@Kanitala: Go I agree the part form the utility truck looks a little off because the colors dont match, but I feel it already has too much yellow on it. Maybe some yellow parts could be team colored. That's just my suggestion for a unit that may be used by players, it's perfect as it is for a neutral unit just like the other construction trucks.
I decided I will take a break from my SC Expanded mod sometime this year so I can work on this map. I had more ideas for items and units but I feel things may get too complicated, so I'm planning 2 game modes, a simplified one with only the basic units and items, this one will be good for newcomers. And the Takedown one with all units and items so gameplay becomes more complex and allows for more strategies. I think this system is easier to create than a voting system and will make games start faster.
A brief update on the vehicles: All vehicles will be made from a captured factory, so capturing and maintaining Factories over the map will be crucial to have superiority, specially terrain control superiority. Vehicles will have slow turning speed and acceleration so moving them around has its consequences and allows for positional play. The Factory can build 3 types of vehicles right now:
Transport Truck: This vehicle is much needed for fast movement across the map and can carry 12 marines, but it is the most fragile of all vehicles.
APC: The APC may be a slow vehicle but it is made to protect troops inside, it is heavily armored and can attack with it's own auto-turret. It is good to break siege lines and counter bunkers.
Siege Tank: The most expensive vehicle is the most powerful as well. In this game siege mode will be way more powerful than melee, but tank mode is slower and the morph time is also longer, so moving them around must be planned carefully. Players won't be able to have many of them so they can only be used to protect important strategic positions.
APCs and Siege Tanks will be out of the simplified mode.
I had more ideas for items but they will be all out of the simplified mode. And they still need to be tested for their usefullness.
Cheese: This item is basically for the lulz. Are you a cheeser? This item will give a random buff to it's target, like cloak, extra damage, shields, and possibly others.
Vehicle boosts: I thought I could add some items that boost vehicles as well. I'm not sure these will have any use but could make vehicle play more interesting.
Ok so the Simplified and Takedown modes are up and running. From here it will be easy to add/remove things from the simplified mode.
Another thing I've been wroking on ever since I started this map is the Jukebox. At first I decided to keep it a secret but now it is finished so I changed my mind. The jukebox will be another capturable neutral structure and it's sole purpose is to play music, but players can only hear it if they are close to it, and it gives a morale bonus to all biological units standing near it (What exactly the morale bonus will do is still undecided). It starts with the sound of the coin dropping and the name and author of the song will be displayed on the screen. I think it will add a very nice touch to the game.
And I'm thinking about an iPistol item that will allow players to play songs for free centered on their heroes. This is going to be an expensive item and it will of course come with a few surprises.
I went back to work on this project. It is far from an open beta stage, specially for the complete lack of terrain, but I'd like to allow some people to "alpha test" it. So here is the [[starcraft://map/1/171763|link]] to the map on NA if there's anyone interested. And if you do test it please give me detailed feedback!
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@Kanitala: Go I agree the part form the utility truck looks a little off because the colors dont match, but I feel it already has too much yellow on it. Maybe some yellow parts could be team colored. That's just my suggestion for a unit that may be used by players, it's perfect as it is for a neutral unit just like the other construction trucks.
@SoulFilcher: Go
Okie dokie :) Maybe I'll adjust the colour values a bit so the truck parts match up with the greys on the original model more... hmm
I decided I will take a break from my SC Expanded mod sometime this year so I can work on this map. I had more ideas for items and units but I feel things may get too complicated, so I'm planning 2 game modes, a simplified one with only the basic units and items, this one will be good for newcomers. And the Takedown one with all units and items so gameplay becomes more complex and allows for more strategies. I think this system is easier to create than a voting system and will make games start faster.
A brief update on the vehicles: All vehicles will be made from a captured factory, so capturing and maintaining Factories over the map will be crucial to have superiority, specially terrain control superiority. Vehicles will have slow turning speed and acceleration so moving them around has its consequences and allows for positional play. The Factory can build 3 types of vehicles right now:
Transport Truck: This vehicle is much needed for fast movement across the map and can carry 12 marines, but it is the most fragile of all vehicles.
APC: The APC may be a slow vehicle but it is made to protect troops inside, it is heavily armored and can attack with it's own auto-turret. It is good to break siege lines and counter bunkers.
Siege Tank: The most expensive vehicle is the most powerful as well. In this game siege mode will be way more powerful than melee, but tank mode is slower and the morph time is also longer, so moving them around must be planned carefully. Players won't be able to have many of them so they can only be used to protect important strategic positions.
APCs and Siege Tanks will be out of the simplified mode.
I had more ideas for items but they will be all out of the simplified mode. And they still need to be tested for their usefullness.
Cheese: This item is basically for the lulz. Are you a cheeser? This item will give a random buff to it's target, like cloak, extra damage, shields, and possibly others.
Vehicle boosts: I thought I could add some items that boost vehicles as well. I'm not sure these will have any use but could make vehicle play more interesting.
very interesting if ever see it up on bnet i'll que it up right away.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Soul gostei muito dessa ideia sua, meus parabeims, si preciza de ajuda mi avisa ;)
Ok so the Simplified and Takedown modes are up and running. From here it will be easy to add/remove things from the simplified mode.
Another thing I've been wroking on ever since I started this map is the Jukebox. At first I decided to keep it a secret but now it is finished so I changed my mind. The jukebox will be another capturable neutral structure and it's sole purpose is to play music, but players can only hear it if they are close to it, and it gives a morale bonus to all biological units standing near it (What exactly the morale bonus will do is still undecided). It starts with the sound of the coin dropping and the name and author of the song will be displayed on the screen. I think it will add a very nice touch to the game.
And I'm thinking about an iPistol item that will allow players to play songs for free centered on their heroes. This is going to be an expensive item and it will of course come with a few surprises.
I went back to work on this project. It is far from an open beta stage, specially for the complete lack of terrain, but I'd like to allow some people to "alpha test" it. So here is the [[starcraft://map/1/171763|link]] to the map on NA if there's anyone interested. And if you do test it please give me detailed feedback!