Staredit Network > Forums > SC2 General Discussion > Topic: Top 10 Maps that Need to be Made
Top 10 Maps that Need to be Made
May 31 2010, 7:11 pm
By: UnholyUrine
Pages: 1 2 34 >
 

May 31 2010, 7:11 pm UnholyUrine Post #1



Alright Everyone.. With the Onset of SCII, many new maps, new gameplay, and new ideas will come about..
But what about the Old Classics?

I think that there are definately some maps in SCI that needs to be remade into SCII. Hopefully, not just with a new skin, but also with new mechanics that weren't available back in ScI
So, Nominate YOUR Top 10 Maps that Need to be Made!!

What's Going to Happen..
  • Nominate any number of maps that you wish
  • Selected will be posted on a poll (see below)
  • The poll will allow everyone to vote for their favorite 3 maps that they feel must be made in SCII
  • Big congrats to those who gets their nominations in the top 10 (maybe mineral rewards?)
  • :mudkip:
  • Profit!!


Criteria for Nominations
  • You can nominate as many maps as you wish but..
  • You MUST provide a description as to why you think the maps you listed must be made in SCII
  • Be as creative/entertaining as you can! Screenies are always welcomed
  • I (and maybe other people) will select maps with the most persuasive descriptions :sly:


Introspect
  • Gee, it'd be nice if someone can do a video of the top 10 maps.. or at least do a screenie intensive article ... I doubt I have the time D:
  • Would any of YOU like to help? :awesome:
  • ++karma?


Current List:
  • Smash TV!
  • Normandy Invasion/Diplomacy
  • Mini-Game Maps (i.e. Mario Party)
  • Evolves
  • Alone in the Dark/Horror maps
  • Random Fighterz
  • Racoon City
  • Life of a Civ/Simulation
  • Crash RPG ('nuff said)
  • Marine Defense 10-way
  • Macro/Micro
  • Volcano Run (with physix)
  • Cat and Mouse
  • Squad Support
  • Space Pirates RPG
  • AstroGears
  • Five Samurai RPG
  • Alpha Marines
  • Dodgeball
  • SCV Football
  • Rush


So GET ON WITH IT Everyone.
Show us your fav maps! And let it be known that it just HAS to be made in scII

~Unholy
(Request Sticky)


Post has been edited 5 time(s), last time on Jun 19 2010, 6:16 am by UnholyUrine.



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May 31 2010, 7:15 pm Ashamed Post #2

Hear me Raor!!

Amen!!
I am making golems!!!

Map: Golems Advanced Macro.
Players: 6
Map Discription: You build an army of golems, You can spawn different types, and upgrade them.
Heros: Hero Golems are units that can take multiple units. The Heros spawn by minerals, the more you have the better combination you can use.
1 Mineral will = much weaker units, then 4-5 minerals.
You also have a beacon that you are protecting, if this is destroyed then you lose.
The Beacon can get upgrades as well, health,damage, etc. ( I am going to try to incorporate a lot of things for your beacon, even like buffs for your army )
Macro: I am trying to make this map as user friendly as I can, I have added very simple mass control macro into the map.
Space = Select all non hero units.
H = Select All of your "hero" units.
1-6 = Mass rush normal units at the corresponding players. EXP: 1 = Player 1, 2 = Player 2, etc
W = Walk, This sets all of your normal units to attack to the center of your camera, no matter where they are. ( You can use your arrow keys to move the camera just like a normal game, but if you are holding W all of your units will walk with the camera ) ( They are set to attack as well, so when they see any enemies they will jump right on them )
Normal Units: Zergling > Marine, Marine > Zealot, > Zealot > Zergling
Heros: None as of now.

( I tried to get Screen shots of some macro but I dont know where the SS's go. )
I am working on a short demo, of the first three units and their upgrades.

I am too tired of seeing all of these sc1 maps that have nothing new in them... THEY ARE STILL USING MOVING A UNIT TO SELECT SHIT! ( This probably should never be used. )

( MARIO PARTY!! NEEDS TO BE MADE)



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May 31 2010, 7:56 pm Vi3t-X Post #3



D.O.T.X.



