I have a few thoughts, though they're not actual name ideas.
In a map like this you have two styles of name that you could go with. You could give it a cool, lore-based name that doesn't really tell much about gameplay, but sounds really cool, like your "Shadows of Chaos" idea.
The other option would be to have a name that doesn't quite sound as cool, but is a little more descriptive. Obviously you don't want it to be too descriptive, but something simple that at least gives you a vague idea of what the theme/gameplay might be like. An example of this is the game "Archers" which is basically a third person One-in-the-chamber game.
I personally like the second better. When I'm looking for a new map, I am much more interested in a map that is a little more descriptive, and a little less on the epic/lore-sounding name. But that's just me, other people probably have different preferences.
I don't have any ideas for you if you prefer an epic-sounding name, but if you want a more descriptive name then maybe something like "War for (name of land)", or "The Sieges of..."
Sorry I don't have any good ideas for you, I'm not good at making up names, but hopefully this will give someone an idea.
I know this is a bit of a bump, but I had a couple of ideas I wanted to mention.
Are all the units Terran? Obviously some of them look more Protoss than human, if they are Terran what is their story? Bio-engineering? Is it a suit of some suit?
#1: I don't have any ideas here, maybe the name of some ancient magician's group?
#2: I'm thinking maybe some kind of ancient sword group, the elite guys. I've looked around and can't find anything, but if you could find something that actually sounds decent it might work.
#3: I really like the idea of a Norse name for this unit more than any others - the Terrans seem to prefer using Norse mythology for their mechs more than anything else. Unfortunately all of the most common names have been taken. The best names i can find in Norse mythology would be Magni (son of Thor, god of strength), and Tyr (god of war). Vali is another option, though I don't like the name as much, he's the god of revenge.
#4: This might be a bit cheesy but maybe something like a K10? I know K9 stands for the scientific Canine, but K10 sounds like an upgraded version of the original.
#5: This guy definitely makes me think of Wolverine. I don't know if you want to key off a movie, but it would be a cool idea.
#6: I noticed he's got a code on the side of his armor (C3-54). You probably wouldn't want to use that code but the idea of an acronym/code name like that seems like it might work. It would bring a bit of a Star Wars feel to him. If you decided to go with this you could probably even alter the skin to put that name on it instead of the C3-54.
OutsiderXE Yeah that would be nice, since i wont be making the game I'll leave that to the actual maker, but I do have some suggestions along those lines. I would love to see a game that doesn't have such a high skillcap.
tdhsst the global abilities would mostly be supportive. You're not going to be wiping out an army with your SOA abilities. They are meant to add versatility to the race instead of raw firepower. That is a good point, maybe with heroes more than SOA abilities, but the gameplay style might have to change to accommodate some of these additions. Heroes might not work well in the game-style today where there's a lot of value in splitting your forces so much.
Yeah like I said there wont be any global nuking, that would be a huge pain. I guess the difference here is a matter of preference, bringing the two game-styles closer together was one of my goals in making this, to allow players of all styles to play together.
Yes heroes will have to be very carefully balanced, they could certainly throw off the balance of the game.
Each race in SC2 has around 11-13 basic units (not counting summoned units, basic units like workers, and expansion units), out of those usually four came over from SC1, so I did the same thing, with eight or nine new units and three or four of the same.
Thanks for your input, I always love to get another opinion. Have a nice day.
For a while now I have been working on a “Starcraft 3” map. It is exactly what it sounds like, a new version of Starcraft. It would be as different from Starcraft 2 as Starcraft 2 was from Starcraft 1; it has completely new units, new mechanics, etc. My problem is that I don't know how to use the editor myself. So I'm looking for someone who would be interested in taking on this project.
I have ready a basic summary of each unit for each of the races. I kept some of the more iconic units from each race, some with a few tweaks, others pretty much the same. I followed the same format of unit types and styles that SC2 follows, and I made sure that each unit is completely unique not only compared to other units in Starcraft 3, but also different from what is seen in Starcraft 2. Some mechanics have also been changed for the races, to fit the lore of ever-evolving armies and technology, as well as to add new aspects to gameplay. On top of everything else, I have added a unique system to each race. Since Blizzard has given special traits to the races in co-op and the campaign – heroes for the Zerg, Spear of Adun for Protoss – I decided to utilize those aspects.
