Staredit Network > Forums > SC2 Custom Maps > Topic: SC2 MMORPG
SC2 MMORPG
May 3 2011, 5:02 pm
By: FlameViper  

May 3 2011, 5:02 pm FlameViper Post #1



Due to no access to SC2 or the editor might as well post some ideas for the people to view

Use regenerating shields like Spellswords, put vespene geysers(enviromental weapons) and the heroes will have spells which create a drone,probe,scv then they build on the vespene geysers and each building will create a buff(enhancement), attack spell, a tower, 1 uber unit, summons,minion spawn factory

Tons of AI units will be wandering the map so it's filled like an MMO

Also power ups, created by wandering observers , and spawn more power ups when the trigger detects that there are 5 or less power ups, the power ups could heal, give the hero upgrades, temporarily buff his shields/HP while he's near a power up, so there will be more powerup types. There could also be 5/100 chanche that a power up will turn into a monster or gem or item. Players will have a spell which attracts the observers to them, the observers could be created via a player killing a speccific mob and when there's like 200obs they would all turn into monsters, a player could also gain a spell which let's the player collect observers in order to summon a giant boss under his control if he has access to a location and enough observers(100-200)

[Events]: These will change the map from RPG to Crash to Zombie Onslaught to Dota,Temple Siege, etc.

Also Day & Night, even weather, like lightning bolts will turn normal mobs into bosses or elite mobs
Usually a base will be created when an invasion type event occurs, when you go to the base you will be given 2abillityes, calling for reinforcements and calling for evacc

In Crash maps: Make the white larvas turn into allyes such as marines, and black larvas turn into enemies when the hero goes near the larvas
The map could be a rpg with free lands to explore, no labyrintish zones, and when the time is right or some conditions are met, spawners will be created, and thus it will turn into a crash map

Mass Explosions will happen on the map(at the observers) signaling that a universal enchantment is happening from an event, all players will be buffed for like 5-10 minutes

Critters/Players/Civillians could turn into bosses at random and there'll be 1 boss which turns other units into bosses(elite versions) it will will transform the unit randomly from a list of elite mobs depending what unit it is. Refference: Generator Rex - Prototype - Resident Evil

Players will need to complete a quest in order to get a cure spell so they have 2 options: cure or eliminate

[Locations]:
A giant PVP area in which players are free to unally/ally each other, filled with monsters, treasure, huge wars, bosses. Most of the action source of the events will be happening there. Refference: Runescape's Wilderness, WOW

Important AI units:
there will be 2 Uber wandering heroes(Boxer vs Jaedong) which if they ever come in contact in the PVP Area Will Trigger an event at random(will take them at least 1 minute and over to use their event triggering spell), in the worst case turning into a rampaging boss which has about 30 abillityes

[Easter eggs]:
Everyone who participated could put their names on a secret boss(a giant cow,chicken) and everyone's boss could appear in an event in which they blow up the map and players try to stop them, or are a secret which players can access and control in a last chanche to defeat an event which gets out of hands

A Ghostly Cow which has 5/100% when a cow(critter) gets killed by a player, it appears(teleports) near the cows and when it gets weakened( 1minute passed) it teleports back to it's realm along with any players, npcs which where near it. The ghostly cow will drop teleporting stones when killed

Summary: A filled map which changes it's gameplay

If you ever try filling one map with all these suggestions don't go solo
Feel free to have a mental breakdown :D

Post has been edited 2 time(s), last time on May 5 2011, 2:54 pm by FlameViper.



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May 3 2011, 5:13 pm DevliN Post #2

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Uhhh so what exactly are you trying to do here? Is all of this for one map, since it all barely seems to connect via an extremely loose thread?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 3 2011, 9:54 pm UnholyUrine Post #3



This reminds me,

What ever happened to "World of Starcraft?"

EDIT: added Quotations in order to not get slapped in the face by Blizzard



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May 3 2011, 10:13 pm DevliN Post #4

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http://www.starcraftuniverse.org/



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 3 2011, 10:21 pm UnholyUrine Post #5



Well, it's actually looking pretty legit.
Altho I still don't see how a WoW'esque game can fit into SC2's map limitations (even with the underground layer, you still only got 2x 256x256 maps.. remember how blizzard limited that as well?)
Also, what does the game has that makes it different from WoW? (Same question as Ahli's Diablo 1).

Well, I hope it becomes great.



None.

May 4 2011, 12:39 am Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from UnholyUrine
Well, it's actually looking pretty legit.
Altho I still don't see how a WoW'esque game can fit into SC2's map limitations (even with the underground layer, you still only got 2x 256x256 maps.. remember how blizzard limited that as well?)
Also, what does the game has that makes it different from WoW? (Same question as Ahli's Diablo 1).

