Storyline
Aug 17 2008, 4:21 am
By: KyleIs1337  

Aug 17 2008, 4:21 am KyleIs1337 Post #1



I need a storyline for a 3 player RPG. The tileset is badlands and the date is about 2104. I need a storyline so I can start on my map I have mapper's block :(. Thanks, all replies appreciated.



None.

Aug 17 2008, 4:27 am SiN Post #2



well start with the basics and go from there.
- futuristic city?
- ruined city (nuclear fallout?)
- futuristic special ops unit?
- intelligent alien race?
- uniting destroyed, and rebel, futuristic cities to an ultimate cause?
- All intelligence has been lost because of past wars and there are now only tribes with powerful weapons?
- The UED is taking its first formations on Earth?
- (unaware) Bodyguards for the CEO of the world? But after stumbling upon his terrible plans actually go AWAL and become assassins to kill him?

Just start with stuff like that. And then build off of it



None.

Aug 17 2008, 4:43 am KyleIs1337 Post #3



But I can't :( I need a storyline at least the beginning like where they start and a plot. That's all I need.



None.

Aug 17 2008, 4:59 am ClansAreForGays Post #4



In most circumstances, asking someone to actually make a storyline for you with nothing more than "It's about 2014", would result in massive phail. Phail so bad it makes your eyes bleed ketchup. Phail so bad that some other combination of letters are order to make the "fff" sound other than 'f' or 'ph' to describe your specific epic phail.

But luckily for you:
1) Most starcraft story driven maps are already so terribly phail, that you coudln't possibly do any worse.

2) That while are incapable of think through anything more than approximate future dates that pop in your head, you are still smart enough to recognize this and not attempt a phailure storyline.

3) I'm a member of sen, and love to discuss creative writing elements.


What I can't wrap my head around is why you even want to map then. The only reason I even want to start a long grueling rpg map is because I think I have a killer story, and I just want to get it out through any medium possible.

Now If you have a cool new game mechanic that you want to make a whole epic long map around, but can't think of a storyline to match it with, then it would be something else, but you don't even have that.


Let's start with why you want to make a map.




Aug 17 2008, 5:00 am SiN Post #5



okay i'll go with my last idea then.

The new CEO of the world (he owns the world in business) is parading the world because of his new authority. There are three bodyguards of the CEO, (the three players). They are equipped with powerful weapons, and are instructed to die for the CEO. While parading a city, a rebel group of men revolt and try to kill him. (this is where the players start off) you quickly put down the rebels 1 by 1 without letting the CEO get attacked (while hundreds of civilians are running around of course.)
Upon defeating them all, the leader of the rebel group pins down the CEO ready to kill him. A new character comes in (the elite bodyguard of the CEO which has not been shown before) easily kills the man unexpectedly, and leaves without a word with the CEO.
When the CEO was pinned down, the leader of the rebel group made several accusations that make the bodyguards curious. You then have to sneak into his capital building without being noticed and look at the confidential files. (going through traps and mazes and the such). Upon reading the files you find out the true ambitions of the CEO.
The next day you are all fired, and your identities erased to be left on the street.
You make it your mission to assassinate the CEO before his plans can take action.
So you gain access to a very large arsenol of weapons (through your own personal connections) and join the very rebel group that you had put down before.
You then stalk the CEO to different cities fighting different bosses and putting down different reactors or important buildings of the CEO.
At the climax you finally catch the CEO parading a city fighting the final boss. (his elite bodyguard).
You have successfully taken down the CEO of the world. (What happens next? well that's if you want to add a sequel)

Now i just wrote this nonstop, so excuse any bad grammar. Oh and feel free to change anything, it was a fast storyline.
And you don't have to use it either, i dont really care.



None.

Aug 17 2008, 5:17 am KyleIs1337 Post #6



ClansAreForGays, how do you know I don't have a new game mechanic? ^^

Edit: SiN I like that idea and will use that for my map. I will put you in the briefing for creating the storyline. Thanks for contributing :).



None.

Aug 17 2008, 5:29 am SiN Post #7



lol no problem. Thanks.



None.

Aug 17 2008, 5:46 am ClansAreForGays Post #8



Quote from SiN
okay i'll go with my last idea then.

