Staredit Network > Forums > SC1 Map Production > Topic: Epitaph RPG (It's a TRAP!)
Epitaph RPG (It's a TRAP!)
Nov 17 2008, 5:47 am
By: SelfPossessed
Pages: 1 2 3 >
 

Nov 17 2008, 5:47 am SelfPossessed Post #1



Epitaph
A symphony for the fallen.

Quote
[Epitaph]

Game Type: RPG
Tileset: Jungle
Size: 256x256
Players: 3 (required)
Playable Demo: See Attached
Quote
[Updates]

12-28-2008: Added P2 Trap spell. Changed P2 Explosive Arrow animation. Fixed a ton of minor glitches.
12-26-2008: Changed P1 uninvinc animation. P1 Guardian now heals. P1 HT and Reav have shields. Added P2 Pet spirit on death. Added P3 Gale spell. Added firing bow animation. Fixed Blind glitch. Changed P3 teleport animation.
12-25-2008: Added a screenshot of P2
12-24-2008: Slimmed map sprites/units down. Fixed several glitches. Added some error wavs. Added P2 with 2 spells finished.
12-22-2008: P1 Lurker heals. P1 HT only works if full energy. P1 failsafe added. Fixed P3 animation. Added error sounds.
12-21-2008: Added air sight and Guardian form.
12-21-2008: Redid P1 to pure transform (major update)
11-21-2008: Added more screenies
11-19-2008: Fixed P1 Scarab spell glitch. It should work now.
11-19-2008: Fixed small glitches with P1 casters. Changed P1 invinc and P3 teleport animation.
11-18-2008: Fixed glitch with Infested Kerrigan summoning animation. Also fixed its mana cost on failure.
11-17-2008: Fixed glitch with P1 death causing sounds to run endlessly, added additional screenies
11-17-2008: P1 known glitches fixed, P3 sunken accuracy fixed, demo now has gas checks for the spells
11-16-2008: Topic Created
Quote
[Features]

> Three playable characters
> 8 Upgradable traits per character
> 11 Upgrades per trait with a level 1 default
> 40 levels (can max out 4 traits)
> Spells with an emphasis on micro
Quote
[Status]

> Player 1 and Player 3 of the demo are playable
> Player 2 is still a work in progress
> Terrain is 0% done
> YOU MUST morph 6 Queens at the start of the demo in order for spellcasting to work. This will be like this until Loveless decides to help me out (hint hint)
> To get mana in the demo, BUILD SCVS. Each scv is worth 100 gas. This is done for testing purposes only
Quote
[Known Glitches]

> Losing a sunken mid teleport somehow screws up with max number of sunkens - unable to replicate this glitch again
Quote
[Storyline]

In a distant land, far removed from our own, lies a world filled with swords and sorcery, a place where honor is defended not by spiteful words, but by a show of might and power. It is in this war torn world that heroes are born and strive to forge their destinies. It is here that heroes make names for themselves to be sung for generations upon generations thereafter, or to be crushed and forgotten in the annals of history.

Our story begins in a small encampment at the border of the majestic kingdom of Midland, where our heroes gather for the first time to embark on their legendary journey.
Quote
[Spellcasting]

Spellcasting uses units located at the top left of the map. Moving them casts the spell. If a spell has a cooldown period or is already active, the Spellcasting unit's hp will change to reflect it. Certain timed spells will use minerals to represent the time remaining.
Quote
[Druid] (Player 1)

The default unit is the Gui Montag Firebat. If any form dies, the Druid dies.

The spellcasting units in the corner select which form to morph into. With the exception of the Lurker and the Siege Tank, the spellcasting units themselves are the actual units that will be transported to the fighting area. For the Lurker and the Siege Tank, it is recommended that you group the spellcasting units in the corner with the actual forms together so you can aim with them and see their current health. For example, group the unburrowed Lurker with the burrowed Lurker to a hotkey and the Unsieged Tank with the Sieged Tank to another hotkey.

