So, I was thinking what I would do after Aureolin Eclipse. The idea of doing another campaign straight away isn't that tempting, so I was thinking I'd do single-standing cooperative missions instead. It's less stressful and something I know people want to play. This is just at the planning stage yet, and might never happen, but I'll post ideas here and take requests/ideas.
I have some ideas already. I'll post them here later. I want to create missions that really feel cooperative. So you won't just be playing with one split base each against a common enemy, but might have one player outside the enemy's base and one inside, working "undercover" (or something like that), and other stuff that is harder to do in a single-player map.
That sounds really cool. I always thought the Tosh mission from WoL would be cool co-op with one as the hero and the other as Tosh. Also an invasion type map would be awesome one player micros the invasion units and one builds bases and send drops or something.
Idea! What if the two players has an option to switch places?
I can imagine a button at the corner of the screen. If one of the player pushes that button the other player get a 10 second countdown button which he can press to accept. If he accept the players change control.
Also, it should perhaps be a little more forgiving then most of your singleplayer missions. :P
Perhaps the infiltrator gets a Valerian Incapitation behavior or a restart if killed so it's not instant defeat for both players if he is careless for a moment.
2 Players is generally too little for a map. It is fine for single player maps converted to coop as an afterthought but if you are planning a coop map from the start then you should really aim more towards 3-5 players. Anything more and it can become hard to fill lobbies and the game itself becomes chaotic.
An example of what could be done is have 3 players defending some critical object while another two players have to counter attack. The map could be split in the middle by the enemy base with the defenders on one side and the attackers on the other. The defenders could have limited resources or maybe even depend on using heroes to hold out so cannot mount an effective counter attack. The attackers on the other hand have to breach through the enemy defense and kill them before they can kill the critical object. This exposes two very different ways to play and provides pressure on all players (the attackers are under time pressure while the defenders are under performance pressure).
I might consider making maps with different amounts of players. Some might work with 2, others with more. Either way, I hope to create maps that fit the Arcade a bit more than campaigns, while at the same time not making them feel too much like Arcade maps. Heroes on the defense does kinda sound like that (if they are on the offense, on the other way).
That sounds really cool. I always thought the Tosh mission from WoL would be cool co-op with one as the hero and the other as Tosh.
Isn't Tosh a hero? I'm a bit confused. I did try to create a Breakout-style mission once where two players could work together, one as Nova and the other one as Tosh, but I never finished it (it wasn't very good).
Idea! What if the two players has an option to switch places? I can imagine a button at the corner of the screen. If one of the player pushes that button the other player get a 10 second countdown button which he can press to accept. If he accept the players change control.
Perhaps the infiltrator gets a Valerian Incapitation behavior or a restart if killed so it's not instant defeat for both players if he is careless for a moment.
I might consider it. However, I did plan on the enemy not exposing the infiltrator. Instead, he'd be stealing widow mines and stuff, placing them at strategic positions and stuff.
Here are some of the ideas I have:
1. INTRUSION: A group of zerg units must work together to escape from a facility, sneaking past guards and burrowing to avoid them.
2. IMPLOSION: This is the one I hinted towards earlier. One player controls a zerg base, with queens, and must spread the creep through the enemy terran base. The other player sabotages the terran to help get the creep get through.
3. ASSASSINATION: A ghost and a spectre must infiltrate a winter facility and assassinate key targets, picking up weapons, skills and equipment on site.
4. HOLDOUT: One player defends the base while another scours the map for additional units and tech options.
5. ALLIANCES: The players seek the allegiance of protoss tribes to help fight an enemy. The tribes the players don't ally with can and most likely will become enemies.
Isn't Tosh a hero? I'm a bit confused. I did try to create a Breakout-style mission once where two players could work together, one as Nova and the other one as Tosh, but I never finished it (it wasn't very good).
Ooops I meant player 1 as Tosh and player 2 as Raynor's units.
To give the players the option to experience both types of gameplay. And in case one of the players think an encounter is too difficult the other player can make an attempt.
5. ALLIANCES: The players seek the allegiance of protoss tribes to help fight an enemy. The tribes the players don't ally with can and most likely will become enemies.
Nice game mode ideas, this one reminds me of LotV's premise. Perhaps allegiance could work similarly to Emperor: Battle for Dune? You ally with Faction A, and its rival (Faction B) becomes your enemy, or you can act as a 'double agent' and ally with both, but both become hostile if you're discovered.
Though do keep in mind that most Arcade players usually try the map out once and don't touch it again if they don't like it. Having even a small aspect of randomization or some choices to make would help increase the replayability. I used factions to increase diversity in my map, for example, you could have different patrol groups/routes in the Intrusion map, tech found in different points in the Holdout one, etc. It would increase the workload though.