The new CEO of the world (he owns the world in business) is parading the world because of his new authority. There are three bodyguards of the CEO, (the three players). They are equipped with powerful weapons, and are instructed to die for the CEO. While parading a city, a rebel group of men revolt and try to kill him. (this is where the players start off) you quickly put down the rebels 1 by 1 without letting the CEO get attacked (while hundreds of civilians are running around of course.)
Good so far. Hasn't been done before. Uses a tried and proven game mechanic to boot.
Quote
Upon defeating them all, the leader of the rebel group pins down the CEO ready to kill him.
This is where you start to go down hill. I can't really see this scripting well in a sc map rpg. A better choice would to simply increase enemy advantage to a point where it isn't even possible to protect anymore. You can stil have some dialogue or cut scene where the characters converse with each other how hopeless the situation now is.
Quote
A new character comes in (the elite bodyguard of the CEO which has not been shown before) easily kills the man unexpectedly, and leaves without a word with the CEO.
I'm liking it again. Still, he doesn't actually have to leave with the CEO(romantic getaway?). This gives a chance for dialogue between the CEO and his bodyguards.
Quote
When the CEO was pinned down, the leader of the rebel group made several accusations that make the bodyguards curious. You then have to sneak into his capital building without being noticed and look at the confidential files. (going through traps and mazes and the such). Upon reading the files you find out the true ambitions of the CEO.
This is where you really get off track. A track that leads to my first point in my first post. First off, you just completely altered to game type from typical RPG to an adventure game. In this setup, you can't exactly backtrack to any previous point, and this is now incredibility linear. I've wrote a lot on how linear rpgs are superior to open ended ones, but this is just too much. not to mention you're doing a total flip from what the game started off as. The whole reason the game was unique was the fact that you are playing bodyguards, now you want to throw that out the window right after the opening scene. Plus the notion that the guards some virtuous band of ninja turtles that had no idea that their long time boss (CEO of the World!) could be a shady character, is just not good story.
My suggestion: Stick with the game mechanic you started with, and build on it. Have them do another escort mission where they have to protect him, but make it winnable, and don't have the special unit make an appearance. Then do another, except this time he is added to make the level even passable. Do about 2 more missions the same way, the whole time keeping track if the unit's killscore. In between of course adding to the idea that he his taking your job and making you obsolete.
Quote
The next day you are all fired, and your identities erased to be left on the street.
You make it your mission to assassinate the CEO before his plans can take action.
This will still take place, just after the last mission. You are simply pissed you lost your jobs though.
Quote
So you gain access to a very large arsenal of weapons (through your own personal connections)
What? Going down that sad track again.
Quote
and join the very rebel group that you had put down before.
ok back on the right track.
Quote
You then stalk the CEO to different cities fighting different bosses and putting down different reactors or important buildings of the CEO.
let's change that to "you track him down, first&second in a capture attempt(both failed), and then the final part you just say fuck it we're killing the son of a bitch.
Quote
At the climax you finally catch the CEO parading a city fighting the final boss. (his elite bodyguard).
yay, and the best part is, it still works with the proposed changes!

So in summary, *fixed!




Aug 17 2008, 5:50 am ClansAreForGays Post #9



Quote from KyleIs1337
ClansAreForGays, how do you know I don't have a new game mechanic?
Because you didn't mention one. I can't see any possible reason you wouldn't if you had one. It would definitely add to the crafting of the story. A storyline thought up with certain gameplay considered will be better than one thought up without any consideration as to how the game will actually be played.




Aug 17 2008, 6:02 am SiN Post #10



Quote from ClansAreForGays
Quote from SiN
okay i'll go with my last idea then.

The new CEO of the world (he owns the world in business) is parading the world because of his new authority. There are three bodyguards of the CEO, (the three players). They are equipped with powerful weapons, and are instructed to die for the CEO. While parading a city, a rebel group of men revolt and try to kill him. (this is where the players start off) you quickly put down the rebels 1 by 1 without letting the CEO get attacked (while hundreds of civilians are running around of course.)
Good so far. Hasn't been done before. Uses a tried and proven game mechanic to boot.
Quote
Upon defeating them all, the leader of the rebel group pins down the CEO ready to kill him.
This is where you start to go down hill. I can't really see this scripting well in a sc map rpg. A better choice would to simply increase enemy advantage to a point where it isn't even possible to protect anymore. You can stil have some dialogue or cut scene where the characters converse with each other how hopeless the situation now is.
Quote
A new character comes in (the elite bodyguard of the CEO which has not been shown before) easily kills the man unexpectedly, and leaves without a word with the CEO.
I'm liking it again. Still, he doesn't actually have to leave with the CEO(romantic getaway?). This gives a chance for dialogue between the CEO and his bodyguards.
Quote
When the CEO was pinned down, the leader of the rebel group made several accusations that make the bodyguards curious. You then have to sneak into his capital building without being noticed and look at the confidential files. (going through traps and mazes and the such). Upon reading the files you find out the true ambitions of the CEO.
This is where you really get off track. A track that leads to my first point in my first post. First off, you just completely altered to game type from typical RPG to an adventure game. In this setup, you can't exactly backtrack to any previous point, and this is now incredibility linear. I've wrote a lot on how linear rpgs are superior to open ended ones, but this is just too much. not to mention you're doing a total flip from what the game started off as. The whole reason the game was unique was the fact that you are playing bodyguards, now you want to throw that out the window right after the opening scene. Plus the notion that the guards some virtuous band of ninja turtles that had no idea that their long time boss (CEO of the World!) could be a shady character, is just not good story.
My suggestion: Stick with the game mechanic you started with, and build on it. Have them do another escort mission where they have to protect him, but make it winnable, and don't have the special unit make an appearance. Then do another, except this time he is added to make the level even passable. Do about 2 more missions the same way, the whole time keeping track if the unit's killscore. In between of course adding to the idea that he his taking your job and making you obsolete.
Quote
The next day you are all fired, and your identities erased to be left on the street.
You make it your mission to assassinate the CEO before his plans can take action.
This will still take place, just after the last mission. You are simply pissed you lost your jobs though.
Quote
So you gain access to a very large arsenal of weapons (through your own personal connections)
What? Going down that sad track again.
Quote
and join the very rebel group that you had put down before.
ok back on the right track.
Quote
You then stalk the CEO to different cities fighting different bosses and putting down different reactors or important buildings of the CEO.
let's change that to "you track him down, first&second in a capture attempt(both failed), and then the final part you just say fuck it we're killing the son of a bitch.
Quote
At the climax you finally catch the CEO parading a city fighting the final boss. (his elite bodyguard).
yay, and the best part is, it still works with the proposed changes!

