Staredit Network > Forums > SC1 Map Showcase > Topic: Hearts of Iron: Dune
Hearts of Iron: Dune
Feb 21 2010, 1:27 pm
By: newBorn  

Feb 21 2010, 1:27 pm newBorn Post #1




Map Layout


Spice

Introduction:
I've always wanted to make a map based on Dune of Frank Herberts, finally after so much work putted into the map, i give u the first release of "Hearts of Iron: Dune",
the map is clone of HoI: The Gathering Storm and Alliance Asia, Dune is innovative in comparison to other HoI's since it pulls a few effect i will explain further.

Story:
Spice is the most precious substance in the Universe, yet it present only on Arrakis, also known as Dune, 3 Major houses are being sent to mine the spice, they War against each other for the supremacy of Arrakis. The one who controls the spice, controls the universe. But they re not alone, for the noble House Corrino have to guard the shipments of spice, for Spice must flow..

Gameplay:
The map is divided into 173 I.C area's, for each you control u receive a certain amount of Credits each turn, at default the I.C is defended by Garrisons, but later on if they re taken, player has to pull his own garrisons inside to protect his territory.

Technology is displayed as gas, player can advance using Spice, one can Pay 4 ton of Spice to House IX to support the house with better technology. Spice can also be given as shipments to emperor ( Which will boost his I.C ) or be illegally sold to the Scavangers for 400 Credits a ton.

Spice is provided every turn depending on how much Refineries you have, 5 is max, for anyone who might wonder why did i put such a limit, the answer is simple, so people trade for Spice and not only war.

Major Houses and Corrino's are given special units, the list is as follows:

Harkonnen:
-Trooper (Ghost)
-Decapitator (Firebat.)
-Devastator (Goliath.)
-Quad (Vulture.)

Atreides:
-Ornitopher (Wraight.)
-Ornibomber (BC.)
-Sonic Tank (Goliath.)
-Fremen (Firebat.)

Ordos:
-Spike Bomber (BC.)
-Deviator (Goliath.)
-Saboteur (Firebat.)
-Raider Trike (Vulture.)

Corrino:
-Saurdaukar (Ghost.)
-Quad (Vulture.)

The Corrino start with supreme army towards other houses, he posses a Flying Fortress where units are being spawned, when Fortress is down, Corrino is eliminated, as for houses, when they lose their Palace's, they lose.

I havent posted many pic's so u guys get to see it playing, just minimap, and some random thing, anyway for the record the map got around 700 triggers, 150 locations, and 11 playable nations.
Have fun playing, (The map is in Attachement.)

Attachments:
BattleForArrakis.scx
Hits: 21 Size: 161.5kb

Post has been edited 1 time(s), last time on Feb 23 2010, 3:13 pm by newBorn.



None.

Feb 22 2010, 9:30 am Lister Post #2



COOL!!!! :D

Hmm.. I don't know about the garrison system. It's too much work and you might as well just use regular troops if you have to manually re-garrison. You should make it automatic, where the garrison disappears and makes the city stop burning. I know that instant re-garrisoning is unrealistic, but the movements of second-line troops aren't something that should concern the head of state or of an imperial house. It was a good idea though, but from what I see, nobody bothers to use them.

I'm glad you added medics. You should add a trigger so medics have unlimited energy because otherwise they're kinda useless (an alternative would be to universally lower all HP values, but that's a pain in the ass).

Also, lots of wasted space, but I'm guessing you are going to add more features.. or, you could put all the trigger stuff on the top or bottom, and have the other part be an orbital space combat zone or something.

Anyway, great map! Glad to see someone did a Dune diplo with city capture triggers. The spice is cool too. Interesting variations on the hoi3 style.

Oh, also, Harkonnen is rigged! I know they are supposed to be badass, but you gotta lower the damage on those rines. Maybe give them normal infantry, and a Sardaukar special? They fire way faster than ghosts, so if they do the same amount of damage marines are incredibly better.

Post has been edited 5 time(s), last time on Feb 22 2010, 10:30 am by Lister.



None.

Feb 22 2010, 5:57 pm newBorn Post #3



Harkonnen infantry has limited health, they re lower by about 200 hp, which is like 25% of the overall hp of infantries, yet if they re still rigged, im gonna pump their damage down by 2.

Post has been edited 4 time(s), last time on Feb 23 2010, 3:14 pm by newBorn.



None.

Feb 22 2010, 10:00 pm Lister Post #4



The changes sound great. Didn't realize that about the Harkonnen HP, but yeah it was still rigged, -2 damage should be good. Where are you adding the new IC? Looking forward to new vers.



None.

