First, I'd like to say that I'm thoroughly impressed and have long enjoyed the work here on SC2Mapster. There's some really talented people here and it's nice to see one of the most crucial parts of the Starcraft universe thriving and building on what it was in Broodwar. With that being said, a roommate and I are taking on a project we'd like to call Starcraft 2 Heroics. It is a work-in-progress title, but it best explains what our map is going to be about.
====== Concept and Gameplay======
My roommate and I are active WoW players and have decided to create a map that incorporates the fun and strategy of heroics (Heroic Dungeons in WoW). This map will have a set scenarios based on the mechanics and strategies found in heroics such as boss mechanics that may take a wipe or two to figure out, increasingly difficult bosses for each dungeon, and the ability to use your class to your best of your abilities. The players will have a choice to be a tank, healer, or dps (damage per second). There will be one tank, one healer, and three dps, customary of WoW dungeons. We have opted out on "trash mobs," weak units put between the player and the boss for longevity, and decided to focus mainly on fun, long, and engaging boss fights that may include trash mobs as additions to boss strategy.
The players will be able to decide in a central hub what dungeon they would like to go in to and could then proceed through a "Boss run" type of dungeon. If we find that it is too boring or remedial with just bosses, we will consider adding trash that would require pulling and tanking mechanics. There will be loot from each boss, and there will be higher-end dungeons that will require the drops from previous dungeons to be able to be successfully completed. This will encourage fighting bosses more than once, but not so much that it will become remedial and mundane. We plan on implementing randomized mechanics for some bosses to keep the deal fresh.
As for hero choices, there will most certainly be more than one tank type, healer type, and dps. What fun would it be if the player had to choose the same character every time they want to tank? =p Each hero will be at set skills, and instead of leveling (because heroics are normally done at max level anyway),
====== **Lowdown/ TL;DR** ======
-- Hero Units based on Tank, Healer, DPS set types
-- Loot and Gear based fighting, levels are unimportant
-- Boss Mechanics geared to make strategy and figuring out the mechanics necessary
-- Skill based "levels" to improve your characters abilities
-- Talent Tree style gains and improvements
-- Dungeons unique to each boss types and encounters (unique terrain and mechanics)
-- Terrain to be used as a focal point of mechanics such as "safe zones" behind pillars and walls for AoE boss attacks
-- Increasingly Difficult dungeons
-- Save/Load feature to carry on party
-- Extremely Group based, not to be solo'd but will look into implementing a solo option
So what are your thoughts? We will need a skilled terrain editor to detail the basic layout of the map and some testers once in Alpha for balancing gameplay. We're encouraging wipes. Though they are sometimes not fun, it would be too easy to be able to run through the bosses and prompt for very little replayability. Also, there will be a "hard" mode an possibly an "extreme" mode with increased boss health, attack, and more mechanics to figure out. Any criticism and ideas welcome! I look forward to hearing from this talented community.
These are really, really impressive. I've never seen such beauty dealing with in-game terrain before. I'm having a few problems, however. I'm working on a detailed single player RPG. I know they aren't too popular, but the idea is getting a "party" together like in the Final Fantasy games. I'll likely make a remake once I get it all done to incorporate 4 human players, but for now, I'm having trouble with Terrain height. The raised terrain by default looks too low. I want my mountains to look like yours... Mountains! Also, when I lower the terrain, I get this blue fog. Is there a way to get rid of it? And any other informational tips on how to create realistic-height mountains would be greatly appreciated.
Once again, exceptional work. Blizzard should have hired you instead, TP =p. I wouldn't ask my questions to someone I didnt think could answer them. Also, the other posters here also have insanely well done work, and I welcome any advice from you pro terrainers =)
0
Hello all.
First, I'd like to say that I'm thoroughly impressed and have long enjoyed the work here on SC2Mapster. There's some really talented people here and it's nice to see one of the most crucial parts of the Starcraft universe thriving and building on what it was in Broodwar. With that being said, a roommate and I are taking on a project we'd like to call Starcraft 2 Heroics. It is a work-in-progress title, but it best explains what our map is going to be about.
====== Concept and Gameplay======
My roommate and I are active WoW players and have decided to create a map that incorporates the fun and strategy of heroics (Heroic Dungeons in WoW). This map will have a set scenarios based on the mechanics and strategies found in heroics such as boss mechanics that may take a wipe or two to figure out, increasingly difficult bosses for each dungeon, and the ability to use your class to your best of your abilities. The players will have a choice to be a tank, healer, or dps (damage per second). There will be one tank, one healer, and three dps, customary of WoW dungeons. We have opted out on "trash mobs," weak units put between the player and the boss for longevity, and decided to focus mainly on fun, long, and engaging boss fights that may include trash mobs as additions to boss strategy.
The players will be able to decide in a central hub what dungeon they would like to go in to and could then proceed through a "Boss run" type of dungeon. If we find that it is too boring or remedial with just bosses, we will consider adding trash that would require pulling and tanking mechanics. There will be loot from each boss, and there will be higher-end dungeons that will require the drops from previous dungeons to be able to be successfully completed. This will encourage fighting bosses more than once, but not so much that it will become remedial and mundane. We plan on implementing randomized mechanics for some bosses to keep the deal fresh.
As for hero choices, there will most certainly be more than one tank type, healer type, and dps. What fun would it be if the player had to choose the same character every time they want to tank? =p Each hero will be at set skills, and instead of leveling (because heroics are normally done at max level anyway),
====== **Lowdown/ TL;DR** ======
-- Hero Units based on Tank, Healer, DPS set types
-- Loot and Gear based fighting, levels are unimportant
-- Boss Mechanics geared to make strategy and figuring out the mechanics necessary
-- Skill based "levels" to improve your characters abilities
-- Talent Tree style gains and improvements
-- Dungeons unique to each boss types and encounters (unique terrain and mechanics)
-- Terrain to be used as a focal point of mechanics such as "safe zones" behind pillars and walls for AoE boss attacks
-- Increasingly Difficult dungeons
-- Save/Load feature to carry on party
-- Extremely Group based, not to be solo'd but will look into implementing a solo option
So what are your thoughts? We will need a skilled terrain editor to detail the basic layout of the map and some testers once in Alpha for balancing gameplay. We're encouraging wipes. Though they are sometimes not fun, it would be too easy to be able to run through the bosses and prompt for very little replayability. Also, there will be a "hard" mode an possibly an "extreme" mode with increased boss health, attack, and more mechanics to figure out. Any criticism and ideas welcome! I look forward to hearing from this talented community.
0
These are really, really impressive. I've never seen such beauty dealing with in-game terrain before. I'm having a few problems, however. I'm working on a detailed single player RPG. I know they aren't too popular, but the idea is getting a "party" together like in the Final Fantasy games. I'll likely make a remake once I get it all done to incorporate 4 human players, but for now, I'm having trouble with Terrain height. The raised terrain by default looks too low. I want my mountains to look like yours... Mountains! Also, when I lower the terrain, I get this blue fog. Is there a way to get rid of it? And any other informational tips on how to create realistic-height mountains would be greatly appreciated.
Once again, exceptional work. Blizzard should have hired you instead, TP =p. I wouldn't ask my questions to someone I didnt think could answer them. Also, the other posters here also have insanely well done work, and I welcome any advice from you pro terrainers =)