Air Warfare
Based off of Missile Warfare
Background
A 1v1 game with three optional observers. Each player has their own wraith which is their main unit, and their objective is to kill their enemy's wraith using spawned scouts, or missiles. A player gets hit when touching a missile, and they lose when getting hit ten times. They gain gas gradually which can be used for spells that are built using their barracks.
Missiles
Players will always have missiles spawn on their wraith and move directly to the left or to the right, depending on which side they're on. These regular spawning missiles change as the player changes his 'element', which is just a state to differentiate missiles and spells. Elements are changed by building a marine. There are three elements, red, blue, and yellow, and their current element is noticeable in the color of the player's missiles:
Spells
Spells produce a variety of effects on your missiles or spawn more missiles. They are cast by building a firebat (100 gas), ghost (300 gas), or a combination of the two. As with the regular spawning missiles, the spell list is different for each element.
Red- Set [F]
- Scoped Set [FF]
- Fast Set [G]
- Fast Scoped Set [FG]
Blue- Shield [F]
- Return [FF]
- Freeze [G]
YellowTo do
- More Spells
- Including Medic for spells
- EUD Keypress Spell List
Option for center view
- Option for different hp
- 2v2 (maybe)
Version Updates
v1.211D - Added refund for invalid spells
v1.212D - Option for center view, miscellaneous
If you have any suggestions, comments, critcisms I'd be more than happy to hear them
Please only host the one with the -P at the end.
Attachments:
Post has been edited 8 time(s), last time on Oct 12 2009, 7:25 pm by yoonkwun.
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So missiles can only fly left or right?
Why not up/down/diag?
EDIT: Also what about homing missiles?
Also, I have a cool deflection system if you want to put deflecting missiles as a spell.
None.
So missiles can only fly left or right?
Why not up/down/diag?
EDIT: Also what about homing missiles?
Thanks for replying, most of those were actually in previous versions but I'm considering putting them back in.
Also, I have a cool deflection system if you want to put deflecting missiles as a spell.
Not sure what you mean by deflection, the 'Return' spell gives all enemy missiles around you to yours, and they move directly to the left/right of your wraith.
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By deflection, I meant that you could have a spell that required being timed well. When you use it, enemy missiles would bounce off of you, being able to hit someone else, or even the person who fired it.
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Nice unique arena map. I think I like the simplicity up left/right better.
you should know your map can only be single player if you do this. You can still have #hotkey keypress detection in multiplayer (looking at
egg ball's triggers should help here)
Also, kudos for embracing OS mapping.
By deflection, I meant that you could have a spell that required being timed well. When you use it, enemy missiles would bounce off of you, being able to hit someone else, or even the person who fired it.
Sounds like the Return spell, unless the direction of the reflected missiles corresponds to the direction from which it came, sort of like in Volleyball. In that case I would love to know how.
Nice unique arena map. I think I like the simplicity up left/right better.
you should know your map can only be single player if you do this. You can still have #hotkey keypress detection in multiplayer (looking at
egg ball's triggers should help here)
Thanks. I'll look into it.
Also, kudos for embracing OS mapping.
Yep. Also, if anyone likes the idea of this map and wants to make their version, feel free to do so. That was part of the intention for the open source, I think it has a lot of potential with the right spell/missile sets.
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Norm do you mean a mobile grid which will detect what detection it is in then deflect based on that?
with invented locations
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No, what I did before is I had it so that you build a unit (it was reaver) and if an explosion (in your case a missle) is at your location, you deflect it instead of dying. By deflecting what I did was have it go off randomly, or toward the nearest opponent. However, yes I was going to introduce a mobile grid to this, since missiles have to travel a path to get to you.
First of all, have a computer player own 8 different air units that patrol the border of the arena. 1 would patrol the right side, 1 would patrol the top right corner, etc.
You would just have a mobile grid around your guy and whenever a missile entered 1 of the 8 squares, a different value would be set on a DC, so when the deflection happened you would know where to aim it. For example, Top right = 1, Right =2, Bottom Right = 3. When DC is at 1, give 1 missile owned by enemies to yourself and it is ordered to go to the computer air unit patroling bottom right, (think angles).
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No, what I did before is I had it so that you build a unit (it was reaver) and if an explosion (in your case a missle) is at your location, you deflect it instead of dying. By deflecting what I did was have it go off randomly, or toward the nearest opponent. However, yes I was going to introduce a mobile grid to this, since missiles have to travel a path to get to you.
First of all, have a computer player own 8 different air units that patrol the border of the arena. 1 would patrol the right side, 1 would patrol the top right corner, etc.
You would just have a mobile grid around your guy and whenever a missile entered 1 of the 8 squares, a different value would be set on a DC, so when the deflection happened you would know where to aim it. For example, Top right = 1, Right =2, Bottom Right = 3. When DC is at 1, give 1 missile owned by enemies to yourself and it is ordered to go to the computer air unit patroling bottom right, (think angles).
Sounds interesting, except that it would require a ground unit for mobile grids, and I don't think there's a reliable ground unit that would work for this purpose.
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