Staredit Network > Forums > SC1 Map Production > Topic: Triumvirate Defense (working title)
Triumvirate Defense (working title)
Apr 27 2017, 6:17 am
By: theskinsurf  

Apr 27 2017, 6:17 am theskinsurf Post #1



I think this map is getting to a point where I can show it and talk about it.
It's very much unfinished, but if I plug away I can probably get all the features in soon.



TRIUMVIRATE DEFENSE (title open to suggestion, I wanted something that had to do with threes)

- Defend the Host! Survive for 60 minutes!

- Three types of gameplay (mostly implemented):
-- Architects (base builders, Human or Ancient, they differ in cost, time and unit endurance)
-- Guardians (heroes that can choose to upgrade Might (atk + def) or Vitality (max health), they also get a total of two spells)
-- Magi (heroes that can only use spells, can upgrade Vitality or Intelligence (max mana + mana regen), total of six spells)

- Waves of randomized enemies (foe may have detectors or invisible units earlier or later, may spawn more anti-air or legions of certain units etc)

TO-DO:

- Generators to capture that generate extra ore for builders and mana for heroes, but attract foes and take attention away from base
- Randomized powerups that spawn across the map, luring out heroes for risk and reward play
- Finish level ups, spells (creative spell ideas always appreciated!)


Been testing publicly for a few days, let me know if you want to test with me -- theskinsurf on USEast.
Feel free to give suggestions in this thread!

Attachments:
Triumvirate Defense [Alpha].scx
Hits: 1 Size: 113.41kb

Post has been edited 1 time(s), last time on Apr 27 2017, 6:42 am by theskinsurf.



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

Apr 27 2017, 6:36 am theskinsurf Post #2



Spell ideas (and thematic class):

Fear (Ranger, Beastmaster, Lich, or Magus): Cause enemies to flee in terror from hero for a short time
Potion of Pestilence (Lich, Alchemist): Drop a spawner that creates broodlings at intervals until it is destroyed
Distraction Flare (Ranger, Sellsword, Alchemist): Drop a beacon that draws enemy attention for a short time
Maze (Lich, Magus): Move a small amount of foes back to their base
Lasso (Sellsword, Golem): Pull nearby foes in and paralyze them for a short time
Earthquake (Beastmaster, Golem): Create lurkers under a nearby group of foes for a short time



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

Apr 27 2017, 3:01 pm Pauper Post #3



Seems like a cool idea. Sounds like a ton of work though :)



Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Apr 28 2017, 12:30 am theskinsurf Post #4



Quote from Pauper
Seems like a cool idea. Sounds like a ton of work though :)


most of the basic systems are in place already, IE different types of leveling rewards, spellcasting. basically I just have to populate the templates to complete features for each class. let me know if you want to give it a whirl.



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

Apr 28 2017, 1:36 am theskinsurf Post #5



first off is revamping the Defense name, because I think people expect more of a sunken/turret defense scenario and get confused.



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

May 3 2017, 3:20 am theskinsurf Post #6



Chugging along.

- Renamed to Triumvirate Survival
- Spells feature complete, testing
- Waves near feature complete, balancing
- Powerups & Generators not yet implemented



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

Oct 21 2017, 10:44 pm Zucadragon Post #7



Hi there, I made an account just to respond, because I've been playing your map for a ton and finally got curious enough to visit the forums. I seriously dig your map but through playing it like, 20 times now or so I have found some issues.

First up, the game is a ton of fun, I wouldn't have played it all those times if I didn't think it was a ton of fun even after losing, because you want to do better, and. With good teamwork comes absolute progress. I've had one team who managed to often grab 3 generators and the builders would have amassed a really large army. But everything went perfect and teamwork was high and this was like the only game that got that far... Apart from a couple, most stranded and died on the wave battlecruisers start appearing, or earlier. But it's so damn satisfying when you do get far.

a lot of the spells are fun, but over time they feel less and less useful. Like with the ghost, you summon a couple of extra ghosts, but later on, with a lot of enemies, that's often not enough to make a difference. It would be cool if they upgraded or you got more as you got stronger.

I think in general, the duration of spells can be increased a lot, that would help with being more impactfull in the long game.

People most often quit playing as the Magi, I'm trying to remember all the spells. The mind control is great though it feels rather random at times, there's no real indication of how or when it should work, though out of all, it and the science vessel are the greatest skills you've got, very useful.

I think a whole bunch of drones are a lot less useful, partly because they don't stay around for long enough, I reckon they're great for barricading, grabbing a reactor and holding it when it's being attacked, but right now, they can't be used like that.


Quote from theskinsurf
Spell ideas (and thematic class):

Fear (Ranger, Beastmaster, Lich, or Magus): Cause enemies to flee in terror from hero for a short time
Potion of Pestilence (Lich, Alchemist): Drop a spawner that creates broodlings at intervals until it is destroyed
Distraction Flare (Ranger, Sellsword, Alchemist): Drop a beacon that draws enemy attention for a short time
Maze (Lich, Magus): Move a small amount of foes back to their base
Lasso (Sellsword, Golem): Pull nearby foes in and paralyze them for a short time
Earthquake (Beastmaster, Golem): Create lurkers under a nearby group of foes for a short time

Right now as I've experienced it, you're dealing with really large numbers of units and skills that generally can't be cast more than twice. Moving foes around seems a bit underwhelming. I don't know if I'm overstepping bounds if I start suggesting things, so I'll stop here now. And I haven't played every hero, mostly did builder and magi at first.

Everything said here is but an opinion ^^, I seriously enjoy the map and look forward to seeing what you have in mind for it and I thank you for making it :D



None.

Jun 26 2018, 6:50 pm theskinsurf Post #8



Thank you for the input Zuca! I don't devote much time to mapping these days, so I'd say if you have any kinds of suggestions or edits, you should feel free to jump in scmdraft and modify the map. You can version it with your name. I'd like to see what you'd change. Thanks again for playing!



Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands

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