[Lycanthropy]

???:
> Transforms your hero into a Tassadar High Templar
> Medium HP
> Has Psionic Storm and Hallucination
> Psi Storm costs 125 and does 312 damage (25 upgrades)
> Hallucination cost 140 energy
> Has trigger based energy regeneration
> Has 1 Protoss Shields with 255 upgrades
> Can only transform into HT if at full energy (50%)

???:
> Transforms your hero into a Protoss Reaver
> Medium HP
> Scarabs are automatically built
> Has 1 Protoss Shields with 255 upgrades

???:
> Transforms your hero into a Gui Montag Firebat
> High HP
> Stim is upgraded
> Has a 1 second invulnerability

???:
> Transforms your hero into a Terran Siege Tank (Siege Mode)
> Medium HP
> Tank mode is not available

???:
> Transforms your hero into a Zerg Lurker
> High HP
> Burrow is disabled
> Regenerates health via Medic when not in Lurker form

???:
> Transforms your hero into a Zerg Mutalisk
> Medium HP
> Blinded
> Uses a burrowed Defiler for sight
> Can not move out of certain areas
> Failsafe form (if no room, Muta is morphed)

???:
> Transforms your hero into a Zerg Guardian
> When not in Guardian form, automatically heals to max hp (based on hp upgrade)
> Low HP
> Blinded
> Uses a burrowed Defiler for sight
> Can not move out of certain areas

[Upgrades]

Vitality:
> Default is 10% life
> Each level increases maximum life by 9%
> Each level increases the mana cost of Lycanthropy spells by ??? mana

Energy:
> Mana is represented by gas
> The maximum mana count is ???
> The default mana regeneration rate is ??? mana per second.
> Each level increases the mana regeneration rate by ??? mana per second

???:
> Each level increases Protoss Weapons by 1
> Each level decreases the time it takes for Tassadar High Templar's energy to fully regenerate by 1 second

???:
> Each level increases Protoss Scarab Damage by 1

???:
> Each level increases Terran Infantry Weapons by 1

???:
> Each level increases Terran Metal Weapons by 1

???:
> Each level increases Zerg Missile Weapons by 1
> Each level increases Medic energy by 2 points (0 to 20) when morphing from Zerg Lurker to another form.

???:
> Each level increases Zerg Air Weapons by 1
Quote
[Amazon] (Player 2)

The player controls a Sarah Kerrigan Ghost. Cloak costs 250 energy. Lockdown is disabled. She has a Corsair Pet that casts Disruption Web. Disruption Web costs 0 energy.

The spellcasting units in the corner select which spell to use. Actually casting bow spells requires casting Disruption Web. Bow spells utilize Disruption Web as the focal point. It is recommended that you group your Corsair Pet with your Bow spellcasters at the top left. For example, group the Corsair Pet with the Raszagal Corsair at 1% hp to hotkey 2 and group the Corsair Pet with the Raszagal Corsair at 100% hp to hotkey 3. Note that the different hps of each Raszagal indicate which Bow spell they represent.

Although the Corsair Pet can scout as far as it wants, Bow spells can only activate if the Disruption Web is within range of the Amazon.

If the Corsair Pet dies, your gas is set to 0, a Spirit (Kakaru) is created in its place and moves towards your Amazon. When the Spirit reaches the Amazon, you get a new Pet.

[Bow and Arrow]

Strafe:
> Moves up to 11 Random Suicided Scarabs, one after the other, to deal damage
> The Amazon cannot move while casting Strafe
> The Amazon can still cast other spells while casting Strafe

Explosive Arrow:
> Moves up to 11 Random Suicided Scarabs at the same time to deal damage
> Has a 3 second delay
> Only the final explosion deals damage
> Does more damage then Strafe

Gale Arrow:
> Cast once to set a location
> Cast a second time to teleport the Amazon, her Pet, and/or enemy units from the set location to the new one
> The first cast's range is based on Bow level
> The second cast's range is based on Gale level

