side of the editor as quickly as I could pick it up, and what was a result was a beautifully detailed map, with about 25% of the Game play and Trigger / Data implementation complete. Well, around time the terrain was finished, I was changing jobs and temporarily lost most of my free time. When I was back in my comfort zone regarding employment, I ventured back to the map to discover that IT WAS GONE. I had spent hours upon hours working on the most minute details of this map, only to have accidentally deleted/purged it in some freak accident.
Well, that beautiful map is gone, but over the last year I have created a new, hopefully even more beautiful map for Strife in Serendipity to take place on. The terrain itself s largely complete but I am always open to suggestions and feedback.
Here's a couple of Screen Shots:
"Wow Walter, those look like screen shots of just an ordinary melee map!" Well my friend, rest assured this is not going to be your typical SC2 game-play.
This map is meant to be played single player or with up to 4 people, it does not have standard base building elements for players. I have an intentional aversion to micro-management style play. So, for simplicity's sake, we jump straight into the action. You are pitted against a Zerg infestation on Planet Serendipity that is growing, and as such the Zerg have maintained an increasingly worrisome stream of attacks against the last remaining Terran stronghold on the planet. The Zerg is computer controlled, and to understand the gameplay, let me lay out the constraints of the Zerg AI Player:
Enemy Buildings:
Enemy Units:
Are there any limitations on the Zerg AI's ability to create units and buildings?
Yes. Each unit or building created costs the Zerg a certain amount of minerals, and killing their income is one way to victory. Drones are free, and will spawn if the Zerg is out of money to go mine. Some units will not spawn until the Zerg reach their second or third hive.
What are the enemy's sources of income, and will they ever run out?
The Zerg have 3 sources of income:
Enough about the enemy, how do I play this map?
When the game begins, each player picks their Identity (Hero). Once everyone chooses, a large drop ship deploys your primary unit(s) and some additional friendly units to one of the few uninfested areas on Serendipity. Most of the friendly Terran units move out to attack immediately, which is an offset to the incoming Zerg wave. Some stay behind to defend the Command Post, which you must defend at all costs. The Command Post also creates Terran units to retaliate against the Zerg, and as other areas are expanded into, these units grow in variety and strength.
How do I get stronger?
While you do gain levels and receive points for your character, these are exchanged in a Final Fantasy 10 style menu, moving along a sphere-grid to gain new and stronger abilities. One difference is you can invest in certain grid items multiple times (Multiple points in one ability, for example). Every player also has a passive "leadership" ability, which provides minor buffs to your character and every unit you control, and the buff potency increases along with your level. These buffs do not apply to other players units, only those controlled by you.
So the allied Terran AI can get more bases?
Well, yes, but not how you might think. You can capture any location that the Zerg can build a Hive at, and there are 3 of them. You must stand on the beacon where the hive would be, and capture / hold it for an amount of time. (NOTE: You cannot stand on the beacon if there is already a hive in the way. Kill it first.) After captured, the Terran will deploy an auxiliary command post and defenses to the area, which start producing attackers and defenders against the Zerg. The auxiliary post also increases the variety and strength of creep / attacking units that are produced at the main base and other auxiliary posts.
Cool but how do I get more units?
Well, as I mentioned, I'm actively trying to avoid micro-management style of play. You shouldn't have to worry about building buildings, nor should you have to click around constantly ordering dozens of units to do your bidding.
This is the problem I have with most, if not all RTS style games. In a game with RPG elements, you build a party, not an army. You know everyone's strengths and weaknesses, even their personalities. This is the element I'm trying to replicate here. Instead of buying units outright, you hire Mercenary Groups, represented by Cards.
Wait, what cards?
Allow me to introduce you to the card system:
A Card represents one of several actions a player may perform, and each player receives cards throughout the course of the game. Cards can be one of several things:
Players have a "Card Pool" inventory on screen starting off as a set of empty boxes, and there is also a larger "Global Pool" of cards visible to all players, also starting off empty. Every cycle (Explained later), a number of random cards is generated depending on the number of players in the game, and an additional card is added to the Global Pool visible to any player. Players may buy cards for credits. Cards in the players pool have an expiration time, in which they will move to the global pool or disappear entirely if the global pool is full. Cards in the global pool also eventually disappear if players don't activate them.
Cards don't have upkeep costs, but there are limits on the number of certain types of cards you may have in play at once. For example, there can only be one Buff Card active for each player, and only 2 Mercenary Cards for each player (Although a certain skill will let you have more). Regarding the Mercenary Cards, these are a random set of units with varying stats, the cost of which is you "signing a contract" with them. You pay a one time fee for hiring them, and the contract may be cancelled at any time, in which case they will immediately attempt to catch the next drop ship off of Serendipity. However, as units in the Mercenary Card you've activated are killed, you are delivered replacements on the next drop ship Cycle, and have to pay for the replacements. (This is not exclusively when the entire card is killed, but per unit in the card).
If you cannot afford to replace a unit that is killed, the contract will be cancelled by the Mercenaries and they will leave.
Now back to that drop ship I mentioned earlier: After it drops the players off at the start of the game, it returns periodically, dropping off units for the Terran AI and any Mercenary Cards or Replacements that the players may need. This is known as a Cycle. The cards for the players are generated between Cycles, which I'm probably going to put at 2 minutes. The drop ship may be destroyed, in which case there is an additional delay for it returning. But it has guns too, so it's not defenseless, and it can be upgraded for credits.
Victory Conditions: Defeat all Zerg Hives. Loss Conditions: Your character dies (Individual loss), Command Post dies (Team Loss)
Thoughts? Comments? Suggestions?
Different difficulties, and maybe different modes? Example: A longer campaign-ish mode, and a more simpler and shorter just kill Hives kind of mode. I'd also recommend a save-load feature if you want replay-ability, maybe one like Undead Assault 2 and 3 where you save account XP, not Hero XP which then unlocks better / more specialized heroes.
A save-load feature would be very cool, more heroes are a possibility although I don't want to overdo it, maybe 8 max, the balance has to work and they have to interact together well. Another option might be better / more varied card choices earlier in the game. Regarding modes, I like this idea and will definitely implement it. I plan to include a background difficulty modifier based on the number of players, but also the ability for whoever is playing as the "lead" character to choose how many Hives the Zerg start with. 1 would be easy, 2 medium, 3 hard. Progress has been steady, one more feature I didn't talk about in the main post was "Variant" types. Basically when the Zerg units spawn, they're one of several variants (Eg. Zergling variant A, B, or C). Each one would have different perks, and some will only show up with more Hives. I might allow the ability to have additional Hives that purely add to Variant types, but I didn't want to overdo it with the hives. Or perhaps the number of nydus canals can contribute to the number of variant types (Like a chance for mutations). What do you think?
well, I'm not sure how big you intend to make each Hive, but judging by how big the map looks in the screenshot, I think you'd easy have room for more Hives.
Also, you might wanna consider scripted events in-game, because otherwise in a map like this, usually when one side has the momentum, they just keep pushing in til they win (once a side takes one base, other side has less forces, leading first side to taking even more bases). Such as timed ones, "After 5 minutes, Zerg research new Variant Type X." Or after Terrans take over first Hive for the first time, a group of elite zerg spawn and push back hard (often taking the base back).