Staredit Network > Forums > SC1 Map Production > Topic: Build-A-Ship Workshop RPG
Build-A-Ship Workshop RPG
Aug 10 2008, 7:36 am
By: Madroc
Pages: < 1 « 13 14 15 16 >
 

Jun 1 2009, 7:46 am Biophysicist Post #281



Quote
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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Jun 16 2009, 6:50 pm Madroc Post #282



BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP
We decided to make it so that at the beginning, one random player is designated as a "traitor." That player is told that he works with the cerebrate, but he should try to blend in. That player functions exactly the same as all the other players throughout the game, except that at the very end of the game, the other players will fight him. The random traitor chooser is rerolled if a queen or science vessel is selected. If the traitor dies or leaves the game, a new (random) traitor is selected.BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP BUMP



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Jun 23 2009, 11:28 pm Tank_7 Post #283



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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Jun 28 2009, 10:11 am Madroc Post #284



Perhaps you could have credited me or pm'd me, but it's not a big deal and is understandable that you didn't I suppose. Honored to see you made a sick map with my idea tho ;) I just hope you're the only one who used the idea - for BASW's sake. Thanks for posting. We're still definitely working on it btw.



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Jul 5 2009, 2:34 pm Tank_7 Post #285



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.htm
This 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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Jul 31 2009, 3:25 am Madroc Post #286



Some updates have been made to the first post. Firstly, buildings will be really expensive (except armors, which will be fairly cheap) meaning some ships (like the wraith) will have limits as to what buildings you will be able to fit in the ship over the course of the game, and some (like the carrier) you could not possibly fill throughout the course of the game because it would be too expensive. Upgrades from the armory/engineering bay etc will be a huge part of the game as they will be quite cheap.

Also added that the gameplay will be sort of like a defense, except each player gets just a ship and there are not very MANY enemies, just some strong ones, and you have to push ahead through the oncoming enemies and overtake bases to get to the final boss and win. One goal is to make re-playability huge.

Terran building functions are almost done, protoss building functions are getting there, and zerg building functions have just been started.

's all good tank ;) I just played your map with a friend today and I'm glad I did. It's really nice :) And really BASW will play a lot differently than your's so there's nothing really to worry about.

Also, bump ;)




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Aug 9 2009, 7:48 pm Pyro682 Post #287



How many people will be playing this in a game?

What if they pick all of the same ships?



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Aug 9 2009, 8:17 pm Biophysicist Post #288



Quote
How many people will be playing this in a game?
Five. There is one enemy computer and two computers used for the game engine.

Quote
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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Aug 10 2009, 3:21 pm Biophysicist Post #289



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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Aug 10 2009, 9:40 pm e(x)iLe Post #290



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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Aug 10 2009, 9:41 pm Biophysicist Post #291



We've already got functions for them, check the OP.



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Aug 10 2009, 9:46 pm e(x)iLe Post #292



Yeah, my bad. I checked right after I posted. :x



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Aug 10 2009, 10:21 pm Madroc Post #293



Oops, my bad, I planned to post right after updating. Thanks for trying tho exile, appreciated. We just happened to use your idea on the spore colony :)

Updates: Engineering Bay now creates a marine every 6 seconds (as well as upgrades that marine).
Missile Turret now creates a goliath every 12 seconds. Upgrade available at armory.

Forge now creates a zealot underneath every 6 seconds.
Photon cannon now gives you a scout to fight for you (one for each you own, up to 3), similar to the robotics support bay (which is now limited to 3 reavers). Also, like the support bay, whenever a scout dies a cannon inside your base also dies, and vice versa.

Spore colony now creates a scourge every 12 seconds that goes towards the nearest flyer.
Sunken colony now creates a lurker every 12 seconds that attacks once.
Evolution chamber now creates a hydrolisk every 6 seconds that attacks once.

So basically more ship turrets for terran and zerg and a new strategy for protoss (being fighting with only reavers and scouts with your ship out of harm's way).

Demo with only battlecruiser and wraith as choices is in the making.




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Sep 14 2009, 7:05 pm exelsisxax Post #294



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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Sep 14 2009, 10:11 pm darksnow Post #295



it wont be out for another year. thats how its like with all games that sound good.



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Sep 14 2009, 10:35 pm Biophysicist Post #296



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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Sep 14 2009, 11:16 pm Madroc Post #297



Oops, sorry small misunderstanding.. i finished fixing the CC function a few days ago.

