Staredit Network > Forums > SC1 Map Showcase > Topic: Post Apocalyptic Warfare
Post Apocalyptic Warfare
Apr 1 2008, 5:44 am
By: candle12345  

Apr 1 2008, 5:44 am candle12345 Post #1



Post Apocalyptic Warfare

Story:
Aliens/Robots/Nuclear war/Zombies/Disease outbreak destroys humanity, you are whats left, your stuck in a nuclear desert and you've gotta survive.

Attrition:
2 Veteran maps are included, Attrition and Urban Combat.
Attrition has structures as vulnerable units, able to be repaired and destroyed, this allows you to take tech away from a player by guerilla tactics. Urban Combat has all structures [except player build structures, to prevent abuse] invincible, however you may still capture cities, this game mode centres around clearing cities for capture.
Newbie mode is Urban Combat styled to allow noobs to build strategies involving capturing, rather than all out scorched earth tactics.
Lifting structures in attrition is less frowned upon.

GamePlay:
You are a survivor of the apocalypse, stranded in a desert rich in resources and foes, you have to capture territory and crush those who stand in your way.
You have a CC which is your base of operations, and should be relocated as often as possible to avoid sneak attacks and rushes to take it out, if you should lose the structure, you lose the game.
You start out with minimal technology, with mere light infantry and a regular spawn of heavy infantry. Your goal is to destroy the opposing players CCs, and the best way to do so is to secure as much territory as possible [aka cities].
Every start position has a nearby city [think of it as a natural expansion] that you should capture, and generally hold for the majority of the game, there are several utilities, a pair of mines [Coal and Iron Ore] an oil well, and an oil refinery. Utilities and cities alike give access to extra cash at payday [mines having steady amounts if you mine them] but Cities are much more valuable. Cities grant access to new research, and tech for improved weapons. Different cities will also gain extra troops at payday, these troops are usually unique in abilities, or just more powerful than their everyday counterparts. Losing the unique piece of technology in a city will result in the loss of it's hero. E.G. Machine Shops, Special Vehicle Design. This only applies in Attrition.

There are many ways to take out your opponents [see strats above], and anything is fair game, sneak attacks, betrayals, bribes, threats, anything.
In the words of an excellent player: 'This map brings out the best in humanity.'

Strategy:
The BlitzeKrieg
BlietzKrieg is when a player goes for as many cities as possible [usually the ones involving mechanical vehicles etc.] and turtles them for many paydays. Eventually hey build up an army of hero units, and simply mass these to destroy their opponents.
This strategy works best in attrtition, as it can leave your opponent crippled. Whereas in Urban Combat the attack must succeed in capturing a city, otherwise the attack was for nought.
A similar strategy uses nukes in place of hero units. This strat only works for those in the northern and central cities, as they have access to snipers and nuke silos.

The Turtle
The turtle puts all of his cash into defenses and uses all heroes as defenders, this happens regularly as either capital or north, as they have defensive units [infantry] and are rarely effective until later when their opponents have been worn down. This fails in attrition, as enemies will slowly chip away at defenses until the player loses all tech and therefore their heroes.

The Diplomat
The Diplomat is a much more sophisticated strategy, but loses to noobs more regularly than veterans. The diplomat uses alliances, bribes, and guerilla tactics to bring his foes to his knees. Many of the most epic games have had one or more Diplomats playing. Diplomats generally arise from the northern and souther cities, where heavy weapons and defenses are in short supply, respectively. These two cities must either capture other cities early, or use guile and tactics to beat their foes.
Poorly pulled of diplomat attacks often involve the diplomat asking for alliance, then sending a large army of troops in to 'guard' your command centre, obviously he's talking shit, so unally him ASAP. Better pulled off ones are often subtle but highly effective, one case was in 2v2 match, I was on the losing, smaller side and got assaulted by the other team, I was nearly annihilated, but was offered alliance. I accepted, knowing it was that or die. Shortly after, I came up with the plan to betray my newfound 'allies' just as we commenced the final attack upon my original ally.
We mustered our forces, the other team having a large army, with me having a mere small fleet of gunships, as we commenced the attack, I changed my alliances, knocking out half of our foes army before I was realised and shot down, they were forced into retreat, and went after my now defunct and nearly empty base. They swarmed in, but my remaining defenders destroyed the majority of their retaliating army, while I was annihilated, my ally fought on, and though he lost, we lost very closely.
Diplomats, when playing very well among other Vets, can be a supreme tactic, but it's a tough strat to pull off, and requires a silver tongue.

