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Inside of a Battlecruiser!!
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[color=#DFA51C]Build-A-Ship Workshop is an RPG. All of the characters are flying ships that you can add buildings to to give your ship a function. The map is Starcraft themed. [/color][color=#EBEE80]Here's the story:[/color]
[color=#EBEE80]After her depart from the soon-to-be-cerebrate-free Shakuras, Kerrigan has one more task to accomplish before she can lead the zerg. She brings together a band of mercenaries (that's you) and travels to a huge space station orbiting the planet, where she has learned that a newly appointed cerebrate hides. Occupying the planet is a small Zerg swarm controlled by the cerebrate, a small society of rogue Protoss appointed to defend the cerebrate in case of detection (that would be NOW.), and a larger group of exiled Terran hired to pose as "nomads" to cover up both the Zerg and Protoss population. Both the Terran and the Protoss will need to be destroyed before you can complete Kerrigan's quest - destroying the cerebrate.[/color]
But that's not really what matters. [color=#CE091D]At the beginning of the map you are asked to choose a ship to pilot from 11 choices:[/color]
[collapse=Collapse Box][color=#CE091D]Battlecruiser
Wraith
Science Vessel
Valkyrie[/color]
[color=#86EE59]Mutalisk
Overlord
Queen[/color]
[color=#EBEE80]Scout
Corsair
Arbiter
Carrier[/color][/collapse]
After you choose your ship, you are center viewed on a cutout of your ship (see below for some example cutouts) and you receive a worker (or several for zerg ships) and a dropship to move your worker(s) around if they are stuck and you need to assemble the basic pieces: the [color=#CE091D]engine[/color](s), the [color=#CE091D]firing mechanism[/color](s) and the [color=#CE091D]control system[/color]. This involves building particular buildings on top of sprites (or in the case of the zerg ships you can build the basic components anywhere and for the carrier you can build your firing mechanism anywhere). After you fill in all of the sprites your ship is operational and you can start the game (except for terran ships which you have to put your scv in the control system/cockpit (bunker) to start driving).
[color=#EBEE80]Now you go through the map killing enemies all the way.[/color] You cannot harm the zerg buildings until the Terran and Protoss bosses are all dead, basically. For the most part you can roam wherever you like, though. After killing a substantial amount of enemies some supplies (in the form of mineral crystals) will appear at home base. Go there to collect [color=#86EE59]10 minerals[/color] for yourself and [color=#86EE59]7-x minerals[/color] (where x is the number of total players in the map) for all of your allies. You can wait to collect these supplies until many build up if you want to. Home base is a pretty good place to hang out to gain minerals for a while anyways because small amounts enemies will constantly be created and ordered to attack there. There is no free-heal button in the game so frugalness with health is an issue. The game will be tested so that it is not an issue that will ruin your life, tho. For an example, you might think "OK, I just repaired all my buildings to full health; I think I'll go have some fun outside base for a while."
Here is a spoiler of all the different ship cutouts:
[color=#CE091D]Battlecruiser:[/color]
[collapse=Collapse Box][img=http://i38.tinypic.com/2ns2t92.jpg]
notes-High damage makes up for the slow attack speed[/collapse]
[color=#CE091D]Wraith:[/color]
[collapse=Collapse Box][img=http://i37.tinypic.com/6gbeo0.jpg]
notes-The feat of cloaking makes the Wraith a very nice choice[/collapse]
[color=#CE091D]Science Vessel:[/color]
[collapse=Collapse Box][img=http://i33.tinypic.com/91c7lw.jpg]
notes-Method of attack is Irradiate[/collapse]
[color=#CE091D]Valkyrie[/color]
[collapse=Collapse Box][img=http://i38.tinypic.com/10eev51.jpg]
notes-High rate of attack makes up for the fact that it can only attack air[/collapse]
[color=#EBEE80]Scout:[/color]
[collapse=Collapse Box][img=http://i38.tinypic.com/24bsv87.jpg]
notes-Fastest ship[/collapse]
[color=#EBEE80]Arbiter:[/color]
[collapse=Collapse Box][img=http://i33.tinypic.com/2q8813p.jpg]
notes-High damage makes up for very slow rate of fire[/collapse]
[color=#EBEE80]Carrier:[/color]
[collapse=Collapse Box][img=http://i35.tinypic.com/54934m.jpg]
notes-You need to build a firing mechanism for each interceptor you want to have![/collapse]
[color=#EBEE80]Corsair:[/color]
