Hot damn, this is amazing. I didn't know people still cared about Netstorm. I've got it sitting on the shelf right behind me. Mad props to you for this project and I can't wait to try it out on US.
Countering their team with an appropriate makeup is a tactic in and of itself. If the game is 3v3, 4v4 or whatever and there are nine classes then you won't be able to field everything at once, thus opening opportunity to counter or be countered. That's another reason the cannon takes so long to aim and fire: If you die, or your team is wiped out, you will be able to swap to an appropriate team makeup and get back there to stop them.
With that said, I did more-or-less agree with zeldarules28 on the point of capturable bonuses. The option of having multiple stages also means they can play differently. For example, there could be a stage that has three lanes, multiple lasers, etc. as was mentioned. That one could be designed for a longer game with a different focus. There could also be a stage where the concentration is primarily on the team fight which lends itself to quicker matches (hence the desire for a rematch system).
I plan on doing the terrain, programming it, etc. Since it's not an overly complicated type of game I figure it'll be a good way to get my feet wet with the new editor.
The reason I was thinking about focusing on one lane was to keep the team working together, in a small group TDM sort of way. A variety of classes that oppose one another would promote strategic countering. If I was going to do more of an AOS gameplay (which I have an idea for, but that's for another time and place) I would go for 2-3 lanes for the primary objective. As for capturable bonuses, I'm planning on including side areas (i.e. jungle or a lane that offers extras but no drill). Things such as a passive bonus to speed or damage for the players, launch a satellite that shows you the current game map, etc.
If I include computer-controlled creeps that attack the other side they are going to be more of light distractions and cover, rather than big waves. The idea isn't to attack the enemy base directly (you can't). I think super creeps that take a team to defeat would result in the first team to activate one winning, at least under my current model of 'firing laser = game done' rather than damage over time.
To expand on some points I made in my first post: I'm not going with heroes, I'll be going with a set of classes that can be swapped on-the-fly per death. For the extras section I mentioned, I am going to do multiple game stages, try to allow rematching and perhaps a different game mode. Damage over time could be its own mode (or map), whereas currently it's more of sudden death (albeit the cannon will take a long time to aim and fire).
I still need to come up with classes. A few friends suggested I just 'borrow from team fortress', which isn't a terrible idea, but I'm not sure. Need to think up some more stages as well. I've got two in my head, but would like five unique stages within the map.
I do appreciate the input, it has given me a few ideas. I've also got a friend helping me out with the brainstorming too, so hopefully this'll turn out great. I'm going to start the terrain today, I've been waiting to finish the campaign before I began on the map beyond the ideas phase.
Also, question: When raising lava via trigger, does it raise the entire map, or can I specify a region of lava?
I picked up Starcraft 2 recently, never having got to try it in beta. Yesterday I got to this lovely mission where you had to destroy the temple doors with a giant laser. As soon as I saw it and used it I said to myself, "That thing is awesome, I have to use it in a map. To destroy something. Because it's a frickin' laser."
Here's my idea: Two teams, one lane. The center of the lane has an uncontrolled Drilling Laser building. The enemy base can't be attacked normally, and you must use the laser to destroy it. Taking control of the drill causes it to (assuming I can slow the entire process down via editor), very, very slowly turn towards the enemy base and begin to spin up (very, very slowly) to fire. Holding it long enough will, obviously, result in victory. If you capture it back during the spin up or turn phase it will begin to turn around to the opposing side. There are more nuances to work on, but that's the basic idea.
Simple concept, but I'd like to do more with it and have a couple things I've been debating over.
First: Heroes. I'm not sure I want to use custom heroes that level up. Rather, I think I'd like to present each team with a pool of ground units that each have a different role/advantage. They don't level or upgrade, and upon death you can change to another to help counter the opposing team.
Second: Creeps. I'm considering having each base spawn a wave of critters that attack the opposing side. Not sure, though. It would provide cover/distraction for those capturing the middle, though.