All In
All in tactics involve every unit in the entire players army to be massed [generally badly] towards the target in a desperate attempt to disable the opposing teams production [attrition].
This is a very bad move when your opponent has allies, or extra cities, as they will generally just go for your base and wipe it clean. This tactic has often lead to a rush to destroy eachothers command centres in the very last minutes of the game.

The Assassin
The assassin uses stealth to get heavy weapons [static artillery, dragoons etc.] behind the enemies line and destroy the CC before they have time to react. Usually a single probe is sent to construct the units, but this is easily intercepted and destroyed if seen early.
The assassin works best with the advantages off a comsat station, for scouting and seeing past walls to fire artillery etc.

The CounterAttacker
The counter attacker is a well balanced strat, involving turtling with a substantial held back army used only in emergencies, or more importantly, after a failed assault. After the opponent fails to destroy them, these players will send their army to attack the now nearly bare city, this strat works well, but faced with allin-ers, it often fails, as the defense isn't strong enough.

Special Weapons
Artillery
Spawning a photon cannon will actually construct a static artillery unit.

Nukes
Nukes behave as normal, but are extremely expensive.

Satellite Uplink
Constructing a satellite uplink [Comsat Station] will enable you to have access to a map wide satellite scan, along with the comsats ability, you will be able to see everything several randomly moving observers see.

Excavator
Excavators, constructied in a mine are large, units with a melee range splash ability. They do extreme damage, but are quickly put down, with nil armor, and the right focus fire, while terrifying, they can be stopped easily.

Heroes
Each hero has a specific role, dedicated anti-infantry, AtG assaults, Long Range siege weapons, and more. They all have a counter, and are definitely stoppable. Used correctly, they can do a lot more damage than any other units.

CREDITS
Anon]BoH - For screwing up the systems so bad I had to rehaul EVERYTHING [Therefore teaching me problem solving. Really well] . You're on here, and you know who you are. Feel free to remain 'Anon' :P
Madison2.0 - Massive Playtesting, and a shitload of ideas/feedback
hell_shade - A lot of Playtesting
SEN - A lot of help, triggerwise and a little bit of playtesting. Thanks in particular to Falkoner and Farty for their useful sites and info.
SCMDraft - Duh. I forget who wrote it, so whoever did, thanks to them.
Everyone on Battle.Net who playtested and wasn't a jackass. Those were some awesome games guys!


This is just a basic walkthrough I've thrown together, as it is VERY daunting at first. Have fun.

Download

Post has been edited 5 time(s), last time on May 15 2008, 10:47 pm by candle12345.



None.

Apr 2 2008, 10:35 am Daedalus Post #2



This looks great, it really does. To bad the only available computers here are running Leopard or Linux so I can't play/edit Starcraft.

I have some questions concerning gameplay, since that makes or breaks most games and especially one like this. Your gameplay description is rather miminal, please extand on it. Do you directly control your units as in normal starcraft or can you only move units through those pre-set roads you are talking about? Can you just build everywhere or only within range of a city? Are you required to micro/macro your recources; how do you gain them anyway, only through cities or also from mining?
MOAR INFO!

And I want to see pictures.

Quote from candle12345
Lifting your structures is allowed, but please, for fair play, don't lift up structures that are invincible and abuse them! It ruins the game for others, and is really uncool. If there was a way to disable all lifting except CCs, I'd do it, but there isn't so SIT STILL.
Ehm, that is possible ?!
Whenever you locate a flying building which is not a CC move a location on it and either destroy it for breaking the rules or remove it and create a new one on the ground. It's quite simple actually... :dontgetit:



None.

