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 ;)
To be completely honest, the baneling survival minigame idea was kind of a throw-away idea. I cared a lot more for the stalker survival one and the hellion survival one.
In the stalker survival minigame, there's only 1 stalker and it blinks away when you get near it and because of the way starcraft's mechanics work, the stalker would then target the closest player. I wanted a minigame that used that idea because I've never seen a minigame ever use that before and I thought it would make for a cool unique minigame. It seemed a little too much about luck to have it only change targets when you get near it, so I also added the device item to that minigame which make the stalker change targets to the nearest player.
In the hellion survival minigame, each player has their own hellion that's following them. I really liked this one because hellions do splash damage in a line. It makes it slightly strategic as well as skill based and doesn't have any luck involved whatsoever. Everyone is destined to die because a hellion is constantly attacking them, but the cool thing about it is you can try and take advantage of your hellion to help kill the other players while also dodging their hellions.
The other survival minigames were mostly throw-away ideas that I didn't care about. I knew tychus toss would be fun. It's something that most minigame party maps wouldn't have and it would also be really fun.
The original idea of supply stealer was really cool until I realized how difficult programming the AI would be. This one would take time to figure out, but I think it might turn out really cool. The way I planned the AI would work is to make them check every 2-5 seconds and see which supply depots are open and which are closed. If they're all closed, then all of the civilians and infested civilians, except the ones that area already past the depots, will be ordered to the center. If at least one is opened, then it will pick random civilians and infested civilians to go to each one that's opened. I think it's possible to change the placement of the raised depot so that it still raises even though a unit might be over it. Then, its radius will push units either inside or outside. I wouldn't know how to do that, but hope you can.
I agree with forcefield racing. The race idea was something I couldn't figure out and sentries were also a cool idea I couldn't figure out, so I just put them together. I think if you worked on the sentry idea a bit more, you could come up with a pretty cool minigame.
The minimap control minigame idea was exactly inspired by that map. The sliding ice baneling map was decent, but that minimap idea made up for it. I wanted to use that, so that's where that minigame came from.
I know there's a lot of games out there with capture the flag, but I haven't seen it much in starcraft 2. I thought it would make a great game for this map, so i suggested it. If you really don't want teams, you can try making it free for all capture the flag, but I don't think it would be as fun. What you could do to make teams even is to add an AI if teams are uneven. Would take some coding though...
There are some good ideas in there. Let's go through.
I have an idea for Baneling Survival. What I would do is, banelings will move around the map and are randomly told to attack somewhere. And make them spawn at bigger rate if games last longer. This one is quite easy to make and could be pretty funny.
The other survival are all quite similar. I don't want to have 128 minigames to be the same. Even 2 or 3 minigames with the same mechanic is too much. Every minigames have to be unique and fun. I might look into the other survival and see how I could slightly change the gameplay to make it different than the baneling one.
I like the Tychus Toss minigames. I'll probably add it ;)
I like as well the Supply Stealer. But.. if there are 12 players, this is going to be quite difficult to balance I feel. It could be nice, but there is some mechanic problems that must be think first, for example, if you can lower up a supply if there is a unit over it, how are send the orders to move at creation; move to random places, randomly move to a player's depot, and if all players are supply up, where do they move, they stand on place?... etc There is a bunch of things to think, but once this is solved, it can be nice.
Force field racing is the beginning of an idea. I already have a racing which is my Phoenix Driving Test, which is already cool even though all minigames right now could have improvements. But, it could be something else of the same kind. It could be going to a specefic place where you must use Forcefield to survive.
Minimap Control reminds me a level in Ice Baneling where you don't see where you're going in a tunel and there are units moving that if you touch, you start over. However, this is not with a black screen. I don't want to do blackscreens at all. I feel like it removes a part of the fun. Again, this idea can still be developped into something funnier.
Marauder CTF looks pretty good. My problem with team minigame is if the teams are uneven it will favorise a team. I'm more looking for free for all games, but...at the same time I'd like to add some cool minigame that could involve teams. This minigame would be a small challenge to get the Flag moving correctly, and dropping, and stuff like that. Anyway, seems cool, I'll look what I can do.