Trap:
> Moves an invincible Vespene Tank (Type 1) to the Amazon
> Firing a Strafe or Explosive Arrow at the Vespene Tank activates the Trap
> An activated Trap creates a Spider Mine that will blow up in place
> An activated Trap also activates nearby Traps upon finishing

[Upgrades]

Vitality:
> Default is 10% life
> Each level increases maximum life by 9%

Energy:
> Mana is represented by gas
> The maximum mana count is ???
> The default mana regeneration rate is ??? mana per second.
> Each level increases the mana regeneration rate by ??? mana per second

Bow Mastery:
> Each level increases Terran Infantry Weapons by 1
> Each level increases the range of the Amazon's bow spells by a 2x2 location (1 tile in each direction)
> The default range is an 8x8 location (4 tiles in each direction)
> The maximum range is a 28x28 location (14 tiles in each direction)

Strafe:
> Each level increases the maximum number of Random Suicided Scarabs moved
> Each level increases the mana cost by X

Explosive Arrow:
> Each level increases the maximum number of Random Suicided Scarabs moved
> Each level increases the mana cost by X

Gale Arrow:
> Each level increases the maximum range of the second cast of Gale
> Each level increases the mana cost by X
> The default range is a 4x4 location
> The maximum range is a 24x24 location

Trap:
> Each level increases the maximum number of Traps by 1
> The default trap count is 1
Quote
[Warlock] (Player 3)

The player controls a hero Defiler. Dark Swarm costs 0. Plague costs 50. Consume costs 0. Burrow is disabled.

The spellcasting units in the corner select which spell to use. Actually casting the spell requires casting Dark Swarm. Each spell uses the Dark Swarm as the focal point.

[Conjuring]

Reanimated Dead:
> Creates unburrowing Infested Terrans for the player
> Infested Terrans have 255 armor and 6 hp

Abyssal One:
> Creates a Sunken Colony for the player
> Casting Dark Swarm on a Sunken Colony and then casting Dark Swarm somewhere else teleports the Sunken Colony
> While a Sunken Colony is selected by casting Dark Swarm on it, moving the drone top left cancels the teleport
> Sunken Colonies have 255 armor and 25 hp

Succubus:
> Creates 1 Infested Kerrigan for the player
> Consume costs 0
> Psi Storm costs 125 and does 312 damage (25 upgrades)
> Cloak is disabled
> Ensnare is disabled
> Casting her while she is still alive teleports her

[Arcane Magics]

Teleport:
> Moves your hero unit

Death and Decay:
> Ally Irradiated Scourges are moved 4 at a time until the maximum number is reached
> Casting Dark Swarm during the spell and after all the Scourges have gathered orders them to move to the new location
> Moving the hero during the casting cancels the spell
> Casting other spells during Death and Decay is allowed
> Minerals represent the duration

[Upgrades]

Vitality:
> Default is 10% life
> Each level increases maximum life by 9%

Energy:
> Mana is represented by gas
> The maximum mana count is ???
> The default mana regeneration rate is ??? mana per second.
> Each level increases the mana regeneration rate by ??? mana per second

Melee Mastery:
> Each level increases Zerg Melee Weapons by 1
> Each level increases Infested Kerrigan's starting energy on summon by 10%

Reanimated Dead:
> Default is 1 Infested Terran
> Default is 1 mana cost
> Each level increases the number of Infested Terrans by 1
> Each level increases the mana cost by 1

Abyssal One:
> Default is 1 Sunken Colony maximum
> Default is 250 mana cost
> Each level increases the maximum number of Sunken Colonies by 1

Succubus:
> Default is 10% hp
> Default is ??? mana cost
> Default is 0 energy on summon
> Each level increases Infested Kerrigan's hp by 9%
> Each level increases mana cost by ???