[collapse=Collapse Box][img=http://i36.tinypic.com/21b6pnt.jpg]
notes-It's fast rate of attack makes up for the fact that it can only hit air[/collapse]
[color=#86EE59]Mutalisk[/color]
[collapse=Collapse Box][img=http://i34.tinypic.com/s2e1yt.jpg]
notes-One great feature is its feat which allows it to morph into a Devourer or Guardian temporarily[/collapse]
[color=#86EE59]Queen:[/color]
[collapse=Collapse Box][img=http://i35.tinypic.com/b51sfr.jpg]
notes-Cast Spawn Broodling to kill enemies.[/collapse]
[color=#86EE59]Overlord:[/color]
[collapse=Collapse Box][img=http://i35.tinypic.com/2gucllj.jpg]
notes- Create units from your Hatchery to drop down to the field below![/collapse]
As for customization of your ship, every building that you could normally create with your worker in Starcraft adds a function to your ship. We already discussed the three buildings necessary for movement, attacking, and controlling at all. Here is a list of every building and all of their functions inside the ship. Experimenting will be one of the map's fine points as none of these will be told to the players except the necessities aka Supply depot, Armory, and Bunker + the Protoss 3/Zerg 3 that are required. None of the buildings except the base 3 need to be put in a specific spot for any race.
[color=#CE091D]Terran Building Functions:[/color]
[collapse=Collapse Box]CC - Torpedo - Lift to create 2 scourges that are ordered to attack towards the top of the map and are removed after 7 seconds (dies after 1st use)
Supp Dep - Engine - Required for Movement - Must be placed in correct spot
Refinery - None
Barracks - Enable Signiture Feat (The terran feats are Yamato Cannon (one shot kill in most situations, but costs 250 energy), cloaking (costs 235 energy to cast and drains 1 energy every game second), and defensive matrix + EMP shockwave (Each cost 125)). For each barracks you have, a burrowed defiler is created for you in a remote part of the map every 2 seconds, thus increasing your supply by 2. The more Barracks you have the faster it will go up, so if you have 2 barracks your supply goes up 4 every 2 seconds. There is a cap off for how many defilers you can have at 125, thus making your zerg supply be in the red at 250. Then you can create a medic for 0 minerals. If you have less than 50 supplies, you get an error message and the medic dies. If you have more than 50 supplies, your energy is restored to full except for the wraith whos energy is restored to 50 and the medic dies and 25 defilers die, thus those 50 supplies vanish. This building CAN be lifted off to save space. Since the Valkyrie does not have energy, it will simply create 4 spider mines underneath her for the cost of 50 supplies. Players near the spider mine need to watch out, though, because the splash from the spider mines could hurt you as well.
Eng Bay - Small Armor - As long as you have this in your ship, all damage is directed to this - Cannot be lifted off
Turret - Create and remove one invincible marine (turret) that attacks once underneath you every 6 seconds for each turret you have in your base
Bunker - Invincible Cockpit - Can never be killed, must have SCV in it to have control over the ship
Academy - Enable Lightspeed - For each of these you have, you have a shuttle with 8 Broodlings in each. If you drop one, an animation is played, the Shuttle dies, and you are teleported where you dropped the broodling. Then after 4 minutes of "recharging", that shuttle is recreated. The reason for having 8 broodlings is so that you can't pick up any other units.
Factory - Enable Signiture Skill - (For Battlecruiser, the skill is to have a meteor shower rain down upon you, calling 7 meteors (Kakarus). They come down one at a time in a random spot (determined by junk yard dogs) around you. The effect for this special is very cool. for Wraith, the skill is to create 10 invincible Dark Templars that fight for you for about 20 seconds, and for the Science Vessel, an observer moves towards the top of the map, exploding all the way. A dark swarm is constantly centered on it for visual effect. The observer dies after 6 or so seconds. For the Valkyrie, a time bomb (psi emitter) is created which has a pretty large explosion after 5 seconds. Every skill gives you kill/razing counts for each unit it kills, but they do not affect bosses). For each one you have, you get 1 vespene gas per second. So if you have 2, then you get 2 gas per second. You can have up to 200 gas at a time. Then you can make a vulture for 80 gas, which activates your special. CAN be lifted off to save space.