So... I guess it's time for a long needed update:

Changes: Zerg skills were switched around and changed a little bit:

Quote from first post, edited like two days ago
Queen's Nest: (Specialized Glands): Enable signature skill (Click upgrade to use skill). Mutalisk special: You have two different buttons you can press. One creates an infested terran that you cannot control that goes towards the nearest ground unit and converts it to your side. The other creates a scourge that you cannot control that goes towards the nearest AIR unit and converts it to your side. Overlord special: You have 3 different buttons you can press. One makes a mutalisk for you, another makes a guardian for you, and the other makes devourer for you. Queen special: You have 1 button you can press. It makes a dark archon for you with 250 energy (enough to cast mind control once) and they fight for you until they die, so you can build up a bunch of them if you want.

Also, the protoss skills may be switched around a bit, I'll edit here if they are..
Edit:
Quote from my pm to TZ, and he agrees!
1. Change the carrier's special to be the corsair's special (for various reasons I won't say)
2. Change the corsair's special to this: when it's triggered it begins to make observers (6 a second and they just appear as a blur to you) and all observers are ordered to the closest enemy. When four observers get there, the target is changed to the next closest enemy, but those four observers stay there. After like 7 seconds of changing targets, there should be several enemies that have 4 observers over them, and at that time everything under all observers is killed, so depending on how close your enemies are, you could probably kill like 5-10 separate guys or thereabouts.
Aaand first post edited.

And also I made it so that the vHP circles around the battlecruiser rather than stay in one spot below it, because before, the battlecruiser could attack missile turrets without them having the range to attack back..

Progress:
All building functions are complete except for three.
Things left to do for the actual map are:

Stargate - few hours of work Edit-DONE
Queen's nest - couple hours Edit-DONE
Experience system w/ science facility - couple hours
New terrain maybe? - many hours?
Playtesting and aesthetics - many many hours!
And anything else random I have forgotten.. oh and i want there to be like an alternate quest that has an infested command center for your base that does something interesting (not sure) as a reward but i still haven't been able to convince TZ about that yet lol.

Depending on how motivated TZ and I are, the demo is projected to be out in a week to a month..

The actual map is projected by me to be done in 1 1/2 - 2 months. Maybe longer lol but definitely before the new year.


Post has been edited 3 time(s), last time on Sep 15 2009, 8:22 pm by Madroc.



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Sep 18 2009, 5:53 am Madroc Post #298



Update:

Building Changes after a little playtesting and thinking:
1. Observatory creates a scout for you, like the current Photon Cannon (makes sense because observatory looks like a satellite kind of)
2. Photon Cannon is a dragoon turret (really this is what this SHOULD do - what players would expect it to do, it makes so so much sense!)
3. Shield battery becomes small shield, like the current Citadel of Adun (again makes sense)
4. Citadel of Adun becomes "Atomic Missile Launcher" - sort of expensive building that when you activate the leg enhancement upgrade, it creates an invincible kakaru for you. You can move the kakaru to wherever you want, and then you click the leg enhancement upgrade again. When you do, the citadel of adun dies and a scout travels from your ship to the kakaru. Once it gets to your kakaru, it explodes into a mass of mutalisks that blink really fast (so they attack really fast and it's hellish). This function sort of makes more sense because it looks like an atomic missile ready to be launched.
5. Robotics Facility becomes "Solar Converter" - it gives you 1 mineral every second (so it repays itself after about 17 minutes), or you can make a reaver to make it switch so that it gives you 1 gas a second (for the gateway) or you can make an observer so that it switches to give you 1 supply a second (for the stargate). Or you can make a shuttle to make it go back to making minerals. This makes sense because it DOES look a little like a solar panel.

1-3 have just been completed, 4 and 5 still need to be implemented.

Demo is under way.

Edit (didn't feel like bumping): all buildings except science facility are finished as of 09/28/09.
Edit: science facility finished as of 09/30/09. So all buildings are finished. AND i did some aesthetics like coloring and stuff.. so WOO PARTY!!!! The demo will gain my undivided attention at this point.


Post has been edited 3 time(s), last time on Oct 1 2009, 7:09 am by Madroc.



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Oct 5 2009, 2:28 pm exelsisxax Post #299



any news?



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Oct 14 2009, 3:10 pm Madroc Post #300



Sorry for not ever replying. You should expect the demo some time in the next week depending on how much more testing we decide to do. It's really close to being done. So far in testing it's a lot of fun!



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