Staredit Network > Forums > SC1 Map Production > Topic: Battle Tanks
Battle Tanks
Feb 12 2009, 1:34 am
By: alexpnd  

Feb 12 2009, 1:34 am alexpnd Post #1



BATTLE TANKS

Summary:
Progress: 90%


-5 Stages with incremental amount of pieces (tanks).
-10 Different stages, but only a set of 5 per game session. I call these ladders, I may have 4 ladders in the end with 20 stages for replayability.
-Position your tanks strategically turn by turn.
-After all pieces have been placed, the computer takes over and they duke it out.

-Purchase one-time use Powerups after battles. ?? Questioning this now
-Use your powerups after placing the next battles tanks, but before they fight. ??

- Change teams after any battle, but only one player at a time, and once per player

-First to 3 victorious battles, wins.


Its a simple game but its fun.


Stage 1 - 3 Tanks (per player)
Stage 2 - 4 Tanks
Stage 3 - 5 Tanks
Stage 4 - 6 Tanks
Stage 5 - 7 Tanks

Update Feb 15 09:

Instead of the powerups I'm thinking TRIBES style bonuses. Where during battle say through a GateWay control i can recruit a computer controlled science vessel, call this a Shield, and set it to work. Preplace turrets (installation) in certain areas and allow players to purchase them if they have a tank in place next to it. Purchase infantry (i've done the melee testing for all sorts of scenarios) through a drop off with a dropship or some sort of thing. Pretty much in battle computer controlled mechanics instead of using a high templar to hallucinate and things like that.

Post has been edited 11 time(s), last time on Feb 15 2009, 10:29 pm by alexpnd.



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Feb 12 2009, 2:52 am Keirebu Post #2



Sounds like a fun concept, Also about this.
"Also, there is a trigger that Sends All Units on strategic suicide missiosn after 40 seconds of battling, incase some tanks are out of range. This fails to fire in some cases. Randomly it would seem."
I've always had this problem with this script, Try using "Sends All Units on random suicide missions" And it seams to work perfectly 100% of the time, And it works just like "strategic" one works.

Post has been edited 1 time(s), last time on Feb 12 2009, 3:09 am by Mini Moose 2707. Reason: Why was quoting the entire topic post above yours necessary?



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Feb 12 2009, 3:56 am ForTheSwarm Post #3



Try unchecking Randomize Start Locations for Force 4. I don't know if it will help but you can try it.



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Feb 12 2009, 5:08 am alexpnd Post #4



Ok. I did both. If you say it'll work I'll count on it. Other then that I can only think of making them patrol or something. But I think it'll work. :)

ed: Should I run the command constantly or just once? Im afraid theyll get lost in a corner and stay there.

Post has been edited 1 time(s), last time on Feb 12 2009, 5:36 am by alexpnd.



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Feb 12 2009, 6:34 am TF- Post #5

🤙🏾

The idea of the computer doing the fighting is fresh, good luck in development.



🤙🏾

Feb 12 2009, 9:51 pm Keirebu Post #6



Quote from alexpnd
Ok. I did both. If you say it'll work I'll count on it. Other then that I can only think of making them patrol or something. But I think it'll work. :)

ed: Should I run the command constantly or just once? Im afraid theyll get lost in a corner and stay there.
You can try sending it every like 5-10 seconds, But other than that, if the computer has vision of the units it needs to kill, And gets that trigger, more than likely its going to go for it, and not run away, Its less "Random" then you may think ;o.



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Feb 12 2009, 10:12 pm Biophysicist Post #7



You should make an option to buy Goliaths/Vultures/Dragoons.



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Feb 12 2009, 10:29 pm alexpnd Post #8



I'm not too sure about that as its turn-based placement. Anyways I do have an idea since these are pretty quick matches (10-15 min). I'm going to make it 256x256 instead and make a shit load of different arenas to choose from!

Post has been edited 1 time(s), last time on Feb 13 2009, 5:23 am by alexpnd.



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Feb 15 2009, 12:15 am alexpnd Post #9



Some new terrain. Instead of a single battle field, there will be 5 sequential ones, as well as 2 ladders to pick from, so 10 Stages all togethor. I want to make the maps a bit more interactive as far as terrain goes. So I was thinking booby traps, or high value locations that would spawn something extra for the computer you're sided with. Things like that. Maybe some sort of blocking mechanism to stray off enemies from a plateau (though im not sure if high ground has advantage with full vision, if not, i'll take off shared vision for the most part). Anyways, feed back would be great, ideas even better!

