Staredit Network > Forums > SC2 Custom Maps > Topic: Infiltration RPG
Infiltration RPG
Aug 22 2010, 11:48 pm
By: payne
Pages: < 1 2 3 4 >
 

Aug 27 2010, 4:29 am payne Post #41

:payne:

Quote from DavidJCobb
Quote from payne
Quote from DavidJCobb
Oh, oh, I know you aren't taking more ability ideas but this one could be good.

State of Mind
Guards heads change color depending on their personal alert level (as outlined in my first post here). A guard who's suspicions are aroused may have an orange aura around his head; a relaxed guard has a green aura on his head. Incapacitated-but-not-dead guards have black auras.
Does this imply you're thinking it wouldn't be obvious enough to know the alert-level of a guard under attack is at high, etc. ?
Maybe you should clarify a bit your idea. Give some examples please.

Note: This isn't an ability... more of a game feature/system.
Well, a guard could be discreet. "I think that some shit's going down here, but I also think I might be being watched... I'm gonna walk normally, glance around casually, and see what I see -- and I'm going to be on guard while I do so." If you have discreet or subtle guards, this may be useful.
This still isn't precise enough (imo).
Try to describe concrete repercussions on the gameplay and such.



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Aug 27 2010, 5:12 am StormTemplar Post #42



Quote from payne
Quote from StormTemplar
Thats part of the puzzle. The guards wouldnt be near the room with the lasers. Theyd be in a different one and ud have to pay attention to which room
Wait what? Now guards are holding lasers in different rooms? :crazy:
Please expand upon your idea... I need some clarifications. :><:
ok.. Hero A sneaks near room A where Guards A and B are talking. Guards A and B are saying, "I heard they changed the laser interface design in Room B to a higher, more advanced random laser system"
"Holy shit! No one can get past that now!"
"Naw, I heard you can if you use powder or gas to see the lasers.. I saw it on (insert place, friend, family here)"
Then you kill them and enter room A. Which, has no lasers.
Then sometime down the road you come across Room B and now you know you must use a smoke bomb or powder.



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Aug 27 2010, 5:20 am DavidJCobb Post #43



Quote from StormTemplar
Quote from payne
Quote from StormTemplar
Thats part of the puzzle. The guards wouldnt be near the room with the lasers. Theyd be in a different one and ud have to pay attention to which room
Wait what? Now guards are holding lasers in different rooms? :crazy:
Please expand upon your idea... I need some clarifications. :><:
ok.. Hero A sneaks near room A where Guards A and B are talking. Guards A and B are saying, "I heard they changed the laser interface design in Room B to a higher, more advanced random laser system"
"Holy shit! No one can get past that now!"
"Naw, I heard you can if you use powder or gas to see the lasers.. I saw it on (insert place, friend, family here)"
Then you kill them and enter room A. Which, has no lasers.
Then sometime down the road you come across Room B and now you know you must use a smoke bomb or powder.

Jimmy: Sup dawg?
Jack: Not much, yo. [fist-bumps Jimmy]
Jimmy: Dude, didja hear about the new security system?
Jack: Naw, man, go ahead and tell me about it as we stand in the open where anyone could hear us. :awesome:
Jimmy: Apparently, they're using these super-sophisticated grids of invisible lasers.
Jack: Wait, can't you make them visible by just using powder or smoke?
Jimmy: Yeah, but it's not like anyone would think of that! :awesome:
Jack: Yeah, true. And it's not like a thief will come around the corner, kill us both, and use that knowledge to get past the beams! :awesome:




None.

Aug 27 2010, 3:32 pm StormTemplar Post #44



Quote from DavidJCobb

Jimmy: Sup dawg?
Jack: Not much, yo. [fist-bumps Jimmy]
Jimmy: Dude, didja hear about the new security system?
Jack: Naw, man, go ahead and tell me about it as we stand in the open where anyone could hear us. :awesome:
Jimmy: Apparently, they're using these super-sophisticated grids of invisible lasers.
Jack: Wait, can't you make them visible by just using powder or smoke?
Jimmy: Yeah, but it's not like anyone would think of that! :awesome:
Jack: Yeah, true. And it's not like a thief will come around the corner, kill us both, and use that knowledge to get past the beams! :awesome:
[/quote]
lmfao! Much better dialogue



None.