Third: Extras. What could I add to make this more interesting? Different game modes? Different map layouts (i.e. multiple layouts within one large map that are chosen per game)? Perhaps I could make it rematchable within the game, especially since it isn't an overly complicated concept.
I've worked with the previous editors (wc3/2, sc1) for a long time, although mostly on unfinished projects (sadly those of which are lost now, otherwise i'd up-convert and finish them here). The new editor is throwing me for a bit of a loop, though.
You may want to use a different name. I haven't spoken to LordSquad/FinalLegacy in a while, so I'm not sure if they ever planned on doing it for Starcraft 2, but if the makers of the original decided to work on a new one, this might be problematic. Then again, they might be honored that people enjoyed their work enough to remake it.
With that said, I wish you the best of luck on the project, and hopefully far less bugs during development than what we went through on WC3! I think I had over sixty or seventy iterations of HaE in my maps folder during the testing phases.
Assuming this thread is for general discussion of what we'd like to see brought up (rather than just what you mentioned), there's one map from SC1 that has sat in the back of my mind for years, but I lost it and can't remember the name. I can describe it, though!
Map layout was rectangular and had a very large, sprawling protoss base that takes up the upper 7/8ths. The bottom eighth was, I believe, four terran players. You started off building up your base, resources, defenses, etc. Every so often you'd be attacked by a small wave of units, and on timer you would have a stronger attack inbound. The goal was to push up the map and destroy the nexus at the end, but you were required to destroy some key structures along the way. I believe the first was a pair of buildings not too far into the base, at the end of two paths through the cliffs. Destroying them would trigger a harsh retaliatory wave of Protoss. The longer you took, the more difficult the attacks on you became. I can't recall if there was an overall timer to win the map, though.
I wish I had more details, but if anyone knows what I'm talking about, let me know. I'd love to get this thing ported up to SC2, assuming the original maker gave permission.
0
Hot damn, this is amazing. I didn't know people still cared about Netstorm. I've got it sitting on the shelf right behind me. Mad props to you for this project and I can't wait to try it out on US.
0
Countering their team with an appropriate makeup is a tactic in and of itself. If the game is 3v3, 4v4 or whatever and there are nine classes then you won't be able to field everything at once, thus opening opportunity to counter or be countered. That's another reason the cannon takes so long to aim and fire: If you die, or your team is wiped out, you will be able to swap to an appropriate team makeup and get back there to stop them.
With that said, I did more-or-less agree with zeldarules28 on the point of capturable bonuses. The option of having multiple stages also means they can play differently. For example, there could be a stage that has three lanes, multiple lasers, etc. as was mentioned. That one could be designed for a longer game with a different focus. There could also be a stage where the concentration is primarily on the team fight which lends itself to quicker matches (hence the desire for a rematch system).
0
I plan on doing the terrain, programming it, etc. Since it's not an overly complicated type of game I figure it'll be a good way to get my feet wet with the new editor.
The reason I was thinking about focusing on one lane was to keep the team working together, in a small group TDM sort of way. A variety of classes that oppose one another would promote strategic countering. If I was going to do more of an AOS gameplay (which I have an idea for, but that's for another time and place) I would go for 2-3 lanes for the primary objective. As for capturable bonuses, I'm planning on including side areas (i.e. jungle or a lane that offers extras but no drill). Things such as a passive bonus to speed or damage for the players, launch a satellite that shows you the current game map, etc.
If I include computer-controlled creeps that attack the other side they are going to be more of light distractions and cover, rather than big waves. The idea isn't to attack the enemy base directly (you can't). I think super creeps that take a team to defeat would result in the first team to activate one winning, at least under my current model of 'firing laser = game done' rather than damage over time.
To expand on some points I made in my first post: I'm not going with heroes, I'll be going with a set of classes that can be swapped on-the-fly per death. For the extras section I mentioned, I am going to do multiple game stages, try to allow rematching and perhaps a different game mode. Damage over time could be its own mode (or map), whereas currently it's more of sudden death (albeit the cannon will take a long time to aim and fire).
