The Specialists (Special Forces)
Map Size: 256x256
Players: 1-5 (At least 2 recommended)
The Idea:This is my special forces map that I have been working in since last year off and on between (and during) my classes.
Most standard special forces maps were on the one-man-army basis, but after players had acquired so many points, they would have an army within a matter of minutes. There is not much for strategy after that, I've added several variables that make the players think a little before just running in guns blazin'.
I spent alot of time researching mechanics behind units damage types, point values, and height/concealed modifiers, so things will be more justfied when it comes to stats (I hope).
Features:- Nine Mercenaries (Hero Units) to choose from in the beginning. (Marine, Firebat, Ghost, Zergling, Hydralisk, Ultralisk, Zealot, High Templar, Dark Templar)
- Players will be working solo with the unit they choose for quite awhile.
- Deployed turrets for each player to keep the base defended (Upgrades at armory).
- Exchange system is a standard 1000 kills and razings for 100 ore.
- Pre-placed Queens and Defilers that use their abilities periodically.
- Balanced Units for the most effective game play time.
- Most enemy units and buildings health/armor/shields/damage are based on point values.
- Dialogue has been made to engross the players and motivate them to continue.
- Scripted boss fights (one finished, 3 more to go)
- Efficient rescuable upgrade system so the map wasn't crapped up by upgrade buildings.
- Upgrades go up to 100 (So Far)
- Medic checkpoints! They won't heal to full, but they are placed throughout the map to extend survivability.
SCREENSHOTS/DEMOFull Map View
Entrance to Base I
Entrance to Base II
Input:Check my
Map Production Post, I'll be updating that more often than this one.
I hope you guys enjoy what I have here so far, seems like every special forces map was lacking a certain.... Compulsive trait that I can only add myself.
I need some input on the abilities system (upper left corner of the map) as well as any issues or problems the map may have later on.
I've also been running into map unit limits quite often...if there's an easier way than sectional spawns, I'd love to hear it.
PROGRESS- IDEAS
- TERRAIN
- UNIT PLACEMENT
- TRIGGERS
Attachments:
Post has been edited 7 time(s), last time on Mar 18 2012, 9:03 pm by Caedo.
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>be faceless void >mfw I have no face
That actually sounds quite interesting, I'll try give it a go and spread it in bnet a little.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
I would appreciate that greatly Jack, looking forward to some input.
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That actually sounds quite interesting, I'll try give it a go and spread it in bnet a little.
Ah,Jack,Its Chaos,Sorry for being off topic here but he is my Old Clan Leader(I R FROM RCDF
)
but Nice map,It needs some work from the Screenshot,So yeah
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Alrighty, several updates have been added, give it a try!
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>be faceless void >mfw I have no face
OK, here's my thoughts.
Lifting the science facility gives over 9000000 minerals. Which is gay. Please remove that.
When you heal it says "Please come here if you need healed" or something, which should be "if you need healing".
Alliances are changeable. It should force you to be allied to your allies, so you can't grief them.
Using abilities with the civ onto beacon is annoying, can you make it use a gateway or stargate or dropship casting system instead?
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Thanks for the input Jack!
- I put the science facility cheat in place for myself and my local tester to speed up the testing process. That will be gone or moved once the map is nearing completion.
- I've stumbled upon the ally status issue recently actually, and I'm changing that right now.
- There's several systems I've seen for abilities/spells, I'll think about it more later on, but for now, I'm content with what I'm currently using...seeing as I haven't even come up with all the abilities yet.
If there's anything you can tell me about map progression ideas, I'd love to hear it. This's for anyone else as well. Or anything that seemed unbalanced.
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>be faceless void >mfw I have no face
Kerrigan seemed rather powerful. And more story than most special forces have would be nice.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Kerrigan seemed rather powerful. And more story than most special forces have would be nice.
Yeah, it's difficult to find a happy medium for Kerrigan since she has concussive damage, so I could either have her be effective against buildings and large units, or not at all. Not sure what's best yet.
I do have more plans for dialogue once I can get it to appear for every player consistently, at this time I will express my dislike for force triggers
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ill definatly give it a good when its done sounds like it will be alot of fun
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Good job Caedo map and look more we create
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