Aug 27 2010, 4:43 pm payne Post #45

:payne:

I most likely wouldn't tell players how to reveal lasers.
As soon as players would enter the room:
1. Lock room.
2. Let them try to figure out a bit.
3. After a certain amount of time, make a player's character say "Anyone has an idea as of how to use our item or abilities to reveal the lasers?"

:O



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Aug 27 2010, 6:52 pm StormTemplar Post #46



Well that's definantly more realistic and suspenseful.



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Aug 27 2010, 11:44 pm DavidJCobb Post #47



Quote from payne
I most likely wouldn't tell players how to reveal lasers.
As soon as players would enter the room:
1. Lock room.
2. Let them try to figure out a bit.
3. After a certain amount of time, make a player's character say "Anyone has an idea as of how to use our item or abilities to reveal the lasers?"

:O
But how would they know that there's lasers in the room without setting them off? That piece of scripted dialogue would only be usable after a laser has been activated, by which time the players would already be screwed, since they're in a locked, inescapable room with guards approaching.



None.

Aug 28 2010, 2:36 am payne Post #48

:payne:

Quote from DavidJCobb
But how would they know that there's lasers in the room without setting them off? That piece of scripted dialogue would only be usable after a laser has been activated, by which time the players would already be screwed, since they're in a locked, inescapable room with guards approaching.
I see three solutions:
1) They must hear about the lasers.
2) It must be more than evident that there is a laser in the room (terrain/doodads wise).
3) A random event such as running into a dust spot would make a bit of the laser appear. ;o



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Aug 28 2010, 2:58 am DavidJCobb Post #49



Quote from payne
Quote from DavidJCobb
But how would they know that there's lasers in the room without setting them off? That piece of scripted dialogue would only be usable after a laser has been activated, by which time the players would already be screwed, since they're in a locked, inescapable room with guards approaching.
I see three solutions:
1) They must hear about the lasers.
2) It must be more than evident that there is a laser in the room (terrain/doodads wise).
3) A random event such as running into a dust spot would make a bit of the laser appear. ;o
Seeing the laser devices would probably be the most realistic indicator. The difficulty, then, would come in the movements required to actually avoid the lasers.



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Aug 28 2010, 4:00 am payne Post #50

:payne:

Quote from DavidJCobb
Seeing the laser devices would probably be the most realistic indicator. The difficulty, then, would come in the movements required to actually avoid the lasers.
We probably aren't seeing this the same way.
I had inoffensive lasers in mind. They are only there as a puzzle-security facility. :P



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Aug 28 2010, 4:18 am DavidJCobb Post #51



Quote from payne
Quote from DavidJCobb
Seeing the laser devices would probably be the most realistic indicator. The difficulty, then, would come in the movements required to actually avoid the lasers.
We probably aren't seeing this the same way.
I had inoffensive lasers in mind. They are only there as a puzzle-security facility. :P
Yeah. You want to avoid them so you don't trip the alarms.

Anyway,

MULTIPLAYER MODES

Assassination
One or more attackers must break in and kill the specified targets. No respawns for attackers. No respawns for targets. Round ends when all targets or all attackers are dead, with attackers winning in the former scenario and defenders winning in the latter.

Theft
One or more attackers must break in, grab an item, and successfully escape the base with that item. Defenders must keep the item inside the base until time runs out. Round ends when the item is taken out of the base or when the time limit is hit, with attackers winning in the former scenario and defenders winning in the latter.

Phantom
One player is a known attacker, and one player is an attacker disguised as a guard. The other guards don't know who the traitor is. Game ends when all guards or all attackers are dead, with attackers winning in the former scenario and defenders winning in the latter.

Hide and Seek
Attackers must remain hidden while guards hunt them down. When a guard kills an attacker, that attacker becomes a guard. Attackers die with one hit from any weapon. Game ends when all players are guards or when the time limit runs out, with no one winning in the former scenario and all remaining attackers winning in the latter.




None.

Aug 28 2010, 5:54 am payne Post #52

:payne:

1) I'd use the Laser as some kind of "Orientation puzzle" more than an "Environment puzzle". The former allows me some epic randomization. If you don't understand what I mean by "Orientation puzzle", just think of different laser sources that need to be redirected to the center of the room to burn some kind of switch. Orient the lasers with mirrors placed in the room. A bit of environmental interaction could be set by placing Windows and Dust.
2) Thanks for the Game Modes, though that wasn't how I saw it. This would completely kill the purpose of calling this an 'RPG'. I thought I could some kind of Achievements system or stuff like that.