Starport - Large Armor (more life)
Armory - Required for Firing/Irradiate - Must be placed in correct spot
Sci Facility - Upgrade rate of gaining experience and health (Upgrade vHP health, armor, and armor upgrade rate + lowers the amount of enemies you need to kill for minerals by 10%!). Only one of these can be operational at once and it can't be lifted.[/collapse]
[color=#EBEE80]Protoss Building Functions:[/color]
[collapse=Collapse Box]Nexus- Proton Bomb - Create a probe to make an explosion beneath you that destroys all ground units underneath you for exp points - detected by mineral loss (One time use)
Pylon - gives power
Assimilator - none
Gateway - Enable Signiture Feat - You can create a Zealot, Dragoon, High Temp, or Dark Temp from your gateway. Each one costs increasingly more vespene gas and is a better unit to have. With the arbiter, the zealots stay in his base and he can recall them out to the field. The armor and attack of those units can be upgraded. The fact that they are cloaked because of the arbiter does not matter, they are stiil able to be hit by enemies. For the Scout, if he creates a zealot, an observer is created for his enemy (so he can't see it) that travels towards an enemy in a 10x10 square around the Scout. Once the observer reaches the enemy, an archon that does very little damage is created for the Scout player on the enemy and starts attacking the enemy but is removed promptly after attacking the unit so the unit probably will not have time to attack the archon back. An archon like this is created and then removed as long as there is a unit under the observer every 4 seconds. The observer is removed after 20 seconds of being alive. If the unit it is targeting moves or dies, the observer travels towards another enemy in a 10x10 square around you. If there are no units in the 10x10 square to attack, it just moves towards your Scout, making your Scout a little fuzzy. If you make a Dragoon, 2 of these observer-bomb things will be created. High temp - 3. Dark Temp - 4. Obviously you can have more than one at a time. The archon created is upgradable. For Carrier, if he creates a zealot, it is automatically removed and 1 hallucination of a zealot is created to draw fire away from your interecepters and self. If he creates a Dragoon, a hallucination of a dragoon is created. If he creates a High Temp, a hallucination of an archon is created. If he creates Dark temp, a really archon is created. The archon attack can be upgraded. For the Corsair, the Zealot makes the energy of the Corsair 150. The Dragoon makes it 180. The High Templar makes it 210. The Dark Templar makes it 250. This energy can be used to cast Disruption Web which costs 75 energy. (The energy goes up as normal anyways [u]as long as you have a gateway[/u], but the creating units makes it go up faster. The player will simply have to learn by operant conditioning that you aren't supposed to make a zealot when your energy is already at 250, for instance...)
Forge - Small Armor
Photon Cannon - Create and remove one invincible zergling that attacks once underneath you every 6 seconds for each, so you need to be right on top for it to work..
Shield Battery- Enable Lightspeed
Core - Engine - Required for movement, must be placed in correct spot
Stargate - Create Corsair for Extra Probe! (dies after use)
Citadel of Adun - Upgrade Your health and experience gain rate
Fleet Beacon - Control System - If destroyed, complete loss of function - Must be placed in correct spot
Templar Archives - Firing - Must be placed in correct spot
Robotics Facility - Enable Signiture Skill - Again the defiler system is used. If you create a reaver and you have at least 50 red supplies, it works. For scout, the special is that for 5 seconds the air around you explodes blue along with all non-boss enemy units. So you can move around and it kills everything by you. Also a disruption web is always centered on you during that time for visual effect as well as a small gameplay change. For the Carrier, like 25 invisible wraiths are created for him at his location for visual effect. They all travel towards the Carrier. While this is happening, a medium-sized location is centered on the carrier and every second for 5 seconds, every non-boss in the location dies in a blue explosion. After the 5 seconds are over, all the wraiths die. The Arbiter Special is - A nuke like missile (observer) comes down from the very top of the screen killing every non-boss unit in its path and when it reaches the arbiter, a large explosion is created. It will take a little while for the missile to reach you from the top of the screen, but it is worth it! :) The Corsair's special is that a recall swirly black hole thing is created on your Corsair, all units on screen walk towards it, and once they get there, they (except bosses) are removed and you get the kill. This special lasts for 6 seconds, so some units need to be closer to you in order to reach the black hole.