I know I look forwarding to making something else than campaigns for a while. They're kinda exhausting to produce!
I think Arcade players can be hard to satisfy sometimes (they're awfully demanding of people who provide free stuff), but I'll try. Ultimately, though, they only one I need to satisfy, is yours truly. I'll probably ressurect the Camp Delta map too, where you would infiltrate a base and could choose and customize your units, the guards, game modes, etc.
I like your ideas.
By the way, if someone wants to cooperate (no pun intended), I'd be happy to do that. We could make, like, a series. I suck at the data editor, for instance, and I don't know how to create models and stuff like that.
A little disclaimer: The estimated release for Aureolin Eclipse is spring/early summer of 2015, so this thing probably won't surface till at least until then.
ok i've lost a track of this thread for awhile. Here it is, used 27 effects, 32 actors, 6 units, 6 models and few validators :)), done entirely with data, still learning everything about actor handling:
ok i've lost a track of this thread for awhile. Here it is, used 27 effects, 32 actors, 6 units, 6 models and few validators :)), done entirely with data, still learning everything about actor handling:
No, that campaign was impossible! Especially for me that played little sc1-bw (try to friends on 2003 and bought on 2011)... I tryed all the "great campaigns" of sc1... 90% of times i quitted at first mission/ half of the campaign because there was the impossible point on mission "X"... Or also because i realized that a mini-mission would also take 2 hours to complete.
Same problem with Enslavers 2, the mission that you must recover the cristal/kill the terran base was impossible for me...
For the coop-missions i suggest you to wait the release of LotV with "Allied Commanders" game mode, maybe (i hope it), they will be campaign styled mission like Left2Die (No storyline ofc) or they will sadly be lame adaptations of melee maps with lame objectives and zero atmosphere
Suggestion for a map: Heroes of the Storm map, there is an Ally AI that sends units against multiple bases of the enemy; Player 1 will have to defend critical points and at the same time support some waves that will become on time not enough strong, player 2 instead will have a Hero that will have to push a lane and then take objective like "capture/destroy X base, take "X" technology, kill "Z" to have a new ally, open a Path to an enemy AI wave to attack the enemy base (if the base is killed too quickly you will have the wave to attack you ally base)...
Or a mission full - RPG, on heroes will explore an installation and the other will have to kill stuff on an open space, a third one would be forced to stealth in one base
These are some of the ideas/suggestions i have for a coop mission
Looking forward for the end of Aureolin Eclipse... Will finally Corelia kill Janus ?? Who knows...
PS: There are some point of contact with the actual starcraft lore, or is yours a totally separated reality ?
Suggestion for a map: Heroes of the Storm map, there is an Ally AI that sends units against multiple bases of the enemy; Player 1 will have to defend critical points and at the same time support some waves that will become on time not enough strong, player 2 instead will have a Hero that will have to push a lane and then take objective like "capture/destroy X base, take "X" technology, kill "Z" to have a new ally, open a Path to an enemy AI wave to attack the enemy base (if the base is killed too quickly you will have the wave to attack you ally base)...
I like that idea.
Maybe we have to kill "Z" before a certain timer goes off, or they'll ally with the enemy instead.
So, I was thinking what I would do after Aureolin Eclipse. The idea of doing another campaign straight away isn't that tempting, so I was thinking I'd do single-standing cooperative missions instead. It's less stressful and something I know people want to play. This is just at the planning stage yet, and might never happen, but I'll post ideas here and take requests/ideas.
I have some ideas already. I'll post them here later. I want to create missions that really feel cooperative. So you won't just be playing with one split base each against a common enemy, but might have one player outside the enemy's base and one inside, working "undercover" (or something like that), and other stuff that is harder to do in a single-player map.
@EivindL: Go
That sounds really cool. I always thought the Tosh mission from WoL would be cool co-op with one as the hero and the other as Tosh. Also an invasion type map would be awesome one player micros the invasion units and one builds bases and send drops or something.
This sounds very cool. Has alot of potential.
Idea! What if the two players has an option to switch places? I can imagine a button at the corner of the screen. If one of the player pushes that button the other player get a 10 second countdown button which he can press to accept. If he accept the players change control.
Also, it should perhaps be a little more forgiving then most of your singleplayer missions. :P
Perhaps the infiltrator gets a Valerian Incapitation behavior or a restart if killed so it's not instant defeat for both players if he is careless for a moment.
2 Players is generally too little for a map. It is fine for single player maps converted to coop as an afterthought but if you are planning a coop map from the start then you should really aim more towards 3-5 players. Anything more and it can become hard to fill lobbies and the game itself becomes chaotic.
