Staredit Network > Forums > SC1 Map Showcase > Topic: Trouble in Terrorist Town
Trouble in Terrorist Town
Nov 11 2017, 10:10 pm
By: MTiger156  

Nov 11 2017, 10:10 pm MTiger156 Post #1



Trouble in Terrorist Town
(Based off the Garry's Mod game-mode of the same title)

Specs:
-Badlands
-96x96
-242 KB
-Players: 3-7 (fun with 5+)

Story:

A group of soldiers wander an abandoned town. It isn't long until they discover there is a terrorist among them, willing to kill the entire group at any cost. Grab your weapons and choose your allies carefully, or else the terrorist will take you down one-by-one.

Gameplay:
Every round, all players will spawn in a semi-random location, and your role will be given to you. You will be unarmed, so you must quickly explore the map to find a weapon. The innocents will try their best to weed-out the terrorist. All players are colored white, so don't think this will be an easy task. Random killing will typically put you at a disadvantage.

Weapons:
-M16 Rifle: Ranged, standard HP/Damage
-Flamethrower: Melee, increased HP
-Bolt-Action Rifle: Long range, slightly decreased HP
-Shotgun: Short range, high damage, low HP
-Combat Knives: Melee, fast movement, high damage, low HP
-First-aid: Heal other players

Credit System:
Getting kills and surviving rounds will earn you credits. You can use these for weapon/armor upgrades or buy items from the shop. "Innocent" players have access to mostly defensive items, while the Terrorist can use offensive items.

Innocent Shop:
-First-Aid Kit: Full HP
-Hidden Security Camara: Grants vision of small area until detected and destroyed
-UAV Drone: (Science Vessel) Can fly around the map and reveal burrowed/cloaked units. Takes a few hits to shoot down.
-Terrorist Detector 4000: Scans players in large radius around player, alerts if a Terrorist was detected. (Actually isn't OP as it sounds)

Terrorist Shop:
-First-Aid Kit: Full HP
-Radar: Periodically ping other players for the duration of round.
-Activate Cloak: (If bolt-action rifle or shotgun is equipped) Allows periodic, short-duration cloaks.
-Implant Tracker: A queen flies into the area. Parasite one player of your choice.
-Plant C4: Places a mine at current location (so don't do it front of others). Unally players to "arm" it.
-Backstab: If you are alone with one other player, use this to instant-kill them at melee range. (Is expensive) Will not activate if there are witnesses.

Screenshots:

(Minimap)


(Detailed credit-earnings in Mission Objectives)


(Spawn, role as "Innocent")


(Killed the Terrorist)


(Spawn, role as "Terrorist")


(Shot of the Innocent Shop)


(Shot of the Terrorist Shop)

Future Plan:
Though this version is complete. I have plans to evolve this map with more content.
-Expand map size, more terrain
-Increase max player count to 8
-More shop items, more methods of earning credits
-Random events?

Feel free to email questions about map at mtiger156@gmail.com
Do not hesitate to report a bug/glitch.


Attachments:
Trouble in Terrorist Town v1.3.scm
Hits: 0 Size: 241.89kb

Post has been edited 2 time(s), last time on Nov 12 2017, 5:01 am by MTiger156.




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[03:44 am]
Lanthanide -- but you just don't get units snagging on terrain in general at all
[03:44 am]
Lanthanide -- now SC1's shenanigans when it came to choke points was too much
[03:44 am]
Lanthanide -- like if there's a choke point, the units will seemlessly stream through it
[03:44 am]
Lanthanide -- I guess part of it is that units are not really inconvenienced very much by terrain
[02:42 am]
Broflamingo -- Lanthanide
Lanthanide shouted: You know I think part of the problem with SC2 is that all units move at a constant speed. There's none of the sliding, jerking movement that a lot of the SC1 ground units have
Lanthanide
Lanthanide shouted: Just gives everything this weird floaty feeling where walking animations don't directly correspond to their movement speed
jjf28
jjf28 shouted: Lanthanide Lanthanide one of my pains with sc2 is that they pretty much gave up on pathing, giant balls of units just contract and expand like liquid
Sums it up. I do not know how to express it but, it feels like in SC1 units felt 'tangible' and had 'weight' but in SC2 everything just feels light/floaty/ethereal.
[10:11 pm]
Pr0nogo -- homo
[09:31 pm]
jjf28 -- Pr0nogo
Pr0nogo shouted: nothing from sc2 was compelling, saying that doesn't constitute hate in my book
https://youtu.be/35099B2qiyI
[09:26 pm]
Pr0nogo -- nothing from sc2 was compelling, saying that doesn't constitute hate in my book
[09:25 pm]
Pr0nogo -- Wing Zero
Wing Zero shouted: Ya but you hate everything tho
i hate very few things actually
[09:07 pm]
jjf28 -- Lanthanide
Lanthanide shouted: You know I think part of the problem with SC2 is that all units move at a constant speed. There's none of the sliding, jerking movement that a lot of the SC1 ground units have
Lanthanide
Lanthanide shouted: Just gives everything this weird floaty feeling where walking animations don't directly correspond to their movement speed
one of my pains with sc2 is that they pretty much gave up on pathing, giant balls of units just contract and expand like liquid
Please log in to shout.


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