Zerg – The Zerg will have the ability to train one of three heroes, each with their own abilities and combat style. To ensure that these heroes remain relevant throughout the game, I added a leveling system. The heroes will level up by collecting biomass from your units (sacrificing them in the process). There will be a limited amount of biomass to be collected from each unit, so players will have to keep expanding their tech tree to continue leveling up their hero. Leveling up will both increase stats and allow the hero to learn new abilities/upgrade existing ones. (similar style to WC3 for those who have played it).
Protoss – The Protoss will have Spear of Adun abilities to provide support to their forces. Each ability would have a global range, and the abilities would largely be supportive (I am well aware of the danger of mineral-line harassment with global range, and I have a solution). Energy is generated from your nexuses, so more nexuses means faster energy generation.
Terran – Blizzard has always made the Terrans' focus largely around their army, so I added to that by giving them the ability to customize units. In the factory you can build a basic unit to be customized. You may then salvage other mechanical units to collect items from them to be given to your mech. Most units will give multiple items, and unused items can be sold, so you don't waste anything. Mechs will have three inventory slots – armor, weapons, and special systems (abilities) – and you can choose different aspects from different units. For instance, you can pull the splash damage attack from one unit and the ability to attack while moving from another to create a powerful strafing unit. Or you could put a siege tank's range and damage with cloaking to create a powerful ambush. Costs would have to be heavily calculated, but with the right tweaks this system could provide infinite possibilities to a Terran army. This unit would by no means be a necessity for a stable Terran army, only a possible option.
Coming into the game, players will be given the choice of which style they want to play. If you love heroes like from Warcraft 3, you will find that in the zerg. If you prefer global presence, the Protoss are the way to go. If you prefer a powerful army with high diversity, the Terrans are what you're looking for.
If you are seriously interested in taking on this project, let me know and I can send you more details about the game. You can contact me either in the comments section or you can email me at [email protected]. I am willing to work with you as much or as little as you prefer. If you prefer to work by yourself I will stay out of the whole process, but if you are interested in me working with you, I'd be quite willing to do so. The planning stages of the game are almost completely finished, all that is required now is to put the game into the editor.
0
I'm still looking for a mapmaker, if anyone's interested just let me know here or via email.
1.32247090004495
I have a few thoughts, though they're not actual name ideas.
In a map like this you have two styles of name that you could go with. You could give it a cool, lore-based name that doesn't really tell much about gameplay, but sounds really cool, like your "Shadows of Chaos" idea.
The other option would be to have a name that doesn't quite sound as cool, but is a little more descriptive. Obviously you don't want it to be too descriptive, but something simple that at least gives you a vague idea of what the theme/gameplay might be like. An example of this is the game "Archers" which is basically a third person One-in-the-chamber game.
I personally like the second better. When I'm looking for a new map, I am much more interested in a map that is a little more descriptive, and a little less on the epic/lore-sounding name. But that's just me, other people probably have different preferences.
I don't have any ideas for you if you prefer an epic-sounding name, but if you want a more descriptive name then maybe something like "War for (name of land)", or "The Sieges of..."
Sorry I don't have any good ideas for you, I'm not good at making up names, but hopefully this will give someone an idea.
0
I know this is a bit of a bump, but I had a couple of ideas I wanted to mention.
Are all the units Terran? Obviously some of them look more Protoss than human, if they are Terran what is their story? Bio-engineering? Is it a suit of some suit?
#1: I don't have any ideas here, maybe the name of some ancient magician's group?
#2: I'm thinking maybe some kind of ancient sword group, the elite guys. I've looked around and can't find anything, but if you could find something that actually sounds decent it might work.
#3: I really like the idea of a Norse name for this unit more than any others - the Terrans seem to prefer using Norse mythology for their mechs more than anything else. Unfortunately all of the most common names have been taken. The best names i can find in Norse mythology would be Magni (son of Thor, god of strength), and Tyr (god of war). Vali is another option, though I don't like the name as much, he's the god of revenge.
#4: This might be a bit cheesy but maybe something like a K10? I know K9 stands for the scientific Canine, but K10 sounds like an upgraded version of the original.
#5: This guy definitely makes me think of Wolverine. I don't know if you want to key off a movie, but it would be a cool idea.
#6: I noticed he's got a code on the side of his armor (C3-54). You probably wouldn't want to use that code but the idea of an acronym/code name like that seems like it might work. It would bring a bit of a Star Wars feel to him. If you decided to go with this you could probably even alter the skin to put that name on it instead of the C3-54.
