MakoPreface:Mako is the map I made for a spontaneous 1 Hour Map Contest I decided to participate in last night. The map itself violated the time limit (by ~45 minutes) so it technically isn't an hour map; ah well. The map itself is AoSesque, which is extremely uncharacteristic of me to produce. Really I just wanted to try a different menu that normal and needed a platform to put it on.
Why the name Mako? No particular reason, I named the map before I had any clue what I was going to do with it- I just needed something to save it as real quick.
The last time I did a 2-hour contest it produced the map
http://www.staredit.net/topic/5439/ which I highly recommend.
Screenshot:Specs:
6 player map (3v3)
64x64 Twilight
AoSesque genre
Last Words:It was interesting to make; overall its not very good although I think it has potential to have much more solid gameplay and tone. But hey, what can you expect when the maker is so rushed?
If you guys find it interesting enough I may fix it up, make it not boring or take suggestions if I have the time.
-Kaias
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Sleeping wolves wake hungry.
It's interesting, I'll tell you that much.
The menu is pretty cool, but I'm on a laptop, so it was pretty hard to use properly.
I'd love to see this go further.
Of course, terrain and spawns would be the first thing to sort >_>
Then maybe some different character choices, spells etc.
Eventually, this could surpass Temple Siege.
Post has been edited 1 time(s), last time on Apr 6 2009, 5:37 pm by Magicide.
You WILL update this, rite?
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Dude, Kaias, I did the same thing you did today. Except that one of the rules of the contest was that I could only use the campaign editor. My map has a couple glitches though that I can smoothen out.
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You would have won the contest if you were on time, but you weren't so that made me the winner
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The menu system was cool at the time but then I realized that the fact that you pretty much had to be out of combat to access it made it all the worse.
Here's the map that I made for the contest; keep in mind I was done in like, 40 minutes and didn't know what else to do with it
. The basic concept is that you're basically in an eye-blinding maze-type arena and whenever you die you earn a mineral to upgrade with; but the first team to 100 deaths loses. Also, your respawn room includes a medic for healing, and an anti-camp turret.
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@Lil-inferno: Your map needs FH. But, otherwise, pretty cool.
@Kaias: Pretty much the same actually. Your map would be a lot of fun with 4+ people
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Fun stuff, but requires Full house, and I don't know what flare is :S.. and mine seems a little useless XD (in comparison to medic).
The menu is... well Innovative, but I don't see much point in it
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I just love the simpleness of it tho...
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Of course, terrain and spawns would be the first thing to sort >_>
Then maybe some different character choices, spells etc.
Definitely
You WILL update this, rite?
Unlikely
Fun stuff, but requires Full house, and I don't know what flare is :S.. and mine seems a little useless XD (in comparison to medic).
The menu is... well Innovative, but I don't see much point in it
...
I didn't have time to make the intended function of the flare necessary or possible. Yeah mines need a buff and medics probably need to be gimped, or have a timer.
I just love the simpleness of it tho...
That's what I was going for, I didn't want the player to have to leave his screen to some outside units to select what to do; just give it to them all right there.
In order to save time I made the most basic spawn and resource systems I could think of. Every 200/12 seconds hydras spawn and each time they do 1 more hydra is added until it caps at 15 hydras- utilizing a basic binary countoff. Every 15 enemy hydra deaths each player on the team gains a mineral- in one way this is a good system in that it keeps everyone around the same level, on the other hand it is lacking in that it doesn't reward player killing enough. Every 3 enemy player hero deaths each player on the team receives 1 gas- this is innately flawed system; if a team gains the upper hand by creating a store of medics it is easy for them to not die, then they can easily kill the other team and gain more gas while it can't get the kills to create a rivaling medic support force. Spawn location is not random so camping is a problem.
All these are compromises of the time limit- It is unlikely that I will fix any of them; if anyone really wants though it
is open source. lol
Post has been edited 1 time(s), last time on Apr 9 2009, 3:07 am by Kaias. Reason: *
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There is some beauty and fun to be found in the simplicity of this map. It's a solid foundation for a great map that I feel would be worth developing further.
The menu system is unique and compact, but I can't say that it would be practical or fast as a unit-building system.
Sleeping wolves wake hungry.
The menu system is unique and compact, but I can't say that it would be practical or fast as a unit-building system.
This is true.
Kaias, did you just think of this system randomly or has it spawned from other ideas?
The menu system is unique and compact, but I can't say that it would be practical or fast as a unit-building system.
qft
Kaias, did you just think of this system randomly or has it spawned from other ideas?
In my original plans the pylons that you see were meant to be staging outposts- when in close proximity a burrowed unit would appear underneath the pylon (owned by you, so only you can see it) and if you killed it it would do essentially what the current menu does for you except with options for the pylon- like create a physical ring around the pylon or to add defenses. I decided to hash the more grandiose plan for a more practical one for the time limit. The pylon burrowed menu unit lead me to think of just putting it with the player and give them options right there. Originally there was going to be a trail of burrowed units and it'd use the item based on which one you would kill. Obviously this would get messy so I just used mobile grids and went for an exit/enter menu.
Originally also, you'd have to purchase U-Shells and Stim Packs.
If I developed this more I would fix spawns and implement the pylon staging idea where you capture the nodes and use them to your advantage and as well as serve as optional spawn points.
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Sleeping wolves wake hungry.
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I demand you finish this map.
Everything you just said sounds awesome.
May I just say that I've previously participated to one of these tournament of 1-hour map making and that I won since no one submitted in time
Anyways, here's what made me win (very stupid, yeah). Spawn system pissed me off for the major of the time XD
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Post has been edited 1 time(s), last time on Apr 14 2009, 1:55 am by payne.
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