Apr 2 2008, 11:22 am candle12345 Post #3



Quote from Daedalus
This looks great, it really does. To bad the only available computers here are running Leopard or Linux so I can't play/edit Starcraft. I have some questions concerning gameplay, since that makes or breaks most games and especially one like this. Your gameplay description is rather miminal, please extand on it. Do you directly control your units as in normal starcraft or can you only move units through those pre-set roads you are talking about? Can you just build everywhere or only within range of a city? Are you required to micro/macro your recources; how do you gain them anyway, only through cities or also from mining? MOAR INFO! And I want to see pictures.
Quote from candle12345
Lifting your structures is allowed, but please, for fair play, don't lift up structures that are invincible and abuse them! It ruins the game for others, and is really uncool. If there was a way to disable all lifting except CCs, I'd do it, but there isn't so SIT STILL.
Ehm, that is possible ?! Whenever you locate a flying building which is not a CC move a location on it and either destroy it for breaking the rules or remove it and create a new one on the ground. It's quite simple actually... :dontgetit:

Sorry, I was in a rush.

The problem with the lifting, is that players start with a barracks. [Which is used for creating extra troops, in the event that should you lose your starting force of light infantry, you have to construct more] and there are other barracks on the map. I really didn't figure any solution, so I really just had to leave it to trust... =/

You can build anywhere, however you may only build:
Addons to the CC
Supply Depots
Bunkers
SAM Sites
Power Supplies [Pylons]
Firing Ranges [infantry ups]
and Static Artillery [Cannons, which become Siege tanks]

Resources are gained at payday, judged by your number of cities, mines, and oil wells. You can mine from the mines [lol?] but this is much slower, but does supply a much less sporadic pay amount. The most effective way to do so is to relocate your CC into a mine, but this is a big risk.

You may control all units any way you wish, there are no limits, roads are just a guid to help you on your way.

GamePlay [Proper description x_x]
You are a survivor of the apocalypse, stranded in a desert rich in resources and foes, you have to capture territory and crush those who stand in your way.
You have a CC which is your base of operations, and should be relocated as often as possible to avoid sneak attacks and rushes to take it out, if you should lose the structure, you lose the game.
You start out with minimal technology, with mere light infantry and a regular spawn of heavy infantry. Your goal is to destroy the opposing players CCs, and the best way to do so is to secure as much territory as possible [aka cities].
Every start position has a nearby city [think of it as a natural expansion] that you should capture, and generally hold for the majority of the game, there are several utilities, a pair of mines [Coal and Iron Ore] an oil well, and an oil refinery. Utilities and cities alike give access to extra cash at payday [mines having steady amounts if you mine them] but Cities are much more valuable. Cities grant access to new research, and tech for improved weapons. Different cities will also gain extra troops at payday, these troops are usually unique in abilities, or just more powerful than their everyday counterparts. Losing the unique piece of technology in a city will result in the loss of it's hero. E.G. Machine Shops, Special Vehicle Design. This only applies in Attrition.

There are many ways to take out your opponents [see strats above], and anything is fair game, sneak attacks, betrayals, bribes, threats, anything.
In the words of an excellent player: 'This map brings out the best in humanity.'

Any more questions? ^^

P.S. The triggers involved are simplistic, but robust, it's not the most groundbreaking map trigger wise, but it's DAMN fun to play.
Also note, the terrain was done a LONG TIME AGO. I haven't bothered to add visually to it, as it was just work that distracted me from the actual important parts, gameplay and triggers. So yeah, it's not that great to look at, but where the action is usually looks decent.

P.P.S.
I wanna give this a few runs on map night, sound good?

Post has been edited 2 time(s), last time on Apr 3 2008, 4:35 am by candle12345.



None.

Apr 2 2008, 5:57 pm Paravin. Post #4



Can you give me some screens of the cities?



None.

Apr 2 2008, 8:42 pm Fisty Post #5



Quote from Paravin.
Can you give me some screens of the cities?




None.

