Minigame Party
Recent Update:
- Added minigame 11: Blue smoke
- Completed minigame 10
- Added minigame 9: Changeling Sweeper
It is a small project that can become big pretty fast. This map will be for 8 (down from 12 after an update because 12 is kind of too much) players to play many minigames. I would like to create more than 128 minigames (that the original SC1 map had). I've not found any good minigames map except the Raynor's Party that is limited to 10 minigames, which is very very small. I'm always looking for good minigame ideas, so if you have one feel free to post it and I'll see what I can do. I'm quite slow in the making, I don't work everydays on the map so it is taking time to create. However, if people seem interested in an original minigame map, I will probably work much more on it.
I hope you will enjoy.
Look at screenshots:
http://www.sc2mapster.com/maps/minigame-party/images/
Note: This is still an alpha and it has bugs. I'm going to make few minigames, around 10, and then try to fix all bugs for those before going further. I'm trying to learn the editor at the same time. I'm practicing what I know and make some stuff.
This minigame is inspired of one from the SC1 minigame party. I though this would be an easy start but it got tricky cause of a few things about the default push and pull of the units. Basicly, every players pick 1 or 2 units turn by turn. If he gets Zealots he is safe, if he gets at least a Sentry, he dies. Until there is only one player. It might not be clear at all without picture though, and my explications need a little more precision.
This minigame is also inspired from the SC1 minigame map. You're a Zergling and you have to move up the path with overlords in the way. There is always a hole in the overlord line that creates a zigzag. For now you have to move up twice. I feel it's too easy only once... for some players it seems harder than I though. I will see how this goes.
This minigame is also inspired from the SC1 minigame map. I've started with a bunch of copied ideas to geet some minigames even though they are quite boring. In this one you have a lurker and you attack Eggs around it to splash a Dark Templar moving around the Eggs. First players with 3 kills win the minigame. I wonder how all the minigames will turn out with 8-12 players. In this one you can use some advanced strategy by using Stop, and attacking right in the good time on the good Egg. This may sound stupid, but it will make you win the game if you do it than if you just keep attacking the same Egg.
After making these first 3 minigames, I was like, ok I got something, but it's boring. Let's make something more, funny, action. So I made a path and you get a Phoenix and must move through the path. It's a race. If you hit the wall the Phoenix stop moving, slowing you a little. I'm quite happy how this one turned out... But you never know how good will be the players. When you make a minigame, you're most likely good at it after testing it a bunch of times. So when you test with other players, you feel like they are really bad, or it's too hard, or you don't know...
After inspiring myself for the last 4 minigames, I decided to go with something impossible with the SC1 Editor which is Mouse tracking. This minigame is basic. You have a Baneling spawning on the screen at a random position every few sec and you must move your mouse over it to gain points. The first player to 500 points win. I like this minigame...BUT, big but, it still needs improvements and some other stuff going on than just a baneling in a vaste empty space.
I believe this one is quite fun. On the same board as the minigame 2 (Zigzaglord), you have a Warp Prism with units inside that you unload to move in a certain direction. You must move to the top twice and the are random overlords coming from the top. One of the funniest minigame between all the first 6. It can be tricky though. I will probably in the future, make some custom units and change their icon to an arrow. So you would know in which direction you'll go. But it's quite easy to get it with normal units as well.
After playing mostly with Trigger, I wanted to do some Data and see what I could do. I modified the Ghost and changed a little its abilities. You have a Guardian Shield for 25 energy that reduce incoming damage by 80. You have a large radius EMP for 75 energy that reveals cloaked units and remove 50 energy to targetted units. You have Cloak that make your Ghost invisible for 25 energy and -1 per sec. And you have Nukes, that cost 50 energy and does 100 damage in a very large radius (the normal nuke radius). You don't have to stand on place to launch a nuke. You launch it and you move away! Energy regen pretty fast and if the game lasts too long, the Ghosts get a buff that made energy regen much much faster. I wonder how this will turn with many players, All the nukes falling from everywhere... omg I see so much fun in this possible minigame.
