Fallout: Nevada Skies
(Working title)
Map Information
Size: 256x256
Tileset: Desert
Play Type: LOTR-ish
Terrain Type: Standard with minor extended.
Story and Factions
The year is 2281.
In what was once the state of Nevada, there lies a vast and harsh desert. Within, a shining gem, the last of civilization's neon signs and bright bulbs: The Vegas Strip. One of the few locations not marred by the many missiles to rain from the sky, it sits isolated in the sands. All the while the cunning Mr. House, biding his time.
Across the sands troops have trudged, coming from the west coast. The New California Republic set its sights on the still-functioning Hoover Dam, the promise of a warm light so that the republic may grow. Although keeping it from Legion hands has proved a near impossible tasks, the bear is not about to give up.
Sour from his defeat, Caesar sits atop The Fort across the river from the dam. His troops have not made a significant advance since taking Nelson. The Legion cannot stay, it must continue to move and absorb like it has since it began. With his time growing thin, this weighs heavily on Caesar's mind.
Consumed in their chems, the Fiends bustle about in their camps. Continued harassment of NCR bases and supply lines keeps them entertained, but the more they poke the bear, the sooner they may come to regret it.
Secluded and all too safe, the Boomers rest easy in Nellis Air Force Base. The Howitzer's keep the visitors away, as they train and train. Though, one day soon, the time will come for them to venture forth. The Wasteland will know of those who's guns are heard clear across to The Divide.
Another tribe of hermits, The Brotherhood of Steel rest uneasily in their bunker. Ordered to stay on lockdown from the elder, only minor scouting parties have gone forth. Many have not returned. Soon, the safety the Hidden Valley provides will not be enough to keep back the growing threat of the world outside.
Finally, the creatures that inhabit the Mojave wastes are of a dangerous and unpredictable nature. Anyone who fails to see nature as a player in this game will surely regret overlooking it.
Choose your faction, and choose wisely.
Progress Log
Terrain: 90% - Almost done. Would like to add some extended elements to enhance atmosphere.
Unit Placement: 90% - Adjustments will need to be made during testing, otherwise done.
Triggers: 75% - All spawns and captures implemented. Need to do side missions and win/loss conditions.
Strings and Polish: 95% - Done aside from possible revisions. Need to redo briefing once out of beta.
Balancing: 45% - Got a couple tests in and there's a lot to be done here.
Screens and Images
Map Overview as of 9/9/15
Map Overview as of 10/3/14
Map Overview as of 9/28/14
Download:
0.03 9/9/150.04 9/14/150.05 9/14/150.06 9/27/150.10 10/02/15
Post has been edited 10 time(s), last time on Oct 2 2015, 10:42 pm by Excalibur.
Find Me On Discord (Brood War UMS Community & Staredit Network)
Promising, but what are the game mechanics going to be?
Promising, but what are the game mechanics going to be?
The game plays much like any LOTR-ish style map. Units spawn every 2 minutes at each location you control. Locations can't be destroyed but if you clear it of all enemy units you gain control of the location, increasing your spawns. No one is allied at the start but you may ally with certain factions to take on much larger ones.
I'm trying to make this map in particular less mass-focused and more tactical. Therefore spawns are going to be much smaller and taking the right locations from the right enemies at the right time will be crucial.
A Fallout map for Brood War? Yes please! How long are you planning it'll take?
Win by luck, lose by skill.
A Fallout map for Brood War? Yes please! How long are you planning it'll take?
As of today all initial stats, unit names, and locations are complete.
Layout and included locations are 100%. Just need to doodad and make it pretty but I can do that after the map is function.
Triggers are where I'm at right now. I just barely started on them and they will be the hardest part. I'm trying to figure out how I want to handle the capture and spawn systems, if I want to allow a faction like the NCR to capture a Legion location and thus receive Legion units (easiest way). Or if conversely I want to base the spawns off the faction who owns it, IE even if NCR takes a Legion place they still receive NCR units. Its a tough call and really affects not only balance but the amount of triggers involved.
Take for example the Brotherhood of Steel. They start with one location. Only they and the Boomers are at this disadvantage of only having one location at the start. However the BoS has Paladins whos power armor makes them far tougher than just about any other unit. They are complemented by Scribes which can help them with large forces usually fielded by the NCR or Legion. If the NCR or Legion was to conquer the BoS bunker, and I was to allow it to still spawn BoS units, this would put one of the sides at a huge advantage because being able to supplement Paladins with NCR Rangers or Legion Centurions is just about the toughest unit combo I can imagine aside from the Supermutants.
Is the difficulty involved in conquering BoS/Boomers enough to offset this advantage though? Is the ability to take the units you just conquered into your next skirmish the reward for such a victory? Does it take away from the map to allow a faction to control units they'd never realistically be able to field? What about the Legion's trademark incorporation of all those they conquer? Or the NCR's style of governing and taxing lands they occupy, sometimes conscripting from the citizens within?
These are the questions I'm asking myself in order to make a better map, but its no easy decision right now.
Terrain please! Desert is such a beautiful tileset and you can do so much with it fairly simple.
I don't have anything ready to use right now. But I can make a quick blend compilation that you can simply copy/paste to enhance your terrain. Combination of some eye catching blends can turn simple desert into amazing breathtaking experience. Just ask.
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Post has been edited 1 time(s), last time on Sep 29 2014, 9:46 am by Gigins.
None.
Cool, wanna see how those Dark Swarms pan out in the gameplay beyond their obvious effects, maybe you can interact with them in some way. I had an unfinished RPG where you can get an item that let you disperse Dark Swarms just by getting very close to them.
🤙🏾
Cool, wanna see how those Dark Swarms pan out in the gameplay beyond their obvious effects, maybe you can interact with them in some way. I had an unfinished RPG where you can get an item that let you disperse Dark Swarms just by getting very close to them.
I was actually curious as to if permanent dark swarms could be created and removed freely in game. My understanding was if they were to be permanent they needed to be preplaced. Any information you can give me that might be relevant would be appreciated.
Terrain please! Desert is such a beautiful tileset and you can do so much with it fairly simple.
I don't have anything ready to use right now. But I can make a quick blend compilation that you can simply copy/paste to enhance your terrain. Combination of some eye catching blends can turn simple desert into amazing breathtaking experience. Just ask.
Looks awesome. If you could supply me with sample maps with those blends it would help a lot with making the map a bit more interesting.
You can definitely remove Dark Swarms on the map at any time (use the Kill Unit trigger so they play their fizzling out animation..), I don't think creating them with triggers works, you're supposed to move preplaced ones around instead with Move Unit, just like with Disruption Webs.
🤙🏾
Released a new map overview.
Its coming along. The map is still ugly as sin but it'll get there. I don't want to get too in depth before play testing and making adjustments for actual usability. Then I can focus on cosmetics.
Still torn on if capturing grants you units based on the location or based on your faction. Maybe two separate game modes. Thoughts?
As promised, here it is. Had to make it from scratch, improved few of the blends though. All the necessary building blocks are in the left corner. Walls, corners and inside corners, I hope I didn't miss anything. If I did give me a shout. I left my work space as well, maybe it comes in handy. Some of, if not most of those blends have never been on a released map, so I would appreciate if you credit me a little, not conditionally though. Enjoy and good luck with your map, cheers!
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First official release! Try it out! Tell me about all the imba bullshit!