Before I even get started, I wish to inform you that I am 16 and a junior in highschool. I will be open about that. Therefore, no money transactions will be involved and no crazy rush to get to the first page. I have a basic understanding of how triggers are supposed to work, I can do simple data editing, and I am an OKish terrainer when I want to be. Also, in all of my 600something posts, none of them have really helped anybody or anything. I wish to change that by starting this project. Basically, I feel like starting out and playing it by ear. Now, if you are still interested, please feel free to read on :)
There are two dirrections I could take this project in.
This version of the project would feature hunting. In the game's campaign, Tychus says that you can get a good bounty on the black market for zerg trophys. Therefore, why not make a hunting game where each player gets a small squad of ground units. In 30 minutes, the team that has the largest amount of zerg killed (or the most weight) wins. The reason it is an RPG is because there aren't many incoming units or bases. You control your hunter, his assistants, and that's it. Unlike other RPGs, you can buy more men, and some basic upgrades, but basically you are rushing to earn bounties and minerals.
The second version would feature infestation. I haven't figured this one out just yet, but I want to see mutant colonists running around, a few zerg bases, and a massive, forrested map.
Either way, I would need some advice for what triggers the map would need, how to make a quality terrain (I want to be a part of that, I like terrain), and possibly data if there would be anything major.
I will include a link to the other post that got me thinking about the project.
Reaper it sounds like you have a vary simplistic idea. Not to down your idea, but if your going to go for a map that will have a decent player base your going to have to challenge the norm of what people expect in a map. Right now all of the game play elements say for the "player kill/exp race" sound very generic. Make sure to focus on a few things(min of 3) that will make your game play different from other map types especially the ones that were popular for Warcraft 3.
Reaper it sounds like you have a vary simplistic idea. Not to down your idea, but if your going to go for a map that will have a decent player base your going to have to challenge the norm of what people expect in a map. Right now all of the game play elements say for the "player kill/exp race" sound very generic. Make sure to focus on a few things(min of 3) that will make your game play different from other map types especially the ones that were popular for Warcraft 3.
You see? That's exactly the kind of thing I need in someone who wants to help me.
Nothing wrong with being a 16 and in high school. I started working in SC1's original map editor when I was 13 and then was pumping out heroes in WC3 that put dota's heroes to shame. I've talked to 13 year olds that have a better grasp of the data editor than majority of people on these forums. So more power to you.
I'm always willing to help people in the creative aspect. Reves made some very good point, I would also recommend taking what he says and thinking about it in DEPTH. If you ever need someone to bounce ideas off of or ask a data editor question, hit me up. I may not post a lot, but I'm literally always browsing these forums.
Again I wouldnt be able to help out with any of the actual work, I'm working on a project that takes all of my time. But if you plan on doing the data work yourself I can help you through some complex abilities. If you'd like I can shoot you my vent info and we could chat (an offer I make to many).
To expand on what Reves said: 1) What makes this game different and more interesting than any other RPG or same style of game, and I mean DIFFERENT. A simple "sweet terrain!" or "new hero choices!" is not enough with the current competition. 2) Will there be any challenges? Any player vs player competition? Or will players literally just be attack moving their squad around the map killing random squads of zerg <- sounds harsh, but this is literally what came to my mind when you explained your idea. I dont mean to be harsh, just trying to help out and make sure you move forward in the right direction so you don't waste any time. 3) Once you get these trophies what do you do with them? Is there enough motivation for me to actual care about getting the trophies besides winning? And if the main purpose of the game is for me to win by getting the most trophies, then why would I bother playing it with other players? Why not just give me a timer and say "you must get X number of trophies before Y timer runs out to win".
Before I even get started, I wish to inform you that I am 16 and a junior in highschool. I will be open about that. Therefore, no money transactions will be involved and no crazy rush to get to the first page. I have a basic understanding of how triggers are supposed to work, I can do simple data editing, and I am an OKish terrainer when I want to be. Also, in all of my 600something posts, none of them have really helped anybody or anything. I wish to change that by starting this project. Basically, I feel like starting out and playing it by ear. Now, if you are still interested, please feel free to read on :)
There are two dirrections I could take this project in.
This version of the project would feature hunting. In the game's campaign, Tychus says that you can get a good bounty on the black market for zerg trophys. Therefore, why not make a hunting game where each player gets a small squad of ground units. In 30 minutes, the team that has the largest amount of zerg killed (or the most weight) wins. The reason it is an RPG is because there aren't many incoming units or bases. You control your hunter, his assistants, and that's it. Unlike other RPGs, you can buy more men, and some basic upgrades, but basically you are rushing to earn bounties and minerals.
The second version would feature infestation. I haven't figured this one out just yet, but I want to see mutant colonists running around, a few zerg bases, and a massive, forrested map.
Either way, I would need some advice for what triggers the map would need, how to make a quality terrain (I want to be a part of that, I like terrain), and possibly data if there would be anything major.
I will include a link to the other post that got me thinking about the project.
http://forums.sc2mapster.com/player-zone/map-suggestions-requests/20075-zerg-hunt-no-not-zhrpg/
http://forums.sc2mapster.com/resources/project-workplace/20135-the-hunt/
Reaper it sounds like you have a vary simplistic idea. Not to down your idea, but if your going to go for a map that will have a decent player base your going to have to challenge the norm of what people expect in a map. Right now all of the game play elements say for the "player kill/exp race" sound very generic. Make sure to focus on a few things(min of 3) that will make your game play different from other map types especially the ones that were popular for Warcraft 3.
You see? That's exactly the kind of thing I need in someone who wants to help me.
@Reaper872: Go
Nothing wrong with being a 16 and in high school. I started working in SC1's original map editor when I was 13 and then was pumping out heroes in WC3 that put dota's heroes to shame. I've talked to 13 year olds that have a better grasp of the data editor than majority of people on these forums. So more power to you.
I'm always willing to help people in the creative aspect. Reves made some very good point, I would also recommend taking what he says and thinking about it in DEPTH. If you ever need someone to bounce ideas off of or ask a data editor question, hit me up. I may not post a lot, but I'm literally always browsing these forums.
Again I wouldnt be able to help out with any of the actual work, I'm working on a project that takes all of my time. But if you plan on doing the data work yourself I can help you through some complex abilities. If you'd like I can shoot you my vent info and we could chat (an offer I make to many).
To expand on what Reves said: 1) What makes this game different and more interesting than any other RPG or same style of game, and I mean DIFFERENT. A simple "sweet terrain!" or "new hero choices!" is not enough with the current competition. 2) Will there be any challenges? Any player vs player competition? Or will players literally just be attack moving their squad around the map killing random squads of zerg <- sounds harsh, but this is literally what came to my mind when you explained your idea. I dont mean to be harsh, just trying to help out and make sure you move forward in the right direction so you don't waste any time. 3) Once you get these trophies what do you do with them? Is there enough motivation for me to actual care about getting the trophies besides winning? And if the main purpose of the game is for me to win by getting the most trophies, then why would I bother playing it with other players? Why not just give me a timer and say "you must get X number of trophies before Y timer runs out to win".
Just my thoughts.
@DeepStrike716: Go
So I guess nobody likes competition hunting game styles. Ok, good to know.