Staredit Network > Forums > SC1 Map Showcase > Topic: Cops and Robbers 5
Cops and Robbers 5
Jun 8 2008, 6:31 pm
By: SwordOfJustice7  

Jun 8 2008, 6:31 pm SwordOfJustice7 Post #1



Ever since Panzer_Kavalier made his map in 2001, many people were impressed were fans of his work. When Four Gold came out after three years, people loved this version.
However with experience I got to learn more and more of both editions’ concepts and I believed there are some important things. After almost an year, I have balanced and made my own map. I want to make this clear, only some concepts of my map will follow version SE and version Four Gold. This is because both versions lack certain “perfections” and/or have a programming flaw. Especially Four Gold which is in my opinion, extremely unbalance for robbers in the wrong rights. This version will get rid of those “imperfections” and also a few challenging concepts for both police and criminal players to learn.

DIFFERENCES BETWEEN SE/FOUR GOLD
-Maintained upgrades for both races but balanced by penalties upon death
-A random jail time [A timer of 0:00-1:20, and every robber released at 0:00] (May be increased in the future)
-No Jailbreaks
-Larger area
-Less teleports than Four Gold, More teleports than SE.
-Cops are GUARANTEERED to be able to kill robbers at any stage of the game (This means if you’re still level one somehow and robbers made it to final, you can still kill them)
-Police’s units are way stronger than other version’s counterparts.
-Robber’s units are weaker than other version’s counterparts.
-There is no timer for defeat/victory but instead depended on the death of a single building.
-Has a “complicated” victory system (Explained later)
-Playable on Single Player
-Robbers have more flexibility around the map.(More teleports, more space, easier to run in)
-Civilian moves
-Civilian forces possesses has some units to frustrate robbers at lower levels.
-Police units will be teleported instead of be killed when accidentally entering criminal base.
-Robber units will NOT be teleported when entering cop base but receiving a 99% hp penalty.
-Police receive near entire map vision
-Robber will receive roughly 30% of map vision.
-To prevent camping, an “anti-cop” computer receives units periodically that are scripted to “random suicide missions” to eliminate campers. These units will be based on police’s current level.
-Terrain is Jungle
-Both races now receive “secondary” units.
-Some robber units are invincible!
-Police can cloak indefinitely
-Robbers receive observer’s early game
-In the right hands(Personally, at my discretion), a robber player may win in 17 minutes against three police and a cop player in 18 minutes.
-Most $ buildings give an reasonable amount of $(SE give too much, gold give too little) but are difficult until very late stages (7/8)
-Both races have expendable units and will not revive as planned.
-More ways to obtain cash(very little) for new players.
-Police/Criminal levelling system is altered slightly to adapt to concepts I have implanted.
-There is no “Cops can kill me for $”(It is replaced by resisting “anti-cop” forces)
-Instead of buying a dog or a new mugger to “restart” another unit. You will instead be able to buy units that are related with my implanted concepts.

(Still under construction, please wait. I had to go at this point.)

If you have some type of complaint, questions, suggestions or concerns about the map. Feel free to PM; however it may not be likely to convince me on a balance adjustment.

To warn you ahead, the energy of EMP shockwave(Which is ZERO) will not be altered, if you played the map, you do not even have to ask why…

Post has been edited 1 time(s), last time on Apr 13 2009, 5:04 am by SwordOfJustice7.



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Jun 9 2008, 5:43 pm Fisty Post #2



Can I have a few screenshots to entice me to play? Some proper punctuation and dividers would be nice too.



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Jun 9 2008, 9:06 pm PCFredZ Post #3



Quote
-Instead of losing by killing civs, cops will loose cash. At 20 civ kills, no cash can be gained no more.
You're gonna need to rephrase this.



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Jun 9 2008, 10:49 pm SwordOfJustice7 Post #4



Test the map yourself for gameplay.

What i meant in that sentence is that unlike other maps where if you kill 5 civilians, you will be booted. This version will remove ore from you at 5 and 10 civilian kills. When you have hit 20 civilian kills, a trigger sets that cop's $ to 0.(meaning no cash can be gained)



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Jun 10 2008, 12:14 am Fisty Post #5



Quote from SwordOfJustice7
Test the map yourself for gameplay.
That was moronic on several levels. Firstly, you should be providing this information anyway, see?. Look at #3 on the list, I think GAMEPLAY is a huge section of "adequete descriptive material".

