Saboteur is a project I have been working on for some time but I am announcing it now. It is not finished but a significant amount of work on it has been done (probably at least 100 hours).
There is a far better formated .Doc file attached to this in case the following strains your eyes. (this is just a copy paste and its format is rather messy)
Saboteur
Section one Summery
Saboteur is a complex who is the killer type map inspired by the Wc3 maps Metastasis and Parasite 2. The basic premises is that there are about 7-13 players one of who is randomly selected to be the saboteur. Everyone who is not the saboteur attempts to figure out who the saboteur is and kill them. Figuring out who it is will require some detective work but there will be items and tools that can help. There will be punishments for killing a player who is not the saboteur. The saboteur attempts to destroy the base he can freely kill other players without any penalties (this can make his life easier however it can also give him away and less players means its easier to figure out who the saboteur is).
The map takes place in a complex belonging to the sinister "Institution" it is presented in an in sc2 universe style however most of the story is of my own creation. The facility is full of brainwashed guards who will mindlessly watch as the game unveils unless they are attacked or a player who to enter a restricted area (Restricted areas contain controls that are valuable to the saboteur). There are also multiple laboratories and control console thorough out the facility which can do simple things like open doors and many of them provide the player with items. Items are a major part of the game the player must craft there own items from components found in labs with recipes taken research notes (also found in labs). There are items that are beneficial to both sides (like various kinds of ammunition that change the players attack) as well as items that are generally only useful for one side. The Agents (non saboteur players) can create tracing bugs as well as spy cameras, radar devices, and various other methods to try to find the who is the saboteur. The saboteur can also construct items like a deadly air born version of the Zerg Hyperevolutionary Virus that are exclusively used for sabotage.
The final goal of the saboteur is to destroy the facilities main reactor causing a massive explosion to obliterate the facility and with it the Institution. The final goal of the agents is to kill the saboteur. The saboteurs goal is complected by the fact that the reactor is surrounded by a massive amount of NPC guards who will kill anything that comes near. The agents goal is complicated by the fact that they don't know who the saboteur is. The obvious problem with this is Team Killing eg players randomly killing other people ether just because they think its fun or in an attempt to get the saboteur. This practice prematurely ends the game for innocents (especially for new players who don't know how to defend themselves) and if the Tker gets lucky he can end the entire game which will disappoint most players (even those who aren’t the saboteur) simply because they never got a chance to really play the game. To discourage tking Saboteur has several systems.
· First unlike most games where as soon as the Alien/Mutant (in this case saboteur) is killed the players instantly win making it an effective test. In Saboteur there is a five minuet delay from when the saboteur is killed to when the game ends (you don't know you killed the actual saboteur) so a random team killer would likely be killed by other players or at least kill several more players before he won for having killed the saboteur.
· Players lose points for Team killing (you can have negative points) besides being embarrassing players will be penalized an possibly instantly kicked for having massive negative points.
Section two Progress and Ideas
Systems
Approximate completion 70%
Implemented
· Chat System
· Win/Lose
· Saboteur randomization
· Item crafting (30%)
· Consoles
· Ion Cannon (70%)
· Simple NPC AI
Ideas
· Advanced NPC AI
· Player AI (Unlikely unless I get another skilled coder)
· GTS Cannon
· Rp Mode
Items
Approximate completion 20%
(Please note this list includes only functional items component items that are only used to create other items are not included)
Fully Implemented
(Created, working, and in game)
· Tracing Bug
· Implosion device (bomb like device)
· Radar Device
· Spy Camera
· ZHV Injector
· Remote Manipulator
Mostly Implemented
(Created, working, not in game)
· Crystalline Shells
· Ripper Shells
· Rip Field Generator
· Neruophane Grenade (Stun Gas)
Partially Implemented
(Partially created, not working, not in game)
· ZHV Gas
· Metherium Injector (Mind control)
Ideas
· Dart gun (used to remotely deliver Neurophane)
· EMP Device (Disables mech units and structures)
· Combat Robot
· Spy Robot
· Craft Robot
· Support Robot
· Plasma Burst Gun
· Psionic Shield
· Repulsion Field Generator
· Tractor Field Generator
· Tractor Shells
· Repulsion Shells
· Turrets of various types
· Shield battery (building that regenerates shields)
· Mines of various types
· Bombs of various types
· ZHV Vaccination Injector + Gas
· Stealth detection extender
· Nexus Class Cloaking device (reduces cloaking energy cost)
· Hand cuffs (permanently disables an unshielded and stunned agent until released)
· Nuclear Bomb (game ender for saboteur must be defended until it explodes)
· Portal generator (must build two creates a waygate like teleportation link useful for getting around undetected or quickly)
· Portable reactor (generates power canisters the most basic crafting component)
Crafting Components
Approximate completion 80%
(Components have no function and are just used in the crafting system to forge other items)
Implemented
(Created, In game)
· Power canister
· Metal casing
· Transmitter Device
· Receiver Device
· Computer Chip
· Crystal
· Hypderdense Crystal
· Field Generator
· Shield Capacitor
· Psi Crystal
Partially Implemented
(Created, Not in game)
· Oxygen
· Merthium
· Neruophane
· Sodium Pentathol
· Gas Canister
Saboteur is a project I have been working on for some time but I am announcing it now. It is not finished but a significant amount of work on it has been done (probably at least 100 hours).
