Rifle!
Jul 19 2008, 6:48 pm
By: Madroc  

Jul 19 2008, 6:48 pm Madroc Post #1



Everything is done except a small bug.

There are 4 teams of 2, and each receives the following at the start of the game: 40 civilians (terran civilians), 6 Generals (siege tanks), 4 Sergeant Majors (goliaths), 4 Marshals (vultures), 2 Sniper (ghost), 2 Crosshair (observer), and 8 standard bullets. All of these deal 0 damage on attack and are invincible. They have no abilities except your basic walk/patrol/hold position etc. They are all divided evenly between the two teammates. If there is only one person in that team, they are all given to that player, except he only gets 1 sniper and 1 crosshair and 4 bullets.

The object of the game is to be the only one left with civilians (this might take too long; if that is the case I will get rid of some civilians)

So the map will be pretty cluttered, which is exactly how I want it. If it is too cluttered, I will take out some units.

Your start location is in your corner of the map where you have 5 bunkers that are boxed off with water and the place where your snipers start out. You can carry 20 bullets at a time. The bunker's name is "Unload to Fire." Position your crosshair on a unit that you want to kill, unload a bullet, and it will create a scourge on your sniper that will travel to your crosshair and, if there is nothing in the way (buildings, other units etc.), it will create a zealot at the place you fired at and disable invincibility long enough for the zealot to get off one shot, then make him disappear. If there is something in the way, it will create a zealot at the object that is in the way and disable invincibility there instead. If you are on top of a building, other buildings are suddenly not an obstacle (but other guys are) (maybe I should change it so other guys aren't obstacles either; it doesn't make much sense). After the shot is fired, invincibility is resumed.

If you kill a General, 2 civilians are transferred from that player to you. If you kill a Sergeant Major, 3 civilians. If you kill a Marshal, 4 civilians.

There are quests that you can go on which involve killing a random enemy general, sergeant major, marshal, or sniper, each rewarding you with $100, $200, $300, or $400, respectively. I have a trigger that randomly assigns different quests to different players after they complete them. There is a minimap ping on your target every 7 seconds or so to remind you and in case it moves.

You can have at most 5 bullets in the air at any time. (40, 5 for each player) All bullets are instant kills.

You can buy bullets in the center of the map. There are 6 different types that you can purchase - Standard bullet, which makes a zealot at the spot where fired that has time to attack once ($50 each), Auto-Target Bullet, which makes a dragoon at the spot where fired that attacks once ($60 each), Ricochet bullet, which makes a marine that has time to fire twice ($85), Rocket Bullet, which makes an infested terran ($100 each), Shrapnel Bullet, which makes 5 marines that each fire once ($200), and Torpedo Bullet, which kills all enemies in the line of fire ($500).

If a player has less than 49 minerals and no bullets, that player gets 50 minerals to buy himself a standard bullet. This is theoretically abusable but is boring for the abuser so it wont be a problem.

There is an awesome sniping sound that sounds for everyone in the game whenever someone unloads a bullet out of their bunker to fire. Also there are walking sounds. And there is a "Cha-Ching" type sound whenever you buy something.

That's it. Simple yet I think it could make a really fun game. It is very high quality and I think I have thought of most possible glitches.

Map progress:
Triggers: 99%
Terrain 100%
Testing 100%

Sprites: 232
Locations: 255! 0 to spare! And I pretty much need every single one except one which I could take out with about 20 minutes of work.
Triggers: About 1000
Strings: like 450
Sounds: about 4 seconds worth
Units: 1639

Screenshots: EDIT see post 1

Post has been edited 15 time(s), last time on Aug 26 2008, 2:52 am by madroc.



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Jul 19 2008, 7:12 pm KrayZee Post #2



Just send us an attachment file and it's fine.



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Jul 19 2008, 8:19 pm Madroc Post #3



Quote from KrayZee
Just send us an attachment file and it's fine.

Does that mean you can do it?

1st post edited with attached map.

If anyone starts working on it, it's probably important that you use Scmdraft 2.0 like I did.

Edit: also post if you are going to do anything on it.

Edit: The map is unplayable because I forgot hyper triggers -I'll add them in after the terrain is finished.

Post has been edited 4 time(s), last time on Jul 20 2008, 1:29 am by madroc.



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Jul 21 2008, 12:50 pm KrayZee Post #4



You know, it would be a A LOT more helpful if you started it off on your own instead of a large empty map with something in the center going to ruin it. And second, you can easily copy and paste terrain, after all, had any of the terrain blending maps. The copy and paste works from map to map...



None.

Jul 21 2008, 5:46 pm Madroc Post #5



Quote from KrayZee
You know, it would be a A LOT more helpful if you started it off on your own instead of a large empty map with something in the center going to ruin it. And second, you can easily copy and paste terrain, after all, had any of the terrain blending maps. The copy and paste works from map to map...

I've never done a terrain with using big buildings, so it will probably take me 3x as long to do it as someone who has experience.

As for the center, it could be surrounded by building type stuff as if it were just one big building with a buying center inside, or the terrainist could simply act like it isn't there and there will be paths that are cut off by it and buildings that are cut off by it. I think the second idea would be slightly more cosmetically appealing, but I'll leave that up to the terrainist.

