Staredit Network > Forums > SC1 Map Production > Topic: Battle Dome
Battle Dome
Dec 21 2008, 10:40 pm
By: Demented Shaman  

Dec 21 2008, 10:40 pm Demented Shaman Post #1



I got the idea for this map Friday night and I started it on Saturday.

Right now its a team game up to 4v4. You start by selecting some options and then choosing your class or having it randomly chosen for you. A round begins after everyone has selected a class. The objective is to eliminate the other team's units and win the most rounds.

Also, the spawn locations are random.

There are 12 different classes to choose from.

Alien
•The alien can switch between two forms, a melee form (Devouring One) and a ranged form (Hunter Killer). It switches between the two forms by burrowing.

Archer
•The archer is a Jimmy Marine. He comes with a healer (Medic) for support.

Battle Tank
•The battle tank is the duke tank. When sieged it will unload its Walker Mech (Alan Goliath). When unsieged it will pack up its mech and plant an explosive (spider mine).

Dark Mage
•The dark mage is a dark archon. It's a spellcaster but it has a dark apprentice (zealot) for offensive support.

Dr. Jekyll
•Dr. Jekyll is an Infested Duran. He has a potion (mutalisk) that he can drink from (morph into guardian) to turn into Mr. Hyde (Torrasque). Morphing the mutalisk again reverts him to ghost form.

Marksman
•The marksman is Sarah Kerrigan and she has a sniper rifle (wraith). Kerrigan can lockdown and both can cloak.

Necromancer
•The necromancer is an unclean one, hero defiler. When he burrows he can summon undeads (infested terrans) that can be used to attack. He also has all his other spells for support.

Ninja
•The ninja is a zeratul and he has his stealth (arbiter) ninja skills for support.

Paladin
•The paladin is a fenix dragoon with a priest (high templar) for support.

Swordsman
•The swordsman is a fenix zealot with a shield (corsair) for support.

White Wizard
•The white wizard is a tassadar templar with his spell orb (science vessel) for his support magic.

Witch
•The witch is an infested kerrigan. She has a zombie dog (zergling) that helps her attack.


First option is to choose between having the classes randomly chosen for you or choosing them yourself.


Whichever first option you chose you will then have the option to disable and make certain classes unavailable so they can't be picked. This would be useful if later there are balance problems with certain classes in different types of matchups or to just limit the choices.


Disabling the battle tank.


Enabling it again.


Now people can choose their class if it was set to choose in the beginning. If it was set to random then at this time they are randomly assigned.

Triggering - 95% complete
•Team match mode complete
Currently first to win 7 rounds wins, more options will be added Options: 3, 7, and 11 round wins or no end
1v1 Tournament and Free for all will be added done
•Class description triggers and briefing need to be done

Terrain - 95% complete
•All the necessary terrain is put into place any changes will be for aesthetics and improving battle area
•If necessary, map may be resized to make the battle area bigger.

Balancing - 10% complete
Units are still in default settings :-_-: not default anymore, but still not really balanced.
•This is really the only major thing left to do

Map name may change.

Post has been edited 5 time(s), last time on Dec 25 2008, 7:35 pm by Mayor.



None.

Dec 21 2008, 11:33 pm Biophysicist Post #2



Quote
The alien can switch between two forms, a melee form (Devouring One) and a ranged form (Hunter Killer). It switches between the two forms by burrowing.
Quote
Dr. Jekyll is an Infested Duran. He has a potion (mutalisk) that he can drink from (morph into guardian) to turn into Mr. Hyde (Torrasque). Morphing the mutalisk again reverts him to ghost form.
Full heal, much?

Oh, what spells do the units have? And is Zeratul cloaked, and if so is the Science Vessel a Detector? And, can you kill the support units?

Post has been edited 2 time(s), last time on Dec 21 2008, 11:40 pm by TassadarZeratul. Reason: A superspecialawesomesauce reason.



None.

Dec 21 2008, 11:45 pm Demented Shaman Post #3



Quote from name:TassadarZeratul
Quote
The alien can switch between two forms, a melee form (Devouring One) and a ranged form (Hunter Killer). It switches between the two forms by burrowing.
Quote
Dr. Jekyll is an Infested Duran. He has a potion (mutalisk) that he can drink from (morph into guardian) to turn into Mr. Hyde (Torrasque). Morphing the mutalisk again reverts him to ghost form.
Full heal, much?
Well yes those classes have two units, but that is a balance issue.

Quote from name:TassadarZeratul
Oh, what spells do the units have? And is Zeratul cloaked, and if so is the Science Vessel a Detector? And, can you kill the support units?
I think its basically all units have access to whatever spells they can get except the dark archon doesn't have mind control.

Zeratul is cloaked and the vessel is a detector. I think I might give comsats to every player though.