There is a far better formated .Doc file attached to this in case the following strains your eyes. (this is just a copy paste and its format is rather messy)
Saboteur Section one Summery Saboteur is a complex who is the killer type map inspired by the Wc3 maps Metastasis and Parasite 2. The basic premises is that there are about 7-13 players one of who is randomly selected to be the saboteur. Everyone who is not the saboteur attempts to figure out who the saboteur is and kill them. Figuring out who it is will require some detective work but there will be items and tools that can help. There will be punishments for killing a player who is not the saboteur. The saboteur attempts to destroy the base he can freely kill other players without any penalties (this can make his life easier however it can also give him away and less players means its easier to figure out who the saboteur is).
The map takes place in a complex belonging to the sinister "Institution" it is presented in an in sc2 universe style however most of the story is of my own creation. The facility is full of brainwashed guards who will mindlessly watch as the game unveils unless they are attacked or a player who to enter a restricted area (Restricted areas contain controls that are valuable to the saboteur). There are also multiple laboratories and control console thorough out the facility which can do simple things like open doors and many of them provide the player with items. Items are a major part of the game the player must craft there own items from components found in labs with recipes taken research notes (also found in labs). There are items that are beneficial to both sides (like various kinds of ammunition that change the players attack) as well as items that are generally only useful for one side. The Agents (non saboteur players) can create tracing bugs as well as spy cameras, radar devices, and various other methods to try to find the who is the saboteur. The saboteur can also construct items like a deadly air born version of the Zerg Hyperevolutionary Virus that are exclusively used for sabotage.
The final goal of the saboteur is to destroy the facilities main reactor causing a massive explosion to obliterate the facility and with it the Institution. The final goal of the agents is to kill the saboteur. The saboteurs goal is complected by the fact that the reactor is surrounded by a massive amount of NPC guards who will kill anything that comes near. The agents goal is complicated by the fact that they don't know who the saboteur is. The obvious problem with this is Team Killing eg players randomly killing other people ether just because they think its fun or in an attempt to get the saboteur. This practice prematurely ends the game for innocents (especially for new players who don't know how to defend themselves) and if the Tker gets lucky he can end the entire game which will disappoint most players (even those who aren’t the saboteur) simply because they never got a chance to really play the game. To discourage tking Saboteur has several systems. · First unlike most games where as soon as the Alien/Mutant (in this case saboteur) is killed the players instantly win making it an effective test. In Saboteur there is a five minuet delay from when the saboteur is killed to when the game ends (you don't know you killed the actual saboteur) so a random team killer would likely be killed by other players or at least kill several more players before he won for having killed the saboteur. · Players lose points for Team killing (you can have negative points) besides being embarrassing players will be penalized an possibly instantly kicked for having massive negative points.
Section two Progress and Ideas Systems Approximate completion 70% Implemented · Chat System · Win/Lose · Saboteur randomization · Item crafting (30%) · Consoles · Ion Cannon (70%) · Simple NPC AI
Ideas · Advanced NPC AI · Player AI (Unlikely unless I get another skilled coder) · GTS Cannon · Rp Mode
Items Approximate completion 20% (Please note this list includes only functional items component items that are only used to create other items are not included) Fully Implemented (Created, working, and in game) · Tracing Bug · Implosion device (bomb like device) · Radar Device · Spy Camera · ZHV Injector · Remote Manipulator
Mostly Implemented (Created, working, not in game) · Crystalline Shells · Ripper Shells · Rip Field Generator · Neruophane Grenade (Stun Gas)
Partially Implemented (Partially created, not working, not in game) · ZHV Gas · Metherium Injector (Mind control)
Ideas · Dart gun (used to remotely deliver Neurophane) · EMP Device (Disables mech units and structures) · Combat Robot · Spy Robot · Craft Robot · Support Robot · Plasma Burst Gun · Psionic Shield · Repulsion Field Generator · Tractor Field Generator · Tractor Shells · Repulsion Shells · Turrets of various types · Shield battery (building that regenerates shields) · Mines of various types · Bombs of various types · ZHV Vaccination Injector + Gas · Stealth detection extender · Nexus Class Cloaking device (reduces cloaking energy cost) · Hand cuffs (permanently disables an unshielded and stunned agent until released) · Nuclear Bomb (game ender for saboteur must be defended until it explodes) · Portal generator (must build two creates a waygate like teleportation link useful for getting around undetected or quickly) · Portable reactor (generates power canisters the most basic crafting component)
Crafting Components Approximate completion 80% (Components have no function and are just used in the crafting system to forge other items) Implemented (Created, In game) · Power canister · Metal casing · Transmitter Device · Receiver Device · Computer Chip · Crystal · Hypderdense Crystal · Field Generator · Shield Capacitor · Psi Crystal
Partially Implemented (Created, Not in game) · Oxygen · Merthium · Neruophane · Sodium Pentathol · Gas Canister
Idea · IFF Sensor · Mine Casing · Ammunition casing · Uranium · Titanium
That’s all for now folks. Thanks for reading through this feel free to provide me with constructive suggestions, criticism, ect.