Apr 3 2008, 12:52 am candle12345 Post #6



Screens of every city:

Attachments:
Screens.zip
Hits: 17 Size: 757.48kb

Post has been edited 1 time(s), last time on Apr 3 2008, 1:01 am by candle12345.



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Apr 3 2008, 2:26 am l)ark_ssj9kevin Post #7

Just here for the activity... well not really

I played dis before. Are there bandits?



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Apr 3 2008, 3:10 am candle12345 Post #8



Si Senor. Many banditos.



None.

Apr 3 2008, 3:09 pm -BW-Map_God Post #9



You could also solve the floating problem in non attrition games by making the trigger specific to cities only (lifting off at cities) blowing anything up there that does and then replacing it with the same building on the ground again. It doesn't have to be a general/always command. Of course then you need to warn players not to land their barracks in cities as they will crash if they do.

EDIT: Not on an editor at the moment but I just remembered you can apply units with properties and i think you could set it to apply to only invulnerable, floating buildings and just have the initial barracks not invulnerable so they are unaffected by the lifting restrictions.



None.

Apr 3 2008, 10:13 pm Daedalus Post #10



You cannot select 'invulnerable units' only, you can select floating buildings though.

I still don't see what the problem is. Command Centers are the only buildings allowed to fly, right? Then just make a trigger like this:

Conditions:
- Current Player brings at least 1 building to 'air location'
Actions:
- Remove all 'Barracks' at 'air location'
- Remove all 'Science Facility' at 'air location'
- Remove all ... etc.

The locaiton "air location" must be, surprisingly, an air location. Open up the properties of the location and uncheck all ground flags.
If you not want to destroy the building but just want to force it to the ground then you will have to make a seperate trigger for every building which can lift off. Like this:

Conditions:
- Current Player brings at least 1 'Barracks' to 'air location'
Actions:
- Center Location 'Building' on 'Barracks'
- Remove 'Barracks' at 'Building'
- Create 1 'Barracks' for current player at 'Building

Done.



None.

Apr 3 2008, 10:50 pm candle12345 Post #11



Meh, it isn't too much of a problem, in all of the public games I've played, only one guy lifted. He put them back though.

If it's so common on mapnight I lose faith in SEN, I'll change it, but as it stands, tis all good.



None.

May 15 2008, 10:38 pm candle12345 Post #12



I can't just let this die, I know it's a good map, and you guys really haven't seen enough of it. I'm going to update the OP and fix a few bugs I've found.

Please don't delete this as a bump, more of a repost.

Post has been edited 1 time(s), last time on May 15 2008, 10:47 pm by candle12345.



None.

May 15 2008, 11:22 pm DevliN Post #13

OVERWATCH STATUS GO

You do realize that 6 of the 12 posts here are yours, right? I don't want to put any assumptions out there, but if you haven't already recieved the response you're looking for, then perhaps it isn't coming. :/

I haven't checked out the screenshots yet (which is usually what I use to figure out how interesting a map looks), but I do like the synopsis you wrote, a lot. Maybe I'll download this later and force some random person to play it with me. :)



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 15 2008, 11:25 pm candle12345 Post #14



I know that 6 of them are. I'm fighting to keep what is imo a good map alive, but it's had 8 downloads, and nobody's even given me a review on how it plays. :><:



None.

May 15 2008, 11:27 pm DevliN Post #15

OVERWATCH STATUS GO

Quote from candle12345
but it's had 8 downloads, and nobody's even given me a review on how it plays. :><:
That's my point. :(

EDIT:
If I can find someone to play it with later, I'll give you a review. :D



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 17 2008, 7:27 am Rantent Post #16



It still needs a few tweaks in my opinion.
Mainly that capturing bases should be done with more than simply light infantry units.
And I still think goons are slightly too powerful.



None.

May 18 2008, 12:06 pm candle12345 Post #17



Hehe.
I can't believe you didn't mention snipers.
They're the biggest problem balancewise, maybe they should just GTFO!



None.

May 18 2008, 10:51 pm Rantent Post #18



Well you said you already were going to fix them, so why bother mentioning it...



None.

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