When I played SC. I think Golems was the only MASS game I played. The reason I played it was because I like how you “kinda” had to be strategic to win and not just mass. strategic . So I took that concept and made it a lot better… I focused the map on Strategy instead of massing! This being said ( HEROES are going to be a big part of the game ) I am going to have AURA heros ( For attack,speed,health,armor ) Heros that will tank units / immobilize units / cloak units ( I think I am going to make a cloak field spell that is not like the mother ship but you actually have to cast it on one specific unit ) I am going to try and make it so each hero is important in their own way.. So you will need a combo of them to actually win the game.
Map: Golems Advanced Macro. Players: 6 Map Discription: You build an army of golems, You can spawn different types, and upgrade them. Heros: Hero Golems are units that can take multiple units. The Heros spawn by minerals, the more you have the better combination you can use. 15 Mineral will = much weaker units, then 45-60 minerals. ( its going to work just like the civs did in the orignal, but with just clicking on the beacons and then hitting “shift” to execute your code.” EXP: You have 45 Minerals ( So you have 3 clicks, = 3 civs ) You now go to the selection area hit beacon 1 twice, and 3 once. This will spawn a hero combo, Say if you do an invalid combo, all it does it say its not valid please try again. You also have a depot that you are protecting, if this is destroyed then you lose. The depot can get upgrades as well, health,damage, etc. ( I am going to try to incorporate a lot of things for your depot. Depot: Attack Mode, Defense Mode Attack Mode: Photon Cannon Attack, 5000 Health, No health Regen, ( very weak to damage, dies about 10x faster then in defense mode ) ( Alot more spells/upgrades to come ) Defense Mode: ( No attack ) A lot of armor, Health Regen ( Spells to come ) I actually think I balanced the depot very good, Its very helpful to keep it in attack mode, but I made it so if you are really being massed then its hard to stay in attack mode. Macro: I am trying to make this map as user friendly as I can, I have added very simple mass control macro into the map. Space = Select all non hero units. H = Select All of your “hero” units. 1-6 = Mass rush normal units at the corresponding players. EXP: 1 = Player 1, 2 = Player 2, etc W = Walk, This sets all of your normal units to attack to the center of your camera, no matter where they are. ( You can use your arrow keys to move Arrow Keys = Walk as well but its just move / instead of attack. the camera just like a normal game, but if you are holding W all of your units will walk with the camera ) ( They are set to attack as well, so when they see any enemies they will jump right on them ) Normal Units: Zergling > Marine, Marine > Zealot, > Zealot > Zergling Zergling = Fast Golem. Max level 3 Marine = Rapid Golem. Max Level 3 Zealot = Blade Golem. Max level 3 Heros: Blade Golem 3, Fast Golem 3, Rapid Golem 3 , Gravity Golem.
I am going to have screenshots soon, but I am really waiting until I can actually test this map with someone and show nice screen shots of actual game play. But I still will show you the map!! I just have to do them all separate because I do not see a SS folder for sc2 :( Unless someone knows how to do this?
NOTE * I am looking for 2-3 testers… I would love it if some of my old friends could be it! So if you know me sign up!
What I need * I want to make this as user friendly as I can, If you have any ideas to make the macro even easier please let me know!!
Hero Ideas, and spell ideas! ( You can suggest weaker heros, or really strong heros… They will be balanced by cost )
@Code7477: A lil bit more detail… I tried to write as much as I could. I stated up there that I would do game play SS when I could actually play with someone.. Its a waste now :)
I really just want hero Ideas… I want most heros to just have 1 spell… but I want these spells all to come together to make a strat. Give me hero ideas/ and moves to help you fight opponents
A cool hero would be a unit that has the ability to self-destruct, dealing damage in a radius, killing spawns and damaging or killing golems all around him, and if you can get him to the enemy spawn-building and self-destruct, he deals a fair amount of damage to it. If he is killed, however, nothing happens. Has decent attacking damage.
An idea to add to that, if you want, if have him like Lucario is...He deals damage = to his health. So if he SDs at low health he deals little damage. BUT. He heals over time.
I was going to do one like this... But no attack/ no damage if the skill is not done.
Mass recall is a given hero!! only effects your normal units.
Update*
I made a hero that uses the ghost EMP, but it cloaks 3-5 units for 20 seconds. I will keep the normal EMP in the game as well to counter this attack/ all cloaked units.
Mothership Golem ( Only has the cloaking spell and will only effect non-hero units )
You should make use of attributes to make a separation between heroes maybe...
But I think there should be this:
Infantry - The units you spawn
Support - Golems you create that has supportive effects, does not have much offensive abilities.
Hero - Offensive Golems that have high aggressive abilities and able to destroy Infantries.