Robotic Support Bay - Large Armor
Observatory - for each, you get an invincible observer to scout/spy for you.
Arbital Tribunal - no function currently[/collapse]
[color=#86EE59]Zerg Building Functions:[/color]
[collapse=Collapse Box]Hatchery - Necessary for control of your zerg unit; if this dies your zerg unit is given to player 12 and is ordered to junk yard roam until you build another one. (sounds cool huh!) Also, this is where you build many units for the overlord and drones for all zerg.
Lair - Serves the same purpose as the hatchery except it has more life and it allows you to go up the tech tree (you don't start with your entire tech tree filled out like the Terran and Protoss ships). No research can be conducted here.
Hive - same idea as lair.
Spawning Pool - Enable Feat - Mutalisk feat is to morph into a Devourer or Guardian (takes 7 seconds to take place) and then you create zerglings from your hatchery to morph back (takes 7 seconds), Queen feat is to become a hero Queen, thus enabling ensnare which costs 3 energy and expanding energy capabilities to 250. Overlord Feat is to evolve into a hero, thus increasing sight. Note that having more than one Spawning Pool is redundant.
Creep Colony- Expands Creep plus it can mutate into:
Sunken Colony - Mucous Gland - Necessary to develop enough acid/whatever to drop units/fire/broodling (broodling costs 10 energy)
Spore Colony - Air Bladder - Necessary for movement.
Evolution Chamber - Small Armor
Hydra Den - For each of these you have a lurker is created beneath you every 6 seconds and fires once.
Spire- Upgrade attack and when you have Hive, you can turn this into a Greater Spire to activate your skill (and turn it back into a Spire) and you gain gas just like terran and protoss skills.
Queen's Nest - Egg Sac-Kill this (as long as it is finished) with your drone (or it might be killed by an enemy) and 10 broodlings pop out to fight for you.
Greater Spire-If this is created, it is automatically morphed back into a Spire and a Skill is cast (the Greater Spire costs 80 gas). The Mutalisk Skill is to create 1 weaker enemy-type mutalisk, 1 weaker enemy-type guardian, and 2 scourge to fight for you until they die. The Queen Skill is to create an Infested Terran that rushes toward an enemy unit and, when exploding, instead of killing the units it splashes, it converts them to your side. The Overlord skill is to create a dark archon inside next to the Greater Spire that you created that has all of its skills (mind control costs 150 to cast, feedback 50, maelstrom 100) to drop down to the field below. It fights for you until it dies, so you can build up many of these!
Ultra Den-Develop Lightspeed
Defiler Mound-Damage Spreader-Spreads all damage dealt to your buildings across multiple buildings
Nydus Canal - Create the copy in a creep area on the map and the copy will turn into a sunken colony and the nydus canal will die.[/collapse]
Your worker deals a good amount of damage, so if you need to kill a building that's in the way, it's possible. But seriously, what a waste of minerals... :P
It uses [color=#CE091D]vHP[/color]. At any given point there is 1 small unit with around 20 life under your ship that is constantly ordered to under your ship. Whenever that unit dies, a random building of your's takes [color=#CE091D]50 damage[/color] (the building is chosen by randomizing switches) and another small unit is created to take your place. Obviously when a building takes enough hits it dies. If you are terran, then you can repair your buildings (although if you aren't in your cockpit, you can't drive...), if you are protoss, your shields can regenerate some of the damage, and if you are Zerg, you will eventually regenerate all of the damage. If your building dies, then your ship loses that function, so if you lose your supply depots, you can't move, if you lose your armory, you can't fire, and if your Fleet Beacon dies, you lose all control of your ship until you make another one. The same is true for all the other buildings. Note - if the new building is one of the basic three, it will need to be put in the correct spot. The beauty of the "armor" building is that it takes all the damage so there is no risk of your stuff dying, only your armor. Once every one of your buildings is dead, your ship becomes vulnerable so guys can attack it. So you're basically screwed at that point unless you make another building, in which case yeah you could make a come back.