Teleport:
> Default is ??? second cooldown
> Each level decreases cooldown by ??? seconds

Death and Decay:
> Default is 4 Irradiated Scourges
> Default is ??? mana cost
> Default is 24 second duration
> Each level increases the maximum number of Scourges by 4
Quote
[Screenshots]

Quickly transforming between Reaver and Siege Tank forms

Firing Strafe and Explosive Arrow from off screen

Spell frenzy. Sunken summons, Infested Kerrigan Psi Storm, and 44 Irradiated Scourges

Teleport!

Unburrowing Infested Terrans


Attachments:
demorpg42.scx
Hits: 22 Size: 124.69kb

Post has been edited 38 time(s), last time on Dec 30 2008, 9:03 pm by SelfPossessed.



None.

Nov 17 2008, 5:48 am SelfPossessed Post #2



This space for rent.

Note: Just saving space in case I hit the character limit like I did at maplantis.



None.

Nov 17 2008, 5:55 am Fwop_ Post #3



Is this the same map as before? Or did you redo it? If the latter, then I guess I'll just have to try it out.



None.

Nov 17 2008, 6:02 am SelfPossessed Post #4



It's similar to the maplantis version in that it's a demo for now. I'm just working on the spells, debugging them, and seeing where that takes me. Freaking P1 spell glitches are confusing me though...why the hell lurkers would attack during the Scarab spell confuses the crap out of me. The characters, however, are redone.

P1 is completely redone. The only thing remotely similar is Possess, and even that's used differently now. He's no longer limited to a pure support rule.
P2 is completely gone and in fact, not available in this version. I'm redoing her. Her only similarity will be that she will also use egg cancels.
P3 remains mostly similar, but has a few interesting changes that make him more fun. He's currently my favorite and probably the most difficult to play. A hint to using him; hold shift, then Dark Swarm and hold immediately after. It prevents you from accidentally canceling the Irradiate.



None.

Nov 17 2008, 2:45 pm JaFF Post #5



I've seen the previous one and it was quite good. Keep up the good work and best of luck to you.

I also can't miss the opportunity to say how cool your scarab damage concept is again. ;)



None.

Nov 18 2008, 4:01 am SelfPossessed Post #6



Tiny update. I fixed several glitches (found a few while fooling around with it). The newest demo requires that you build SCVs to get gas. This is for testing purposes only for when you would run out of mana.

If anyone finds any additional glitches, please do reply. I can only find so much while tinkering with the map myself.



None.

Nov 18 2008, 4:14 am stickynote Post #7





How did you make that large blue blob next to the zealot?



None.

Nov 18 2008, 4:25 am ForTheSwarm Post #8



It looks like a scarab explosion.



None.

Nov 18 2008, 4:26 am SelfPossessed Post #9



Those are exploding scarabs. They deal damage for 1 turn using Random Suicide after a short casting delay. I then kill them via triggers for the explosion. The explosion itself does no damage, it's just for the visual effect.

Pick player 1.
Build some SCVs (for mana, testing purposes only)
Morph Mutalisks and Queens when prompted (in order to start the game.)
Order Reaver top left of the map to move
Watch the fireworks
Works best with Possession so you don't kill yourself

Quote from SelfPossessed
Lightning Bolt:
> Has a 3 second delay
> Moves ally Random Suicided Protoss Scarabs to the casting location to attack
> The player may only cast one Lightning Bolt at a time.

EDIT: I just realized that the demo didn't show up. I re-attached it.



None.

Nov 18 2008, 4:52 am stickynote Post #10



Is that explosion covered with observers? :D Looks awesome. Good luck with the map; I hope you finish it! I played the demo from maplantis; it was really professional. You know, I realized that, despite being on a mapmaking site, I've rarely completed a map.



None.

Nov 18 2008, 5:10 am SelfPossessed Post #11



The explosion is covered with cloaked stacked Mutalisks. It's another spell.

Quote from SelfPossessed
Cyclone Armor:
> Default number of Mutalisks is 1
> Default mana drain is ??? per second
> Each level increases the number of Mutalisks by 1
> Each level increases the mana drain by ??? mana per second
Quote from SelfPossessed
Possession:
> Nature spells use the Possessed unit as the casting point




None.

