and that this map has ~5 times as many different building functions.
So the StarQuest map has lots of repeated buildings, eh? Then this map still has one very epic advantage.
However, we should give our map a more complicated storyline to make it better in comparison. I have some vague ideas. Anyone else have any ideas?
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Hi, I admit I did steal the idea somewhat. I couldn't wait for this map, it was taking so long
I would like to say that I always loved ship-oriented maps such as BC Command and it's sister maps (Carrier Command, Fleet Command..) as well as some others. I experimented in the past with maps where buildings or add-ons represented ship systems, but you bought them in a store with beacons. I did steal the "build it yourself with an actual worker unit" idea. My map doesn't use cut-outs of ships, just an arbitrary square area modified by your ship's size. Ive always been into ships though, I used to RP a long long time ago where maps had cut-outs of ships, and I've made some unfinished maps like that as well as my own complete RP's with ship cutouts. In those RP's I'd place a Power Generator or Cerebrate as an Engine, a Spore or Nuke Silo as a weapon... so the concept of buildings as ship equipment is not new. Just building it with a worker unit is
Sorry though, I am guilty of a slight idea steal. There was someone who brought the idea to me and inspired me to make StarQuest.
I have to say the concept of VHP and a guardian damaging your internal systems is great. StarQuest has nothing like that, you could go down to 1 hp and not lose any equipment. Therefore, I hope you finish this map.
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I'd also like to point out my Spaceship Combat map which had you design a ship by adding items with a civilian and beacons. This map was made before the posting of the build-a-ship concept. Finally, for many years in the past, I have played games like Master of Orion series, Space Empires series, etc. All of those have ship design as major game elements. So really, building the buildings like in melee was simply a new interface for me.
Once again though i just LOOOOOOOOVEEEEE the random zerg guardian internal damage
Someone poitned out one thing to me though, is with the ship it's self invincible and a VHP unit humping it, you cant use stuff like Ensnare, Stasis...
EDIT: I have used "table top games" posted online such as some found here for inspiration.
http://www.star-ranger.com/WebGames.htmThis is especially true for Spaceship Combat. My favorite tabletop games I've read the rules for are Anteel, GOBS, Launch Fighters, though theres lots of good material out there.
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How many people will be playing this in a game?
What if they pick all of the same ships?
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How many people will be playing this in a game?
Five. There is one enemy computer and two computers used for the game engine.
What if they pick all of the same ships?
Each ship may only be selected once. So if one person picks the Wraith, no one else may pick the Wraith.
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We have moved the vHP upgrades to the Armory/CCore/Spire, freeing up the Engineering Bay, Forge, and Evolution Chamber. We need ideas for functions for them. The Spore Colony has also been changed: It now spawns a Scourge every few seconds and removes it after a few seconds. Basically an anti-air version of the Sunken Colony.
Post has been edited 4 time(s), last time on Aug 10 2009, 4:05 pm by TassadarZeratul.
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You could turn them into a building that, once made, will send projectiles to the closest enemy doing damage or killing it.
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We've already got functions for them, check the OP.
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Yeah, my bad. I checked right after I posted. :x
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Its been more than a month since any replies... I nearly crapped myself when i saw how awesome this map is going to be. Any news on that demo ver?
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it wont be out for another year. thats how its like with all games that sound good.
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The demo will be out once Madroc fixes the torpedo launcher (CC).
EDIT: Turns out he already had it fixed, but I didn't get the updated map for some reason.
Post has been edited 1 time(s), last time on Sep 14 2009, 10:51 pm by TassadarZeratul.
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