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Mothership Tag, A map I am/will be creating.

Creator: Amadi
Time: Aug 14 2010, 11:18 pm

Post #1     Amadi Aug 14 2010, 11:18 pm

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I know there is a development forum, but I do not have screenshots and this is basically just an idea at the current moment.

Allright. Anyone of you played Mervin's Revenge? No? Google it up. It's a game where you use the arrow keys to move on the screen (You do not turn. You can shoot to all directions.) and you shoot with your mouse. Your goal is to shoot down different monsters, and you can charge your attack by holding mouse buttons down and then releasing. I am taking that system and applying it to SC2, but instead of PvE, I am making this map a PvP map for up to eight players in BNet. I am aiming at fast-paced simple fungame like Warlocks in Warcraft 3, or something like that. Mostly something. Like that.

Movement will be on ESDF, Abilities in buttons nearby. Clicking is reserved for attacking only, so aiming abilities works with mouse location. So far I have movement done.

I am just posting some related stuff, that I will also use as reference myself. It also helps you to be able to tell whether or not the ideas are good or not, or to suggest your own. I also notice I get stuff done better when I have a checklist... Or actually makes me actually do anything at all. I'm lazy like that. :bleh:

So, what do you think? Good idea, bad idea, done before? (Not to my knowledge, but I find myself lacking in it daily.) COOOOOOOOOOL M8? LOL u staell mah ide I knew 1t frist plz stoap?

## Features Planned ##
# Different Modes #
-- Deathmatch
-Power Ups in the map (Most powerful ones will spawn at predetermined locations, others will be random.)
-Each player has set number of lifes.
-Last man standing wins.
-- Roundhouse Blues
-Upgrades bought between rounds (Each player gets the same amount of resources to keep it fair.)
-A number of rounds. (Either set by player 1, voted on or predetermined. TBD.)
-Player with most kills in the end wins. (To keep it aggressive. Or perhaps count damage dealt to avoid killstealing-OPness? Maybe a mix of both?)
-Only one life/round.
# Upgrades # (These might be condensed to simpler forms, such as one upgrade for all basic attack bonuses.)
-Damage
-Weapon Charge Speed (I.E: How long it takes for your blast to reach maximum power.)
-Range
-Abilities (Which, I believe, will have multiple levels each.)
-Health (Does not regenerate)
-Shield (Shield will regenerate after you avoid taking damage for a while.)'
-Energy (Used for special abilities.)
# Abilities #
-Blink
-Psionic Storm (An AoE that lasts for a few seconds.)
-Trail of Fire (You'll leave flames behind. Walking in them hurts opponents. Toggleable or set duration?)
-Psi-Frenzy (Doubles your charge and movement speeds for a few seconds.)
-Supahshield (Blocks a certain amount of damage in the next second.)
-ETC (If you got an idea, just tell it. It's really not hard to come up with them.)

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Post #2     BiOAtK Aug 14 2010, 11:42 pm

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I really think you should use WASD instead of ESDF. WASD is just standard four way movement; I've never heard of ESDF and it'll just confuse people.

Fat.
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Post #3     Amadi Aug 14 2010, 11:45 pm

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Quote from BiOAtK
I really think you should use WASD instead of ESDF. WASD is just standard four way movement; I've never heard of ESDF and it'll just confuse people.

That would limit me to four easily accessible abilities, however: QERF. The way I plan on doing it I get six (AQWRTG), and more the merrier. Arguably C works for WASD and Z and V for ESDF, too. So it's either 4 to 6 or 5 to 8.

Eight would nicely fit to the command panel's two bottom rows. :bleh:

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Post #4     Temp Aug 14 2010, 11:50 pm

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The best reason I've been able to come up with for not using esdf is it is not really nice for smaller laptops (15" or less) because the trackpad tends to get in the way.

Nice idea though, could be really fun.

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Post #5     Atlos Aug 15 2010, 12:34 am

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How's this going to work with the significant lag generated by keyboard commands?

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Post #6     shmeeps Aug 15 2010, 1:23 am

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Supposedly, as long as there are no camera functions (like in a FPS or TPS), the lag is not unbearable. If you do a simple WASD to command the unit to a position that is up/down/left/right relative to the unit, it shouldn't lag alot. Granted, so far the only implementing map is the Lag-Less movement, which only supports 2 players. 8 Players may create more.

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