And a little note, to respect everyone giving ideas I want to add their name next to the minigame's name during the minigame instruction moment as a where it comes from. I would add the battle.net name such as in your case RedRookLord. Except if you dont want to. And feel free to keep giving ideas or revising previous ideas into something greater =D
New minigame ideas...
Marauder CTF
This is a simple one. Everybody gets a marauder with emp grenades upgrade. A "flag" spawns in the middle. The flag can simply be picked up by walking close enough to it. Whoever picks it up has the "flag" appear over their head. If that player is killed, they have a 5 second cooldown before they respawn at their side. If they were carrying the "flag", the "flag" spawns where they died. You can pass the "flag" by using the "drop flag" ability with a range of 3 or so. Teams are picked from random players. Whichever team brings the "flag" to the other team's base wins. If your map gives the winners points if they win, give all the players on the winning team a point.
Minimap Control
In this minigame, your screenis black, save for your gui. In this minigame, you can select idle units and use the minimap to control your unit. Around the map, white dots (items) will spawn in various random areas. Going near one, collects it, gives you a point, and spawns a new one in a new area. The first person to earn 3 points wins.
Forcefield Racing
This one is a race. Each player gets a sentry with a max of 100 energy and 5 energy regeneration and the forcefield ability. The first person to make 1 lap wins.
ANOTHER minigame idea...
Supply Stealers
This one takes a screenshot to help illustrate what I mean. The idea is there's a small...ish arena. (I'd make it larger than the example) In the middle, civilians and infested civilians will spawn with a maximum of 10-20 of each. When your supply depot is lowered, they will try to get inside of your lane...all of them. (They will split if multiple depots are lowered) If you get a civilian in your beacon, they disappear and you get a point and a new one spawns in the center. If an infested civilian reaches your beacon, you no longer gain any points from civilians. To help filter them out, you also get a marine from the marine olympics. Once each player has been defeated or 60 seconds have passed, the player with the most points wins, unless it's a tie, then all the players with that first place tie all win.
Another minigame idea...
Tychus Toss
Everybody gets a tychus with no attack, but one ability, toss grenade. It takes 3 seconds to charge up, then he throws the grenade. It will have like half the radius of an explosion as it has now. Meanwhile, there's a vulture running around to random points in an area where no matter where you are, you can still toss the grenade anywhere in that area. The goal is to hit that vulture. It takes a small amount of skill and a lot of luck. The person who hits the vulture, destroys it, and wins.
Minigame Ideas/Suggestions
To conserve space, I would suggest "themes" where you use 1 area multiple times for several minigames.
Theme: Marine Survival Olympics
Zealot Survival
Everyone gets a marine without an attack ability and the stimpack ability as is. Zealots will have 2.5 speed to make sure they catch you. The idea of this minigame is to run away from the zealot and survive as long as you can. You can try shoving players to make them last less time and you can try getting the zealots stuck, you can try using stimpack to lose some hitpoints, but gain speed, etc. If a player dies, their zealot gets removed from the area. The last surviving player wins.
Hellion Survival
Same thing as zealot survival, except you're being chased by hellions that do 5 damage to marines. Players can try and take advantage of this and get other players hit by their hellion. If a player dies, their hellion gets removed. Last surviving player wins.
Thor Crusher Survival
Same thing as the two previous, except this time, we have thors chasing you. The thors don't have an attack, but when they get near a player, it kills them instantly. Thors have a speed of 2. Same conditions as the two previous.
Stalker Survival
This one is a little different. Instead of 1 per player, it's one stalker only. When you get near the stalker, it blinks to a random location in the arena. The idea is if you were closest to where the stalker blinked to, you will automatically be targetted. To make it not so based around luck, you can add "device" powerups. They randomly spawn in the arena at random times. If you pick it up, it orders the stalker to use the "stop" command, therefore making the stalker retarget a different player. The last player standing, wins.
Baneling Survival
In this one, banelings spawn around the edges of the arena. Even if they aren't targetting that player, if they get near them, they automatically explode. The last player standing wins.