Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Need ideas/help developing mine
Need ideas/help developing mine
Aug 23 2009, 11:33 pm
By: m.0.n.3.y  

Aug 23 2009, 11:33 pm m.0.n.3.y Post #1



The Idea:
So what I'm thinking of making is a 3 on 3 King of The Hill type map. Where the map is say 96x96 and it contains a re-spawn base/healing center for each of the teams and weapons and 3 hills that are scattered randomly across the map each time the game is played. So basically the standard KOTH rules are you capture a hill (a small designated area) and while the hill is under your teams control you get +1 point a second. So, naturally, the more hills you have, the more points you get. Then again, the more hills you have, the harder it is to defend them all.

Game Play:
Now, for actual game play, I was thinking of having your unit be a seige tank (named pistol or something). You can however run around and pick up weapons, symbolized by units in a drop ship in a far out place in the map. Then, you unload the respective unit from your dropship that represents the weapon you want to use. Doing so selects the weapon. Then, you seige your tank to use one shot of the weapon (OR, turn into that weapon or something idk).

So it's basically like a mini-game kind of mapish game. Does anyone have any comments, ideas, ways I can make it better or ways that I can actually make this map? All comments are appreciated. Thanks.

-$

Post has been edited 1 time(s), last time on Aug 24 2009, 5:51 pm by m.0.n.3.y.



None.

Aug 23 2009, 11:40 pm Biophysicist Post #2



My suggestion is to use Reavers. Then you can figure out which unit the player has targeted by centering a location on the scarab. (Make it so they can only build one scarab by making a scarab cost 1 gas and setting their gas to 0 if they control a scarab.)



None.

Aug 23 2009, 11:47 pm Tank_7 Post #3



I suggest having weapon choosing be in an off-bounds part of the map.

As for aiming:

1. Mixed projectiles and abilities
-Uses projectiles the player controls manually like scourges, any air unit, to touch an enemy with.
-Can use infested terrans
-Can use defiler dark swarm and corsair disruption web, but can hurt self with those since they are neutral items.
-Could include other abilities (ensnare, spawn broodling, defensive matrix, etc)

2. Templar Archives selection system
This only works if every offensive weapon is a projectile unit like a scourge.
This only works well for up to 6 players.
The 6 different technologies researchable at the templar archives are given different gas costs and you detect changes in gas to determine which button is pressed. Each button sets your target to a different player, and this button press can be the trigger or something else can be a trigger.

3. Aiming with a mobile grid of air
This can mess up with 2 players shoot same time as grids will interfer with one another, but you could make delays of 1 hypercycle to
prevent that. Aiming can be done with a unit on a miniature grid similar to this: link
Where position of an aiming unit determines number of air units to be displaced in a given direction.

4. Aiming with a static grid.
Exactly like this: link
The problem with this is the terrain has to accomodate the static grid, although neutral/computer protoss observers might be ok.



None.

Aug 23 2009, 11:48 pm m.0.n.3.y Post #4



Quote from name:TassadarZeratul
My suggestion is to use Reavers. Then you can figure out which unit the player has targeted by centering a location on the scarab. (Make it so they can only build one scarab by making a scarab cost 1 gas and setting their gas to 0 if they control a scarab.)

Wait, I'm kind of confused. I really don't have a clue about what you are talking about :crazy:. Are you saying that instead of seiging a tank to use the weapon, they should use a reaver? And to use the weapon with the reaver, they shoot a scarab at someone and then you remove the scarab and place something else?



None.

Aug 24 2009, 12:03 am m.0.n.3.y Post #5



Quote from Tank_7
2. Templar Archives selection system
This only works if every offensive weapon is a projectile unit like a scourge.
This only works well for up to 6 players.
The 6 different technologies researchable at the templar archives are given different gas costs and you detect changes in gas to determine which button is pressed. Each button sets your target to a different player, and this button press can be the trigger or something else can be a trigger.
.

I'm really interested in this system because I have never heard of it before and it seems like it can have a lot of promise. So, how it works is I have the player always have say 100 gas. And the buttons cost different amounts of gas like say 25, 50 , 75 etc. And so if the person clicks on the one worth 25 gas, then they will have 75 gas left, triggering a certain event, or setting or switch or death counter which will trigger an event when something else is triggered as well. Am I correct so far?

