Where's Waldo?
"Where's Waldo?" takes place in an industry and starport district of Korhal. It is rumored that Mr. Cameron Waldo, a spy for Raynor's Raiders, has acquired several incriminating pieces of evidence against Emperor Mengsk. Mengsk's soldiers must locate Waldo before he makes his way off-world.
The major features are designed and implemented. Adding final triggers to pull the update together.
When it's nearly ready, I'll make a nice little teaser video. Release will happen a day or two after.
Planning stages for the next major update are complete. Early data editor work done.
It's going to be a surprise... I told you his new hard-to-unlock weapon, used to counter lategame camping, would be a Drakken Laser Drill. It would encourage the Ghosts to find and kill Waldo before he can acquire it.
That plan hasn't changed. But it won't be what you think ;)
I take all of your comments into consideration, and frankly, I like the idea of having multiple exits.
In time, Waldo will have more options as far as weapons go.
If they were optional, then what would be the point? The game is already straight forward enough as it is; and keeping score would be some what pointless unless the map featured "Rounds" where every player had a chance to be "Waldo" before games' end.
There needs to be more than 1 exit for sure, otherwise ghosts will hang out there and automatically win. Some more objectives would be good, but make them OPTIONAL. =] Otherwise this looks like a good start!
An easy way (though time consuming) is by having the map WAY larger and having multiple ports of escape for him. You can also add ghost objectives that force them to act as aggressive as waldo in achieving them.
Waldo here, basically has 3-4 objectives that he HAS to complete or else. While it's possible to skimp without the Protoss's help, he still HAVE to get the Cocktails, and he HAS to destroy the Reactor in order to get to the Dropship.
The Ghosts have one Object, and one only. Sit on your ass or hunting, it don't matter, it's simply "Kill Waldo". Expanding the requirements will make it much easier to cause a sense of urgency and challange for both sides. For instance, what if "Waldo's Evidence" was a Memroy Disk item that could be contacted by a transceiver. Waldo has a super bad ass (although by 2404-5, it's considered norm) Palm Pilot computer thingy. The computer to activate this transceiver could be random in location in every game. Ghosts need to find the transceiver in order to power down the device. Each use put's that computer on cool down as it searches for a I.P. used by Waldo (thus is faster to move on to another computer station) Also, Waldo has already transmitted the device's evidence via WiFi Broadband to several storage networks in his range. The sooner Ghosts use the Transceiver, the sooner Waldo can stop uploading the data to backup servers through out the city, and the less servers Ghosts have to reach to stop duplicate Disks from being developed (imagine if Waldo could replace his current disk with a back up disk by using one of the server locations)
You're concept has got a lot of potential behind because it can be utterly exploded to many different ways. One way I see it is by basically making into a very objective, much faster paces LoaP type game. Take the objectives Above by then make it 3v3 or 6v6, where the only "Waldo" is the one holding the disk. You can make the city highly interactive. Ghosts and control and earn options through the Security Forces and military through out the City, while the "Waldos" can interact with the City's underworld, buying body guards and safe houses to hide in.
I've decided on what I'll do. I am working on a long chain of objectives for Waldo. Let's name them by letter...
In addition to the current objectives, Waldo can also do A and/or B. A or B will unlock C and D. Doing C and/or D unlocks E and F. Eventually, Waldo progresses enough to unlock the final upgrade, a Drakken Laser Drill. If the Ghosts have simply camped areas long enough to let Waldo do this... they are toast.
Until such a time (within the next few days hopefully), play the game with your friends. I'm sure roommates/school friends would love to try a new map. Let's get this thing up in the popularity list, hmm?
Well Adamk117, that is something I have considered. The only option Waldo would have in that scenario would be to rush in with all hallucinations and hope he doesn't get picked off first. Updates are in the works that will compel the Ghosts to leave.
I am exploring many ways to do this. Possibly forcing them out of the area unless the sensor tower has been triggered or neutralized? Leaving Waldo in the city too long will let him unlock more powerful tools? You'll see what I come up with.
I am developing a urban map and I like your where is waldo concept. I Think that I am going to develop a similar one.
Looking at the video, cant the ghosts just camp the final leaving area and "find" any civilians headed to the dropship?
EyeSeeEm, this is a game for 2+ (recommended 6+) players. Molotovs fire slow and can be dodged if the target is moving, that may be why you think they don't kill anything but street lights. There is a -tips command as well that displays objectives, but I will also put actual mission objectives at the top left in a later update.
Watch the video located at for further information on the goal.
What are you supposed to do? I got the molotovs from the liquer store but am only able to destroy streetposts with them.
You could display objectives as text and make them visible on the map to let the player know what to do.
Also the -ping command could and should be replaced by a button somewhere.
Ignore my last comment. After much, MUCH hard work, I have fixed the annoying problem myself.
Please refer to this thread if you are having the same issues:
http://forums.sc2mapster.com/development/editor-bugs-and-feedback/8023-difficult-terrain-objects/
There is a known spot in the map that causes lag when you look at this. This is a bug with terrain objects, and is irreparable until Blizzard updates the Galaxy Editor with a fix.
RELEASE!
All done! Finally...
All triggers done. Decorating city. Submission is imminent.
Liquor stores are complete, triggers and all.
Prison and fusion generator are created. Working on triggers for them.
Still need to pretty-up the rest of the city.
Development is really coming along.
Intended features:
A Sensor Grid at the Starport will warn the guards if Waldo has entered the area, but it will not pinpoint his location for them.
Waldo can destroy/raid certain buildings to gain tools to help him escape.
Basic terrain work is done, now adding doodads, plus points and regions for future triggers.
lol i remember this map - it was a great one