Staredit Network > Forums > SC1 Terrain > Topic: Mystic Islands RPG Final Terrain
Mystic Islands RPG Final Terrain
Sep 13 2009, 6:00 am
By: Falkoner  

Sep 13 2009, 6:00 am Falkoner Post #1





Mystic Islands RPG is a unique RPG that takes place mainly on three islands. To travel between islands, you take different ships which constantly go from island to island picking up cargo to drop off on small islands, and passengers to take to the other larger islands. The objective of the game is to obtain control over all 12 of the geysers throughout the three main islands, and the three private isles.

Finally all the main terrain for Mystic Islands RPG has been completed, and it's ready to begin triggering, so enjoy the work so far :)


The Islands
There are three main islands to travel between. Each island contains three geysers, and at least two areas for base creation. They also contain five docks, one for each of the five ships, a transporter to the Space Bar, unique jobs to earn money, and unique mercenaries for hire.

Aquarius Island








Estrella Island








Ventisca Island








Private Isles
The private isles are purchased. In order to buy one, you must pay more than the previous buyer paid. Each private island has a geyser.







Ships
Each of the ships is used to go from island to island, except the Celestis, which is a medical transport.

SS Catalyst:


SS Liberator:


SS Nemesis:


SS Leviathan:


SS Tempest:


The Celestis:


Complete Map Image:
http://www.mediafire.com/?3blnoiimmqt

Mystic Islands RPG Google Group:
http://groups.google.com/group/MysticIslandsRPG
Please sign up, I'm going to need all the suggestions, ideas, and later testers I can get :)

Post has been edited 1 time(s), last time on Sep 13 2009, 6:43 am by Falkoner.



None.

Sep 13 2009, 6:06 am payne Post #2

:payne:

The only problem is the repetitiveness of the blends...
Try to find some minor alternatives/modifications ;o



None.

Sep 13 2009, 6:42 am Falkoner Post #3



Oh, forgot to add the Mystic Islands Google Group to the first post :omfg:

Quote
The only problem is the repetitiveness of the blends...
Try to find some minor alternatives/modifications ;o

It's finished. The only reason you see repetitiveness is because you're seeing the entire map in a short period of time, to the players it will seem quite new. I only intend to fix easy blocks at this point.



None.

Sep 13 2009, 7:34 am -BW-Map_God Post #4



Looks nice so far :D! How many players would be vying for control over the 12 guysers? I am guessing you are only eliminated if you lose all your units on the islands or lose your "main" hero character or something like that?



None.

Sep 13 2009, 8:10 pm Falkoner Post #5



Quote
Looks nice so far :D ! How many players would be vying for control over the 12 guysers? I am guessing you are only eliminated if you lose all your units on the islands or lose your "main" hero character or something like that?

It's a three player map, each player controls a civilian, which uses hired Mercenaries to fight for geysers, geysers can have defenses put in place and upgraded to stop attacks. You are never eliminated, the game only ends when all 12 geysers are controlled by a single player, although depending on balance I may only make it necessary to control the 9 main island geysers. When you die you are picked up by The Celestis and you stay there for a period of time before being put back into the game.

In addition to the three players, there will be a computer player with an AI to run 3 civilians that act like the human civilians, to add a little more competition.



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Oct 1 2009, 8:33 am Drakiel Post #6



That's pretty wicked! Creative, intuitive, I'm just aching to see how fun gameplay will be.



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Oct 1 2009, 9:55 pm payne Post #7

:payne:

Look at this b*tch trying to steal my Water Trees!
Na, take care of them and give them a good reason of living! :D



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Oct 6 2009, 6:37 am Fallen Post #8



Falknor how did you make those beacons they are damn cool looking :)



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Oct 6 2009, 6:37 pm lil-Inferno Post #9

Just here for the pie

Quote from Fallen
Falknor how did you make those beacons they are damn cool looking :)
That's what they show up like in the editor he's using. It's not an in-game screenshot.




Oct 7 2009, 4:51 am Falkoner Post #10



Actually, that shot is taken from SCM Draft 2, but lil-inferno is somewhat right, the reason why they look so weird is because they're actually disabled sprites, because they're flag beacons, and so I disable them so they don't spawn flags. Older versions of SCM Draft used to show them as dark templars, so at least it's partially fixed.



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