At first I was going to have support units invincible, but now I think I'll have them able to be killed to add to the strategy involved. I believe it can be balanced whether they are invincible or not, but it's a matter of if the gameplay will be better if you could kill them.



None.

Dec 21 2008, 11:47 pm Biophysicist Post #4



Quote
I think I might give comsats to every player though.
Liek yah!



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Dec 22 2008, 12:18 am Demented Shaman Post #5



Anyone want to help balance?



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Dec 22 2008, 12:20 am Echo Post #6



I'll help test when I can. I like that Battle tank hero. Mini goliaths lol.



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Dec 22 2008, 1:21 am Demented Shaman Post #7



I tweaked the mine spawn for the battle tank. It now spawns under the mech. This allows you to have more control over the placement and it's annoying having it spawn right next to the tank where it can splash you.



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Dec 22 2008, 3:31 am ClansAreForGays Post #8



Was able to play this just 1v1 for like an hour and never got stale.




Dec 22 2008, 8:54 pm Demented Shaman Post #9



Some rough HP and attack changes have been made.

Dark Mage's dark apprentice has been changed from zealot to dark templar.
Swordsman has been given a sword (zealot) in addition to its shield.
Marksman has been given a flamethrower (firebat).
Alien now spawns alien broodlings when changing between forms.

The selection area has also been changed so that it shows all of the support units alongside the primary units.


Editor shot.



None.

Dec 22 2008, 8:56 pm Biophysicist Post #10



Results from my test with Devilisk:
Lockdown is overpowered and should have its energy cost raised somewhat.
Necromancer is overpowered. His summoning skill needs a cooldown.
You should use Dark Templar as the selection units instead of Civilians. You will need to remove the detectors in the selection area for this to work. (Give the Arbiter to P11 and replace the Dark Templar [not the selection dts, the P12 ones] with Hallucinations, which do not cloak. I think.)

Oh, how about a Probe character? He can build Pylons and Shield Batteries, which work normally, and Nexuses, which turn into Missile Turrets after they warp in. You could call him Zapbot. :P

Post has been edited 1 time(s), last time on Dec 22 2008, 10:14 pm by TassadarZeratul.



None.

Dec 22 2008, 10:48 pm Demented Shaman Post #11



Quote from name:TassadarZeratul
Results from my test with Devilisk:
Lockdown is overpowered and should have its energy cost raised somewhat.
Necromancer is overpowered. His summoning skill needs a cooldown.
Okay.

Quote from name:TassadarZeratul
You should use Dark Templar as the selection units instead of Civilians. You will need to remove the detectors in the selection area for this to work. (Give the Arbiter to P11 and replace the Dark Templar [not the selection dts, the P12 ones] with Hallucinations, which do not cloak. I think.)
I'll try that.
EDIT: Dark Templar hallucinations are cloaked.

Quote from name:TassadarZeratul
Oh, how about a Probe character? He can build Pylons and Shield Batteries, which work normally, and Nexuses, which turn into Missile Turrets after they warp in. You could call him Zapbot. :P
I actually had that idea as a class called the engineer, but I replaced it with one of the current ones. I don't think I'll add it back in.


I also made it so you cannot have the same spawn location as another player.

Post has been edited 1 time(s), last time on Dec 22 2008, 10:54 pm by Mayor.



None.

Dec 22 2008, 11:25 pm Biophysicist Post #12



Quote from name:Mayor
Quote from name:TassadarZeratul
You should use Dark Templar as the selection units instead of Civilians. You will need to remove the detectors in the selection area for this to work. (Give the Arbiter to P11 and replace the Dark Templar [not the selection dts, the P12 ones] with Hallucinations, which do not cloak. I think.)
I'll try that.
EDIT: Dark Templar hallucinations are cloaked.

You could use pure sprites, or just move the detectors back. Either way, giving the Arbiter to P11 would be a good idea.

Quote from name:Mayor
Quote from name:TassadarZeratul
Oh, how about a Probe character? He can build Pylons and Shield Batteries, which work normally, and Nexuses, which turn into Missile Turrets after they warp in. You could call him Zapbot. :P
I actually had that idea as a class called the engineer, but I replaced it with one of the current ones. I don't think I'll add it back in.
:-( Maybe later, after you get everything else balanced? He would be fun.

(Oh btw, you might make it so that Photon Cannons turn into Missile Turrets instead of Nexus => Turret, because Cannons are the same size as turrets. This would limit him to building cannons in Pylon power, which might not be a bad thing now that I think about it.)

Quote from name:Mayor
I also made it so you cannot have the same spawn location as another player.
WINBOAT. That was getting really annoying, having you spawn right on me and mauling me before I could get my tank's mine defenses up.



None.