Ed: I actually just realized I have room for 4 ladders, or 2 ladders with random stages for each level
ps. ladders are just a word im using for sets of 5 sequential stages.

Post has been edited 2 time(s), last time on Feb 15 2009, 12:30 am by alexpnd.



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Feb 15 2009, 6:52 am Toothfariy Post #10



interesting concept i suppose

i would be willing to help with terrian if you need some help. im pretty good blending with jungle and badlands but im not as proficient in the other titleists



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Feb 15 2009, 7:00 am alexpnd Post #11



That would be great. Can you start with 5 Stages? Think of it as siege attack range when making the sizes..
I think of it like this.

1st stage, min 6 tanks, max 10 tanks
2nd stage, min 8 tanks, max 14 tanks
3rd stage, min 10 tanks, max 18 tanks
4th stage, min 12 tanks, max 22 tanks
5th stage, min 14 tanks, max 26 tanks

The max is rather variable since you can purchase more tanks (2 kills = 1 possible new tank)

As long as the terrain is fun (aka hiding spots, ridges where you can siege and block further access, high ground traded for more space low ground etc.) I don't want to be too nit picky but just some food for thought. Either way some fresh terrain would be great. :)



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Feb 15 2009, 7:09 am Toothfariy Post #12



yeah i can do that

i would however need about the dementions ur lookin for, so i can kinda gauge how much space i have for blends

and an example of what u want would help me a ton too



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Feb 15 2009, 7:38 am alexpnd Post #13



The thing is I'm not 100% sure what I want, I just want a terrain with a lot of options for placement, as well as strategic points that have an advantage over others. Such as a large space (means i can place lots of tanks) vs. a cramped space, means I'll be hit by the splash a lot. I'll upload the rough terrain I have so far for the first ladder.

ed: For playfield balancing purposes I've been testing some things out. If tanks are clustered on highground, even though they take splash damage, they tend to aim towards the same unit killing it faster, meaning in the end taking less damage. If they are clustered on low ground they do less damage oddly enough than if they were scattered on lowground. Tanks take a lot less damage if they are high ground fighting low ground, plus they get the pre-emptive strike. Tanks moving from low to highground tend to unsiege and stay that way so they lose 30% attack power. Highground vs highground makes little difference if they are scattered or not as long as they are in range, as far as damage goes. Cover, such as trees and such, is an advantage against the equal or lower ground units but not higher.

The more creative the better.

Post has been edited 4 time(s), last time on Feb 15 2009, 10:26 pm by alexpnd.



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Feb 16 2009, 2:36 am Toothfariy Post #14



alright dude i took a quick look at the map, and ill defintaly clean up a lot of those blocky parts for ya

my comp has been having issues lately so idk if ill be able to get somethin to u right away, but ill do what i can



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Feb 16 2009, 4:33 am alexpnd Post #15



Ok. Not yet ok don't focus on it right now. I'm psyched for your help but I'm going to be making changes (cause I'm still working on the basic game play) so I dont want anything going in vain. :)



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Feb 16 2009, 4:58 am Toothfariy Post #16



well i just finished 2 of the battle fields u had already, they're lookin pretty good i think



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Feb 16 2009, 7:47 am alexpnd Post #17



Great news :) I'm curious but I'll wait.

I've come up with a killer idea (imo). I'm going to make this 4 player ffa with optional alliances. Only 2 players can battle on one island at the same time. Each island has a Special Item. The Objective is to collect these special items in the right sequence before your opponents do. They are:

Crashed Norad: Secret documents for new power supply
Power Generator: Energy source for further items
Satellite Disruptor: Satellite system for New World Cannon
Ion Cannon: The Ultimate Defense for the new land = you win.

I'm thinking of ways to take items back away. I think perhaps a rematch option only once per player per item. So p3 can challenge p1 at the first island for the documents even if p1 won against p2, but if p3 loses hes out against p1 and its p1's island for good (comp turrets denying any entry). So 4 islands for 1st level, meaning everyone can play nice and let eachother have it. 3 islands for 2nd, 2 for 3rd, and 1 for last. Alliances can be changed at anytime meaning there can be teams as long as you have a certain amount of items?

Post has been edited 1 time(s), last time on Feb 16 2009, 8:06 am by alexpnd.



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Feb 16 2009, 8:54 pm Toothfariy Post #18



i finished another section today

i can show you on bnet and you can tell me what you like about it, or what i need to fix or whatever.



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