Secondly, I never even asked for Gameplay information, I asked for screenshots.

And Thirdly, telling people to play the map for themselves to get information is not a good way to make people to play. If you asked someone to tell you how something works, and they respond by saying "Try it for yourself", how would you feel? I certainly felt discouraged.



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Jun 10 2008, 1:21 am Impeached Post #6



If you put hours of work into the map, you can spend 45 minutes (at least) making a nice, professional showcase for your map.

Something of this quality tells us that you don't care enough to make something that will entice us to play, which of course leads us to think that the map didn't have much effort put into it either.



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Jun 10 2008, 2:06 am SwordOfJustice7 Post #7



did you forget the fact its rather difficult to produce a good map showcase?



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Jun 10 2008, 2:08 am Impeached Post #8



"you can spent 45 minutes (at least)"

No, I don't think so. I've made some nice showcases myself, I can link you for examples if you desire. Although my nicest one should be posted tomorrow or the day after. [/foreshadow] :D



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Jun 10 2008, 2:49 am stickynote Post #9



A good map showcase includes colored subheadings, and bolding, underlining, changing font sizes, or any combination of those will make organization better tenfold, and it will make it more likely that people will read the wall of text. Another important thing is that you describe, in good detail, the gameplay of your map. Features that are displayed and systems that are used can be listed for extra information, and a new trigger (or other) system that a reader has never heard of before may further entice them to player your map rather than pass it off as another, "This map isn't interesting enough for me to open my SC and play it." An at least decent explaination on how to play your map would also be appreciated by many to all of the viewers of your showcase. Here is an example of a well-made map showcase, and although it did not use subheadings (because it didn't really need it.), it was colorful and made a viewer more likely to read it. The additive decoration of a picture also made it more inviting.

There should be a guide on good map showcase-making. :bleh:



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Jun 10 2008, 3:19 am Impeached Post #10



http://www.staredit.net/topic/2583/

Good showcase as well.

Post has been edited 1 time(s), last time on Jun 10 2008, 3:41 am by Impeached.



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Jun 10 2008, 10:13 pm SwordOfJustice7 Post #11



Updates.

-Instead of 4 hydras, 1 will be created with speed upgrade.
-Hitman Lv 1 is infested kerrigan instead of dark templar. Ensnare is set at 10 energy
-All unending spawning units are 150 hp with 50 armor, they all remove 500 ore to revive and will respawn at 10,20,30, or 40 countdown timer.
-Storm is now 20 energy from 10.
-Dark Swarm is set at 20 energy from 100.
-Civ killing amount is back to 350 from 400.
-Extra feature at the end has 2k hp instead of 9k.
-Fixed teleport beacon names.

Possible Future Updates.

-cops loose cash for killing aggresive civilian units
-robbers will gain cash by killing house/aggresive civilians without dependency on seconday $ trigger

Now heres a picture of the map. By the way, the secret tunnel and the teleport in the middle is ONE WAY.

if you can't see well, right click on the picture, click on properties, copy the link, paste it in another broswer.







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Jun 11 2008, 2:26 am stickynote Post #12



Or you could left click the image, and SEN will enlarge it for you. Unfortunately, even with enlargement, it is difficult to see it clearly. Fortunately, I can see the words, I just have to try to see them. What's with the white lines? Are they good strategic paths?



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Jun 11 2008, 7:23 pm SwordOfJustice7 Post #13



Their teleport directions, each line resembles where you end up with the teleport.



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Jun 13 2008, 3:16 am Riney Post #14

Thigh high affectionado

Instead of having teleports, you should have subways, sewers, etc. Its just too damn unrealistic anymore.



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-- Updated as of December 2021 --

Apr 13 2009, 4:31 am SwordOfJustice7 Post #15



Huh..Today I just got reminded of this website. I'll edit this right away

BUMP?

Post has been edited 1 time(s), last time on Apr 13 2009, 5:05 am by SwordOfJustice7.



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