Anti-Hero - Offensive Golems that main abilities is to destroy Hero Golems.
Then how do you balance out the bunker unit, so it doesn't really kill every single thing sent at it?
Use attributes:
Bunker Unit - Has bonus damage to Infantry, and small bonuses to (Anti)Hero and Support.
Hero and Anti-Hero golems should have armors that lowers damage from infantry, but Hero would have the best effective armor.
Making use of the Immortal's ability should work well, especially if you can do it in a smart way:
Modify the max damage a Hero can take from infantries, to 10. And look where it's only limited to infantries, which means other attribute types can deal more damage to it.
If you can make use of most spells from the contest (with permission of course) and balance it, it would work out well tactically.
There's a huge difference, between strategy and tactics.
Oh, since this is sc2, make a switch when combining parts, so you don't have to time them right...
The original golem have a TON of combination, including when you add a number of them in a hard to do manner.
Maybe this can be more cooler and advanced, if you can use BUNKERS!
Set up 4 bunkers for each player, in a area.
The pieces a player gets, are small pieces, but they sometime gets large pieces too.
Then...
Combine them!
Since it's 4 bunkers, call them Synthesis Ovens, that requires a proper number and type of units in the bunker to do a combo.
Maybe limit 2 supplies (1 smalls, or 1 big) per bunker, as raising the number of combination with 4 supplies per bunker can be complicated...
Infantry - The units you spawn
Support - Golems you create that has supportive effects, does not have much offensive abilities.
Hero - Offensive Golems that have high aggressive abilities and able to destroy Infantries.
Anti-Hero - Offensive Golems that main abilities is to destroy Hero Golems.
( Sounds like a plan! I was thinking of incorporation the units just like this! )
Bunkers are not in this game, Depots with attack/defense mode. ( you can upgrade it )
I already have a very easy system.
You just click on a beacon... If you have enough money and press shift you get your beacon combo. Each Beacom = 15 minerals.
So Clicking the same beacon 3 times will give you a better unit and cost 45, also can click different combos of beacons. 1,3,4, ETC.
All you do is press shift, and if some reason you did an invalid combo, It will just let you know :)
When I played SC. I think Golems was the only MASS game I played. The reason I played it was because I like how you “kinda” had to be strategic to win and not just mass. strategic . So I took that concept and made it a lot better… I focused the map on Strategy instead of massing!
This being said ( HEROES are going to be a big part of the game ) I am going to have AURA heros ( For attack,speed,health,armor )
Heros that will tank units / immobilize units / cloak units ( I think I am going to make a cloak field spell that is not like the mother ship but you actually have to cast it on one specific unit ) I am going to try and make it so each hero is important in their own way.. So you will need a combo of them to actually win the game.
Map: Golems Advanced Macro.
Players: 6
Map Discription: You build an army of golems, You can spawn different types, and upgrade them.
Heros: Hero Golems are units that can take multiple units. The Heros spawn by minerals, the more you have the better combination you can use.
15 Mineral will = much weaker units, then 45-60 minerals. ( its going to work just like the civs did in the orignal, but with just clicking on the beacons and then hitting “shift” to execute your code.”
EXP: You have 45 Minerals ( So you have 3 clicks, = 3 civs ) You now go to the selection area hit beacon 1 twice, and 3 once. This will spawn a hero combo, Say if you do an invalid combo, all it does it say its not valid please try again.
You also have a depot that you are protecting, if this is destroyed then you lose.
The depot can get upgrades as well, health,damage, etc. ( I am going to try to incorporate a lot of things for your depot.
Depot: Attack Mode, Defense Mode
Attack Mode: Photon Cannon Attack, 5000 Health, No health Regen, ( very weak to damage, dies about 10x faster then in defense mode ) ( Alot more spells/upgrades to come )
Defense Mode: ( No attack ) A lot of armor, Health Regen ( Spells to come ) I actually think I balanced the depot very good, Its very helpful to keep it in attack mode, but I made it so if you are really being massed then its hard to stay in attack mode.
Macro: I am trying to make this map as user friendly as I can, I have added very simple mass control macro into the map.
Space = Select all non hero units.
H = Select All of your “hero” units.
1-6 = Mass rush normal units at the corresponding players. EXP: 1 = Player 1, 2 = Player 2, etc
W = Walk, This sets all of your normal units to attack to the center of your camera, no matter where they are. ( You can use your arrow keys to move
Arrow Keys = Walk as well but its just move / instead of attack.
the camera just like a normal game, but if you are holding W all of your units will walk with the camera ) ( They are set to attack as well, so when they see any enemies they will jump right on them )
Normal Units: Zergling > Marine, Marine > Zealot, > Zealot > Zergling
Zergling = Fast Golem. Max level 3
Marine = Rapid Golem. Max Level 3
Zealot = Blade Golem. Max level 3
Heros: Blade Golem 3, Fast Golem 3, Rapid Golem 3 , Gravity Golem.
