Staredit Network > Forums > SC1 Map Showcase > Topic: The Trojan War
The Trojan War
Mar 25 2008, 3:47 pm
By: Intranetusa  

Mar 25 2008, 3:47 pm Intranetusa Post #1



Hello guys, this map is my 2nd official release version - Trojan War v2.0



-6 Players (need FH)
-128x192

Link here and attached below:
http://www.starcraft.org/maps/scums/MultiplayerUMS/Trojan+War+2.0

The armies of the Mycenaean Greece waged a decade long war against the Trojans and their allies. This is the story of one of the greatest wars of all time. This is the Age of Heros, and the time of the Trojan War.

Trojan War 2.0 by Intranetusa

*Version*
This is the second official release version.

*Gameplay*
This is not your typical mass battle map in which blindly attacking the enemy will ensure victory. Both the Trojan and Greek sides are carefully balanced, so you must work closely with your teammates, coordinate your attacks, and use strategy in order to win. Also, units numbers are capped in order to prevent CCMU - so don't hoard units. Finally, you require a full house of 6 people in order to play.

*New Features*
-Greeks now have a center view trigger in the beginning to show them where their masser bacons are located.
-Trojans can no longer kill their own Temple of Apollo to receive Apollo's Serpents - now, only Greeks can kill it.
-Trojan Gate now has infinite energy for shield recharging.
-Greeks no longer instantly loose when the timer runs out
-Trojans receive help in the form of divine intervention when the timer runs out.
-Trojans will receive Allied reinforcements when the timer runs out, and have to either kill all of the Greek units or all of the Greek heroes to win.

Enjoy ^_^





My Trojan War 1.0 and other maps can be found on starcraft.org
Newest Version, Trojan War 2.0
http://www.starcraft.org/maps/scums/MultiplayerUMS/Trojan+War+2.0
Previous Version, Trojan War 1.0
http://www.starcraft.org/maps/scums/MultiplayerUMS/Trojan+War+1.0


Attachments:
Trojan War 2.0 (SP).scx
Hits: 16 Size: 80.92kb

Post has been edited 1 time(s), last time on Mar 26 2008, 9:30 pm by Intranetusa.



None.

Mar 25 2008, 4:05 pm lil-Inferno Post #2

Just here for the pie

It kind of seems in favor of the Trojans when the timer goes out :/ .




Mar 25 2008, 5:28 pm Intranetusa Post #3



Quote from lil-Inferno
It kind of seems in favor of the Trojans when the timer goes out :/ .

Yes, it's suppose to favor the Trojans because the Trojans are suppose to win when the timer runs out. The timer at 0 is basically the "Trojan Victory trigger."
In my previous Trojan War 1.0, the Trojans instantly win when the timer runs out. In Trojan War 2.0, I added a large contingent of reinforcements and an epic battle at the end to spice up the "Trojan victory trigger."



None.

Mar 26 2008, 12:48 pm who Post #4



Or you could do something like Helms Deep in WC3 where the reinforcements run through and everything next to them instantly dies. XD



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Mar 26 2008, 12:55 pm candle12345 Post #5



Should be AI controlled reinforcements, with 500 damage and high armor, so you get an epic slaughter at the end, it's quick, and ir looks good.
I really wish I had WCIII working. :(



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Mar 26 2008, 3:52 pm Intranetusa Post #6



Well, except for the fact that SC AI totally sucks so I definitely can't have them AI controlled.



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Mar 26 2008, 3:56 pm who Post #7



Can't you just use a few locations + ordering?



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Mar 26 2008, 4:18 pm Intranetusa Post #8



No, because you can just hide a few key units in the corners that are out of reach from the triggers (unless I can make a thousand triggers, which is impractical). I'd say players controlling the final force is the easiest and the most efficient.



None.

Mar 26 2008, 9:32 pm Intranetusa Post #9



btw, did you guys play the map all the way through? Cuz the file got 0 hits...unless you used the link.

Post has been edited 1 time(s), last time on Mar 30 2008, 7:29 pm by Intranetusa.



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Apr 1 2008, 2:42 am stickynote Post #10



Now it has 2 hits ;)



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Apr 1 2008, 7:17 pm Intranetusa Post #11



lol, awesome ^_^

I'll upload my other maps later.