Dec 23 2008, 12:07 am Demented Shaman Post #13



Quote from name:TassadarZeratul
Quote from name:Mayor
Quote from name:TassadarZeratul
You should use Dark Templar as the selection units instead of Civilians. You will need to remove the detectors in the selection area for this to work. (Give the Arbiter to P11 and replace the Dark Templar [not the selection dts, the P12 ones] with Hallucinations, which do not cloak. I think.)
I'll try that.
EDIT: Dark Templar hallucinations are cloaked.

You could use pure sprites, or just move the detectors back. Either way, giving the Arbiter to P11 would be a good idea.
Using pure sprites would defeat the purpose of having the units shown because you can't see their stats. Anyway, after a bit of rearranging I was able to place the detectors in such a way that it only revealed the one DT. I gave the arbiter to p11 as well.

Quote from name:TassadarZeratul
Quote from name:Mayor
Quote from name:TassadarZeratul
Oh, how about a Probe character? He can build Pylons and Shield Batteries, which work normally, and Nexuses, which turn into Missile Turrets after they warp in. You could call him Zapbot. :P
I actually had that idea as a class called the engineer, but I replaced it with one of the current ones. I don't think I'll add it back in.
:-( Maybe later, after you get everything else balanced? He would be fun.

(Oh btw, you might make it so that Photon Cannons turn into Missile Turrets instead of Nexus => Turret, because Cannons are the same size as turrets. This would limit him to building cannons in Pylon power, which might not be a bad thing now that I think about it.)
Missile turrets would be pretty useless, but pylons, shield batteries, and weak cannons would be good.



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Dec 23 2008, 12:14 am Biophysicist Post #14



Quote
Missile turrets would be pretty useless, but pylons, shield batteries, and weak cannons would be good.
Hm, there are Wraiths, Science Vessels, Arbiters, Ghosts, Infested Kerrigans, and Dark Templar in the map... I don't think Missile Turrets are useless. :P Maybe you could make it so that Pylons, Shield Batteries, and Photon Cannons work normally (but substantially nerfed), and Cybernetics Cores turn into Missile Turrets?



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Dec 23 2008, 12:22 am Demented Shaman Post #15



Quote from name:TassadarZeratul
Quote
Missile turrets would be pretty useless, but pylons, shield batteries, and weak cannons would be good.
Hm, there are Wraiths, Science Vessels, Arbiters, Ghosts, Infested Kerrigans, and Dark Templar in the map... I don't think Missile Turrets are useless. :P Maybe you could make it so that Pylons, Shield Batteries, and Photon Cannons work normally (but substantially nerfed), and Cybernetics Cores turn into Missile Turrets?
If there are cannons there don't need to be turrets.



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Dec 23 2008, 12:42 am Biophysicist Post #16



Cannons can be set to have .5 air damage, or a longer build time.

Oh, btw, if you ever see me on, I'll be available to test the new stuff.



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Dec 23 2008, 4:42 am Demented Shaman Post #17



I just played a 68 round 1+ hour game with CAFG and I decided that for 1v1 there will be certain "handicaps" or conditions to balance certain 1v1 matches. For example, right now in an archer vs necromancer match the necro can cast dswarm right away which makes it invulnerable to anything an archer can do. To help balance that in a 1v1 only match the defiler will start with 0 energy which gives the archer a chance.

Another example is the marksman. Her flamethrower will now only be available during certain 1v1 matches to help with balance. For other matches and in 2v2, 3v3, and 4v4 flamethrower will not be included because marksman is already powerful enough.

I'm sure there will be more little handicaps like those that will need to be set for specific 1v1 matches. Doing so will help balance 1v1 and also make it different from team matches.

I think this approach of making the classes a little different for specific matches is better than to try to balance all the classes against each other while keeping the classes unchanged. Like for archer against necro, archer can't win while he has no melee attack and the defiler has easy access to dswarm. Giving a permanent melee attack to the archer would change it too much for other matchups which may already be balanced.

I've also decided to add a mode that has no victory where it's just endless rounds. Right now this is actually how the map is because I disabled the victory trigger for testing purposes, but I found it fun being able to play round after round which is why I'm going to make it an option in the final version.

Post has been edited 3 time(s), last time on Dec 23 2008, 4:58 am by Mayor.



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Dec 24 2008, 9:19 am Demented Shaman Post #18



I've been working on triggering the 1v1 tournament mode when I don't have anyone to test the balance with. The bracket system is done and I just need to do the round end and victory trigger.



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Dec 24 2008, 8:12 pm Demented Shaman Post #19



I've completed the tournament mode and I've also added a choice for how many rounds need to win in team match and free for all modes. There are four options: 3, 7, 11, no end.

EDIT: I've also completed free for all mode as well as doing all the different alliance and vision settings for each mode.

Post has been edited 1 time(s), last time on Dec 24 2008, 9:35 pm by Mayor.



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Dec 25 2008, 4:30 pm Demented Shaman Post #20



I'm gonna work on improving the air boundary so it doesn't just move your air unit to the center if you've left the battle arena.



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