Nov 18 2008, 5:17 am Oyen Post #12



How do you manage to keep those mutalisks permanently cloaked? I'm guessing it has something to do with the 9 mutas we make in the beginning?



None.

Nov 18 2008, 5:24 am SelfPossessed Post #13



I used disabled larva sprites and disable/enable/enable/disable/enable/enable them, then forced you to morph the larva into 11 Mutas. Loveless tells me that I can cloak Mutas like this without forcing the player to morph them with pure unit sprites, but I can't get it working. Until he helps me (wink wink nudge nudge) I'm going to stick with larva.

I also used cloaked stacked Queens for the mind control animation each time you transform into another Were form. Ideally, I'd like to use a cloaked stacked unit that has a still animation (Queen continually moves, so it creates too much distortion).

Ideally, I want a stacked cloaked Corsair so I can give the Defiler a Protoss shield damage animation while he's channeling Irradiate. But I can't get that to work either. For now you get to stare at a giant green blob of doom.



None.

Nov 18 2008, 5:57 am SelfPossessed Post #14



Quickie update. Fixed a glitch found by Fwop involving P1 dying causing endless wav loops for not enough gas. Also added some screenies.



None.

Nov 18 2008, 11:38 am MetalGear Post #15



i really like your spell ideas. you are obviously working hard on the battle system. make sure it has a good storyline and structure and it will be a nice map.



None.

Nov 18 2008, 5:11 pm Fwop_ Post #16



Seeing as how the spells are turning out, I don't doubt the storyline and structure will come out as anything less of the same quality. Keep up the good work.



None.

Nov 18 2008, 7:48 pm Tdnfthe1 Post #17



Quote from Fwop_
Seeing as how the spells are turning out, I don't doubt the storyline and structure will come out as anything less of the same quality. Keep up the good work.
I disagree, making the story flow good and capture attention is much harder than making a good "system". Many mappers don't catch wind of that tho.
Can u give me a step by step on how to do the muta cloaking though? that was awesome
All the spells were really awesome but that1 stood out as teh coolest. Goodluck on the map.



None.

Nov 18 2008, 7:48 pm SelfPossessed Post #18



I have a storyline worked out, but seeing as it's Starcraft, I doubt it'll be that impressive. Cutscenes just...don't cut it as you lack proper movement, voice acting, facial expressions, you name it. I also can't afford to spam the map full of wavs to give certain scenes more emphasis (unless the music composition thread finally finishes its research). So overall, it'll just be...a so-so story. I'm drawing most of my inspiration from series/movies/books that I've read and enjoyed, so those who have similar tastes to mine will immediately notice similarities in character as the game progresses. It'll also be more like 3 independent storylines that just happen to involve the same party of 3 as each character has their own backstory.

I also plan on having internal dialogue for each character during the cutscenes. As in, for the same cutscene, each player will see something a little different. I'm hoping that, along with the spell and build variety, encourages people to try out the other characters after finishing the game once. That's the hope at least.

I'm not sure what people mean by structure though.

My biggest milestone will undoubtedly be terrain. I just don't have the eye for color (I always draw black and white) or terrain in general (I can't draw surroundings either, I just draw crappy looking anime characters). Whereas I can do the entire line of sight for terrain (guiding the players eyes to move in a certain direction), I suck at blending colors and properly using negative space when colors are around (negative space is more obvious in black and white). This problem will be further compounded by how the terrain needs to be open so P3 can use his Sunken Colony spell (no rocks, no doodads, no floor traps for roofs, etc.). And since I have air units in this (P2 Pets, which aren't shown yet), I can't even use special effects that are masked by high terrain (no disabled factory shadows, no null terrain for running down cliffs, no hanging sprites in caves, etc.). Although, I already have a system implemented to prevents pets from passing certain barriers, so if I blind every pet in the cave, I could still use certain special effects.



None.