Could you link me to some terrain blending maps? They would be very helpful for me.

And if you're not up for the job, it's fine, I'm not expecting you to do anything.



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Jul 23 2008, 4:12 am FatalException Post #6



... So, what happens when a sniper tries to send a bullet through the middle? Doesn't seem like a great idea to have the buying thing there.



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Jul 23 2008, 4:31 am KrayZee Post #7



Quote from FatalException
... So, what happens when a sniper tries to send a bullet through the middle? Doesn't seem like a great idea to have the buying thing there.
Definitely, that is the second turn off why I didn't want to work on it. The first would be the empty terrain, and hell no I'm not going to do terrain blending from complete scratch just for others' benefits.



None.

Jul 23 2008, 5:42 am Madroc Post #8



Quote from FatalException
... So, what happens when a sniper tries to send a bullet through the middle? Doesn't seem like a great idea to have the buying thing there.

Yeah, I took this into consideration when I concepted the map. I decided that having a huge open space of pure just buildings was cosmetically unattractive. Having something in the middle to break it up is good. Also, I thought that this would be the most space-conserving method of buying. I must admit that I didn't think much about it when I did it. Also, it is the most obvious place to put a buying place. If there were, say, a factory of to the side where you buy units, new players will be confused.

You can fire through it as long as there are no units (dark templars or beacons and stuff) in the way. Another alternative is to stick the buying thing inside a building, in which you cannot fire through it and it makes more sense why you can't. This is probably what should be done.

Now I'm realizing that a park type thing in the middle would be OK to break it up though.. This can be changed fairly easily if it's worth the time. I have no locations left to use, the buying center requires 7 that I could get rid of, and there is one that I could take out easily if I am redoing the buying thing. Other than that, there is literally no locations left unless I change the number of bullets each person can have in the air from 5 to 4 which would save about 40-50 locations. This trigger change is not something I'd be willing to do, though.

That leaves 1 location for each person, if I want to do something in each of their bases. Other than that, I see no solution.

I haven't gotten any encouragement on this project. Does anyone support this idea? If not, then I am wasting my time in the map production forum.

My thoughts on the map is that I made 2 mistakes - making it so people can fire 5 bullets instead of 4 and the center thing, which I see is a bad idea. Redoing the former would take days and redoing the latter I'm not sure what a good alternative would be with 8 locations. Nonetheless, even with these mistakes, I think it could be a very very fun map.

Question - Will player 9-12 units be counted in bring conditions in which "all players" are included?

Post has been edited 3 time(s), last time on Jul 23 2008, 5:58 am by madroc.



None.

Jul 23 2008, 7:00 am Madroc Post #9



Triggers completed, some testing done, 1st post updated.

Edit try out the terrainless demo if you are doubting..

Post has been edited 1 time(s), last time on Jul 23 2008, 7:11 am by madroc.



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Jul 29 2008, 12:38 am BlackWolf99 Post #10



ill help u make the city ijust need to see it



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Jul 29 2008, 12:55 am The_z0r Post #11



Quote from BlackWolf99
ill help u make the city ijust need to see it
He already posted what he wanted it to look like in the first post. If you can't see it... well... not much I can help there. Also, I think someone else has already agreed to do this for him?



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Jul 29 2008, 7:43 am Madroc Post #12



Thanks for the offer! The other person who said they might do it fell through cuz he thought it was too big of a job. I took it upon myself to do most of the terrain. I have everything except the corners, which I have no idea what do on. Could someone do something awesome with the corners? Unfortunately I have 1641 units out of a max 1650 and I have 232 sprites out of a max 250, so no more sidewalks, unfortunately.

Note - The spinny things are elevators - you can walk through them to get to higher buildings.

Here are some pics of my work - Click on a picture for a bigger view.
Most of the map:

Example of Corner I need done (4 of these)

Base (there are 4 of these - finished) Notice the crappy building that I have to remove sooner or later.

The Buying Area

Minimap right now

One of the city blocks - random buildings

Another of the city blocks - A Store, Parking Garage, and 2 other random buildings

Another of the city blocks - Construction

Another - Slums

Two city blocks combined to make - Hotel with water fall and artificial lake (you can walk on the dock)


Please leave comments and if you would like to do something on the corners please post! The level of quality must be at least as high as mine. Thanks! Also I could use someone to do lines on the pavement so it looks like actual streets. Would anyone like to take this job up?

Also testing is almost done, and it works almost perfectly. The map is fully functional, try it out with some friends, it is fun.



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Jul 29 2008, 12:56 pm The_z0r Post #13



Hey, hey! Good job on doing it (mostly) by yourself! That's not all bad for a first try. If you never try it, you'll never learn how to do it. Plus, we have a clearer image on what you want, now...

I always thought city extended terrain looked really cool/nice. I see terrainers post it in the terrain section, but I've never see anyone really... use it. Keep up the good work...



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Jul 29 2008, 5:54 pm Madroc Post #14



Thanks.

So.. Does anyone feel like doing the corners? I'm really burned out now and I have no ideas! I was thinking maybe a mountain area for the top two and a sea area for the bottom, but that's not that great.



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