0
OutsiderXE Yeah that would be nice, since i wont be making the game I'll leave that to the actual maker, but I do have some suggestions along those lines. I would love to see a game that doesn't have such a high skillcap.
tdhsst the global abilities would mostly be supportive. You're not going to be wiping out an army with your SOA abilities. They are meant to add versatility to the race instead of raw firepower. That is a good point, maybe with heroes more than SOA abilities, but the gameplay style might have to change to accommodate some of these additions. Heroes might not work well in the game-style today where there's a lot of value in splitting your forces so much.
Yeah like I said there wont be any global nuking, that would be a huge pain. I guess the difference here is a matter of preference, bringing the two game-styles closer together was one of my goals in making this, to allow players of all styles to play together.
0
Hi there,
Yes heroes will have to be very carefully balanced, they could certainly throw off the balance of the game.
Each race in SC2 has around 11-13 basic units (not counting summoned units, basic units like workers, and expansion units), out of those usually four came over from SC1, so I did the same thing, with eight or nine new units and three or four of the same.
Thanks for your input, I always love to get another opinion. Have a nice day.
0
I put a new idea here:
https://www.sc2mapster.com/forums/player-zone/map-suggestions-requests/188853-starcraft-3-mapmaker-needed
I figured I'd put a link to it to add to the ideas here. Even if my idea doesn't get used I still think people could get some good ideas from this.
0
Hi guys,
For a while now I have been working on a “Starcraft 3” map. It is exactly what it sounds like, a new version of Starcraft. It would be as different from Starcraft 2 as Starcraft 2 was from Starcraft 1; it has completely new units, new mechanics, etc. My problem is that I don't know how to use the editor myself. So I'm looking for someone who would be interested in taking on this project.
I have ready a basic summary of each unit for each of the races. I kept some of the more iconic units from each race, some with a few tweaks, others pretty much the same. I followed the same format of unit types and styles that SC2 follows, and I made sure that each unit is completely unique not only compared to other units in Starcraft 3, but also different from what is seen in Starcraft 2. Some mechanics have also been changed for the races, to fit the lore of ever-evolving armies and technology, as well as to add new aspects to gameplay. On top of everything else, I have added a unique system to each race. Since Blizzard has given special traits to the races in co-op and the campaign – heroes for the Zerg, Spear of Adun for Protoss – I decided to utilize those aspects.
Zerg – The Zerg will have the ability to train one of three heroes, each with their own abilities and combat style. To ensure that these heroes remain relevant throughout the game, I added a leveling system. The heroes will level up by collecting biomass from your units (sacrificing them in the process). There will be a limited amount of biomass to be collected from each unit, so players will have to keep expanding their tech tree to continue leveling up their hero. Leveling up will both increase stats and allow the hero to learn new abilities/upgrade existing ones. (similar style to WC3 for those who have played it).
Protoss – The Protoss will have Spear of Adun abilities to provide support to their forces. Each ability would have a global range, and the abilities would largely be supportive (I am well aware of the danger of mineral-line harassment with global range, and I have a solution). Energy is generated from your nexuses, so more nexuses means faster energy generation.
Terran – Blizzard has always made the Terrans' focus largely around their army, so I added to that by giving them the ability to customize units. In the factory you can build a basic unit to be customized. You may then salvage other mechanical units to collect items from them to be given to your mech. Most units will give multiple items, and unused items can be sold, so you don't waste anything. Mechs will have three inventory slots – armor, weapons, and special systems (abilities) – and you can choose different aspects from different units. For instance, you can pull the splash damage attack from one unit and the ability to attack while moving from another to create a powerful strafing unit. Or you could put a siege tank's range and damage with cloaking to create a powerful ambush. Costs would have to be heavily calculated, but with the right tweaks this system could provide infinite possibilities to a Terran army. This unit would by no means be a necessity for a stable Terran army, only a possible option.
Coming into the game, players will be given the choice of which style they want to play. If you love heroes like from Warcraft 3, you will find that in the zerg. If you prefer global presence, the Protoss are the way to go. If you prefer a powerful army with high diversity, the Terrans are what you're looking for.
If you are seriously interested in taking on this project, let me know and I can send you more details about the game. You can contact me either in the comments section or you can email me at [email protected]. I am willing to work with you as much or as little as you prefer. If you prefer to work by yourself I will stay out of the whole process, but if you are interested in me working with you, I'd be quite willing to do so. The planning stages of the game are almost completely finished, all that is required now is to put the game into the editor.