Name: [BLiTzBaLL]
Creator: Toothfariy
Players: 1-3 vs 1-3 (Full game recommended)
Size: 64x64
Titlest: Twlight
Percent Complete: 40%
Story:
Not much of an elaborate story here. But for those who havent played FFX wouldnt know.
Tidus used to play for a team called the "Zanarkand Abes" back before he went though sins time warp. This game is a battle between Tidus' Abes, and Wakkas Aurochs.
Gameplay:
When the game begins, you must hotkey the overlord that is present after the opening credits. (they're not long, jsut an intro to the map)
If you fail to hotkey, you wil be give an option to still do it later in the game, however, without the hotkey, you will not be able to pass the ball.
Blitzball is a mix between polo, soccer and football. Its played underwater in a large sphere. The game is simple, get the ball to the otherside and score a goal. But be careful, as the opposing team is able to tackle (kill) you and steal the ball.
Each should have 1 player who plays goalie, as the goalie is very helpful in stopping the ball. The goalie is allowed to roam, but they're the only ones who can stop a ball.
Each player is given a choice of units to use.
As of now, there are:
1)Goal Keeper
2)Berserker
3)Blitzer
4)Sweeper
5)Ball Carrier
1) Goalie is an Archon. It is the only one who can block a shot. He is a power house if the shooter gets too close.
2) Berserker is armed with the ability to to use his "Berserk" ability (stim pack). It is a Firebat unit. When berserked, he will run faster and attack very quickly to the guy to with the ball. Every 2 minutes, the berserker will heal his life back so he may use berserk again. He has 3 charges to use per 2 minutes.
3) Blitzer is a Zerling. I haven't yet thought up an ability for him to use [using burrow]. I am open to suggestions tho. He is faster than the guy with the ball, but the trade off for speed is that he has low damage and would take about 4 hits to steal the ball as opposed to the other players.
4) Sweeper is Infested Kerrigan. She has the spell "Ensnare" which will slow down the oppoent breifly, also her damage is high, as she is much slower than the ball carrier. She can only cast it every so often, so wise use of this spell is a must.
5) Ball Carrier is Fenix zealot. His life matchs your own level as you pick up the ball and become a carrier. He has a base life of 300 and each level after that, he gets 50 life. He cant attack any other players, as they are invincible and he has no damage. All he can do is run pass and shoot. To pass you must use the hotkey we talked about eariler.
The player must bring the Ball Carrier to one of the blocks on the otherside to make a shot. And believe me, so far my testing has shown that there is actually a way to score most of the time, even if the goalie does clearly more damage than the shot gives. So it also requires the goalie to be attentive.
Every 2 levels a unit gains gives a higher level shot to the player. So far all i've planed for is 20 levels, though i might include more. Players get points when they intercept the ball, pick up the ball, attempt to score, actually do score, or tackle another player. Also they gain points for the duration they're holding the ball.
Picking up the ball is much like the map dodgeball where you walk up to it and switch units.
I'm still debating about what other things that players can purchase. Maybe like specialty shots. Im lookin for peoples input on this.
Trigger Systems:
This map is obviously going to use numorous trigger systems.
Among them:
-Leveling System (Using Binary Countoff)
-Hotkey Dropship passing
-Sprite Unit Stacking (Due to limited space)
-Shooting the ball
-A random Blitzoff generator. [Who gets possession of ball first]
-Extra Spells paid with your own points.
-Full size pylon based scoreboards
Terrain
The terrian is very basic square tileing. The bottom has been cut short to allow for asthetics. There is the arena, then above that is the selection field for upgrades and selecting units and such. On the top right and left are 2 pylon score boards.
Progress thus far:
Terrain: 95%
Triggers: 38%
Unit Placement: 90%
Mission Breifing: 0%
Unit Names: 90%
Upgrade Settings: 100%
Location Placement: 60%
Map Balancing: 80%
Things to be completed:
-Passing System
-Purchasble Extras
-Blitzer Spell
-Passing the ball system
-Post Shot Regrouping
-Interceptions [random change to intercept]
-Mission Breifing
-Evenly Duplicating Triggers
-Balancing Map
-Alpha testing
Screenshots
Let me know what you guys think
Im open to any and all suggestions
None.