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May 31 2010, 8:05 pm 13Stallion Post #4



My Desert Strike map should be finished in 2-3 days.
Here are some gameplay aspects I am changing from SC1, im not a fan of total conversions anyways

-Simultaneous spawning, All 3 players on a team spawn with each other as opposed to each taking turns, this way it is actually a TEAM game.
-Unit costs are divided into BOTH mineral and gas costs, supply cost of units has been implemented as well(each race gets 8 supply for 100 minerals, therefore a 2-supply unit like the hydra costs an additional 25 minerals)
-Minerals/gas are both used to make the game more strategic, as spending too much gas on units like BCs will leave you vulnerable in other departments
-NO Booms, instead the game is divided into rounds, first team to win 3 rounds wins the game.
-Random race each round
-Each team can spawn a max of 200 food worth of units, to prevent lag/clogged battlefield
-No tech tree,you can build any unit at any time, provided you have the resources(not like the tech tree meant jack on sc1 anyway)
-Always 3v3, if a player is missing, you can substitute him for AI, or you can control what he builds.
-AFK detection, if you don't do anything for 2 minutes, the AI will build for you/ your allies get shared control until you do something
-Functional AI, the AI will make use of nearly all abilities strategically
-Casters dont start with 100% energy, they start with a random value between there default value and 200
-Much faster gassing, no more waiting 2 minutes for your income to come back
-MUCH FASTER gameplay, since there is no booms, rushing is a viable option to take an early win if your opponents gas/tech up too much.
-NO specials, they are imbalnced and I see no reason for them atm.

-I will be posting a thread with more info for this in Map Production soon



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May 31 2010, 9:02 pm UnholyUrine Post #5



Err.. guys..
Let's focus on maps that we WANT to be made.. not maps that are being made by you.

Tell me why you Want this map to be made (include why you're making it if you want), not what you're doing to your map specifically...

Also, wtf is DOTX? no description = no nomination



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May 31 2010, 9:08 pm 13Stallion Post #6



Quote from UnholyUrine
Err.. guys..
Let's focus on maps that we WANT to be made.. not maps that are being made by you.

Tell me why you Want this map to be made (include why you're making it if you want), not what you're doing to your map specifically...

Also, wtf is DOTX? no description = no nomination

But I wanted it to be made so bad that I decided to make it myself :P

btw, DOTX is Defense Of The Xel'Naga, basically a DOTA clone in SC1.



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May 31 2010, 9:21 pm LooKe Post #7



That one map, that never actually got finished, where you could like rewind time or something. I don't remember who was making it, but they stopped making it I remember that.



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May 31 2010, 9:50 pm UnholyUrine Post #8



Time down by Kaias...



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May 31 2010, 9:52 pm TiKels Post #9



Kaias' Time Down had that mechanic. Elementa was going to as well.

I think that someone needs to remake... wtf there are no games on SC worth remaking, like really.

What would be cool is if someone designed a d2 style system where you KEEP your unit scores and abilities saved/written down in code format, and can level up things and train inbetween games.. It would be interesting to see people get hooked on a "Diablo 2" style game, and it would rival any Dota game easily. You could release "patches" (new versions) that included new items every now and then to keep the gameplay fresh. That is what I feel should be "ported" into sc2. (Even though it's not a sc game =D)

Edit: GOD DAMN YOU UU, TWO MINUTES AHEAD OF ME.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

May 31 2010, 10:34 pm Ashamed Post #10

Hear me Raor!!

Quote from TiKels
Kaias' Time Down had that mechanic. Elementa was going to as well.

I think that someone needs to remake... wtf there are no games on SC worth remaking, like really.

What would be cool is if someone designed a d2 style system where you KEEP your unit scores and abilities saved/written down in code format, and can level up things and train inbetween games.. It would be interesting to see people get hooked on a "Diablo 2" style game, and it would rival any Dota game easily. You could release "patches" (new versions) that included new items every now and then to keep the gameplay fresh. That is what I feel should be "ported" into sc2. (Even though it's not a sc game =D)

Edit: GOD DAMN YOU UU, TWO MINUTES AHEAD OF ME.
You dont need codes for sc2.. There is a bank system that is added to to client, you can store game data on the users PC. :) You will see plenty of these type of games... Just in like 6 months because they will take a while.



