Staredit Network > Forums > SC1 Map Showcase > Topic: Mechwarrior RPG
Mechwarrior RPG
Sep 5 2007, 12:36 pm
By: Grand_dracolich  

Sep 5 2007, 12:36 pm Grand_dracolich Post #1



Mechwarrior RPG
by Ghastly_dragon/Grand_Dracolich

Made for Moogle's RPG Treehouse Action RPG Contest (yes, this map was finished and entered before the deadline), I've been meaning to make this map for ages, even went so far as to make several of the key features. It then sat on my hard drive for three months, so when Moogle announced the contest, I wiped it and restarted.

This map features all the great stuff from the Mechwarrior series of games. Several different weapons (complete with ammo), different equipment packages for your mech, several different mechs, a heat system (with ammo explosions, shutdowns and coolant) and even the MW3 Mobile Field Bases (that can move to various Nav points). It also contains sounds from Mechwarrior 3.

Plays the best with 2-4 players over an hour or so. The backstory has absolutely no base in the Mechwarrior story.

Here are the weapons

Playable Mechs:
Mech Name/Clan Name (Unit)
Light:
Uller/Kitfox (Marine)
Dasher/Firemoth (Zealot)
Puma/Adder (Zergling)
Raven (Infester Kerrigan)
Medium:
Shadowcat (Dragoon)
Ryoken/Stormcrow (Hydralisk)
Hellspawn (Ghost)
Heavy:
Orion (Goliath)
Mad Cat/Timber Wolf (Hydralisk)
Vulture/Mad Dog (Vulture)
Linebacker (Dragoon)
Assault:
Atlas (Archon)
Daishi (Ultralisk)
Annihilator (Goliath)

Weapons:
Weapon Name (Unit, Ammo/Heat)
Long Rangle Missiles (Vulture, 33/150)
Autocannon (Scout, 20/50)
Flamer (2 Firebats, 0/50)
Particle Projection Cannon (Guardian, 0/400)
Short Range Missiles (Siege Tank (Tank Mode), 13/100)
Extra Range Large Laser (Battlecruiser, 0/300)
Arrow IV Artillery Missile (Siege Tank (Siege Mode), 40/500)
Gauss Rifle (Reaver, 25/50)

Equipment:
Name (Effect)
Double Heat Sinks (dissipates heat faster)
Extra Ammo (doubles your ammo)
Large Coolant Tanks (Allows you to carry more coolant)
ECM Suite (makes your mech invulnerable for one second every few seconds)
Artemis 4 Fire Control System (Doubles your LRMs and SRMs when you fire them)
CASE (Prevents Ammo Explosions)

Oh, special thanks to my good friends Pikachu_Champ and Kylekug for testing (Since I am completely unable to play Starcraft online for more than 30 seconds) and being good sports about downloading 700kb maps several times in a row.

Changelog:
v1.2.1:
Code
-Fixed a crash when loading the map (darn Uberation 2 :/)

v1.2
Code
Fixed a bug where one player would get both mechs if two mechs shut down next to each other.
-Added a feature where if a player leaves, it resets/removes almost everything he has, so, for example, players could pick the mech he had.
-Fixed a few typos and clairified a few things in the tutorial.
-Weakened the mechs in Mission 3 that come from the Mech bays.
-Increased the damage dealt by the Vulture (Mad Dog) mech and Long Range Missiles.
-Slightly increased the delay before PPCs and Autocannons are removed after firing.
-Added a feature that prevents players from firing a weapon twice in succession (where it would reset the delay, and you could end up spamming massive amounts of weapons).
-Fixed it so all players hear when the MFBs are ordered to a new location.

v1.1:
Code
I can't remember, it was a long time ago and I never posted it anywhere.


Attachments:
MechwarriorRPGv1.2.1.zip
Hits: 44 Size: 781.08kb

Post has been edited 9 time(s), last time on Dec 28 2007, 12:00 am by Grand_dracolich.



None.

Sep 5 2007, 3:19 pm Moogle Post #2

Predator of Bed Chambers

Just so ya know I think you came 2nd in contest Grand. Map is very nice and was enjoyable to play =)



If all else fails, crowbar the fucker

Sep 10 2007, 7:43 pm Grand_dracolich Post #3



Thanks :D. I put a massive amount of work into this map.

Random masses, tell me what you think of this map!



None.

Sep 10 2007, 11:03 pm Jello-Jigglers Post #4



Wow that sounds pretty tight! I wish I had 2-4 friends to play it with... :-(



None.

Sep 10 2007, 11:41 pm dwarthing Post #5



Can't wait to play it, this sounds awesome.



None.

Sep 11 2007, 2:58 am dwarthing Post #6



Tried it, pretty good, practically almost impossible to beat or get very far with 2 people though. But it's meant for 4, so I guess it's fine.

I especially liked constantly unlocking more mechs. But constantly doing the same repetitive stuff got boring after a while. It was just kill these mechs, bring the thingy over, bring the thingy back, kill more mechs, same routine, maybe defend the thingy a bit at a part or two. Though I didn't finish it so what do I know.



None.

Sep 11 2007, 3:11 pm Grand_dracolich Post #7



My two friends who tested it got pretty far (after several tries), but as you said, it's made for four players. I think I balanced out the mission monotony pretty well with the mech, weapon and equipment combinations.

Though, the team vs team sequel should be pretty good :). I'll go list the mechs, weapons and equipment and post them up here.



None.

Sep 15 2007, 6:51 am Dark_lunatic_K Post #8



Quote from Grand_dracolich
Thanks :D. I put a massive amount of work into this map.

Random masses, tell me what you think of this map!

Make 2 more sequels to this, one of the best RPGs i've played. :D



None.

