Since this is a thread for dumping ideas about The Things maps, I worked on one with another mapper for SC1. We won't finish it for sure so feel free to use any ideas as you see fit:
The whole place is rigged to blow in N minutes. To survive, you must repair a ship (maybe its' the one you were on but it crashed, or it's just a ship in the bay). To repair the ship you must collect repair materials that are scattered around the map in boxes. Each box you bring to the ship contributes a little bit. Everyone can see the repair material counter and when it reaches X, the ship is ready. Everyone who gets on it is saved and the thing can't get on it because it has advanced sensors that don't let the thing through. This means the players will have to split up to find the materials in time, allowing the thing to attack them. One other strategy for the thing to win is to be an active supplier of repair materials. Each patch of repair materials the thing brings in its human form is "sabotaged" (nobody knows whether each new box someone brings is sabotaged or not) and if M% of your overall repair materials are sabotaged by the time the ship is ready for take-off, it will take off as usual but then lose control and crash, killing everyone inside.
This main framework, although complicated, gave potential for some great tactical play. One one hand the players want to stick together for protection. However they need to collect the materials before the time runs out so they have to separate. The thing can kill off half of the humans and then just stick to pretending to be a human and bring the "critical" amount of materials in to sabotage the ship. Another question is once the ship is built, will everyone want to get in or will they be paranoid that it's been sabotaged. Can't remember what we did story-wise if not everyone gets on the sabotaged ship. It is easy to just say that if the ship is sabotaged all humans lose but the choice everyone has to make of entering the ship or staying on the ground is just too awesome and dramatic not to use as a game twist. Of course you have the problem of there not being many humans left and the thing with them. SO you need a plat device that allows the remaining humans to win anyway even though so much time and effort has been wasted on repairing the ship which ended up being sabotaged. But that's for you to think about if you want to. :P
Another element was the medical station. It's a sealed-off room with a control unit outside. One person steps into the room and the door locks them in. Another person outside the room, controls the procedure. They have the options of either healing the person in the room, poisoning them or testing whether they're the thing or not. So it's a place for set-ups and ambushes. The medical center can only be used rarely or at the cost of some repair materials or some other high-value asset.
There you go. If I remember something else I'll let you know. :)
I am known as JaFF in the world of SC1. My name was taken so I had to change it. I hope I'll get a new, good laptop and SC2 by sep-oct this year. I'll probably do at least a bit of mapping, for old times sake.
ATM I'm in the middle of my epic exam session in uni, so wish me luck! 1 down, 4 to go.
Have a nice day.
EDIT: That's odd. If you call your members 'authors', then I see no "jaff" there, yet it said that such a user exists whe nI tried to create my account. I also tried searching for "jaff" with the search function and this post is the only result. Can this be some kind of bug or am I missing some vital piece of the puzzle here? :P
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Since this is a thread for dumping ideas about The Things maps, I worked on one with another mapper for SC1. We won't finish it for sure so feel free to use any ideas as you see fit:
The whole place is rigged to blow in N minutes. To survive, you must repair a ship (maybe its' the one you were on but it crashed, or it's just a ship in the bay). To repair the ship you must collect repair materials that are scattered around the map in boxes. Each box you bring to the ship contributes a little bit. Everyone can see the repair material counter and when it reaches X, the ship is ready. Everyone who gets on it is saved and the thing can't get on it because it has advanced sensors that don't let the thing through. This means the players will have to split up to find the materials in time, allowing the thing to attack them. One other strategy for the thing to win is to be an active supplier of repair materials. Each patch of repair materials the thing brings in its human form is "sabotaged" (nobody knows whether each new box someone brings is sabotaged or not) and if M% of your overall repair materials are sabotaged by the time the ship is ready for take-off, it will take off as usual but then lose control and crash, killing everyone inside.
This main framework, although complicated, gave potential for some great tactical play. One one hand the players want to stick together for protection. However they need to collect the materials before the time runs out so they have to separate. The thing can kill off half of the humans and then just stick to pretending to be a human and bring the "critical" amount of materials in to sabotage the ship. Another question is once the ship is built, will everyone want to get in or will they be paranoid that it's been sabotaged. Can't remember what we did story-wise if not everyone gets on the sabotaged ship. It is easy to just say that if the ship is sabotaged all humans lose but the choice everyone has to make of entering the ship or staying on the ground is just too awesome and dramatic not to use as a game twist. Of course you have the problem of there not being many humans left and the thing with them. SO you need a plat device that allows the remaining humans to win anyway even though so much time and effort has been wasted on repairing the ship which ended up being sabotaged. But that's for you to think about if you want to. :P
Another element was the medical station. It's a sealed-off room with a control unit outside. One person steps into the room and the door locks them in. Another person outside the room, controls the procedure. They have the options of either healing the person in the room, poisoning them or testing whether they're the thing or not. So it's a place for set-ups and ambushes. The medical center can only be used rarely or at the cost of some repair materials or some other high-value asset.
There you go. If I remember something else I'll let you know. :)
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As said before, that's some amazing terrain. I can't wait to sink my teeth into the editor.
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Thanks for the warm welcome. :)
I'll lurk in the shadows nearby.
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Hi.
I am known as JaFF in the world of SC1. My name was taken so I had to change it. I hope I'll get a new, good laptop and SC2 by sep-oct this year. I'll probably do at least a bit of mapping, for old times sake.
ATM I'm in the middle of my epic exam session in uni, so wish me luck! 1 down, 4 to go.
Have a nice day.
EDIT: That's odd. If you call your members 'authors', then I see no "jaff" there, yet it said that such a user exists whe nI tried to create my account. I also tried searching for "jaff" with the search function and this post is the only result. Can this be some kind of bug or am I missing some vital piece of the puzzle here? :P