Staredit Network > Forums > SC1 Map Showcase > Topic: Open Battle v.IMPERIAL [T]
Open Battle v.IMPERIAL [T]
Jan 17 2010, 2:33 am
By: Basteille  

Jan 17 2010, 2:33 am Basteille Post #1



_______________________________________________________________________________________________________________________________________________________________________


=INTRODUCTION=


Warfare only seemed so great, fools they were, to look upon this day. Now there is only terror, worth every word and penny bit of gold they shed in blood, not knowing that day their brothers would die for the words they wrote upon the stone.

The Empires of olde can no longer hold their territory, as the Selstenians break away from the Hether-Hiatian Empire, turmoil ensues everywhere. The new threat to the native lands is the great and daring Imperial provincial colony of the Kingdom of Vander, of the Shecklae seafaring Empire. Lands are aflame as rebels are payed and armed by other nations to overthrow their oppression. Great legions are formed, the power of which has yet to be seen in this once peaceful land. The Thurtalian hordes now displacing the once awe-inspiring nation known as Urum. Their grandest palaces and basilicas burnt to the ground by the barbarians who now occupy their lands. The wonderous Athene now occupy land here, these people bring new technology for tribal warfare.

_______________________________________________________________________________________________________________________________________________________________________


=GAMEPLAY FEATURES=


Two ways to play, after you select a nation, you gain control of two parts of the map. Your main country, on the bottom, and your "New World" colony on the top. Training units is necessary for the top, for there're massive advantages to ruling the top of the map. First off, is the ability to get 1 gold per 2 seconds for every gateway you control, and the greatest monument "The Palace of the Athene" gives you 20 gold/ 2 seconds, and once your foothold there is lost... There is no returning to it. Then there is the bottom portion of the map, with all of your country's production centers, cities, and population. Here you can build cybernetics cores, which in turn become farms. 3 farms are required for 2 gold/ 3 seconds, the farm limit is over one-hundred, so farm away.

There are also unique units for the top and the bottom of the map, though, aside from the top of the map, the bottom "Homeland" units may change over the course of the game. After the storyline is over, you may invest in great military technology, as well as rebellions for your opposition. 20,000 gold is required to upgrade a single type of unit, but in doing so, you know you'll go into your next battle with the advantage in your favour.

_______________________________________________________________________________________________________________________________________________________________________


=COUNTRY STORYLINES=



Phalosia


A great Imperial nation of Natives, these people have fought against their tribal brethren for the top spot in the land, and they don't intend on losing it anytime soon. Though, the threats of today looming over the horizon with the next great war overhead, Phalosia is ready to take centrestage in completely destroying the threat to the world that they are certain is the newcomer people of Shecklae.


Urum


Cast down from it's throne at the top-ranking nation in the area, all but the grandest and most fortified cities have fallen from their grasp to the barbarian hordes. Superior technology is being outweighed by overwhelmingly massive numbers. The great walls of their capital lands are all that keep the barbarians from breaching their most prized possessions. The last bastion to them they know the enemy is not likely to acquire.

Selstenia


Rebels in great number whom broke away from the Hether-Hiatiatic-Selstenicanian Empire now want to choke their enemy to death, but not without outside help will they be doing so, their enemy has aligned themselves with Shecklae, and your only hope is to call upon the great nation of Phalosia, the defensive nation of Urum, or the barbarian hordes of Thurtalia.

Thurtalia


Hordes of the most fierce warriors this land has yet seen, they ravage the countryside pillaging villages and setting fortresses alight with the great fires that burn the plains and the symbols of death into the very minds of the people they so wish to conquer. Horseback raids with swift axeman infantry the Thurtalians are adopting new technology of this new land, but their savagery still holds no bounds.

Hether-Hiatian Empire


The great nations united against all of their enemies has broken, their allies borders shrink before their eyes. Thinking they were safe behind their city walls they laugh upon the starting of the great war, and then... It all fell apart. The new Selstenian union threatens to tear down all of the Hiatian provincial holdings. The Hetherian Republican guard is all that can fight at this point, the victor is unclear.

The Athene


The great people of the New World seek the peaceful lands, the colonies once blocked by rivers and mountains now discovered too late by the native powers, the Athene are here to stay, and hold great riches from their homeland and desire to make peace. Yet, peace is not known in this land since the days long past, how will these people adapt to the ever changing world around them?


_______________________________________________________________________________________________________________________________________________________________________


=Additional Notes=




=Purchasable Powers=


Plague - 10,000 Minerals
Effect: Kills 50 random soldiers and injures 100 others.

Disease - 7,000 Minerals
Effect: injures 100 random soldiers.

Set Fires - 10,000 Minerals
Effect: Sets 50 random farms to burn status.