Another feature is upgrading. Your ship's damage can be upgraded at the [color=#EBEE80]Cybernetics Core[/color] or the [color=#CE091D]Armory[/color] or [color=#86EE59]Spire[/color]. Your ship's armor is upgraded at the [color=#CE091D]Engineering Bay[/color] for Terran, [color=#EBEE80]Forge[/color] for Protoss, or [color=#86EE59]Evolution Chamber[/color] for Zerg (Yes your vHP unit may be able take a number of hits). A message is created every upgrade such as "You ships armor has been upgrade to iron." or "Your ship's armor has been upgraded to steel." These messages are created by mineral loss detection. And you can increase your turret damage and many other things with upgrades as well.
This idea is originally based off of this - [url=http://www.staredit.net/topic/3839/] (my idea)
[color=#86EE59]Progress:[/color]
Triggers - 15% [progress=15]
Terrain - 15% [progress=15]
Testing - 10% (we'll be testing as we go) [progress=10]
Concepting - 90% [progress=90]
Total - [progress=25%]
Many thanks to TassadarZeratul for being my partner in crime for this map!
Post ideas/commentary/suggestions.
Build-A-Ship Workshop is an RPG. All of the characters are flying ships that you can add buildings to to give your ship a function. The map is Starcraft themed. Here's the story:After her depart from the soon-to-be-cerebrate-free Shakuras, Kerrigan has one more task to accomplish before she can lead the zerg. She brings together a band of mercenaries (that's you) and travels to a huge space station orbiting the planet, where she has learned that a newly appointed cerebrate hides. Occupying the planet is a small Zerg swarm controlled by the cerebrate, a small society of rogue Protoss appointed to defend the cerebrate in case of detection (that would be NOW.), and a larger group of exiled Terran hired to pose as "nomads" to cover up both the Zerg and Protoss population. Both the Terran and the Protoss will need to be destroyed before you can complete Kerrigan's quest - destroying the cerebrate.But that's not really what matters. At the beginning of the map you are asked to choose a ship to pilot from 11 choices:Collapse BoxBattlecruiser Wraith Science Vessel Valkyrie
Mutalisk Overlord Queen
Scout Corsair Arbiter Carrier After you choose your ship, you are center viewed on a cutout of your ship (see below for some example cutouts) and you receive a worker (or several for zerg ships) and a dropship to move your worker(s) around if they are stuck and you need to assemble the basic pieces: the engine(s), the firing mechanism(s) and the control system. This involves building particular buildings on top of sprites (or in the case of the zerg ships you can build the basic components anywhere and for the carrier you can build your firing mechanism anywhere). After you fill in all of the sprites your ship is operational and you can start the game (except for terran ships which you have to put your scv in the control system/cockpit (bunker) to start driving). Now you go through the map killing enemies all the way. You cannot harm the zerg buildings until the Terran and Protoss bosses are all dead, basically. For the most part you can roam wherever you like, though. After killing a substantial amount of enemies some supplies (in the form of mineral crystals) will appear at home base. Go there to collect 10 minerals for yourself and 7-x minerals (where x is the number of total players in the map) for all of your allies. You can wait to collect these supplies until many build up if you want to. Home base is a pretty good place to hang out to gain minerals for a while anyways because small amounts enemies will constantly be created and ordered to attack there. There is no free-heal button in the game so frugalness with health is an issue. The game will be tested so that it is not an issue that will ruin your life, tho. For an example, you might think "OK, I just repaired all my buildings to full health; I think I'll go have some fun outside base for a while." Here is a spoiler of all the different ship cutouts: Battlecruiser:Collapse Box  notes-High damage makes up for the slow attack speed Wraith:Collapse Box  notes-The feat of cloaking makes the Wraith a very nice choice Science Vessel:Collapse Box  notes-Method of attack is Irradiate ValkyrieCollapse Box  notes-High rate of attack makes up for the fact that it can only attack air Scout:Collapse Box  notes-Fastest ship Arbiter:Collapse Box  notes-High damage makes up for very slow rate of fire Carrier:Collapse Box  notes-You need to build a firing mechanism for each interceptor you want to have! Corsair:Collapse Box  notes-It's fast rate of attack makes up for the fact that it can only hit air MutaliskCollapse Box  notes-One great feature is its feat which allows it to morph into a Devourer or Guardian temporarily Queen:Collapse Box  