An example of what could be done is have 3 players defending some critical object while another two players have to counter attack. The map could be split in the middle by the enemy base with the defenders on one side and the attackers on the other. The defenders could have limited resources or maybe even depend on using heroes to hold out so cannot mount an effective counter attack. The attackers on the other hand have to breach through the enemy defense and kill them before they can kill the critical object. This exposes two very different ways to play and provides pressure on all players (the attackers are under time pressure while the defenders are under performance pressure).
I might consider making maps with different amounts of players. Some might work with 2, others with more. Either way, I hope to create maps that fit the Arcade a bit more than campaigns, while at the same time not making them feel too much like Arcade maps. Heroes on the defense does kinda sound like that (if they are on the offense, on the other way).
Isn't Tosh a hero? I'm a bit confused. I did try to create a Breakout-style mission once where two players could work together, one as Nova and the other one as Tosh, but I never finished it (it wasn't very good).
That sounds really cool, actually. I can imagine this really big invasion with units everywhere, kinda like AS10 on steroids. Thanks, you inspired me!
Interesting idea, but what is the purpose?
You can expect difficulty settings.
I might consider it. However, I did plan on the enemy not exposing the infiltrator. Instead, he'd be stealing widow mines and stuff, placing them at strategic positions and stuff.
Here are some of the ideas I have:
1. INTRUSION: A group of zerg units must work together to escape from a facility, sneaking past guards and burrowing to avoid them.
2. IMPLOSION: This is the one I hinted towards earlier. One player controls a zerg base, with queens, and must spread the creep through the enemy terran base. The other player sabotages the terran to help get the creep get through.
3. ASSASSINATION: A ghost and a spectre must infiltrate a winter facility and assassinate key targets, picking up weapons, skills and equipment on site.
4. HOLDOUT: One player defends the base while another scours the map for additional units and tech options.
5. ALLIANCES: The players seek the allegiance of protoss tribes to help fight an enemy. The tribes the players don't ally with can and most likely will become enemies.
Ooops I meant player 1 as Tosh and player 2 as Raynor's units.
@EivindL: Go
To give the players the option to experience both types of gameplay. And in case one of the players think an encounter is too difficult the other player can make an attempt.
Now I'm not sure what to look forward to more, AE4 or these maps after AE is complete? :P
Nice game mode ideas, this one reminds me of LotV's premise. Perhaps allegiance could work similarly to Emperor: Battle for Dune? You ally with Faction A, and its rival (Faction B) becomes your enemy, or you can act as a 'double agent' and ally with both, but both become hostile if you're discovered.
Though do keep in mind that most Arcade players usually try the map out once and don't touch it again if they don't like it. Having even a small aspect of randomization or some choices to make would help increase the replayability. I used factions to increase diversity in my map, for example, you could have different patrol groups/routes in the Intrusion map, tech found in different points in the Holdout one, etc. It would increase the workload though.
I know I look forwarding to making something else than campaigns for a while. They're kinda exhausting to produce!
I think Arcade players can be hard to satisfy sometimes (they're awfully demanding of people who provide free stuff), but I'll try. Ultimately, though, they only one I need to satisfy, is yours truly. I'll probably ressurect the Camp Delta map too, where you would infiltrate a base and could choose and customize your units, the guards, game modes, etc.
I like your ideas.
By the way, if someone wants to cooperate (no pun intended), I'd be happy to do that. We could make, like, a series. I suck at the data editor, for instance, and I don't know how to create models and stuff like that.
I can probably assist with data. Can show you some vid of my latest abil (pretty complex shit).
Sure, go ahead.
A little disclaimer: The estimated release for Aureolin Eclipse is spring/early summer of 2015, so this thing probably won't surface till at least until then.
Remake the Antioch Chronicles!!
ok i've lost a track of this thread for awhile. Here it is, used 27 effects, 32 actors, 6 units, 6 models and few validators :)), done entirely with data, still learning everything about actor handling:
:<
@abvdzh: Go
Much cooler Rory Swann. I approve!
That looks pretty cool! I'm very interested!
I suppose if I make a joint mod, I can use units and abilities in one mission in another, making there less work.
No, that campaign was impossible! Especially for me that played little sc1-bw (try to friends on 2003 and bought on 2011)... I tryed all the "great campaigns" of sc1... 90% of times i quitted at first mission/ half of the campaign because there was the impossible point on mission "X"... Or also because i realized that a mini-mission would also take 2 hours to complete.
Not gonna spoil AE! :D
As for lore in the coop missions: I don't know yet. I'm not a big fan of "fan fic" campaigns, though. I prefer original lore.
I like that idea.
Maybe we have to kill "Z" before a certain timer goes off, or they'll ally with the enemy instead.