Think of this: players usually like "PvP" (your Game Modes, though they don't fit an RPG), "Reward" (Achievements), "Challenges" (Puzzles/Bosses) and "Randomization" (randomly locked doors into an Open World).



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Aug 29 2010, 2:33 am DavidJCobb Post #53



Quote from payne
Think of this: players usually like "PvP" (your Game Modes, though they don't fit an RPG), "Reward" (Achievements), "Challenges" (Puzzles/Bosses) and "Randomization" (randomly locked doors into an Open World).
Then think of a way to merge those four. We can't do all the thinking for you, payne! :P Now, go out there, think of some kickass ideas, and dominate the SCII scene!

Or I'll eat your soul.



None.

Aug 29 2010, 2:39 am payne Post #54

:payne:

Quote from DavidJCobb
Quote from payne
Think of this: players usually like "PvP" (your Game Modes, though they don't fit an RPG), "Reward" (Achievements), "Challenges" (Puzzles/Bosses) and "Randomization" (randomly locked doors into an Open World).
Then think of a way to merge those four. We can't do all the thinking for you, payne! :P Now, go out there, think of some kickass ideas, and dominate the SCII scene!

Or I'll eat your soul.
This isn't my personal project. As stated in the OP, this is a Community Project I took the lead on.
I am currently working on 2 other projects, so I can't do that much on this one so I try to orient the community's thoughts. ;)

At the moment, I am trying to pull out a bit of its terrain, though it really isn't coming out as I thought it would.
Any Tileset recommendation? I'm using "Avernus" for now because I liked the red organic-cliffs and the lab-like man-made cliffs.

... but what if the Infiltration Mission happened to be on a secret base situated in the jungle? >:O



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Aug 29 2010, 11:32 am Alzarath Post #55

Praetor

Quote
-> Any ideas on how to logically not categorize the Tank unit as Mechanical? I don't want players to use "Magnetic Field" on them.

Give them the 'Hover' attribute and make the ability exclude hover units. Then rename 'Hover' to whatever you want in the 'Text' module.



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Aug 29 2010, 10:00 pm payne Post #56

:payne:

Quote from name:Artanis186
Quote
-> Any ideas on how to logically not categorize the Tank unit as Mechanical? I don't want players to use "Magnetic Field" on them.

Give them the 'Hover' attribute and make the ability exclude hover units. Then rename 'Hover' to whatever you want in the 'Text' module.
I am asking for an "Unit description" that would allow me to use the Tank's mechanical look while removing its mechanical-unit flag.
Something like "Those new tanks use advanced technologies which permits the use of a minimalist amount of metal. This unit is thus classified as biological while being heavily armored."

P.S. Roy's submission for the SC2 Mapping Contest made me think of something funny. Here's the situation:
Players enter a room, it goes all dark, they talk about opening their flashlights... but one of them forgot his at home and an other character's batteries are down, thus leaving the players to manage to fight incoming swarm of nocturne-animals with only 2 flashlights. :><:



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Aug 30 2010, 2:54 am TiKels Post #57



Perhaps something like nuclear contaminants would make a cool level, no? Maybe make it so a spy mission turns into chernobyl, making for an epic storyline. Then alma comes out and scares the crap out of you. LOL WHAT IF YOU DID SOMETHING LIKE THAT!



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Aug 30 2010, 4:19 am payne Post #58

:payne:

This could make either:
1) An epic ending level.
2) An epic sequel map.
3) An epic climax/turning point of the map. You finally get to infiltrate the HQ, and everything goes chaotic; you go outside, and you see your enemies fighting against Zergs popping out of nowhere. Your choice: kill them or kill the Zergs (the choice is pretty obvious).
All possibilities would involved Zerg as being the new main enemy I guess.

... but at the same time, it'd completely ruin the Theme of the map, which I am not sure is a good idea.
Anyways, if you have some more ideas about this, please elaborate.



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Sep 5 2010, 4:43 am payne Post #59

:payne:

Updates: new abilities added.
Reworked heroes' abilities assignment.
Started to brainstorm about the Custom UI. Any ideas are welcome. :awesome:

P.S. Abilities are done at 90%. A huge thanks to Temp!



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Sep 26 2010, 12:13 am Temp Post #60



Ok, so here is an ability test map. Should be 95-99% done. Most are still missing sounds but some feedback on them would be awesome.

Attachments:
abilitiesV3.SC2Map
Hits: 4 Size: 218.65kb



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