notes-Cast Spawn Broodling to kill enemies. Overlord:Collapse Box  notes- Create units from your Hatchery to drop down to the field below! As for customization of your ship, every building that you could normally create with your worker in Starcraft adds a function to your ship. We already discussed the three buildings necessary for movement, attacking, and controlling at all. Here is a list of every building and all of their functions inside the ship. Experimenting will be one of the map's fine points as none of these will be told to the players except the necessities aka Supply depot, Armory, and Bunker + the Protoss 3/Zerg 3 that are required. None of the buildings except the base 3 need to be put in a specific spot for any race. Terran Building Functions:Collapse BoxCC - Torpedo - Lift to create 2 scourges that are ordered to attack towards the top of the map and are removed after 7 seconds (dies after 1st use) Supp Dep - Engine - Required for Movement - Must be placed in correct spot Refinery - None Barracks - Enable Signiture Feat (The terran feats are Yamato Cannon (one shot kill in most situations, but costs 250 energy), cloaking (costs 235 energy to cast and drains 1 energy every game second), and defensive matrix + EMP shockwave (Each cost 125)). For each barracks you have, a burrowed defiler is created for you in a remote part of the map every 2 seconds, thus increasing your supply by 2. The more Barracks you have the faster it will go up, so if you have 2 barracks your supply goes up 4 every 2 seconds. There is a cap off for how many defilers you can have at 125, thus making your zerg supply be in the red at 250. Then you can create a medic for 0 minerals. If you have less than 50 supplies, you get an error message and the medic dies. If you have more than 50 supplies, your energy is restored to full except for the wraith whos energy is restored to 50 and the medic dies and 25 defilers die, thus those 50 supplies vanish. This building CAN be lifted off to save space. Since the Valkyrie does not have energy, it will simply create 4 spider mines underneath her for the cost of 50 supplies. Players near the spider mine need to watch out, though, because the splash from the spider mines could hurt you as well. Eng Bay - Small Armor - As long as you have this in your ship, all damage is directed to this - Cannot be lifted off Turret - Create and remove one invincible marine (turret) that attacks once underneath you every 6 seconds for each turret you have in your base Bunker - Invincible Cockpit - Can never be killed, must have SCV in it to have control over the ship Academy - Enable Lightspeed - For each of these you have, you have a shuttle with 8 Broodlings in each. If you drop one, an animation is played, the Shuttle dies, and you are teleported where you dropped the broodling. Then after 4 minutes of "recharging", that shuttle is recreated. The reason for having 8 broodlings is so that you can't pick up any other units. Factory - Enable Signiture Skill - (For Battlecruiser, the skill is to have a meteor shower rain down upon you, calling 7 meteors (Kakarus). They come down one at a time in a random spot (determined by junk yard dogs) around you. The effect for this special is very cool. for Wraith, the skill is to create 10 invincible Dark Templars that fight for you for about 20 seconds, and for the Science Vessel, an observer moves towards the top of the map, exploding all the way. A dark swarm is constantly centered on it for visual effect. The observer dies after 6 or so seconds. For the Valkyrie, a time bomb (psi emitter) is created which has a pretty large explosion after 5 seconds. Every skill gives you kill/razing counts for each unit it kills, but they do not affect bosses). For each one you have, you get 1 vespene gas per second. So if you have 2, then you get 2 gas per second. You can have up to 200 gas at a time. Then you can make a vulture for 80 gas, which activates your special. CAN be lifted off to save space. Starport - Large Armor (more life) Armory - Required for Firing/Irradiate - Must be placed in correct spot Sci Facility - Upgrade rate of gaining experience and health (Upgrade vHP health, armor, and armor upgrade rate + lowers the amount of enemies you need to kill for minerals by 10%!). Only one of these can be operational at once and it can't be lifted. Protoss Building Functions:Collapse BoxNexus- Proton Bomb - Create a probe to make an explosion beneath you that destroys all ground units underneath you for exp points - detected by mineral loss (One time use) Pylon - gives power Assimilator - none Gateway - Enable Signiture Feat - You can create a Zealot, Dragoon, High Temp, or Dark Temp from your gateway. Each one costs increasingly more vespene gas and is a better unit to have. With the arbiter, the zealots stay in his