#8 Baneling Survival (RedRookLord)
This game was pretty fun to make. I though it would be harder. However, the result is pretty cool. Simple and efficient. More and more Banelings spawning and attacking random point in the area. You have a 100hp zergling and must move around and be last to survive. I added a timer to show how long you've been alive. But there are no text yet about informations like that. I mean, it's just displaying when you're playing the minigame. It won't say "Oh new record! You stayed alive 3 more sec than you did" Even though this would be a pretty cool feature to add; score tracking for eatch minigame. I could also add achievement caus, why not. I already had an idea for the Phoenix Driving Test: Win the minigame without hitting a wall once. Of course players could play the map alone or with a friend and just get the achievement, but I don't really care. It's just for fun =P
#9: Changeling Sweeper (RedRookLord)
This game had its difficulties and easy part. What I though would be hard was easy and what I though would be easy was hard. But no matter how hard it was, it is now working. There is little thing though that I didn't care about until I see the difference... it seems like changeling are slightly darker than normal zealot. But from far top view, I wonder if this will be noticeable.
For this minigame I had no concept in mind, but I had two doodads that fitted so well that I wanted to make something out of those. After a long thinking, I made a minigame where you have to cast the good color on the colored warp prism in order to generate energy (points). This is my 2nd minigame more data oriented. I had to copy the yamato gun ability and modify it to do what I want. I knew how to do everything, was just long to make sure everything is fine. So now we got 3 abilities that cast yamato gun in different colors. Sweet.
I just had time for a simple minigame to create. Inspired from the old minigame map from broodwar, you simply have to move your Zergling into the blue smoke to gain points. The trick is the smoke moves and randomly changes direction and every players can push eatch others. First player to 100 points wins the minigame. It wasn't that hard to make as I expected, though few troubles with the moving smoke and creating hallucinated units. But I ended up asking for some help and basicly, add sentry hallucination behavior to the unit and kill it creates the smoke i wanted. I like it, simple and efficient.
Yeah, I'm still working here and there to make new minigames. I hope people will get interested in it which would make me much more interested in making it. But even though no one knows about the map until I have let's say 50 minigames, I don't care. I just want the map to be as best as possible and learn from it, and keep doing better and better maps. If in the end this map is played, the dream of any mapmaker, I will absolutly keep it up to date and fix bugs, etc.
Anyway, I hope anyone reading this will be interested ;)
I see that some people are downloading the map which is fine, but just to make sure, this will most likely slowly change to something much better as time goes on. Righ now I can barely work on it often, but I'll keep working for sure as such a map can become epic.
I would also like any constructive feedback from those who test it.
Seems like tonigh I found some time as well. I worked on the 10: Ship Escape minigame. Now, eatch players get an immortal with 3 spells, Blue, Green and Red energy. In the middle of the screen spawn a warp prism and is colored randomly between blue green and red every few random seconds. The goal is to cast the good color as fast as possible on the warp prism to gain points. If you cast the wrong color you lose points. First to 150 energy generated (points) wins.
The only thing that scares me a little is... will it lags if 8 players are spamming the ability if eatch of those cast has an event to add points. This means many events per seconds, let's say 5 to 10 clicks per seconds per player, this means 80 events per second, I feel like it's a lot, but not overwhelming... Multiplayer tests would say it.
Had some time to do a simple minigame. Ship Escape is on ice for now. I went straight to #11 and inspired me of an old minigame from broodwar again. You folow an observer where under it spawns hallucinations and the goal is to move in it to gain points.
In order to be able to add it I also had to complete the 2nd part out of 5 of my dialog for minigame 11 to 20. So now I can pick up to 20 minigames. I don't know if this new minigame is gonna be fun, it was fine on broodwar, I guess it's gonna be the same here.
Eventually I will get back on work soon. I have some slightly more important things to do first before mapping.
I just added the pages for Minigame 1, 9 and 10.
