hero survival, like back on warcraft 3. you have a lane (or 2) and you have to survive as long as you can with your hero, normaly in team of 2/4. you get spell gold to buy item ect.. there are only 1 curently on starcraft 2 but its not getting updated and is kinda broken. i you have NO idea what im talking about
I'm copy/pasting what i just wrote yesterday in a topic where the author was trying to mix RTS and ARTS style of play. I think it could lead to a entertaining game but I don't have the skills to make it happens even if I would be totally willing to help with number, balance or terraining.
Like Lamrq just said, you should start from a basic point of view. What are you trying to achieve ? What are the different role of the players ? I really love Natural Selection but I am pretty sure things should been made different to be fun for every players.
Here is how I see it:
- The maps are Starcraft 2 like. Only things to keeps in mind is to have it more choky and not too much wide like in a moba. Lot of bases, maybe with only a few minerals to force regular move and spreading. Neutral units defend some of the places to slow the begining of the game. Heroes units should be needed to clean these places (Neutral too strong or/and giving a lot of experiences).
- I think the experience would be better with Battlefield victory mechanics. 3 or 5 victory spot that need to be controlled. The team with less spot controlled slowly loose point. Killed heroes respawn instantly but use one point. First team with no points loose the game. The starting pool point is also a good way to balance the game pace.
- The commander roles are to:
a) Build up and expand Economy. Take new bases and build workers.
b) Expand technology.
c) Expand production facilites and build up defenses on key location.
d) Choose wich units are beeing made by "factories" and increase their production. I think the macro side should be softer than in Starcraft 2. A bit like Warcraft 3 on attention-demanding side, but it should lead to a lot of Units like in Starcraft 2. So maybe you choose a unit and the "factories" just build it like infinitly. To accelerate production you build more factories or you can drop-pod on it like in Starbow. Also mean that Commander have an easier time with building generic units, but need to pay attention for Special ones so he does not build too much of them. Generic units could also spawn in squad.
e) Coordinate Hero players (Hero)
f) Control Units (Units)
- Heroes roles are to:
a) Level up to increase the strenght of their team. I think the Blizzard-MOBA idea to share experience is a good one in that kind of game as an harassing hero or hero-killer can be out of combat for a while to achieve his goal and help the team.
b) Free places on the map from neutral or enemy Units for the Commander to take new base and acquiring new techs.
c) Control Units. They need to control them too for the moment where they are hanging out not that far but cannot engage. It also mean the commander can build special Unit for the Heroes but he dont have to babysit them (ex: a dropship, a medic, etc...)
Here is how I see the hero type differ from each others. I would class them in a two row table.
First row: Unit captain (need to hang out with unit to achieve full potential), Hero (useful on his own, the more typical hero), Harasser (better at killing enemy's economy/workers and neutral units), Defender (better at zoning an area, with or without Units help, with or without beeing there).
Second row: Tank, Support, Splash damage dealer, Single target damage dealer.
Heroes have to be micro demanding. Perfect use of them is to have most of their skills on cooldown and use them all the times. Plus they use their own type of armor and attack like in Warcraft 3 so units can differs from each other but Hero still have the same useness agaisnt all of them.
I am not sure it is needed to use object to improve heroes over time as specific unit can achieve the same role (new skills, heal, shield, etc...). More so it focus the money management in the hand of the commander but maybe a specific building could be build which permit Heroes to buy some units by themselves.
A Management map that the player acts Mike Morhaime who lead Dustin Browder and David Kim (and other guys) trying to make a game called "Starcraft II" online in ten years.
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I wana make a map as a side project, just dont have any ideas xD
You guys have anything?
Remake something classy that is true to the arcade name, like pacman! (You could make it coop)
Championship edition!
@Cybrok: Go
hero survival, like back on warcraft 3. you have a lane (or 2) and you have to survive as long as you can with your hero, normaly in team of 2/4. you get spell gold to buy item ect.. there are only 1 curently on starcraft 2 but its not getting updated and is kinda broken. i you have NO idea what im talking about
Single player campaign!
If you don't like typical "build and destroy" missions then make missions that focus on small group of units without base building.
@Terhonator: Go
Multiplayer flappy bird!
Develop a multi map system like the WC3 beastmaster campaign and try and make it multiplayer (the hard part).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I'm copy/pasting what i just wrote yesterday in a topic where the author was trying to mix RTS and ARTS style of play. I think it could lead to a entertaining game but I don't have the skills to make it happens even if I would be totally willing to help with number, balance or terraining.
Like Lamrq just said, you should start from a basic point of view. What are you trying to achieve ? What are the different role of the players ? I really love Natural Selection but I am pretty sure things should been made different to be fun for every players.
Here is how I see it:
- The maps are Starcraft 2 like. Only things to keeps in mind is to have it more choky and not too much wide like in a moba. Lot of bases, maybe with only a few minerals to force regular move and spreading. Neutral units defend some of the places to slow the begining of the game. Heroes units should be needed to clean these places (Neutral too strong or/and giving a lot of experiences).
- I think the experience would be better with Battlefield victory mechanics. 3 or 5 victory spot that need to be controlled. The team with less spot controlled slowly loose point. Killed heroes respawn instantly but use one point. First team with no points loose the game. The starting pool point is also a good way to balance the game pace.
- The commander roles are to:
a) Build up and expand Economy. Take new bases and build workers.
b) Expand technology.
c) Expand production facilites and build up defenses on key location.
d) Choose wich units are beeing made by "factories" and increase their production. I think the macro side should be softer than in Starcraft 2. A bit like Warcraft 3 on attention-demanding side, but it should lead to a lot of Units like in Starcraft 2. So maybe you choose a unit and the "factories" just build it like infinitly. To accelerate production you build more factories or you can drop-pod on it like in Starbow. Also mean that Commander have an easier time with building generic units, but need to pay attention for Special ones so he does not build too much of them. Generic units could also spawn in squad.
e) Coordinate Hero players (Hero)
f) Control Units (Units)
- Heroes roles are to:
a) Level up to increase the strenght of their team. I think the Blizzard-MOBA idea to share experience is a good one in that kind of game as an harassing hero or hero-killer can be out of combat for a while to achieve his goal and help the team.
b) Free places on the map from neutral or enemy Units for the Commander to take new base and acquiring new techs.
c) Control Units. They need to control them too for the moment where they are hanging out not that far but cannot engage. It also mean the commander can build special Unit for the Heroes but he dont have to babysit them (ex: a dropship, a medic, etc...)
Here is how I see the hero type differ from each others. I would class them in a two row table.
First row: Unit captain (need to hang out with unit to achieve full potential), Hero (useful on his own, the more typical hero), Harasser (better at killing enemy's economy/workers and neutral units), Defender (better at zoning an area, with or without Units help, with or without beeing there).
Second row: Tank, Support, Splash damage dealer, Single target damage dealer.
Heroes have to be micro demanding. Perfect use of them is to have most of their skills on cooldown and use them all the times. Plus they use their own type of armor and attack like in Warcraft 3 so units can differs from each other but Hero still have the same useness agaisnt all of them.
I am not sure it is needed to use object to improve heroes over time as specific unit can achieve the same role (new skills, heal, shield, etc...). More so it focus the money management in the hand of the commander but maybe a specific building could be build which permit Heroes to buy some units by themselves.
Let me see what you think of these ideas :)
A Management map that the player acts Mike Morhaime who lead Dustin Browder and David Kim (and other guys) trying to make a game called "Starcraft II" online in ten years.