My main question however is once they click on the button and research it, who do I make it un-researched so that they can click it again?
Do I just make the upgrade level 255, because they probably won't click the button that many times. I'm not even sure if I'm on the right track here. Help me out a lil?



None.

Aug 24 2009, 12:06 am Biophysicist Post #6



Quote
My main question however is once they click on the button and research it, who do I make it un-researched so that they can click it again?
You don't. You Give the Templar Archives before the upgrade can finish.



None.

Aug 24 2009, 12:08 am Tank_7 Post #7



TassadarZeratul is correct, this works with buildings that make units too. Giving the building to another player (can be computer, neutral, whatever) and giving it right back in the same trigger cancels the build/research in progress.

The costs can be 1, 2, 3, 4, 5, 6 gas and player's gas is set to 6.
At the two extremes:
If the player has 5 gas, he pressed the button that costs 1 gas. Trigger goes off, Templar Archives give/give-back, and Gas set to 6 again.
If the player has 0 gas, he pressed the button that costs 6 gas. Trigger goes off, Templar Archives give/give-back, and Gas set to 6 again.



None.

Aug 30 2009, 4:04 pm m.0.n.3.y Post #8



Quote from Tank_7
TassadarZeratul is correct, this works with buildings that make units too. Giving the building to another player (can be computer, neutral, whatever) and giving it right back in the same trigger cancels the build/research in progress.

The costs can be 1, 2, 3, 4, 5, 6 gas and player's gas is set to 6.
At the two extremes:
If the player has 5 gas, he pressed the button that costs 1 gas. Trigger goes off, Templar Archives give/give-back, and Gas set to 6 again.
If the player has 0 gas, he pressed the button that costs 6 gas. Trigger goes off, Templar Archives give/give-back, and Gas set to 6 again.

Ooh I see, that's very cool indeed. But, I'm not sure what I should do here, if I should even have a targeting system for all attacks such as the one you mentioned or just have the player control it. For example, with a targeting system, if they shot a missile (scourge): The scourge would automatically seek them. Without targeting though, player would manually have to move scourge.

OR: I just got another idea: What if I combined the two and used EUDs. So for example, I could have Straight Fire missliles where the player controled the scourge, and Auto-Targeting Missles where (using EUDs) the player clicked on the enemy to choose a target and the scourge would automatically move toward the target.

Any Ideas?



None.

Aug 30 2009, 4:21 pm poison_us Post #9

Back* from the grave

Instead of having the players choose a unit, which might mean you have players getting units with huge range, and a medic to blind enemies, you could have a randomizer, and flags at "pickup" locations to prevent people spamming the same switcher for a badass unit.

What I'm saying is, have 15 or so flags for pickups, and either move them to another spot once a player grabs something, or give to another computer, showing that the pickup is missing. Using the switch randomization, it wouldn't be that hard to trigger, and you'd save the players the time of having to pick weapons. If you're feeling generous, you could even have a separate switch randomization for heroes, say a 1/8 chance of getting a hero unit.




Aug 30 2009, 4:25 pm m.0.n.3.y Post #10



Quote from poison_us
Instead of having the players choose a unit, which might mean you have players getting units with huge range, and a medic to blind enemies, you could have a randomizer, and flags at "pickup" locations to prevent people spamming the same switcher for a badass unit.

What I'm saying is, have 15 or so flags for pickups, and either move them to another spot once a player grabs something, or give to another computer, showing that the pickup is missing. Using the switch randomization, it wouldn't be that hard to trigger, and you'd save the players the time of having to pick weapons. If you're feeling generous, you could even have a separate switch randomization for heroes, say a 1/8 chance of getting a hero unit.

Huh? I don't really get what ur saying? What I was thinking for weapons is having weapons scattered around the map that the player goes near to pick up, then the weapon is gone for like 30 seconds so no one else can pick it up. Then, to use the weapon, they select it using the unload from dropship meathod and then seige their tank. Once they use the weapon once, it's gone, and they have to go get another one.



None.

Aug 30 2009, 4:32 pm poison_us Post #11

Back* from the grave

Wow...I thought you had a system where a person picks up a unit and uses it like a Starcraft unit :P

What I had in mind was something like picking up a random unit and attempting to use it as a weapon, not having a one-shot weapon. Fail. But, that has kinda made me think about something.




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