I'm looking for ideas to fit with my ship idea for my minigame 10 as it looks good, but there is no goal at all. What should the players do? I created doodad units to be able to add/remove the background and ship doodads.
F*CK YEAH! I finally got my first minigame working as I wanted. From there, this will allow me to complete minigame 9 that I had difficulties with cycling the players ( what was also my problem in Minigame 1). Making the game for 8 players also helped. It requires less regions and triggers. I like it...for the first time since the beginning.
Edit: Yeah! All my 9 minigames are working fine. They are not yet all counterproof to afk players, but I'm thinking of that possibility when making the triggers...or leavers. There are still some bugs here and there though. Like, if in baneling survival last players die at the same time, it creates an error, but the game can still move on to the next minigame. I'm thinking to add a simple debug system in the case that a minigame would be totally bugged or too hard to complete.
So, I'll keep my first minigame since it's working. I'll look into my 10th minigame tonight.
Working a bit on the map. Got some home tasks as well soon, but for now working on the map.
I changed my triggers to fit with 8 players instead of 12. I think this is a more reasonable amount of players. I will soon work on what I left behind the last time I worked on it and fix the first minigame and the 9th one at the same time.
If everything runs fine I might start the minigame 10 tonight. Once this is done, I'll fix all bugs I know right now. After that, maybe some small polishing, adding more funny sentences, etc.
And then I might look for some help to make the project go faster.
These are my short and medium term thinking.
I'm actually creating a forum for the map. It's not that I hate mapster's forum, but the code used with this site is pretty bad. I don't like it.
The forum will also serve as a place to speak about eatch minigames, and etc. It would also send emails when there is an answer to a post (what does not happend on mapster).
I'm also thinking of asking help of some people to get the project evolving faster. People for trigger, data and arts. I could do the whole map alone but it would take me so long. My little head only knows some basics of eatch. I took a map name that could get popular. I don't want to miss my chance to get something nice going. But I don't want to rush everything too.
I will soon look for some people, here, and on the battle.net forums. With some chance I will get some people interested after seeing my few little minigames.
So, this is what I got for now. I know, it is ugly, but hey, at least there is a forum and text is readable.
http://minigameparty.forumgratuit.ca/
Go ahead. :)
I am actually thinking of reducing the number of players. I feel like 12 is too much. 4 would be a minimum. I would try something like 6 or 8 players.
I'm thinking that cause many minigames would get rapidly laggy or just too much people would make it much longer. Such as minigames where you have constant spawn, or minigames with things that would require a unique way per player like:
12 players is also sometimes long to get in a lobby. It's fast only if the map is alot played. Having 6 or 8 slots to fill would be much faster. Also less players means less risks to have laggy players. Yesterday I've watched more than 100 mario party minigames for more inspiration. All those are mostly for 4 players. It too small in my mind for this map, but still, it gives ideas...and it showed me that I had no environment at all. Only flat areas. I'll have to work on terraining and hope to be able to show/hide doodads if that is possible... So I could use specefic group of doodads for specefic minigames, and different one for other minigames.
So what do you think reducing the number of players, at first I feel like it would be less fun, but after thinking I think it would be better.
@yukaboy: Go
When I said I was taking a break in fact not long after I made a new system for that minigame that could also fix my first minigames issues. However I stopped a little moment after cause of bugs and the time is was. Today I'm taking a little break as well.
I'm playing ranked and arcade games as well and other games and also working on other things outside computers. I don't mean I'm super busy, but I won't be all the time working on the map. Note that it is really nice having people looking for news.
I might work a little tonight, depends how day goes. So good afternoon!
I assume you aren't dead, so any progress?
@yukaboy: Go
The UI is disabled and the sounds when selecting the units is the same between Zealot and Changeling Zealot. They will be the same size... but I'm really having troubles with the player group variables to cycle. I feel like it shouldn't be that hard to do...but I just don't know the technique so I'm messing around without much results. For this reason I'll take a break for now and come back later with clean ideas.
