Counter Defence
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Created By : Hennius
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Current Progress
85%
85%
Progress: 85%
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Map Description
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Counter Defence is a recreation of an old favourite of mine from the original starcraft custom map collection.
The Concept of the map is to have up to 8 players, 4 on each side as teams, and the teams would send unit to the opposite team to try and make their way through the course to reach the end to take the lives from the opposing team.
Then on the defence side, the players would choose and array of units to spawn buy building a sensor tower which would be replaced with a choice of 4 different units, Each have their own unique power settings to deal with various attacking units.
The more units you send to the opposite team, the more minerals you will gain per level to go towards upgrades aswell as more defence units.
The system for creating units to attack the opposite team is done from a Mech Compound (Offence Creation) and allows you to build all of your attacking units from 1 building as opposed to the original concept from income defence where you have to select a civilan and move him onto a pad to send that unit. This change allows for quicker paced action and easy maintaining of unit cominations. Another benefit is that you have full control over the timing of your unit pushes, so there is much more combination for much more effective pushes. Example "Send 10 weak slow units" after 3 seconds "Send 10 strong fast units" this combo allows the weaker units to take most of the damage as the stronger units go through the same sections.
The Concept of the map is to have up to 8 players, 4 on each side as teams, and the teams would send unit to the opposite team to try and make their way through the course to reach the end to take the lives from the opposing team.
Then on the defence side, the players would choose and array of units to spawn buy building a sensor tower which would be replaced with a choice of 4 different units, Each have their own unique power settings to deal with various attacking units.
The more units you send to the opposite team, the more minerals you will gain per level to go towards upgrades aswell as more defence units.
The system for creating units to attack the opposite team is done from a Mech Compound (Offence Creation) and allows you to build all of your attacking units from 1 building as opposed to the original concept from income defence where you have to select a civilan and move him onto a pad to send that unit. This change allows for quicker paced action and easy maintaining of unit cominations. Another benefit is that you have full control over the timing of your unit pushes, so there is much more combination for much more effective pushes. Example "Send 10 weak slow units" after 3 seconds "Send 10 strong fast units" this combo allows the weaker units to take most of the damage as the stronger units go through the same sections.
Game Mechanics
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The game mechanics are fairly similar to that of "Income Defence" in that you send units to attack the opposite team aswell as using your builder to create defencive units for your own team.
The mechanics so far are as follows :
-:- Builder which can create 4 types of units with various damage/speed and range, The different arrangement of units allow for effective defence. Plus a stacking option.
-:- For every kill of a specific unit will add to a cashpot which pays out after 10 points to 1 mineral. The more powerful unit will give the killing team more towards that pot. Example: Civilian = 1Point, Zergling = 3Points.
-:- The income system is very much like the original. I've designed it much like the kill pot as it will give you more towards your income after 30 seconds depending on the strength of the unit.
-:- Effective debugging systems. The way i've programmed the triggers and systems is that it is almost impossible to bug these triggers allowing for much better gameplay.
The mechanics so far are as follows :
-:- Builder which can create 4 types of units with various damage/speed and range, The different arrangement of units allow for effective defence. Plus a stacking option.
-:- For every kill of a specific unit will add to a cashpot which pays out after 10 points to 1 mineral. The more powerful unit will give the killing team more towards that pot. Example: Civilian = 1Point, Zergling = 3Points.
-:- The income system is very much like the original. I've designed it much like the kill pot as it will give you more towards your income after 30 seconds depending on the strength of the unit.
-:- Effective debugging systems. The way i've programmed the triggers and systems is that it is almost impossible to bug these triggers allowing for much better gameplay.
Screen Shots
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Video Updates
Video Update Section
07/03/2012 [ Unit placement montage ]
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08/03/2012 [ Unit Kill To Cash System ]
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08/03/2012 [ Unit Kill To Cash System ]
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Post has been edited 17 time(s), last time on Mar 28 2012, 12:05 pm by Hennius.
None.