Sep 15 2007, 7:48 pm Grand_dracolich Post #9



Wow, thanks! That's the first time someone's said something that positive about one of my maps.

I'll probably make one or two sequels, but they won't exactly be RPGs like this. The next map'll be team vs team (I'll need help with the terrain and one of the systems), and the one after that (if there will be one) will be a 4-6 player free-for-all with. Both will have the equipment, heat and weapon systems that were in this map.



None.

Sep 16 2007, 12:43 am UnholyUrine Post #10



It is a good map that's Balanced and fun to play
.. But the Weapon system is bad
And there are some things that should be changed .. like
- You put Defeat trigger right after one dies... which sux cause most ppl like to watch
- The weapon system is really bad.. you have to move the zealot there.. And there really wasn't any indication when we can use the weapons or not...
- The texts are bad because they go all across
the screen like my last sentence instead of
like this.. which is better
- Tutorial didn't really help :( because i couldn't read the text fast enough
- Colors =O

BUT .. This was a good map :P .. a lil noob unfriendly but very fun ...
Great idea too :P .. love the sounds and stuff



None.

Sep 16 2007, 1:04 am Grand_dracolich Post #11



You try to make interchangable weapons like this activated by a gateway or other building :D. If I do another version of this, I'll keep most of that in mind, but the in-game text will be kinda hard for me to do, I think. I'm quite a fast reader, so it was a little hard for me to balance out the text times for the tutorial. What's wrong with the colors? Mechs, weapons and other things are color coded (light mechs = light green, medium = dark green, energy weapons = red, ballistic = yellow, coolant = blue etc.).



None.

Sep 16 2007, 3:45 am williamchong007 Post #12



just a little bug
when you get 2 over-heated mechs of 2 players together
it will make a player with 2 mechs and a dead player



None.

Sep 18 2007, 12:22 pm Grand_dracolich Post #13



Alright, I think I know how to fix that. The fix might make players swap mechs in those conditions, but at least you won't have a dead player.

Edit: Fixed. I'll make a few other fixes and release v1.2 sometime.



None.

Sep 19 2007, 7:17 pm tosx Post #14



I didn't complete the map, but good use of units, and the weapon system was good but as mentioned, the beacon system is ok for selecting but cumbersome for firing. It's trigger intensive, but possible, to make a menu-based protoss building system (I'm assuming as you progress you can have multiple weapons at once, but I didn't go very far)

Example: Gateway, dt = display current weapons, goon = switch to next weapon, ht = fire selected weapon. Hardest part is making it properly cycle back to the beginning, in conjunction with ignoring weapons you don't possess.

Quick plug: I made the system in question for a Final Fantasy RPG, for using items. There are 15 items split into 2 categories (to overcome the 11 lines of text at a time limit), but it works very well.
And a sidenote, after playing your map I actually changed one spell in my RPG to a protoss scout-summon, based on one of your weapons. Thought I'd let you know.



None.

Sep 20 2007, 12:52 am Grand_dracolich Post #15



Thanks. I've been trying to work out a system like that for a while for MWRPG2. I'll probably be using death counters for it, to cut down on the amount of locations. My main problem with a system like that is you've have to remember exactly what order you picked the weapons in.

And yeah, heavier mechs can have multiple weapons.



None.

Sep 20 2007, 2:56 am tosx Post #16



You don't have to make players remember the order; if you have two texts for each weapon, a normal and a grayed-out one, you can have it display your entire list, but only your active weapon has colored text. Then it's easy to know how many times you have to press the button to cycle to what you want.

Again, I have this system (exactly) for items in my RPG map; I just have items effects triggered as opposed to your weapons. Please try it, it's the Final Fantasy K topic; just get to the first town (or be p2, who starts in a town) and buy several different item types to see how it works. If you have questions let me know.

Attachments:
items.jpg
Hits: 11 Size: 87.05kb

Post has been edited 1 time(s), last time on Sep 20 2007, 3:30 am by tosx.



None.

Oct 14 2007, 2:58 pm Grand_dracolich Post #17



While playing this with a friend of mine, I noticed a few small bugs. One of which was if a player left the game, or died, players wouldn't be able to pick his mech. I fixed it, but I'll need someone to test it. If someone wants to test it, I'll PM you the beta of v1.2.

I also rigged up the triggers where you order the MFBs so all players are notified when they're moving, and I fixed some typos in the tutorial and increased the delays between text. I also slightly nerfed the Mechs in the third mission (the ones that come from the mech bays).



None.

Oct 14 2007, 8:38 pm Killer2121 Post #18



I Like Your map its fun!!



None.

Nov 5 2007, 7:49 pm Grand_dracolich Post #19



Updated to v1.2:

-Fixed a bug where one player would get both mechs if two mechs shut down next to each other.
-Added a feature where if a player leaves, it resets/removes almost everything he has, so, for example, players could pick the mech he had.
-Fixed a few typos and clairified a few things in the tutorial.
-Weakened the mechs in Mission 3 that come from the Mech bays.
-Increased the damage dealt by the Vulture (Mad Dog) mech and Long Range Missiles.
-Slightly increased the delay before PPCs and Autocannons are removed after firing.
-Added a feature that prevents players from firing a weapon twice in succession (where it would reset the delay, and you could end up spamming massive amounts of weapons).
-Fixed it so all players hear when the MFBs are ordered to a new location.

I updated the link in the first post with the new version.

Post has been edited 1 time(s), last time on Nov 17 2007, 8:17 pm by Grand_dracolich.



None.

Nov 15 2007, 12:29 am Retarded.Whale Post #20



it brang me to the bw main menu w/ an error message saying the map has too many obstructions :-(



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