Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Madness: Concepts
Madness: Concepts
Dec 10 2008, 4:14 pm
By: PridefulOne  

Dec 10 2008, 4:14 pm PridefulOne Post #1



For the past few years, I've been trying to develop a Madness map which fixes every problem I've ever had with the genre in the past I'm American, and I like killing things... However, I also enjoy balanced, fast-paced, and competitive gameplay. I developed the same map numerous times and always seem to have computer problems just before I get a truly working version out, however this time I'm backing stuff up :P.

I'll just list a few ideas that're going in the map I'm working on that will hopefully be done in time for the Winter Mapping Contest:

1. Unit Limit - No more buildup time, people will be forced to fight more frequently
2. No Unit Upgrades - With my Rock-Paper-Scissors system, there's always a chance for a comeback.
3. Controlling Center is Meaningful - 2x Unit Spawn Rate
4. Weak Base - Faster Gameplay (2-10 minutes, rather than 30+)
5. Equal Hero Giving - Kills are unimportant, you're out to kill the base, not the units.

I'm sure there are a few more, but this is all I can come up with at this time. Just post any ideas you might have to make a better Madness map and if I Incorporate them in my map you'll get credit! :D



None.

Dec 10 2008, 9:32 pm Decency Post #2



Equal Hero Giving doesn't seem strategic. It punishes a player who gets ganged up on enormously by not allowing him to benefit from being attacked by two players. That's a surefire way to get people to horde units and wait until someone else makes the first move. Then they'll just go attack that person. The center control may alleviate this somewhat, but I still think that will be a problem.

Obviously I'd suggest a masser, there's too many hackers nowadays and a multi-command hack gives them an enormous advantage.

Finally, I don't see how rock paper scissors is competitive. =p It adds an element to the gameplay, but being able to upgrade any one of the three could be cool too. It would add a strategy of the "don't put all your eggs in one basket" type.

That's all, I haven't seen a fun madness in a while.



None.

Dec 10 2008, 9:43 pm Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

rock paper scrissor is the hardest part




Dec 10 2008, 9:50 pm Biophysicist Post #4



What exactly is a "Madness Map"?

I think that equal hero giving would be fail, btw.



None.

Dec 10 2008, 9:57 pm Vi3t-X Post #5



Madness Maps are those where you randomly spawn shitloads of units and attack the enemy base, hoping they are vanquished.



None.

Dec 11 2008, 1:55 am Riney Post #6

Thigh high affectionado

If only Madness Maps were based off Madness...



Riney#6948 on Discord.
Riney on Steam (Steam)
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-- Updated as of December 2021 --

Dec 11 2008, 2:06 am Lingie Post #7



MADNESS? THIS IS SPARTA!


Actually, this is Spam. Madness maps really aren't that fun, especially when the maker can't balance units worth of shit. If you're going to make a madness, make sure each player gets the same unit trees.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Dec 11 2008, 4:29 am PridefulOne Post #8



To Clarify a few things:

Everyone has access to the same 3 core units, which were already perfectly balanced in previous version I lost (but don't worry, I remember the stats pretty much) and it was balanced well.

I'm probably going to incorporate upgrades the the units as well, but only for that unit's "niche". For instance, Zealots are the tank class and will get more armor, Marines will get stronger bullets (therefore, the zealot will have to increase its armor to help fight it), and Zerglings will get increased attack to help destroy bases faster and to help against upgraded zealots.

There will be a unit limit of 60 (control of middle = 1 minute to reach maximum unit count, without takes 2 minutes. Therefore center is very important), therefore opponents that try to build up will actually allow enemies to catch up to them. So, battles will be a lot more frequent (and were). After all, you can win the game in 2-10 minutes with only core units.




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