Abandon Hope
Abandon Hope is still in its early alpha stages but consists of six stranded marines on an abandoned island settlement named Hope. You fight off hordes of undead with objectives to come in the beta version.
Abandon Hope is still in its early alpha stages but consists of six stranded marines on an abandoned island settlement named Hope. You fight off hordes of undead with objectives to come in the beta version.
If you want some help, let me know. I'm not the best, but I don't mind putting time into this map to help it reach completion. I'm not as good with the data editor, though. But I wouldn't mind learning. If you just want things like concepts, or small tasks, that's fine too. Whatever helps.
Man i need to update this game... Hopefully itll be in Beta by the time Starcraft 2 drops.
I mean that as more of a reality thing then a balancing thing. lol. I get why you did it for the sake of not massing them, just not why you would call in a group of people only for them to die in two minutes. What's so special about your units that they can call in other units to die for them?
I think the commander should have a leadership ability. Have it so that when the ability is turned on, any ally unit within his range gains a buff. Whether it be increased xp, atk, speed, or something. But have it drain mana.
Also, make the subsonic shield drain mana instead of cooldown.
And if anything, have it so that instead of the viking being automated, a Medivac drops it off and it's offline until the commander mounts it. (Check the mounting tutorial, I'm pretty sure it has something to do with the bunker physics. I was going to use something like this in a map I was making.) Then give it something like a 30 second lifespan. Take away its standard flying ability.
The spawned units have timers so you cant call down massive groups over time.
Hmm. The only thing I don't agree so much with is the Viking. It's pretty much the Devastator Drone but can walk, has further range, and deals more damage.
Also, why do alive units have timers? Mechanical ones do generally because they aren't stable.
Ill try to get a video up tonight but the map's up and ready to be molested!
Coming with a video? You make some good videos. And yeah, knowing how to program would definitely help a bit.
Haha data editing is easy, trigger editing is hard! I wish i need how to program because itd totally help with making triggers. Ill update a new version of Abandon Hope here tonight!
Nice, looking forward to seeing this come out. I tried doing stuff like that, but I can't manage to ever get anything to lone up. Especially not actors. Data editing is hard!
The reaper sound launch has been a pretty good shotgun substitute! Its fun to check out all the sounds for the ability effects too. For example i have the siege tank death explosion as the artillery bombardments explosion sound because i tested out a bunch and that one heard the best.
I think that may be way too much effort for very little reward. I think a better solution would be to use already existing noises to go with the weapons. Like, make the flamethrower utilize the helion's sound, and make the Rocket Launcher use some mechs sound. One that uses rockets, of course. I dont know what you'd do about the shotgun noise though.
Haha i was testing the heal ability, trying to create one that could branch out and heal multiple units at once. Yea ive fixed the shotgun's missing icon, but if you have imported images for weapons ill be sure to get on that!
Also do you thing using imported sounds of real weapons to be a little too much or fair game for the map?
The commander has been implemented with two calldowns but im not going to put up a new version until the ranger has a few abilities of his own.
Combat Engineer's Devastator Drone has the Combat Medic's first aid spray ability on autocast. I don't know if that was intentional or whatnot.
The Devastator Drone has an actual icon, just so you know, look up point in the texture menu and it should be the first one.
The Shotgun's inventory image is missing. My weapons pack DDS files can be found here: Link Removed: http://www.mediafire.com/file/2myt5wjimik/Weapons Pack.zip
And the ranger and commander aren't in this version?
Im making the game for 6 players and im creating 6 characters so far. There will be 4 abilites per character and 2-3 levels for each ability once i make that system. Also the abilities so far are not balanced and im going to balance when all abilites are created. Thanks for the ideas though, they are freakin golden.
Actually, when I said make 6 classes for 6 players, I assumed there would be 6 players. If you're only doing this for 4 players, I would just add some more abilities. The concepts for the classes are pretty good as it is.
And I made the assumption that you would convert drones to items. But I'd recommend doing that anyways. So you can replenish your drones after you've run out.
I think a character choice menu should be implemented at the beginning. Maybe have it so there's six classes and six people so everyone has to be a different class.
I also think you should glue the weapons to the units. Give the demo specialist the Rocket launcher, medic the sniper, tech the flamethrower, and marine the rifle. Maybe have upgrades for them, but make it so if a better sniper drops, the medic has to be the one to use it. Everyone can pick it up, but only the medic can equip.
Make the techs shield have either a longer cool down or a shorter activation period. If you can always keep the shield up, those waves are extremely easy to block.
The marine and the medic need something that looks good. Otherwise it'll be boring to play them. Maybe give the medic the ability to call in a medivac that the player can't control, it just floats over the medic and heals nearby damaged allies. And maybe something like a poison grenade. Causes damage quick enough that the rushing units take a bit of damage from running through it that causes them to be easier to take down, but in combination with the techs barrier, can kill them outright. Make these abilities less frequently used though.
I don't see the stimulant being balanced with the lockdown ability. That would pretty much give the marine the ability to hold down the area by himself.
The demo specialist's single rocket is very small strike compared to the cluster grenade that is a repeating set of large strikes. I'd either increase the requirements for the cluster, decrease the requirements for the single, make the single stronger, or make the cluster weaker.
Maybe make it so after 5-10 minutes of fighting off the swarm, you have a break while the waves stop. During this break, you can roam around and find extra equipment. More drones, better guns, C4, or something. And make it so there's something you must protect. Like, make a beacon that you must protect until transportation can pick you up. That way, people have to return to the beginning area after they roam around. Instead of just hiding on the side while the undead run to the point and have no idea what to do afterwards.
Good idea for a map, looks good and has a lot of potential. Sorry for the long post, watched the video and had a flurry of ideas. If I have more ideas, I'll be back.
You can check out video updates at ApolloStarcraft on youtube, and when a stable build is ready Sc2mapster will be updated.
I would like to see it polished(and perhaps way larger map, bosses, items)!!! I just loved watching those Infested Terrans' guts bust open for 5 minutes.