The title says it all.
I need ideas for a simple but fun minigame. (UMS)
It can be any genre but it has to be minigame style.
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Violent SCVS - A Slayer map in which it is an arena, and your weapons are the units you pick up with your SCV.
I don't think I've seen that map yet.
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An arena with defilers, and when dark swarm is cast, a scarab appears and kills anything near it. Last one standing wins =D.
or
An arena with high templars and a way point casting system (you know how to do those right?), the high templar uses the casting system to throw fireballs. Last one standing wins =D.
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Thanks but I need moar please.
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Make a game called Queen Bee, it's a wrestling game in real life, basically, there are two sides, each side picks a "queen bee", but the opposing side doesn't know which it is, and then both sides, in this case, wrestle, until the Queen Bee of one side is pinned.
In SC, you'd basically have several units, perhaps zerglings, and one would be a hero ling, with the same name as the rest though, and you would try to kill the opposing queen bee without getting yours killed.
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>be faceless void >mfw I have no face
BOOM tag: an observer flies around with BC explosions underneath, if it hits the other people, they change into a flag temporarily and a couple of seconds later changes into the obs. The old IT becones a drone or whatever the other units are that run away.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Make a game called Queen Bee, it's a wrestling game in real life, basically, there are two sides, each side picks a "queen bee", but the opposing side doesn't know which it is, and then both sides, in this case, wrestle, until the Queen Bee of one side is pinned.
In SC, you'd basically have several units, perhaps zerglings, and one would be a hero ling, with the same name as the rest though, and you would try to kill the opposing queen bee without getting yours killed.
im pretty sure the hero lings are dif colors o.o
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Only in the campaign.
If you don't set it upthe way Blizzard did in the campaign missions, heroes look just like normal units.
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Make a game called Queen Bee, it's a wrestling game in real life, basically, there are two sides, each side picks a "queen bee", but the opposing side doesn't know which it is, and then both sides, in this case, wrestle, until the Queen Bee of one side is pinned.
In SC, you'd basically have several units, perhaps zerglings, and one would be a hero ling, with the same name as the rest though, and you would try to kill the opposing queen bee without getting yours killed.
im pretty sure the hero lings are dif colors o.o
Aside from their varying speeds, there's no difference in appearance.
Currently Working On: My Overwatch addiction.
Wow, I don't know which one to pick...
More?
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Well, my Mini-Game Party map has 128 different mini-games which IMO could all easily be turned into their own maps/games (actually some of them already are lol.)
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Well, my Mini-Game Party map has 128 different mini-games which IMO could all easily be turned into their own maps/games (actually some of them already are lol.)
Does it have Tic-Tac-Toe?
I have an idea for a mini-game. Everytime you win a round of tic-tac-toe, your "main" character in the game would move one step north (up). When you reach the so-called "end", you automatically win the game.
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Just use the SCVs carrying other units concept. Make a halo slayer/arena map with it, each unit being a different weapon.
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Make a game where a player has a defiler and one player has a corsair, and the defiler has larva all around it that follow him, and the corsair has intercepters on him, and you Dweb/Swarm to order the larva/ints and they morph into a zergling/scout to damage when they reach the location. Add some enemies objectives etc and u got a game. Lol its hardly a game but a concept for a map XD.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider
tic tac toe will never end
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I made a map that had scarabs sent from a top row to a bottom row, kinda like "dodge the rapist" but with a small screen and scarabs. It also featured a "difficulty" and speed setting, using death count timers to speed up/slow down the amount of scarabs sent, and to change how fast the zergling moved.
Also, both the spawn [top] and destination [bottom] were randomized individually, so you could have a scarab sent from any of 32 spots, to any of 32 destinations.
Actually, now that I think about it, I should've made a separate location to order the units...at full speed it sometimes sent multiple scarabs to the same spot...I used the same location for the "spawn" as the send, which sometimes meant scarabs would be moved, ordered to x, then ordered again to y in the next trigger loop.
Post has been edited 1 time(s), last time on Aug 17 2009, 9:07 pm by poison_us.