Staredit Network > Forums > SC1 Map Production > Topic: Mafia City (EUD - PvP)
Mafia City (EUD - PvP)
Feb 3 2019, 10:55 pm
By: MTiger156  

Feb 3 2019, 10:55 pm MTiger156 Post #1

Veteran Mapper

(New) Download Link: http://www.mediafire.com/file/seqm1ae6gf7h8hd/Mafia_City_%255BEUD%255D.scx/file

Mafia City - Competivive EUD PvP
(AKA: How I Turned This Meme Into Something Cool)

Firstly, what made the original Mafia City interesting? It was the gang wars, conquering areas, and getting rich.
The next question is how to put these elements in a map without it being boring and without direction...

Take a look at Phantom, something everyone is familiar with. Despite the rules being very simple, it generates a suspenseful mystery because no one knows when the powerful Phantom will strike, nor his identity. It was a great template for me, in terms of basic gameplay.

Specs
-Badlands 256x256
-Players: 2-7
-561 KB
-Duration: 10-40 minutes

Overview
In this map, there are lots of hideouts around a large city. Any of these can act as a "base" for your gang. Each hideout generates cash and EXP over time. You can only own up to 4 hideouts though.
Hideouts are classified into "Tiers" (1, 2, 3). A higher tier means that it has a larger size and produces more resources. Tiers 2 and 3 unlock more powerful units for recruitment.

Hideout Control
To claim a hideout, you must clear it of enemies, then move to its Beacon.
Although you can keep owning hideout without having any units there, it would easily get reclaimed by another player. Protecting all of your hideouts is important! It is your income!

Leveling
By owning hideouts and killing enemies, you earn EXP points. With each gained level, your gang receives improved offensive/defensive stats, as well as an increased supply max.
Although the EXP points themselves aren't displayed on the scoreboard, a player's level is.

The "Undercover Agent"
In traditional Phantom style, players are assigned a random role. Either they are a standard Mafia gang, or an Undercover Agent assigned to defeat all gangs. The Agent gains a trickle of cash and EXP independent of hideout ownership. That extra EXP right from the start can make the Agent's forces very powerful in late-game.

The CPU Gang
Here's another twist! There's a CPU gang that also roams in the city, attacking other players at random. Its impossible to kill off because of its slow and steady stream of units.

TODO:
-Allow a player to discreetly choose self as the Undercover Agent, skipping the randomizer.
-Improve CPU Gang AI
-Considering giving the Agent the power to "Reveal self as Undercover Agent" to immediately gain large amounts of cash and EXP. This ability would also make the CPU Gang an ally to the Agent.
-One possibly annoying issue is the massive 256x256 map size sometimes making it hard to find un-visioned players. A majority of the terrain was taken from "RP - City Awesome" because it just seemed so perfect. I can make an effort to shrink the map down in the future.

Download:http://www.mediafire.com/file/seqm1ae6gf7h8hd/Mafia_City_%255BEUD%255D.scx/file

Screenshots


(Raiding an enemy hideout)


(Sophisticated EUDs allow all gang recuitment to be inside a single barracks!)


(CPU gang raid)


(Also note that the Mafia Boss gains armor when protected by allies)


(Once you get rich, you can make powerful defenses for your hideouts)

Post has been edited 2 time(s), last time on Feb 16 2019, 1:30 am by MTiger156.




Feb 15 2019, 3:40 am Rawflesh0615 Post #2



"That's how Mafia works."-Mafia City Meme



None.

Feb 16 2019, 1:22 am MTiger156 Post #3

Veteran Mapper

2/15/19 Update:
  • Fixed a title string
  • Fixed being able to reach level 34 (max 30)
  • Disabled "Hideout Alerts" if you have no units at that hideout
  • Increased the cost/HP/attack of Trained Bears and Armored Trucks by ~10%
  • Reduced income of hideouts by ~20%
  • Decreased CPU gang attack frequency by ~15%, increased size of late attacks
(NEW) Tier 2: Rocket Launcher guy (fires a slow, destructive missile. Hard to hit moving targets. Takes ~10 seconds to reload)




Apr 3 2019, 6:36 pm Voyager7456 Post #4

Responsible for my own happiness? I can't even be responsible for my own breakfast

We played this at map night recently, and I have a couple pieces of feedback:
  • EXP gain is way too fast - everyone was max level very quickly, there was never any sense of progression because you never spent any time at the lower levels.
  • Money gain also seemed excessive. No one was ever wanting for money. This made being the Undercover Agent seem pointless - the additional resource gain was insignificant since no one ever felt limited in resources.
  • The objectives were a little unclear. I know they were mentioned at the beginning, but people who missed it weren't sure how to win. It would be nice if they were in the Mission Objectives to refer to later.
  • A limit of owning 4 hideouts felt extremely limiting. It would also be good if there was a way to abandon a hideout to claim a better one later.
  • Because you could only own 4 hideouts, there was no way to dislodge enemies from hideouts after that point. If you already owned all 4 hideouts, you couldn't capture hideouts from other players, so they're able to just produce units from them forever as long as they remain alive.
  • The AI seemed to break early on, massing tons of units in some hideouts on the edge of the map (with lots of unit unplaceable errors). As long as you avoided the two or three hideouts where they had staked their claim, they became a complete non-factor.
  • The victory trigger didn't seem to work? One Mafia boss had killed all the others (including the undercover agent), but the game did not end. Was there something else they needed to do?

I hope you'll continue to work on this. There were some neat ideas, but it seems to need a bit of refinement.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


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Apr 3 2019, 8:32 pm Dem0n Post #5

ᕕ( ᐛ )ᕗ

I think the 4 hideout limit seemed unnecessary for us was because we had 4 total players. If you have a full house, maybe it makes sense. Maybe have the limit change depending on how many players are in the game?




Apr 3 2019, 10:18 pm lil-Inferno Post #6

Just here for the pie

Quote from Dem0n
I think the 4 hideout limit seemed unnecessary for us was because we had 4 total players. If you have a full house, maybe it makes sense. Maybe have the limit change depending on how many players are in the game?
I don't think the limit was the issue, more that you can't dislodge enemies from owning hideouts. After a certain point it just becomes a game of luck of coming across an opposing mob boss, because you can't root them out from place to place. Perhaps we weren't playing the map the intended way where everyone stays allied until they figure out who the undercover agent is (I played trying to take out everyone else, seemed to work fine until there was no victory condition), but there doesn't seem to be any real mechanics to help figure out who it is because money isn't an issue after the first couple of minutes.




Apr 4 2019, 1:59 am MTiger156 Post #7

Veteran Mapper

Very good feedback. I ought to attend "Map Night" more often if my works are getting this amount of attention.

A few points already in consideration include:
-Loss of hideout ownership if no men are present
-Deactivating Barracks if there are enemies present
-Simplify CPU Gang AI by making them entirely offensive
-Decreasing income/EXP rate for Tier 1/2, except for Agent
-Putting a "price" on Tier 2/3
-Auto-reveal of Agent after 20 mins
-Agent can bribe CPU gang to become ally

I'll try to get next version out soon.




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