Staredit Network > Forums > SC2 Custom Maps > Topic: Re-make of Crash Rpg
Re-make of Crash Rpg
Oct 28 2011, 7:49 am
By: Striker  

Oct 28 2011, 7:49 am Striker Post #1



Soo just started working on the terrain for a re-make of crash rpg. Anyone who wants to help with the triggers mostly is welcome to pitch in.

Crash Rpg is a simple rpg map that basically takes place when your ship crashes on an alien planet. There are about 11 heroes (may change as time goes on.)
The whole point of the map is to get your crashed ship up and running with some parts that are scattered across the map.

Any extra input into the map would be greatly appreciated.


Players: 6
Map Dimensions: 156x144 Playable Area
Tileset: Korhal (Urban)

Triggers:
Progress: 1%

Unit Placement:
Progress: 50%

Terrain:
Progress: 50%

Ideas:
Progress: 10%



By striker981 at 2011-10-28

Attachments:
Crash RPG.SC2Map
Hits: 0 Size: 672.17kb

Post has been edited 1 time(s), last time on Oct 28 2011, 10:04 pm by Striker.



None.

Oct 28 2011, 8:40 pm Riney Post #2

Thigh high affectionado

Honestly Ive been looking for a small nifty map to contribute to. But knowing me, Ill end up adding in extra shit you dont need, or over complicating the hell out of the map.

Though if you need some trigger assistance, I wouldnt mind tossing in a few things.



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-- Updated as of December 2021 --

Oct 28 2011, 10:03 pm Striker Post #3



You are more than welcome to help with the triggering for the map, and any ideas about abilities/spells to add to the heroes would be nice. Posted the map.



None.

Oct 28 2011, 10:25 pm UnholyUrine Post #4



It'd be awesome if each hero has their own line of abilities, one new ability per level ... :3



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Oct 28 2011, 10:38 pm Striker Post #5



Yeah, that's what i was thinking of doing for the abilities. Another thing I was trying to figure out was either to have the heroes evolve. Like evolving into a different skin or making then larger, or just being a different unit altogether.



None.

Oct 28 2011, 11:20 pm Riney Post #6

Thigh high affectionado

Quote from Striker
Yeah, that's what i was thinking of doing for the abilities. Another thing I was trying to figure out was either to have the heroes evolve. Like evolving into a different skin or making then larger, or just being a different unit altogether.

Thats easy. Assign a variable to the current skin the player hero should be, and then when you spawn the hero or revive the hero the trigger checks this variable and assigns the right model.



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Oct 29 2011, 10:18 pm Striker Post #7



I have been having trouble with the A.I. I want it to basically go through the normal A.I. for a melee game, but it doesn't seem to work. I duplicated all the units so i could change things and now it doesn't build anything. Also I need help setting up a hero menu for the players and making a ship crash for a sequence or something.

Post has been edited 2 time(s), last time on Oct 29 2011, 11:17 pm by Striker.



None.

Oct 29 2011, 11:49 pm Riney Post #8

Thigh high affectionado

I posted in your thread here http://www.staredit.net/topic/14488/unread/#special about that, I could set it up if you need.



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Oct 30 2011, 12:08 am Striker Post #9



Yeah, I saw that. They will attack but I mean just actually building the units is what I'm getting at. All they will do is gather.



None.

Oct 31 2011, 2:01 am Tempz Post #10



Well i really do hope you do the original crash rpg justice... I also recommend you and some abilities to the characters if you really want it to be fun.



None.

Nov 2 2011, 1:03 am Striker Post #11



Anyone have ideas for the abilities to add?
As of right now this is what I've got.

Fighter/Zealot -Abilities: Berserker ( 50% buff to HP?)
Sorcerer/Dark Templar -Abilities: Fireball ( Single target; 200dmg?)
Aero/Phoenix -Abilities: Shield ( Absorbs 500dmg?)
Wizard/High Templar -Abilities: Energy Wave ( Multiple targets; 50dmg?)
Hunter/Marine -Abilities: Burst ( Fires 3 shots; 50 per shot?)
Mech/Thor -Abilities: Barrage ( Fires several strikes at a fixed area; 200 splash dmg?)
Ship/Raven -Abilities: Rocket ( One shot; 200 area dmg?)
Sniper/Ghost -Abilities: Snipe ( One shot; 250 dmg?)
Demon/Roach -Abilities: Clone ( makes 2 Demon clones?)
Dragon/Corrupter -Abilities: Fire breath ( Shoots fire at fixed area; 50 dmg/sec?)
Shooter/Hydralisk -Abilities: Poison ( Shoots a blanket of poison; 25dmg/sec?)




None.

Nov 2 2011, 1:52 am ClansAreForGays Post #12



Quote from Tempz
Well i really do hope you do the original crash rpg justice...
Quote from Tempz
I also recommend you and some abilities to the characters if you really want it to be fun.
Pick one.




Nov 2 2011, 2:29 am UnholyUrine Post #13



I don't think he has to pick just one.

He can remake the original Crash RPG with maybe 1 ability per hero (which upgrades with levels)
As long as he stays true to the format of Crash, it should be fine...
Remember you have to upgrade the game into SC2 expectations.

Tho I think the changing of heroes into different units will probably feel a bit clunky :/
You should probably have them require to return to the crash site in order to upgrade the hero.

I wish you'd give us more details...
like what heroes are there... and what mechanics you're using to level them up.

I think it'd be cool that each hero has their own unique ability (passive/activated) ... then have another ability when they're maxed level.
But be careful here... While the original Crash RPG isn't very innovative, some of the heroes were quite creative in their play styles.. The hero progression was carefully planned, and the same care has to be taken with putting new abilities in.
Make sure that each ability has their own unique use/mechanic.



None.

Nov 2 2011, 4:13 am Striker Post #14



Quote from Striker
Fighter/Zealot -Abilities: Berserker ( 50% buff to HP?)
Sorcerer/Dark Templar -Abilities: Fireball ( Single target; 200dmg?)
Aero/Phoenix -Abilities: Shield ( Absorbs 500dmg?)
Wizard/High Templar -Abilities: Energy Wave ( Multiple targets; 50dmg?)
Hunter/Marine -Abilities: Burst ( Fires 3 shots; 50 per shot?)
Mech/Thor -Abilities: Barrage ( Fires several strikes at a fixed area; 200 splash dmg?)
Ship/Raven -Abilities: Rocket ( One shot; 200 area dmg?)
Sniper/Ghost -Abilities: Snipe ( One shot; 250 dmg?)
Demon/Roach -Abilities: Clone ( makes 2 Demon clones?)
Dragon/Corrupter -Abilities: Fire breath ( Shoots fire at fixed area; 50 dmg/sec?)
Shooter/Hydralisk -Abilities: Poison ( Shoots a blanket of poison; 25dmg/sec?)

Quote
I wish you'd give us more details...like what heroes are there...

As for the leveling I was thinking of just using experience, and as they level up they become a little bigger and change colors; keeping them the same unit. Yeah the abilities is the main concern right now.



None.

Nov 2 2011, 7:34 am UnholyUrine Post #15



Well you did say "As of right now.." so I assumed you had more in the works.

As for abilities.. you'd probably need stuff better than those...
especially if you're not going to change the unit as the heroes level up



None.

Nov 2 2011, 8:06 am Striker Post #16



The "As of right now.." was to the abilities. I'm not sure exactly what would be the best for each hero.



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