I used to play a map for the original Starcraft that was pretty awesome. I don't know how many people played the original so I'll explain it's function:
At start, you would be on the pilot team or the crewmen team. When the game starts, everyone gets a civilian, but pilots can do different things than crewmen can and vice versa. Lt Serick (Kerrigan unit) Would give you a story about how you as mercs are welcome and she tells you the state of things and so on. You start with a set amount of minerals that you can use to get started. The pilots would all go to the hanger and walk their civilian onto the beacon of the ship they wanted. All 4 ships (some versions had a secret 5th OPed ship) were all differently powered. One could cloak, some had better air damage or ground damage, some were faster. You would then step onto a beacon at your starport and it would "load" you into your ship which was actually just a section at the top of the map that acted as "inside" the ship. You could then fly your ship around killing waves of zerg that generates minerals. You could buy passive weapon and armor upgrades, as well as walk onto another set of beacons that would buy a "suit" which would make your civilian unit wear like a ghost outfit, marine, or firebat. The choices would be much more awesome in SC2 I would think
At the same time, the crewmen usually bought a suit first and then went to the barracks where they would spend their money on buying some ground units to accompany them. The crewmen could go off on their own and kill stuff, but it was usually best to get a pilot to agree to take you places. They would get on the pilots ship while he's in port then be "inside the ship." This would give them control of the SCV inside their ship (the pilot can't do this). The SCV can be used to drop bombs (would be better in sc2 as they were infested terrans in sc1) that the pilot purchased which would drop directly below the pilots ship. Or uses missiles that do way more damage than their passive attack to enemy air units. The scv could also kill the broodling inside the ship that would take almost a full 20 secs or so(so as to create a time delay). When it died, the pilots ship would return to full health. I'm sure this could be done better in the SC2 environment also. The crewmen and the mercs he bought could also eject and fight from the ground as well, but usually if this is done for too long, they'd get overrun. The pilot would use his extra civilian inside the ship to walk onto a beacon that would pick up all units below the ship so you could also be a drop ship.
I remember all kinds of other details and I could probably make the map myself if it weren't for the enemy AI. I really have no idea how that worked. The enemy zerg had lots of already built hives and stuff, but it would also slowly build and work it's way toward the terran base until it was overrun. Hence why they hired mercs in the first place. It would also have certain scripts/events that would happen. Like at the start, I think the Terrans had an outpost that gets overtaken. I guess it's similar to Special Forces elite as far as the enemies, but it's more of like a zerg computer AI than constant waves like special forces elite. The enemies are actually hatched instead of constantly spawning. They attack on and off also. The Terran AI just maintained their base defenses and occasionally sent a group of marines out to attack, but with much less effectiveness as the zerg attacks. It did make the feel of the game pretty awesome though. You felt like this terran outpost was alone vs the swarm, and they called in mercenaries to help them not be overrun. If someone does decide to make this or help me make it, I'd really appreciate it.
I would be willing to create a complete story and potentially the maps geography and bases, I would just need help with the triggers/events. I suppose it's a recreate, but I think it would be nice to give it a fresh experience with all that SC2 has to offer.
I played and loved the from game in SC1. It was one of my favorites.
I am an expert-triggerer, however my time is currently being spent developing a map with a team.
If someone or multiple people start developing this map then I'd love to help out the trigger editor, if he needs any. Unfortunately, I couldn't engage in this project full-time.
I will try to make what I can for starters until I can get some hits, IF I do get offers that is. If I do manage to just complete the thing, I'd take you up on that offer for just the triggers. I might be able to make most of it myself. The only thing I know i'd be good at is writing the story and encounters/characters (lol yes which I know is probably the easy part).
Check out a game called Zerg Shooter. The map picture should be a goliath. It sounds similar to this, but it's definitely different too. It may give you ideas.
It's essentially a 5-player co-op. One player is a driver and the other 4 are gunners. The driver moves a goliath and picks up powerups and uses abilities, while the gunners sit inside and fire projectiles all over the place. Like I said, not the same thing, but idea-worthy.
Well anyway, I'm a complete novice, but I started cause I couldn't quit thinking about it. I have a barren looking starting area with some units (suits) next to beacons. I then realized I need to create special units for this function so they are upgradable in the right manner. I fiddled with creating one of the ships and the Lt. Gina Serrick character who introduces you. I can't figure out how to make alliances and teams though. When I do run the test, Serrick executes all the civilians and the game ends, lol. Like I said, complete novice...but I guess I am doing this.
I'm actually getting fairly decent now that I've spent all of my spare time since making this thread playing with the editor. I'm not doing bad on creating the AI for the zerg and Terran teams. I'm fairly sure I know how I want them to act and react. I've had lots of new ideas for this game that the original didn't have also. Much of it will probably not be implemented in the beginning. Right now I am just focusing on getting a working map together with the bare minimum. I only just figured out zones as a way of starting a trigger. I looked in the Blizzard campaign maps and noticed they have some global variables defined in the beginning, but It confuses me a bit. It sets a global variable by P1_User= 1 as an integer. It then refers to the player one as P1_User in other scripts. I can't figure out what piece originally defined player one as "P1_User" though. In player properties, it says Raynor's Raiders. I need to know how to define a player as whatever I name it in the scripts. Or how to identify it. As of now, my event is defined by "any unit that enters region X" and i'll have the comparison when their minerals is equal or greater than a certain amount, and if the unit belongs to player X (this is the part I don't know how to do), and the unit is of (specific type). I'm not sure how to define that last part yet though either. I could probably figure it out, but I am lost on how to get it to check which player owns the unit. Can anyone help?