None.

Apr 5 2008, 3:59 pm Intranetusa Post #12



No feedback? I'm planning to include colors for the units display texts for later versions...



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Apr 7 2008, 8:43 pm Vi3t-X Post #13



I WANT MOAR SUBCO-ORDINATED SETS OF UNITS!

I havent played it yet, but have you considered:

> There were 4 kings in the war
> It was all about a kidnapped Queen
> The Shrine to Athena
> Temples were not allowed to be dececrated
> ZOMG, THE TROJAN HORSE?
> The Helladic Greeks won >.>



None.

Apr 8 2008, 6:11 pm Intranetusa Post #14



Quote
I WANT MOAR SUBCO-ORDINATED SETS OF UNITS!
ummm, what?

Quote
"havent played it yet, but have you considered:"
Why don't you play the map and see? I have nearly everything you've mentioned.


Quote
"There were 4 kings in the war"
Actually, way more than 4 kings. Each of the Greek leaders were basically kings in their own right.
I have:
1. King Agamemnon
2. King Menelaus
3. King Priam
4. King Odysseus
5. Achilles (quasi-king)

Quote
"It was all about a kidnapped Queen"
I didn't have enough units to represent Helen, and I didn't want to use a Zerg unit. Besides, Helen really wasn't THAT important after the initial eloping.

Quote
"The Shrine to Athena"
Again, not enough units...but I do have the Apollo Shrine

Quote
"Temples were not allowed to be dececrated"
Play my map and you'll see you can't kill the temple of Apollo. If the Greeks do, they get 'punished.'

Quote
"ZOMG, THE TROJAN HORSE?"
Dude, just play the map...



None.

Apr 8 2008, 10:29 pm Vi3t-X Post #15



:><: Heh, I was bored, but there isn't enough people interested...

Indeed, there were more than 4 kings, but the "Kings" of Sparta, Athens, Thebes I beleive and Odysseus which I remember clearly are the most "invaluable".

Too bad you couldn't represent Helen, to be honest, she actually WAS important.

The Shrine to Athena magically created the Trojan Horse as many legends retell.

There was far more than 1 temple, I beleive you could make 1 unit labled "Temple" (Lets assume this is a gateway). Setting the shields of all other temples at 0, and one temple (Apollo) at max, just a thought.

You should literally make the temple belong to another player so the Greeks cannot target it, otherwise your map would be historically incorrect.

Also, your timer seems strange, because remember, the GREEKS won, not the Trojans, the Greeks. Oddysseus took 20 years to get home, but, yea, The Greeks won...
:><:



None.

Apr 9 2008, 2:36 am Intranetusa Post #16



Quote from Vi3t-X
There was far more than 1 temple, I beleive you could make 1 unit labled "Temple" (Lets assume this is a gateway). Setting the shields of all other temples at 0, and one temple (Apollo) at max, just a thought.

You should literally make the temple belong to another player so the Greeks cannot target it, otherwise your map would be historically incorrect.

Also, your timer seems strange, because remember, the GREEKS won, not the Trojans, the Greeks. Oddysseus took 20 years to get home, but, yea, The Greeks won...
:><:

1. I have more than 1 temple, but those are unnnamed

2. The Greeks in the Iliad desecrated the temple of Apollo, invoking Apollo's wrath..

3. There is more than enough time for the Greeks to take Troy within 55 minutes. If the Greek side is good, they can take Troy within 30 minutes, and don't even need the Trojan Horse that comes at 35 minutes (20 minutes left).
If I don't have a timer, then there really isn't any way for Troy to win, is there? And only having a victory trigger for the Greeks would be very unfair...



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Apr 9 2008, 11:25 pm Vi3t-X Post #17



lol? SINGLE PLAYER!!! :lol:



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Apr 10 2008, 2:27 pm Intranetusa Post #18



lol, that's nearly impossible to have a mass battle Attack & Defend single player map.



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Apr 12 2008, 8:41 pm Vi3t-X Post #19



:omfg: :(



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Apr 12 2008, 11:33 pm Intranetusa Post #20



Quote from Vi3t-X
:omfg: :(

Ummm, what?



None.

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