I still need to come up with classes. A few friends suggested I just 'borrow from team fortress', which isn't a terrible idea, but I'm not sure. Need to think up some more stages as well. I've got two in my head, but would like five unique stages within the map.
I do appreciate the input, it has given me a few ideas. I've also got a friend helping me out with the brainstorming too, so hopefully this'll turn out great. I'm going to start the terrain today, I've been waiting to finish the campaign before I began on the map beyond the ideas phase.
Also, question: When raising lava via trigger, does it raise the entire map, or can I specify a region of lava?
0
I picked up Starcraft 2 recently, never having got to try it in beta. Yesterday I got to this lovely mission where you had to destroy the temple doors with a giant laser. As soon as I saw it and used it I said to myself, "That thing is awesome, I have to use it in a map. To destroy something. Because it's a frickin' laser."
Here's my idea: Two teams, one lane. The center of the lane has an uncontrolled Drilling Laser building. The enemy base can't be attacked normally, and you must use the laser to destroy it. Taking control of the drill causes it to (assuming I can slow the entire process down via editor), very, very slowly turn towards the enemy base and begin to spin up (very, very slowly) to fire. Holding it long enough will, obviously, result in victory. If you capture it back during the spin up or turn phase it will begin to turn around to the opposing side. There are more nuances to work on, but that's the basic idea.
Simple concept, but I'd like to do more with it and have a couple things I've been debating over.
First: Heroes. I'm not sure I want to use custom heroes that level up. Rather, I think I'd like to present each team with a pool of ground units that each have a different role/advantage. They don't level or upgrade, and upon death you can change to another to help counter the opposing team.
Second: Creeps. I'm considering having each base spawn a wave of critters that attack the opposing side. Not sure, though. It would provide cover/distraction for those capturing the middle, though.
Third: Extras. What could I add to make this more interesting? Different game modes? Different map layouts (i.e. multiple layouts within one large map that are chosen per game)? Perhaps I could make it rematchable within the game, especially since it isn't an overly complicated concept.
I've worked with the previous editors (wc3/2, sc1) for a long time, although mostly on unfinished projects (sadly those of which are lost now, otherwise i'd up-convert and finish them here). The new editor is throwing me for a bit of a loop, though.
Thoughts? Comments? Suggestions?
p.s. I love laser.
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You may want to use a different name. I haven't spoken to LordSquad/FinalLegacy in a while, so I'm not sure if they ever planned on doing it for Starcraft 2, but if the makers of the original decided to work on a new one, this might be problematic. Then again, they might be honored that people enjoyed their work enough to remake it.
With that said, I wish you the best of luck on the project, and hopefully far less bugs during development than what we went through on WC3! I think I had over sixty or seventy iterations of HaE in my maps folder during the testing phases.
0
Assuming this thread is for general discussion of what we'd like to see brought up (rather than just what you mentioned), there's one map from SC1 that has sat in the back of my mind for years, but I lost it and can't remember the name. I can describe it, though!
Map layout was rectangular and had a very large, sprawling protoss base that takes up the upper 7/8ths. The bottom eighth was, I believe, four terran players. You started off building up your base, resources, defenses, etc. Every so often you'd be attacked by a small wave of units, and on timer you would have a stronger attack inbound. The goal was to push up the map and destroy the nexus at the end, but you were required to destroy some key structures along the way. I believe the first was a pair of buildings not too far into the base, at the end of two paths through the cliffs. Destroying them would trigger a harsh retaliatory wave of Protoss. The longer you took, the more difficult the attacks on you became. I can't recall if there was an overall timer to win the map, though.
I wish I had more details, but if anyone knows what I'm talking about, let me know. I'd love to get this thing ported up to SC2, assuming the original maker gave permission.