Incite Rebellion - 5,000 Minerals
Effect: Amasses computer soldiers in a random area in the enemy's base. (10 Hoplites and 30 Rebels)

=Transformations=


-----------Bottom Portion of the Map----------------

Shuttle -> Legionnaire (Zealot) [3] -> Ranquerus (Ghost) [1]

Reaver -> Thurios (Zergling) [2] -> Axeman (Archon) [2]

Observer -> Mehates (Hydralisk) [1] -> Ballistae (Reaver) [1]

-----------Top Portion of the Map----------------

Zealot -> Footman (Marine) [3]

Dragoon -> Equitares (Vulture) [2]

High Templar -> Veteran (Marine) [1]

Dark Templar -> Heteritos (Dragoon) [1]

-----------Building Transformations----------------

Cybetnetics Core -> Supply Depot ($$)

Shield Battery -> Pultus (Siege Tank) [1] Status: Sieged (Unsiegable)


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Attachments:
OpenBattle[I][V.T].scx
Hits: 6 Size: 403.64kb

Post has been edited 11 time(s), last time on Dec 13 2010, 2:12 am by Basteille.



None.

Jan 22 2010, 12:48 am PoisonHunter Post #2



Hey man. I just played your map and I have lots to say.

First off, I don't want to belittle the work you put into this map, but this map overall took very, veeerrryy loooooooooooong (3 hours 30 minutes). The entire time I played, nothing about it was very original or entertaining. It was basically a mass units, mass buildings, and attack other buildings with a few units here and there.

There were only about 6 different units for the main area, and 4 units for the other smaller area (this may seem like a lot, but when you upgrade the 3 main units, you're left with still just 3 different units). Another thing that bugged me was that the upgraded units seemed to be more of a downgrade. I wish I would have not upgraded any of my units. The smaller area in the top left seemed like there was no reason that it should be there, and the only worthwhile unit to build was the hero dragoon.

I don't want to be a jerk, but this map could use an overhaul.

Suggestions:

- Add more unique units
- Get rid of top left area and expand the main area. However, don't put in more buildings. Just expand the entrances to the various towns
- Rework the abilities that you can purchase (i.e burn village, plague, etc.) because the ones I did use didn't do anything except display some text (the burn town)
- You should switch the upgraded units to the beginning ones, and make the beginning ones the upgraded versions
- You should allow the player to upgrade the zerg upgrades more than just once (it says it requires a lair)
- there's more things I would suggest, but i'll stop here for now



None.

Jan 23 2010, 8:06 pm Basteille Post #3



Quote from PoisonHunter
Hey man. I just played your map and I have lots to say.

First off, I don't want to belittle the work you put into this map, but this map overall took very, veeerrryy loooooooooooong (3 hours 30 minutes). The entire time I played, nothing about it was very original or entertaining. It was basically a mass units, mass buildings, and attack other buildings with a few units here and there.

There were only about 6 different units for the main area, and 4 units for the other smaller area (this may seem like a lot, but when you upgrade the 3 main units, you're left with still just 3 different units). Another thing that bugged me was that the upgraded units seemed to be more of a downgrade. I wish I would have not upgraded any of my units. The smaller area in the top left seemed like there was no reason that it should be there, and the only worthwhile unit to build was the hero dragoon.

I don't want to be a jerk, but this map could use an overhaul.

Suggestions:

- Add more unique units
- Get rid of top left area and expand the main area. However, don't put in more buildings. Just expand the entrances to the various towns
- Rework the abilities that you can purchase (i.e burn village, plague, etc.) because the ones I did use didn't do anything except display some text (the burn town)
- You should switch the upgraded units to the beginning ones, and make the beginning ones the upgraded versions
- You should allow the player to upgrade the zerg upgrades more than just once (it says it requires a lair)
- there's more things I would suggest, but i'll stop here for now

Just a little comment on a couple of your suggestions...

Suggestion 3: The abilities work on those not allied to you.
Suggestion 5: Certain game functions require that, I'll try to work around it but it's not going to take a short amount of time to say the least.

Reason why I never update maps much anymore - Tell me how to host/not lag on my new computer, playing StarCraft has become an annoyance.



None.

Jan 26 2010, 9:27 pm PoisonHunter Post #4



Quote

Just a little comment on a couple of your suggestions...

Suggestion 3: The abilities work on those not allied to you.
Suggestion 5: Certain game functions require that, I'll try to work around it but it's not going to take a short amount of time to say the least.

Reason why I never update maps much anymore - Tell me how to host/not lag on my new computer, playing StarCraft has become an annoyance.

Well the abilities were sorta hard to understand. I didn't know where and when I could use the abilities (do you have to go to the Nexus and then use the ability?)



None.

Feb 7 2010, 4:58 pm Basteille Post #5



The abilities work on the bottom of the map to all players not allied to you, so you won't see results in vision. Also, people can heal their units if you don't attack quick enough that may have recovered.



None.

May 2 2010, 3:39 am Basteille Post #6



Again, my work is so terrible I don't get a comment in months? My god... Well my work isn't really the best but at least throw some more criticism at me.



None.

Dec 19 2010, 12:19 am ClansAreForGays Post #7



create incentives to play




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