Oh dear, I already did a search on similar maps, though I didn't come across any quite as similar. I've already made a playable prototype of the idea and tested it out with some friends. It worked great, but it seems to be eerily similar to the gameplay of 'European Risk Revulsion'. There are minor differences, but not enough to justify a completely new map I'm afraid.
That's pretty much what I mean with the rock-paper-scissors type of gameplay that's typical for starcraft. Though it's important not to see this as a starcraft spinoff map, but a small game on itself. I mean someone shouldn't have to have starcraft 2 know-how or have to know every shortcut to be good at this game.
Therefore I'm trying to keep all the mechanics simple and the options for the player limited, to let it all come down to the players tactical understanding of how to distribute his force (much like in risk, where there is only one unit type).
Though some kind of counter-unit system could increase the depth of the game.
That's definitely a possibility. That's why I made this thread: everything is up for discussion.
Keep in mind though that the game in it's core, like risk, is about tactical decisions. This means that it's not supposed to feature the typical starcraft 2 gameplay, but could be a stand-alone game.
Planes might be a good idea though. Maybe the game should integrate some kind of rock-paper-scissors gameplay? What do you guys think about it?
I've always loved maps like this. I am looking forward to see the outcome. :)
How many players are this going to be designed for? Could be 4 players guessing from the overview.
Cheers, I forgot to add the number of players it was designed for. This map version is designed for 4 players, though it's still open for suggestions and the amount of players for the map may vary :)
in this thread I'll introduce a map idea I have, and open it up for discussion. I will completely develop the map myself, though what it exactly turns out like depends on you, the community! So don't hesitate and give me some feedback on the game concept and the level design, and I'll try to integrate the main consensus of the feedback into the design.
Starcraft II: conquest –design document
Please note that this is a running document, which means that this is not the definitive content. This concept is open for suggestions and will be adjusted according to the general consensus of the received feedback.
The concept
Conquest will be a strategic game with some similar elements to Risk, although it will be played real-time instead of turn-based. Depending on the map size, a certain number of players will compete for map domination by taking control of capture points across the map which belong to their respective province. Provinces spawn marines at their capture point, and the spawn output will be doubled if all provinces of one country are owned by the same player. The first player to take control of all capture points wins.
Concept map layout
The image below shows the first concept of the level layout that will be featured in this map.
The map is designed for 3-4 players
Step by step gameplay depiction
Map initialization
The map starts, all provinces are randomly divided between the players, which means they’ll start off with 1 marine at each of their capture points.
Tactical Reinforcements
At the capture points marines start spawning which immediately come under control of the player. The player can decide he is vulnerable at certain spots and reinforce those positions by sending a couple of marines there. He can decide he wants to attack an enemy province and group a number of marines from several different capture points to one point.
The Attack
The marines can engage each other everywhere on the field, though usually the target of an attack is the capture point of a province. This means the attacker will have to eliminate the marines defending the point, so that when he moves a towards the capture point it will automatically be captured by the attacking player.
Bonus
When a player manages to capture all provinces of one country (indicated by a similar colour), instead of 1 marine the capture points will now spawn 2 marines, until one of the provinces is captured by another player again.
Victory
Eventually one player will own all provinces and thus all countries, and he will be declared winner of the match.
Oh dear, I already did a search on similar maps, though I didn't come across any quite as similar. I've already made a playable prototype of the idea and tested it out with some friends. It worked great, but it seems to be eerily similar to the gameplay of 'European Risk Revulsion'. There are minor differences, but not enough to justify a completely new map I'm afraid.
Ty for the heads up.
That's pretty much what I mean with the rock-paper-scissors type of gameplay that's typical for starcraft. Though it's important not to see this as a starcraft spinoff map, but a small game on itself. I mean someone shouldn't have to have starcraft 2 know-how or have to know every shortcut to be good at this game. Therefore I'm trying to keep all the mechanics simple and the options for the player limited, to let it all come down to the players tactical understanding of how to distribute his force (much like in risk, where there is only one unit type). Though some kind of counter-unit system could increase the depth of the game.
That's definitely a possibility. That's why I made this thread: everything is up for discussion. Keep in mind though that the game in it's core, like risk, is about tactical decisions. This means that it's not supposed to feature the typical starcraft 2 gameplay, but could be a stand-alone game.
Planes might be a good idea though. Maybe the game should integrate some kind of rock-paper-scissors gameplay? What do you guys think about it?
Cheers, I forgot to add the number of players it was designed for. This map version is designed for 4 players, though it's still open for suggestions and the amount of players for the map may vary :)
Greetings everyone,
in this thread I'll introduce a map idea I have, and open it up for discussion. I will completely develop the map myself, though what it exactly turns out like depends on you, the community! So don't hesitate and give me some feedback on the game concept and the level design, and I'll try to integrate the main consensus of the feedback into the design.
Starcraft II: conquest –design document
Please note that this is a running document, which means that this is not the definitive content. This concept is open for suggestions and will be adjusted according to the general consensus of the received feedback.
The concept
Conquest will be a strategic game with some similar elements to Risk, although it will be played real-time instead of turn-based. Depending on the map size, a certain number of players will compete for map domination by taking control of capture points across the map which belong to their respective province. Provinces spawn marines at their capture point, and the spawn output will be doubled if all provinces of one country are owned by the same player. The first player to take control of all capture points wins.
Concept map layout
The image below shows the first concept of the level layout that will be featured in this map. The map is designed for 3-4 players
Step by step gameplay depiction
Map initialization
The map starts, all provinces are randomly divided between the players, which means they’ll start off with 1 marine at each of their capture points.
Tactical Reinforcements
At the capture points marines start spawning which immediately come under control of the player. The player can decide he is vulnerable at certain spots and reinforce those positions by sending a couple of marines there. He can decide he wants to attack an enemy province and group a number of marines from several different capture points to one point.
The Attack
The marines can engage each other everywhere on the field, though usually the target of an attack is the capture point of a province. This means the attacker will have to eliminate the marines defending the point, so that when he moves a towards the capture point it will automatically be captured by the attacking player.
Bonus
When a player manages to capture all provinces of one country (indicated by a similar colour), instead of 1 marine the capture points will now spawn 2 marines, until one of the provinces is captured by another player again.
Victory
Eventually one player will own all provinces and thus all countries, and he will be declared winner of the match.