base and he can recall them out to the field. The armor and attack of those units can be upgraded. The fact that they are cloaked because of the arbiter does not matter, they are stiil able to be hit by enemies. For the Scout, if he creates a zealot, an observer is created for his enemy (so he can't see it) that travels towards an enemy in a 10x10 square around the Scout. Once the observer reaches the enemy, an archon that does very little damage is created for the Scout player on the enemy and starts attacking the enemy but is removed promptly after attacking the unit so the unit probably will not have time to attack the archon back. An archon like this is created and then removed as long as there is a unit under the observer every 4 seconds. The observer is removed after 20 seconds of being alive. If the unit it is targeting moves or dies, the observer travels towards another enemy in a 10x10 square around you. If there are no units in the 10x10 square to attack, it just moves towards your Scout, making your Scout a little fuzzy. If you make a Dragoon, 2 of these observer-bomb things will be created. High temp - 3. Dark Temp - 4. Obviously you can have more than one at a time. The archon created is upgradable. For Carrier, if he creates a zealot, it is automatically removed and 1 hallucination of a zealot is created to draw fire away from your interecepters and self. If he creates a Dragoon, a hallucination of a dragoon is created. If he creates a High Temp, a hallucination of an archon is created. If he creates Dark temp, a really archon is created. The archon attack can be upgraded. For the Corsair, the Zealot makes the energy of the Corsair 150. The Dragoon makes it 180. The High Templar makes it 210. The Dark Templar makes it 250. This energy can be used to cast Disruption Web which costs 75 energy. (The energy goes up as normal anyways as long as you have a gateway, but the creating units makes it go up faster. The player will simply have to learn by operant conditioning that you aren't supposed to make a zealot when your energy is already at 250, for instance...) Forge - Small Armor Photon Cannon - Create and remove one invincible zergling that attacks once underneath you every 6 seconds for each, so you need to be right on top for it to work.. Shield Battery- Enable Lightspeed Core - Engine - Required for movement, must be placed in correct spot Stargate - Create Corsair for Extra Probe! (dies after use) Citadel of Adun - Upgrade Your health and experience gain rate Fleet Beacon - Control System - If destroyed, complete loss of function - Must be placed in correct spot Templar Archives - Firing - Must be placed in correct spot Robotics Facility - Enable Signiture Skill - Again the defiler system is used. If you create a reaver and you have at least 50 red supplies, it works. For scout, the special is that for 5 seconds the air around you explodes blue along with all non-boss enemy units. So you can move around and it kills everything by you. Also a disruption web is always centered on you during that time for visual effect as well as a small gameplay change. For the Carrier, like 25 invisible wraiths are created for him at his location for visual effect. They all travel towards the Carrier. While this is happening, a medium-sized location is centered on the carrier and every second for 5 seconds, every non-boss in the location dies in a blue explosion. After the 5 seconds are over, all the wraiths die. The Arbiter Special is - A nuke like missile (observer) comes down from the very top of the screen killing every non-boss unit in its path and when it reaches the arbiter, a large explosion is created. It will take a little while for the missile to reach you from the top of the screen, but it is worth it!  The Corsair's special is that a recall swirly black hole thing is created on your Corsair, all units on screen walk towards it, and once they get there, they (except bosses) are removed and you get the kill. This special lasts for 6 seconds, so some units need to be closer to you in order to reach the black hole. Robotic Support Bay - Large Armor Observatory - for each, you get an invincible observer to scout/spy for you. Arbital Tribunal - no function currently Zerg Building Functions:Collapse BoxHatchery - Necessary for control of your zerg unit; if this dies your zerg unit is given to player 12 and is ordered to junk yard roam until you build another one. (sounds cool huh!) Also, this is where you build many units for the overlord and drones for all zerg. Lair - Serves the same purpose as the hatchery except it has more life and it allows you to go up the tech tree (you don't start with your entire tech tree filled out like the Terran and Protoss ships). No research can be conducted here. Hive - same idea as lair. Spawning Pool - Enable Feat - Mutalisk feat is to morph into a Devourer or Guardian (takes 7 seconds to take place) and then you create zerglings from your hatchery to morph back (takes 7 seconds), Queen feat is to become a hero Queen, thus enabling ensnare which costs 3 energy and expanding energy capabilities to 250. Overlord Feat is to evolve into a hero, thus increasing sight. Note that having more than one Spawning Pool is redundant. Creep Colony- Expands Creep plus it can mutate into: Sunken Colony - Mucous Gland - Necessary to develop enough acid/whatever to drop units/fire/broodling (broodling costs 10 energy) Spore Colony - Air Bladder - Necessary for movement. Evolution Chamber - Small Armor Hydra Den - For each of these you have a lurker is created beneath you every 6 seconds and fires once. Spire- Upgrade attack and when you have Hive, you can turn this into a Greater Spire to activate your skill (and turn it back into a Spire) and you gain gas just like terran and protoss skills. Queen's Nest - Egg Sac-Kill this (as long as it is finished) with your drone (or it might be killed by an enemy) and 10 broodlings pop out to fight for you. Greater Spire-If this is created, it is automatically morphed back into a Spire and a Skill is cast (the Greater Spire costs 80 gas). The Mutalisk Skill is to create 1 weaker enemy-type mutalisk, 1 weaker enemy-type guardian, and 2 scourge to fight for you until they die. The Queen Skill is to create an Infested Terran that rushes toward an enemy unit and, when exploding, instead of killing the units it splashes, it converts them to your side. The Overlord skill is to create a dark archon inside next to the Greater Spire that you created that has all of its skills (mind control costs 150 to cast, feedback 50, maelstrom 100) to drop down to the field below. It fights for you until it dies, so you can build up many of these! Ultra Den-Develop Lightspeed Defiler Mound-Damage Spreader-Spreads all damage dealt to your buildings across multiple buildings Nydus Canal - Create the copy in a creep area on the map and the copy will turn into a sunken colony and the nydus canal will die. Your worker deals a good amount of damage, so if you need to kill a building that's in the way, it's possible. But seriously, what a waste of minerals... It uses vHP. At any given point there is 1 small unit with around 20 life under your ship that is constantly ordered to under your ship. Whenever that unit dies, a random building of your's takes 50 damage (the building is chosen by randomizing switches) and another small unit is created to take your place. Obviously when a building takes enough hits it dies. If you are terran, then you can repair your buildings (although if you aren't in your cockpit, you can't drive...), if you are protoss, your shields can regenerate some of the damage, and if you are Zerg, you will eventually regenerate all of the damage. If your building dies, then your ship loses that function, so if you lose your supply depots, you can't move, if you lose your armory, you can't fire, and if your Fleet Beacon dies, you lose all control of your ship until you make another one. The same is true for all the other buildings. Note - if the new building is one of the basic three, it will need to be put in the correct spot. The beauty of the "armor" building is that it takes all the damage so there is no risk of your stuff dying, only your armor. Once every one of your buildings is dead, your ship becomes vulnerable so guys can attack it. So you're basically screwed at that point unless you make another building, in which case yeah you could make a come back. Another feature is upgrading. Your ship's damage can be upgraded at the Cybernetics Core or the Armory or Spire. Your ship's armor is upgraded at the Engineering Bay for Terran, Forge for Protoss, or Evolution Chamber for Zerg (Yes your vHP unit may be able take a number of hits). A message is created every upgrade such as "You ships armor has been upgrade to iron." or "Your ship's armor has been upgraded to steel." These messages are created by mineral loss detection. And you can increase your turret damage and many other things with upgrades as well. This idea is originally based off of this - I noticed earlier the hyperdrive motivator has been damaged... (my idea) Progress:Triggers - 15% 0%   100% Terrain - 15% 0%   100% Testing - 10% (we'll be testing as we go) 0%   100% Concepting - 90% 0%   100% Total - 0%   100% Many thanks to TassadarZeratul for being my partner in crime for this map! Post ideas/commentary/suggestions.
This post was edited 23 times, last edit by madroc: Nov 29 2008, 8:53 pm.
() )) (CRAYOLA) )) > Jump in the crayon box and copy/paste this into your signature! You must make it a different color tho. Build-A-Ship Workshop
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