I am going to have screenshots soon, but I am really waiting until I can actually test this map with someone and show nice screen shots of actual game play.
But I still will show you the map!! I just have to do them all separate because I do not see a SS folder for sc2 :( Unless someone knows how to do this?
Hero Ideas, and spell ideas! ( You can suggest weaker heros, or really strong heros… They will be balanced by cost )
Sounding good, man! But, when you take pictures, do it in game, or with Lock Game View Settings on... :D
Don't have much comment, right now, though. Maybe when it's a little more detailed.
@Code7477: A lil bit more detail… I tried to write as much as I could.
I stated up there that I would do game play SS when I could actually play with someone.. Its a waste now :)
I really just want hero Ideas… I want most heros to just have 1 spell… but I want these spells all to come together to make a strat.
Give me hero ideas/ and moves to help you fight opponents
I loved Golems for SC1! Just make sure to make it as fair as possible without any of those secret golem bs.
@Atl0s: Dude I am not.. Like really man its legit!
I am making it a game of thinking… Like spawn is set to 2.5, so its not like super mass.
Atl0s its the map with the “glitch” lol!
but you want to be a tester.. I need a golem fan!
A cool hero would be a unit that has the ability to self-destruct, dealing damage in a radius, killing spawns and damaging or killing golems all around him, and if you can get him to the enemy spawn-building and self-destruct, he deals a fair amount of damage to it. If he is killed, however, nothing happens. Has decent attacking damage.
An idea to add to that, if you want, if have him like Lucario is...He deals damage = to his health. So if he SDs at low health he deals little damage. BUT. He heals over time.
Cool. How about one that can use "mass recall" and teleport every of it's units to it's location?
@Code7477: Go
I was going to do one like this... But no attack/ no damage if the skill is not done.
Mass recall is a given hero!! only effects your normal units.
I made a hero that uses the ghost EMP, but it cloaks 3-5 units for 20 seconds. I will keep the normal EMP in the game as well to counter this attack/ all cloaked units.
Mothership Golem ( Only has the cloaking spell and will only effect non-hero units )
You should make use of attributes to make a separation between heroes maybe...
But I think there should be this:
Infantry - The units you spawn
Support - Golems you create that has supportive effects, does not have much offensive abilities.
Hero - Offensive Golems that have high aggressive abilities and able to destroy Infantries.
Anti-Hero - Offensive Golems that main abilities is to destroy Hero Golems.
Then how do you balance out the bunker unit, so it doesn't really kill every single thing sent at it?
Use attributes:
Bunker Unit - Has bonus damage to Infantry, and small bonuses to (Anti)Hero and Support.
Hero and Anti-Hero golems should have armors that lowers damage from infantry, but Hero would have the best effective armor.
Making use of the Immortal's ability should work well, especially if you can do it in a smart way:
Modify the max damage a Hero can take from infantries, to 10. And look where it's only limited to infantries, which means other attribute types can deal more damage to it.
If you can make use of most spells from the contest (with permission of course) and balance it, it would work out well tactically.
There's a huge difference, between strategy and tactics.
Oh, since this is sc2, make a switch when combining parts, so you don't have to time them right...
The original golem have a TON of combination, including when you add a number of them in a hard to do manner.
Maybe this can be more cooler and advanced, if you can use BUNKERS!
Set up 4 bunkers for each player, in a area.
The pieces a player gets, are small pieces, but they sometime gets large pieces too.
Then...
Combine them!
Since it's 4 bunkers, call them Synthesis Ovens, that requires a proper number and type of units in the bunker to do a combo.
Maybe limit 2 supplies (1 smalls, or 1 big) per bunker, as raising the number of combination with 4 supplies per bunker can be complicated...
Infantry - The units you spawn Support - Golems you create that has supportive effects, does not have much offensive abilities. Hero - Offensive Golems that have high aggressive abilities and able to destroy Infantries. Anti-Hero - Offensive Golems that main abilities is to destroy Hero Golems. ( Sounds like a plan! I was thinking of incorporation the units just like this! ) Bunkers are not in this game, Depots with attack/defense mode. ( you can upgrade it )
I already have a very easy system.
You just click on a beacon... If you have enough money and press shift you get your beacon combo. Each Beacom = 15 minerals.
So Clicking the same beacon 3 times will give you a better unit and cost 45, also can click different combos of beacons. 1,3,4, ETC.
All you do is press shift, and if some reason you did an invalid combo, It will just let you know :)