I used to play a map for the original Starcraft that was pretty awesome. I don't know how many people played the original so I'll explain it's function:
At start, you would be on the pilot team or the crewmen team. When the game starts, everyone gets a civilian, but pilots can do different things than crewmen can and vice versa. Lt Serick (Kerrigan unit) Would give you a story about how you as mercs are welcome and she tells you the state of things and so on. You start with a set amount of minerals that you can use to get started. The pilots would all go to the hanger and walk their civilian onto the beacon of the ship they wanted. All 4 ships (some versions had a secret 5th OPed ship) were all differently powered. One could cloak, some had better air damage or ground damage, some were faster. You would then step onto a beacon at your starport and it would "load" you into your ship which was actually just a section at the top of the map that acted as "inside" the ship. You could then fly your ship around killing waves of zerg that generates minerals. You could buy passive weapon and armor upgrades, as well as walk onto another set of beacons that would buy a "suit" which would make your civilian unit wear like a ghost outfit, marine, or firebat. The choices would be much more awesome in SC2 I would think At the same time, the crewmen usually bought a suit first and then went to the barracks where they would spend their money on buying some ground units to accompany them. The crewmen could go off on their own and kill stuff, but it was usually best to get a pilot to agree to take you places. They would get on the pilots ship while he's in port then be "inside the ship." This would give them control of the SCV inside their ship (the pilot can't do this). The SCV can be used to drop bombs (would be better in sc2 as they were infested terrans in sc1) that the pilot purchased which would drop directly below the pilots ship. Or uses missiles that do way more damage than their passive attack to enemy air units. The scv could also kill the broodling inside the ship that would take almost a full 20 secs or so(so as to create a time delay). When it died, the pilots ship would return to full health. I'm sure this could be done better in the SC2 environment also. The crewmen and the mercs he bought could also eject and fight from the ground as well, but usually if this is done for too long, they'd get overrun. The pilot would use his extra civilian inside the ship to walk onto a beacon that would pick up all units below the ship so you could also be a drop ship.
I remember all kinds of other details and I could probably make the map myself if it weren't for the enemy AI. I really have no idea how that worked. The enemy zerg had lots of already built hives and stuff, but it would also slowly build and work it's way toward the terran base until it was overrun. Hence why they hired mercs in the first place. It would also have certain scripts/events that would happen. Like at the start, I think the Terrans had an outpost that gets overtaken. I guess it's similar to Special Forces elite as far as the enemies, but it's more of like a zerg computer AI than constant waves like special forces elite. The enemies are actually hatched instead of constantly spawning. They attack on and off also. The Terran AI just maintained their base defenses and occasionally sent a group of marines out to attack, but with much less effectiveness as the zerg attacks. It did make the feel of the game pretty awesome though. You felt like this terran outpost was alone vs the swarm, and they called in mercenaries to help them not be overrun. If someone does decide to make this or help me make it, I'd really appreciate it.
@Scionave: Go
I would be willing to create a complete story and potentially the maps geography and bases, I would just need help with the triggers/events. I suppose it's a recreate, but I think it would be nice to give it a fresh experience with all that SC2 has to offer.
@Scionave: Go
I played and loved the from game in SC1. It was one of my favorites.
I am an expert-triggerer, however my time is currently being spent developing a map with a team.
If someone or multiple people start developing this map then I'd love to help out the trigger editor, if he needs any. Unfortunately, I couldn't engage in this project full-time.
@Charysmatic: Go
I will try to make what I can for starters until I can get some hits, IF I do get offers that is. If I do manage to just complete the thing, I'd take you up on that offer for just the triggers. I might be able to make most of it myself. The only thing I know i'd be good at is writing the story and encounters/characters (lol yes which I know is probably the easy part).
@Scionave: Go
You could post this in the LF Team forum to potentially get more people.
Check out a game called Zerg Shooter. The map picture should be a goliath. It sounds similar to this, but it's definitely different too. It may give you ideas.
It's essentially a 5-player co-op. One player is a driver and the other 4 are gunners. The driver moves a goliath and picks up powerups and uses abilities, while the gunners sit inside and fire projectiles all over the place. Like I said, not the same thing, but idea-worthy.
Makes me think of Nightwatch company from wc3 as well. Shame that map was never finished.
Well anyway, I'm a complete novice, but I started cause I couldn't quit thinking about it. I have a barren looking starting area with some units (suits) next to beacons. I then realized I need to create special units for this function so they are upgradable in the right manner. I fiddled with creating one of the ships and the Lt. Gina Serrick character who introduces you. I can't figure out how to make alliances and teams though. When I do run the test, Serrick executes all the civilians and the game ends, lol. Like I said, complete novice...but I guess I am doing this.
I'm actually getting fairly decent now that I've spent all of my spare time since making this thread playing with the editor. I'm not doing bad on creating the AI for the zerg and Terran teams. I'm fairly sure I know how I want them to act and react. I've had lots of new ideas for this game that the original didn't have also. Much of it will probably not be implemented in the beginning. Right now I am just focusing on getting a working map together with the bare minimum. I only just figured out zones as a way of starting a trigger. I looked in the Blizzard campaign maps and noticed they have some global variables defined in the beginning, but It confuses me a bit. It sets a global variable by P1_User= 1 as an integer. It then refers to the player one as P1_User in other scripts. I can't figure out what piece originally defined player one as "P1_User" though. In player properties, it says Raynor's Raiders. I need to know how to define a player as whatever I name it in the scripts. Or how to identify it. As of now, my event is defined by "any unit that enters region X" and i'll have the comparison when their minerals is equal or greater than a certain amount, and if the unit belongs to player X (this is the part I don't know how to do), and the unit is of (specific type). I'm not sure how to define that last part yet though either. I could probably figure it out, but I am lost on how to get it to check which player owns the unit. Can anyone help?