Nov 18 2008, 7:56 pm SelfPossessed Post #19



Quote from Tdnfthe1
I disagree, making the story flow good and capture attention is much harder than making a good "system". Many mappers don't catch wind of that tho.
Can u give me a step by step on how to do the muta cloaking though? that was awesome
All the spells were really awesome but that1 stood out as teh coolest. Goodluck on the map.
A story is just...different from a system. As in, it requires a different set of skills. Most triggering people have a more CS based background, whose English isn't nearly as strong as someone who majored in English.

As for the Mutalisk Cloaking, it's like this.
1) Place disabled Larva sprites on the map. You can just copy/paste them from my map. They're located at the top right corner. Make sure they are out of vision.
2) Move 1 Larva to a location by itself.
3) Disable doodad for that Larva.
4) Wait a bit. Use a DC timer for best effect.
5) Enable doodad for that Larva TWICE.
6) Wait a bit. Use a DC timer for best effect.
7) Disable doodad for that Larva.
8) Wait a bit. Use a DC timer for best effect.
9) Enable doodad for that Larva TWICE.
10) Move the Larva to a different location.
11) Move the Larva to a different location again.

The Larva should now be stacked and cloaked. Repeat the process for all the Larva. Then have the player morph the Larva.

I did a little research with Loveless on cloaking the Mutalisks like that without Larva, but so far its been a bust. I think I'll just end up forcing players to do morph units. My major gripe is that the Queen idle animation distorts too much during MC, but oh well.

I also think that the Irradiate effect is much cooler than the Mutalisks. ;) But that's just me. I'm a fan of P3.



None.

Nov 18 2008, 8:02 pm Tdnfthe1 Post #20



Quote from SelfPossessed
Quote from Tdnfthe1
I disagree, making the story flow good and capture attention is much harder than making a good "system". Many mappers don't catch wind of that tho.
Can u give me a step by step on how to do the muta cloaking though? that was awesome
All the spells were really awesome but that1 stood out as teh coolest. Goodluck on the map.
A story is just...different from a system. As in, it requires a different set of skills. Most triggering people have a more CS based background, whose English isn't nearly as strong as someone who majored in English.

As for the Mutalisk Cloaking, it's like this.
1) Place disabled Larva sprites on the map. You can just copy/paste them from my map. They're located at the top right corner. Make sure they are out of vision.
2) Move 1 Larva to a location by itself.
3) Disable doodad for that Larva.
4) Wait a bit. Use a DC timer for best effect.
5) Enable doodad for that Larva TWICE.
6) Wait a bit. Use a DC timer for best effect.
7) Disable doodad for that Larva.
8) Wait a bit. Use a DC timer for best effect.
9) Enable doodad for that Larva TWICE.
10) Move the Larva to a different location.
11) Move the Larva to a different location again.

The Larva should now be stacked and cloaked. Repeat the process for all the Larva. Then have the player morph the Larva.

I did a little research with Loveless on cloaking the Mutalisks like that without Larva, but so far its been a bust. I think I'll just end up forcing players to do morph units. My major gripe is that the Queen idle animation distorts too much during MC, but oh well.

I also think that the Irradiate effect is much cooler than the Mutalisks. ;) But that's just me. I'm a fan of P3.
Sprite? like a sprite from scmdraft or something?



None.

Options
Pages: 1 2 3 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[03:27 am]
m.0.n.3.y -- Maybe because it's an EUD map?
[03:27 am]
m.0.n.3.y -- Can't upload maps to the DB. Error says "The action you have performed caused an Error". Any word?
[2024-4-25. : 7:46 am]
RIVE -- :wob:
[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
[2024-4-21. : 1:32 pm]
Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
[2024-4-20. : 8:18 pm]
Ultraviolet -- Oh_Man
Oh_Man shouted: lol SC2 in SC1: https://youtu.be/pChWu_eRQZI
oh ya I saw that when Armo posted it on Discord, pretty crazy
[2024-4-20. : 8:09 pm]
Vrael -- thats less than half of what I thought I'd need, better figure out how to open SCMDraft on windows 11
Please log in to shout.


Members Online: Zycorax