"Ling Factory"
This is a funny little minigame I had an idea for. The idea is a line of zerglings will spawn on one side of the arena and will stream to the opposite side and die. For every 3 players, there will be 1 line of zerglings. So for example, if there was only 1 player, there would be 1 line of zerglings, if there was 3 players, there would be 1 line of zerglings, if there was 6 players, there would be 2 lines of zerglings, if there was 12 players (max lobby), there would be 4 lines of zerglings. Anyway, sometimes, instead of a zergling, there will be a banelings...or a raptor...or a swarmling. The idea is to click on these units. If a player clicks a normal zerglings, they gain a penalty point and the zergling dies. If a player gets 3 penalty points, they are disqualified. If a player clicks a banelings, raptor, or swarmling, that unit dies and nothing else happens. If a baneling, raptor, or swarmling reaches the end, all players gain a penalty point. As time goes on, banelings, raptors, and swarmlings will have a higher spawn rate and all lings will have an increase in speed. The last player or players to gain 3 penalty points win.
Note: What you can do to make it turn based is make it so the trigger requires a condition that the triggering player is equal to a specific number. Also, if you were to get it to work, you'd have to make it impossible to tell the difference between a zealot and a changeling in the UI by making them have the same name, hp, etc.
I'm currently working on Changeling Sweeper... and having a hard time figuering how to make turn by turn... and I also have another weird bug where a part of the screen u can't click on units.
"Changeling Sweeper"
This minigame is basically minesweeper, but a little bit more based on luck than logic and skill. The idea is there's a 10x10 grid of 100 zealots. 15 of them are changelings and 85 of them are normal zealots. It is a turn based game where you pick whichever zealot you want and click it, it could be a normal zealot, or it could be a changeling. If you click a normal zealot, it will die and you stay alive. If you click a changeling, it will die and you are now out of that minigame, though you can still watch. Whoever is the last standing, wins.
"Kerrigan Miniboss Fight"
In this minigame, you are fighting the Wings of Liberty kerrigan in a miniboss fight. It doesn't really matter what unit players get, as long as it's kind of small and it doesn't have an attack or any abilities. When the boss battle begins, two beacons will spawn at two opposite corners of the arena and kerrigan will spawn in the middle. This is when things get complex...
How to Progress in the Boss Battle: If all players that are still alive go near one of the beacons, it will disappear and something (I don't know what, whatever you want I guess) will hit kerrigan and make her lose 10% of her hitpoints. If everyone alive goes to the other beacon, it will disappear and do the same thing and another beacon will appear on the other side where the first one disappeared. This continues going back and forth until kerrigan is killed.
Sequences for the Boss Battle: Kerrigan will have different sequences during the battle to make it interesting. (Meaning she tries to kill you with boss-like abilities) When kerrigan is not using a sequence, she will start doing on random sequence and she will continue doing this in a random order until the boss battle is over. In the first sequence, kerrigan picks a random player and shoots her normal attack projectiles every 0.5 seconds for 5 seconds. These projectiles go straight (Does not follow players) and if they hit any players along the way (AOE and does not destroy the projectile), that player dies. These projectiles move slow enough so players have a chance to run away. In the second sequence, kerrigan picks a random player and spawns something at that location that everyone can see so they can dodge it. After 3 seconds or so, she uses her razor swarm (kerrigan storm) on that target location. Anyone hit will be killed. She will do this 3 times during that sequence. For kerrigan's third sequence, she will pick a random player and start walking toward that player and will follow that player for 3-10 seconds at a slightly slower speed than players move. If she catches that player, she will use a melee attack on that player and kill that player. If she kills that player or gives up, she will burrow teleport back to the middle and continue on to a random sequence. By the way, this was probably REALLY confusing, but I hope you understood it.
How to win: To win, you must kill kerrigan obviously. The interesting thing about winning though is that whoever manages to make it to the end, wins. If nobody makes it, nobody wins. If one person makes it, only that layer wins. If everybody makes it, everybody wins.