Feb 23 2010, 3:19 pm newBorn Post #5



Version 2.0 is OUT:

Heres the list of changes:

Balance Changes:
Sardaukar armor lowered to 1 as base.
BC upgrade damage boosted to +8 ground,
Fremen base damage boosted to 30.
Corrino Fortress shield boosted to 4500.
Missile Turret damage boosted.
-2 dmg for Harkonnen Trooper.
Corrino Quad Shield-HP HP-Shield shifted so it cant heal from Shield Batteries.
Harkonnen Devastator base damage and armor lowered.

Features:
Added Orbital Area, in which fights can take place, similiar to how Navy works in HoI.
292 Total I.C in Comparison to old 173.
Corrino can heal their SPAWN unit with shield batteries located in Major houses (Which can be destroyed.)
Air units made Separate values, and can no longer take Provinces.
Unlimited Energy for Medic's and Shield Batteries.
Harkonnen Devastator can now implode (Siege Mode.) similiar to how it worked in Dune 2 or Dune 2000


Map Attached in original post.

Post has been edited 2 time(s), last time on Feb 23 2010, 3:25 pm by newBorn.



None.

Feb 24 2010, 12:56 am Lister Post #6



Great changes, it's way better now, except for a couple of things.

The map feels too cluttered with IC. it would be more fun if you had way less cities (even less than in the first version), but made the spice refineries give a lot more. Either do that, or add automatic garrisons, that reappear. The main problem with these garrisons is that they don't stay still, once they appear they are just like regular units. I haven't seen anyone use garrisons. You should get rid of the garrison unit altogether, if someone wants to build a garrison they can just make a bunker there (also, you should add in the city capture trigs that it checks if a bunker is present because I saw a palace get capped while a bunker with loyal troops was still alive and shooting right next to it).

Also, the sides are pretty balanced now, I just played a game as Harkonnen that lasted like 3 hours. I took over most of the map with the Emperor's help, and then I BS'ed him because he demanded too much spice (it was way too easy to kill Corrino by the way. I took him out with like 6 wraiths lol. His carrier should get expensive mediocre fighters or something. Also you should add diplo beacon triggers so that people can't BS each other.).. but then after I beat the other players in the field, I couldn't finish all of their bases quick enough to stop them from sprouting out and stealing cities behind my army. It felt like I was the communist government of Afghanistan, trying to chase mujahedin fighters in circles. They would just run around and keep capturing cities for the IC. I mean there was no way to stop them. Then I started losing the map and eventually some other guy took over most of it. And he had just as much trouble trying to finish us. Eventually we all left because it was taking too long. I guess that's the point, a drawn out guerrilla war like in the books. I think you should have fewer cities and more of a focus on refineries though, so there's more sabotage and not so much armies running in circles to keep their IC even.

You could also make gunships more effective against ground troops, not enough to fight on their own but capable of hunting down stragglers. Maybe 30 damage? They still couldn't be abused because of their low hp and inability to take cities.

Oh and also you should give people a cybernetics core so they can upgrade Protoss shields, and maybe add gas costs on toss ups.

And add a trigger that tells (warns) Harkonnen players about the devastator's special ability when they make their first one ^_^

Anyway glad to see you are updating it and stuff. Very cool map

Post has been edited 1 time(s), last time on Feb 24 2010, 1:04 am by Lister.



None.

Feb 25 2010, 3:13 pm newBorn Post #7



Yeah thanks, just a little pity that only u bothered checking it and replying in this thread, nowadays people dont care about new maps anymore, and to my belief this site should be renamed to "all versions of temple siege" cus people dont really bother reading anything else, kills the whole entusiasm for mapping.



None.

Feb 25 2010, 9:54 pm Wing Zero Post #8

Magic box god; Suck it Corbo

Hey now that's insulting! I check out new maps all the time, its just hard to find pubbies that are willing to play them.




Feb 26 2010, 1:06 am Lister Post #9



Hehe. USEast is better than USWest for diplo/exotica maps. I found a lot of people interested in this map, although one guy complained that you used stuff that wasn't from the Frank Herbert books though.. LOL fing purists. I tried to explain that it was a throwback to the Dune RTS games (which nobody has played lol).

I know how you feel, I got a few comments on my maps and then Temple Siege jumped up top and they floated way way down lol. The solution to this problem? Be the guy who makes the Temple Siege / DotA /whatever for SC2 and then your map will drown out the others xD

no seriously though, Wing is right, people are looking at your map even if they don't reply. 7 hits! that's a lot of downloads :O i didn't get nearly that many hits.

besides, you have no right to complain - i got NEGATIVE feedback on my maps! lol! and i didn't let that get me down. half my replies were people being like your map sucks lister, its too complicated, you should just make a fastest melee instead, etc.

anyway, i saw some random people hosting the original version of your map, and i gave them the new version. people are spreading your map around. they were really surprised when i told them how new it is. keep at it, i hope you don't give up, and keep updating the map. many great maps have started off good (like Central America Conflict wtf happened to that?) and then the maker got demoralized and never finished it :(

Post has been edited 1 time(s), last time on Feb 26 2010, 1:11 am by Lister.



None.

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