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May 31 2010, 11:28 pm Tempz Post #11



- Any Good Long Rpg (preferably spanning at least 3 maps)
- Resident Evil Style Map
- skateboarding game



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May 31 2010, 11:48 pm l)ark_ssj9kevin Post #12

Just here for the activity... well not really

Portal and TF2 (or any other FPS)



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


May 31 2010, 11:51 pm Koltz Post #13



Smash TV (This map was HUGE circa 2001~)
Macro//Micro (First time I saw this was in 2006, was quite late for such a good idea)
Falling Tiles (Niu created this in 2007 I believe, was fun but it died out, not sure why)
The B.net experience #1 (Legendary map, probably everyone has seen it, came out early 2000s)
Raccoon City (PanzerKavalier made this in 2004 I believe, great map, one of the classics. The original, of course, was the best.)
Scourgeball (By devilesk in 2008, was ridiculously simple and fun, never got mainstream attention, however)
Virtual Defender (By shadowrune in 2008, amazing aesthetics coupled with an innovative twist on the 'base defence' genre make this map memorable)
Scarab Soccer or Futbol (Both were great maps, although I liked scarab soccer better, unfortunately futbol was the more popular one of the two. They had similar mechanics, but scarab soccer was slightly easier and more intuitive, and had a bigger field)
Rush (Tuxedo_Templar's map, around 2007, the last level was a total flop but the journey getting there was amazing. Never been more scared of a command center in my life; and just when you think youve gained some distance and can escape, youre forced into a confontation)
I feel I would be less-than-humble suggesting NFL blitz, as I created it, but it was a fun game, and although lacked originality with respect to real life, was completely innovative with respect to brood war (circa 2008)



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May 31 2010, 11:54 pm Tempz Post #14



Lots of fps now on sc2... still pretty glitchy :(

To fix the close range problems they should a melee attack for certain ranges :) anyway getting on topic

- Heavily Micro Based Map integrated into a rpg of some sort or just doing a money making skill so you don't have to micro as much like tenebrous rpg



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Jun 1 2010, 2:24 am Ashamed Post #15

Hear me Raor!!

I LOVED SMASH TV!!
I think I might do that one :)



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Jun 1 2010, 2:27 am Tempz Post #16



I don't know whats smash tv 0_O
forgot to add rush in lol



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Jun 1 2010, 4:20 am MillenniumArmy Post #17



- First/third person shooters
Whether it be paintball, CTF, survival, etc, we just gotta have one of these.

- All sport maps
Again, sc2 has the tools to make something great. When I made basketball back in 2003 I invented the patrolling aimer concept. Now we can probably use something more realistic.

- Normandy Invasion
The main problem about this back in sc1 is that units stop working when there are too many units attacking.

- RPGs
Unlike sc1, sc2 now has the full capabilities of making a fun, replayable kick ass RPG.

- 2v2/3v3/4v4/team mini-game/mario party map (
Originally I envisioned this for sc1 but never got around making it. Probably won't have 128 mini-games but they will all be more skill oriented rather than luck based.


As for me, I'll be working on a mini-game party map. What I'll do first is reinact some (if not most) of the ones from my sc1 version.



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Jun 1 2010, 5:37 am RIVE Post #18

Just Here For The Pie

Desert Bombers. We should get Vanished to remake it.



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Jun 1 2010, 5:41 am ImagoDeo Post #19



Lame Defense. Taught me a lot of what I know about SC1 counters, and probably helped with my strategy in SC2. :blush:
Evolves (actually they've done it already...).
The Shadow Experiment RPGs.



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Jun 1 2010, 5:49 am RIVE Post #20

Just Here For The Pie

Quote from ImagoDeo
Lame Defense. Taught me a lot of what I know about SC1 counters, and probably helped with my strategy in SC2. :blush:
Do not remake Lame Defense, remake the Korean game Lame Defense was stolen based off of.
It was so much more fun.



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