I'm used to 256x256 arenas with tons of doodads+units+regions etc and be on ultra...so, sorry about the fact your computer can't handle more than a small map.
For the sniper game, all i really wanted was beacons to spawn at locations in the arena that look like they would provide cover. In the data editor, beacons would have an aura behavior that checked for units nearby. It would give them like am armor bonus so they took two hits to kill. Since you're already using ghosts, I'd use spectres. I don't want the snipers to have abilities, just an attack that one shots enemies not in cover and 2 shots enemies in cover. I would also like them to shoot slow and attack from pretty far away. This arena won't be a blank arena, it would definitely take another arena, but it would have decoration and stuff and I think it would look pretty cool. If you needed more covert type decoration based arenas, you can reuse that one and don't spawn the beacons for them.
What I mean is you'd use one of those blank arenas for "AAH! FIRE!" and you'd spawn fire models at each location (it would take a lot of points) at each point you placed. To get even more advanced, you could make it slightly randomized, like you have 50% chance to spawn fire at one points and 50% chance to spawn fire at another. So sometimes you go different directions, a neat idea, not sure you'd want to do that though... Then you'd make it so that when a player gets near that fire, they take damage. It would take a bit of bug testing to see if it works perfectly, but I think it would be really cool.
I will have more ideas coming soon!
Edit: For the private problem, you can just friend me on sc2 and I could do the same. Then whenever I get the chance to get on, you can invite me, but not for awhile as I'm pretty busy.
In "Take Cover!" minigame, do you have in mind like "Sniper Bald Lock" or whatever name it is. A game CTF where you 1hit kill anyone but you have to shoot manually? If so, I'm not sure about it...not for now. I won't thow away any ideas yet, but this one for example requires some specefic places for it in the terrain to place LOS and such. This means less place for other minigames. I'm trying to make as many as possible on the less places as possible. If I'm making a minigame per place, the map will be filled within like 20 minigames. I actually use a small map with 5 areas where could happends minigames. And for now, I'll try to stay on those. When I'll have like 10 minigames, I might resize the map a little for new areas.
I'm not resizing yet also because my computer is slow and loading a larger map takes more time, which means everytime I would like to test would take longer. This is quite annoying and time wasted in the long term. I wish i had a good computer... =(
For the other idea, "AAH! FIRE!" I'm not quite sure to understand it. You're talking about a maze, about PvP and fire when you get close to something... Is tike like, reverse of King of the hill where the middle is in fire and you try to push your enemy in it? Haha.
Oh and my Baneling Survival is nice. I like it =D I uploaded the map to battle.net if you ever want to try. But it's in private so I don't know if you will be able to find it. I don't want to make it public yet and get poor reviews. Before public I'll make sure I have a bunch of good minigames and no bugs at all.
Personal note: My first minigame is buggy and I just want to scrap it...but if well done it's relaxing, low apm, more thinking. It a good minigame...
Wow, I had another idea. After browsing through the forums, I saw the word "fire" and realized that "fire" meant 2 things and that got me thinking about 1 of them...
AAH! FIRE!
This one could either be a maze or some kind of player versus player arena, kind of like "Take Cover!". Either way, it doesn't matter what unit you control, the idea is when you get near a fire, you take some damage. Take too much and it's game over. If it's a maze, whoever can get the furthest or the first person to reach the end, wins. If it's a pvp game, the last person standing wins. I think that's it.
I had this cool idea for a minigame I could make, but I am currently working on another project, so I'll hand it to you...
Take Cover!
The idea for this one is everybody gets 1-3 snipers (ghosts with long range and 1 hit kill). Around the small arena, there's a bunch of areas, that give you cover, scattered across the map. The way these work is they search for units in that area (view data or triggers, both work) and they apply a behavior to units in those areas that increases their armor so it takes 2 hits to kill you instead of 1. There's also a lot of objects scattered everywhere that block your line of sight. This makes it a more covert based minigame and I think it would be quite fun. The only thing is because of its design, this minigame was meant for longer games.