I made a custom game for my friends and we think it's really fun! I have a video explaining the map. It's not a minigame, rpg, or tower defence.
Details:
2-8 player FFA
There is a hostile Juggernaut in the middle of the map with 4000 health, strong guns, and special abilities. Whoever deals the killing hit on a Juggernaut gets a Juggernaut at his base. Everyone can see the Juggernaut so you can't hide. Whoever gets 100 kills using the Juggernaut wins!
-Great for playing against players of varying skill levels
-Everybody gets to play to the end of the game
-CPU players can be added, but they will just attack bases like a normal FFA
Rules:
-Kill the Juggernaut to be the Juggernaut!
-It will appear at your base when you kill it!
-Every Juggernaut will have more health than the previous one
-Get 100 Kills using the Juggernaut unit to win!
-Kills using other units do not count towards win.
Bases:
-Spawning Bases are invulnerable
-Protector Canons are invulnerable
-If all your workers die and you have no money you will get 100 so you're not out of the game.
Juggernaut Abilities:
-Nuke - up to 5000 damage, unlimited ammo
-Yamato Special Cannon - 1000 damage, unlimited ammo
-Chrono Rift, slows everything within range, ammo added every 2 minutes
-Teleport, instantly to anywhere visible on map, use only once
-Vortex, traps enemies
I made a 'grand-theft auto' style map where you had to steal a car from the enemy's base, then you drove it in 3rd-person view using the arrow keys to your base for points. I could put drivable cars into your map if you want... It seems like your city deserves a game where you're down in the city not overhead view!
It's a 2 team capture the flag, but the flag is a car that you drive in 3rd-person with the arrow keys. 3 scores wins, but each car is slower than the previous one. Also, when your flagcar is taken, the 'police' come to prevent flag-camping. It has some other cool stuff like music and sounds and random events to keep the map fresh on subsequent playthroughs.
Needs fixing:
Terran players get the campaign units, they should only get melee units.
Terrain more appropriate for this gametype.
Multiplayer testing (I only tested by myself).
Loadscreen.
More cool stuff!
I want somebody to take over this map; it's very close to being done. I'll still help out, but I'm kind of losing steam just getting the thing finished!
You might have to make a different unit in the data editor with the turning rate you want, then in a trigger remove the old unit and create a new unit with the same facing angle, health, etc.
Have you tried creating 4 player groups, then making a for each player in player group all units loop? Then assign each player to a player group sequentially, so you'll have even teams. Then set the allies and enemies in another loop. Then for the rest of your triggers you can use player in player group index. This could help you because player index 1 in the team 1 group will be constant whereas there's no guarantee that any player will sign up for the correct team.
Instead of having the camera pan to the Unit->position of unit, have the camera pan to Point->Point with offset. Then set that point as the position of your unit, with whatever Y offset makes it look good.
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I made a custom game for my friends and we think it's really fun! I have a video explaining the map. It's not a minigame, rpg, or tower defence.
Details:
2-8 player FFA
There is a hostile Juggernaut in the middle of the map with 4000 health, strong guns, and special abilities. Whoever deals the killing hit on a Juggernaut gets a Juggernaut at his base. Everyone can see the Juggernaut so you can't hide. Whoever gets 100 kills using the Juggernaut wins!
-Great for playing against players of varying skill levels -Everybody gets to play to the end of the game -CPU players can be added, but they will just attack bases like a normal FFA
Rules: -Kill the Juggernaut to be the Juggernaut! -It will appear at your base when you kill it! -Every Juggernaut will have more health than the previous one -Get 100 Kills using the Juggernaut unit to win! -Kills using other units do not count towards win.
Bases: -Spawning Bases are invulnerable -Protector Canons are invulnerable -If all your workers die and you have no money you will get 100 so you're not out of the game.
Juggernaut Abilities: -Nuke - up to 5000 damage, unlimited ammo -Yamato Special Cannon - 1000 damage, unlimited ammo -Chrono Rift, slows everything within range, ammo added every 2 minutes -Teleport, instantly to anywhere visible on map, use only once -Vortex, traps enemies
Made by Boogersurfer ([email protected]) If you like classical music, check www.SynergyBrass.com
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I made a 'grand-theft auto' style map where you had to steal a car from the enemy's base, then you drove it in 3rd-person view using the arrow keys to your base for points. I could put drivable cars into your map if you want... It seems like your city deserves a game where you're down in the city not overhead view!
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Here's the file! My contact info: SC2: Boogersurfer 811 email: [email protected] o m
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It's a 2 team capture the flag, but the flag is a car that you drive in 3rd-person with the arrow keys. 3 scores wins, but each car is slower than the previous one. Also, when your flagcar is taken, the 'police' come to prevent flag-camping. It has some other cool stuff like music and sounds and random events to keep the map fresh on subsequent playthroughs.
Needs fixing: Terran players get the campaign units, they should only get melee units. Terrain more appropriate for this gametype. Multiplayer testing (I only tested by myself). Loadscreen. More cool stuff!
I want somebody to take over this map; it's very close to being done. I'll still help out, but I'm kind of losing steam just getting the thing finished!
I'll attach the file on the next post.
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@Araxnid: Go
You might have to make a different unit in the data editor with the turning rate you want, then in a trigger remove the old unit and create a new unit with the same facing angle, health, etc.
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@Keyeszx: Go
http://www.xiph.org/quicktime/download.html
This worked for my mac to convert any soundfile to .ogg. They have versions for Windows Quicktime too.
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@ndudz: Go
Have you tried creating 4 player groups, then making a for each player in player group all units loop? Then assign each player to a player group sequentially, so you'll have even teams. Then set the allies and enemies in another loop. Then for the rest of your triggers you can use player in player group index. This could help you because player index 1 in the team 1 group will be constant whereas there's no guarantee that any player will sign up for the correct team.
0
Instead of having the camera pan to the Unit->position of unit, have the camera pan to Point->Point with offset. Then set that point as the position of your unit, with whatever Y offset makes it look good.