Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Level ideas required
Level ideas required
Apr 5 2010, 6:10 am
By: payne  

Apr 5 2010, 6:10 am payne Post #1

:payne:

I wasn't sure about creating this topic in here or in the UMS Assistance, but since the map relays on experimental concepts, I though it belonged here.

Anyways, my in-production project (http://www.staredit.net/files/1622/) has reached the limits of my imagination, so far.
The point is that I want great impossible levels with a good difficulty level and, mostly, originality at its best!
So far, I've managed to have 5 experimental scenarios and 2 normal ones.
I still have to create 3 levels.

Anyone has a good idea for an Experimental Impossible Scenario ?



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Apr 5 2010, 6:44 am Rantent Post #2



Beating a reaver with a zergling and some stairs.



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Apr 5 2010, 2:43 pm ImagoDeo Post #3



Destroying a minefield of lurkers with a ghost and nukes. Limit the nukes based on the player's chosen difficulty setting or whatever to make it harder - or even randomize the locations of lurkers. The idea would be to have the player randomly nuking hoping to hit lurkers, and if they mess up and start over they have to remember exactly where the lurkers that they did kill are so they can nuke them the second time around.



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Apr 5 2010, 6:28 pm LoveLess Post #4

Let me show you how to hump without making love.

Quote from ImagoDeo
Destroying a minefield of lurkers with a ghost and nukes. Limit the nukes based on the player's chosen difficulty setting or whatever to make it harder - or even randomize the locations of lurkers. The idea would be to have the player randomly nuking hoping to hit lurkers, and if they mess up and start over they have to remember exactly where the lurkers that they did kill are so they can nuke them the second time around.
Give them a civ as well so they can find out where exactly where they are via their attacks so it's not such a crap shoot.



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Apr 5 2010, 9:56 pm XGenesis Post #5



2 rines + 1 medic VS 1 Dragoon :)



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Apr 5 2010, 10:25 pm payne Post #6

:payne:

Quote from XGenesis
2 rines + 1 medic VS 1 Dragoon :)
This is too easy. Moreover, there is nothing original to it.
Plus, the map is for 5 players.

Anyways, I just decided that I would only have 7 levels in my map.
You can lock this topic.



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Apr 5 2010, 10:35 pm XGenesis Post #7



1 Corsair + 1 Ling vs Some Tanks (seiged)
You would need some gosu disruption web positioning.



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Apr 5 2010, 10:46 pm payne Post #8

:payne:

Quote from XGenesis
1 Corsair + 1 Ling vs Some Tanks (seiged)
You would need some gosu disruption web positioning.
I think you just aren't understanding what I mean by "Experimental Concepts".
You are proposing things involving micro and small amount of units: that's not the point.
What I want would be something like "There is a reaver which has no scarab that runs into the enemy. Your team has to protect him until he reaches the beacon on the other side of the enemy". Get it? :O

No offense, ^^ :wub: <3



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Apr 5 2010, 10:48 pm fat_flying_pigs Post #9



Quote from XGenesis
1 Corsair + 1 Ling vs Some Tanks (seiged)
You would need some gosu disruption web positioning.
1 ling, 1 crosair vs 1 stuvok attack moving toward the ling/crosair
Now that would take some mad D-webbing skills.



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Apr 5 2010, 10:51 pm CecilSunkure Post #10



How about each player has 2 dark templars. When these templars are melded they turn into say.. An observer for a limited time. This could be like a 'phasing through walls', where when the templars combine they then can "phase through walls" by flying as an observer. Or, you could just teleport the two dark templars by creating 2 new ones at the nearest enemy to that player. Either way, kill the dark archon while it is melding.

The templars would heal after each meld, but you can just create the level with that in mind. If a player loses a dark templar, they could be stuck, or you could trigger in some sort of support role.

Oh, and did you ever use Kaias's tunneling idea? I liked that idea.



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Apr 6 2010, 7:43 pm ImagoDeo Post #11



I envision a specifically terrained challenge that goes something like this. The player is given a hydralisk or zergling or some other relatively weak unit and a queen. As long as the queen is within a certain distance of the ground unit, the unit is invincible. You have to navigate a series of invincible bunkers/missile turrets/etc. by keeping your queen on top of high ground AND close enough to your ground unit. If the queen dies, game over. If the queen moves out of range and your ground unit gets killed, game over.

Substitute any reasonable ground unit and any reasonable air unit that you want, for that matter - but you get the idea.



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Apr 6 2010, 8:01 pm DavidJCobb Post #12



Space tileset. Walkable null only. 5 Infested Terrans with massive damage. 10 or so Dark Templars. You have to suicide the ITs at the right spot by looking for the DTs' cloaking refraction effect, and kill all DTs. ON SPACE (meaning low visibility).



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Apr 6 2010, 9:41 pm payne Post #13

:payne:

Quote from CecilSunkure
How about each player has 2 dark templars. When these templars are melded they turn into say.. An observer for a limited time. This could be like a 'phasing through walls', where when the templars combine they then can "phase through walls" by flying as an observer. Or, you could just teleport the two dark templars by creating 2 new ones at the nearest enemy to that player. Either way, kill the dark archon while it is melding.

The templars would heal after each meld, but you can just create the level with that in mind. If a player loses a dark templar, they could be stuck, or you could trigger in some sort of support role.

Oh, and did you ever use Kaias's tunneling idea? I liked that idea.
http://www.staredit.net/topic/10505/
Yes I did.
And you had already submitted your DT idea, it was cool, but I couldn't expand on it...

@Imago: Basically, this isn't really requiring any micro skillz.

@David: looks rather hard, but ma maps are in jungle ^^ <3



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Apr 6 2010, 9:56 pm DavidJCobb Post #14



@payne: It could still work in any featureless (or close) terrain. Solid mud could work as a background.



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Apr 7 2010, 4:20 am ImagoDeo Post #15



Quote from payne
@Imago: Basically, this isn't really requiring any micro skillz.

I don't really understand... do you want micro skills to be involved, or don't you?



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Apr 7 2010, 4:34 am payne Post #16

:payne:

Quote from ImagoDeo
Quote from payne
@Imago: Basically, this isn't really requiring any micro skillz.

I don't really understand... do you want micro skills to be involved, or don't you?
Of course, micro is a must.
But think of it as being part of an impossible scenarios map...
The level must contain a good variety of enemies and should provide a decent amount of units to the players.



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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
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