Well, I hope it becomes great.
Can you explain me the "2x" ?
I don't know where such an underground layer should be. Most of the core game mechanics is still 2D.




May 4 2011, 12:49 am DevliN Post #7

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Quote from UnholyUrine
Well, it's actually looking pretty legit.
Altho I still don't see how a WoW'esque game can fit into SC2's map limitations (even with the underground layer, you still only got 2x 256x256 maps.. remember how blizzard limited that as well?)
Also, what does the game has that makes it different from WoW? (Same question as Ahli's Diablo 1).

Well, I hope it becomes great.
As they explain on that site, it will be a series of maps, not 1 map. Each map will be a different dungeon/raid. All your character's stats, gear, money, etc. will be saved between maps. It's actually a really cool idea.

I guess what makes it different is that it will be like running a brand new set of WoW raids, but in a sci-fi setting with completely different classes and spells.

Also, the "underground" thing can't be done yet, as far as I know (not that you actually need more space on map anyway). Add that to your rage list.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 4 2011, 1:19 am MadZombie Post #8



Quote
Can you explain me the "2x" ?

I think he means 256(x)*256(y)*256(z)



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May 4 2011, 1:24 am DevliN Post #9

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Quote from MadZombie
Quote
Can you explain me the "2x" ?

I think he means 256(x)*256(y)*256(z)
I really think he's just talking about the 2 layer idea if we had underground terrain as they mentioned at BlizzCon 2 years ago. Otherwise I don't see how that would make sense.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 4 2011, 1:27 am Ahli Post #10

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from MadZombie
Quote
Can you explain me the "2x" ?

I think he means 256(x)*256(y)*256(z)
Does that already exist in the editor?
I've the impression that it doesn't exist, yet.
Maybe a HotS addition (Fingers crossed).
That would allow me to totally physically seperate areas and use bigger dungeon levels. 256x256 can feel tiny already. I already think that my 50x50 dungeons are to big for my plans...




May 4 2011, 1:30 am DevliN Post #11

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You could always reduce everything by 50% of its normal size, effectively making the map area twice as big. :awesome:



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 4 2011, 9:22 pm Sacrieur Post #12

Still Napping

Quote from MadZombie
Quote
Can you explain me the "2x" ?

I think he means 256(x)*256(y)*256(z)

Max terrain height is 112, not 256. If you add in the minimum height of -100, then z has a range of 212.
--

What was meant by 2x 256x256 is that you have your overworld of 256x256, and then under that you have another 256x256 underworld map. It would be wrong to conjecture since none of us know how to make underground terrain. For all we know the guy decided to load up a new doodad that just goes overhead the map, or some really big destructible rocks that cover it up.



None.

May 5 2011, 12:12 am UnholyUrine Post #13



Quote
Also, the "underground" thing can't be done yet, as far as I know (not that you actually need more space on map anyway). Add that to your rage list.

Cool, thanks, I will.

And yeah, it's the Underground layer that I was talking about... I never thought Blizzard would be that insubstantial that the things they actually showcased would not be in the game at release.



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May 5 2011, 12:16 am DevliN Post #14

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After re-watching the BlizzCon 2009 video, the "underground" part is a different map. They may have used the term "underground" to describe the layout of the map, not the ability to have an underground layer.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 5 2011, 1:02 am UnholyUrine Post #15



So.. does that mean we should be able to link maps to other maps? And bring in over w/e was done on the previous map?

(or is it a complete lie..)



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May 5 2011, 1:10 am DevliN Post #16

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We can already bring over anything done in one map to a different map. As for linking maps, that was never implied (though it seems like that may be something they will have in the future). Now it really just seems like you're preoccupied with looking for more things to complain about.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 5 2011, 1:14 am UnholyUrine Post #17



Nah, I'm just being curious... :-_-:



None.

May 5 2011, 2:32 am Jack Post #18

>be faceless void >mfw I have no face

You can link single player maps together, SCBW campaign style. You just can't do it online, which is a bit of a bummer but also understandable due to the effort requured to add a relatively small feature which I doubt many maps will use.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 5 2011, 8:46 pm FlameViper Post #19



Did the teamwork in map making improve since SC1? or it's still the same, you wait for the person to finish so he/she gives you the latest version aka taking turns



None.

May 5 2011, 8:58 pm Jack Post #20

>be faceless void >mfw I have no face

You can have one person work on terrain, several on data, and potentially several on triggers, and definitely several on art and sound. So yeah, it's better for simultaneous work.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

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