So in summary, *fixed!

as i had said, i wrote that nonstop without another thought. I was actually just trying to tap into kyles imagination so he could do it himself, not actually use that storyline down to the text.



None.

Aug 17 2008, 6:15 am ClansAreForGays Post #11



I was really hoping you wouldn't give a defensive response. It's just critique.

And did you really have to quote my entire post?




Aug 17 2008, 10:01 am Oh_Man Post #12

Find Me On Discord (Brood War UMS Community & Staredit Network)

You should really make your own storyline as that is often the only thing that is original about a map, since these days most trigger combos and what-not have been done.

Try googling 'future' and then maybe you will find something that sets off the creative chain reaction?




Aug 17 2008, 6:38 pm SiN Post #13



Quote from ClansAreForGays
I was really hoping you wouldn't give a defensive response. It's just critique.

And did you really have to quote my entire post?

Well the thing was I was actually agreeing with you, just giving myself a disclaimer.



None.

Aug 17 2008, 7:11 pm Vi3t-X Post #14



Copy everything from AeonFlux



None.

Aug 18 2008, 3:29 am KyleIs1337 Post #15



Oh I just watched that 2 days ago lol.



None.

Aug 18 2008, 4:46 am rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

In A.D. 2101
War was beginning.
Captain: What happen ?
Mechanic: Somebody set up us the bomb.
Operator: We get signal.
Captain: What !
Operator: Main screen turn on.
Captain: It's you !!
CATS: How are you gentlemen !!
CATS: All your base are belong to us.
CATS: You are on the way to destruction.
Captain: What you say !!
CATS: You have no chance to survive make your time.
CATS: Ha ha ha ha ....
Operator: Captain !! *
Captain: Take off every 'ZIG'!!
Captain: You know what you doing.
Captain: Move 'ZIG'.
Captain: For great justice.

For serious yo. I wanna see the base, and the way CATS makes it belong to him.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 18 2008, 11:59 am Satansick Post #17



In 2323 the world was attacked by cyborg ninja aliens from another demension



None.

Aug 21 2008, 9:16 am Trigger Post #18



Here is the realization. A maps plot is as good as how many ppl are hooked by it, no matter what others say.

A simple plot like "A man, for no reason, decided to kill a bunch of aliens with a shotgun" (man reminds me of duke nukem) is as good as a story line as well anything you think is 100% better. The only way both can be good is if it hooks a decent ammount of players you desire to hook.

As for your story line, my advice is this before jumping to conclusions...
1) Can you man (ie trigger and show) any story line that you decide on to the highest degree you desire.
2) Find a genre for a story line. Yes... a game like starcraft can have genres in it...
3) Once a genre is picked, think of games already made (even not on starcraft) that use the genre.
4) Pull "Basic" elements from those stories. Now ppl may complain it isnt original, but come on. Saying An Alien force is going to attack you is kinda general. Every alien created by its original creators could be blamed from just calling them "Aliens"... get real...
5) Mix together genres.
6) And lastly... make sure the characters fit. A 3D personality character is better than a flag character.

Just "taking" a story line is not always good. Think of theirs, mold it into something you want. Its alot better doing that and claiming creative rights than following something you get scared to make small changes.




Aug 24 2008, 7:24 pm Bolshevik Post #19



Not sure if this was posted above, here are a few movie ideas:

-AVP (actual story map, not arena map)
-Pitch Black (movie about aliens attacking in the dark and they die off from light source)
-Chronicles of Riddick (sequel to pitch black, Huge empire destruction, You would just have to watch)
-The Sahara (3 main people stuck in the desert fighting off Arabs and junk)
-Terminator (Easily a 3 person RPG fighting off Bots)
-National Treasure (if your smart enough but this wouldn't be that fun)
-The Mummy (infested terrans can pull off that ancient look)

These movie map ideas could be great for a 3 person RPG, so yea there ya go!



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