Staredit Network > Forums > SC1 Map Production > Topic: World in Conflict - Beta Stage 1.2
World in Conflict - Beta Stage 1.2
Oct 5 2007, 5:28 pm
By: Cayden  

Oct 5 2007, 5:28 pm Cayden Post #1




On November 9, 1989, the Cold War was suppose to end. It didn't.

World in Conflict

Based on Massive Entertainments latest title, World in Conflict. I've practically taken the whole concept and designed it in Starcraft from ground up.
It focus's on the multiplayer side. Where two teams fights one another for domination over the map. Between the USA and the USSR, players can unite and go head to head in a 4vs4 scale sized battle on a 128x128 map. You're side must control all the most important, strategic zones placed around the map. Ranging from towns, to Dams. In order to beat the enemy, you have to hold more important strategic zones than the enemy!

This map is now complete, now I can finally get to testing the actual game with players. I hope you all enjoy the beta version. I will be working hard at this. Roles and their units have been given brief statistics. So don't expect a perfect/perfect fight. I'm pretty sure some units are rigged, but thats just me.

So! If you see anything, come across any bugs, suggestions, and the like. PLEASE tell me! Thanks, enjoy the map!

Beta
Download WorldInConflict[Beta1.2].scx
Trailer
Download WorldInConflict_Trailer.scx

The trailer shows in-game action scenes between US and USSR forces in a battle for Parkers Creek Town. This is the same map players will be able to play on.

Screenshot - Soviets move in.
Screenshot - U.S. Forces on the attack

So lets get down to the real nitty gritty details. To enforce team play, the whole unit structure of the game breaks down into four categories. Infantry, Armor, Air, and Support. Each with its own advantages and dis-advantages. And then the instant action. There is no time to sit back and have a coffee and donut, build a populace base and harvest beautiful resources. You're forces get called in immediately for combat. Just select you're units and move out! Even better, to reinforce the front lines with additional firepower, you may call down powerful Tactical Aids that wreck havoc upon you're enemy. Ranging from Artillery Strikes to Paratroopers, you have the arsenal right at you're finger tips.


-------------------INFANTRY---------------------------------------------------------
The Infantry class has the most units when it comes to selection. A fully deployed Infantry fighting force played right can be the most devastating role there is. Infantry may garrison buildings and make their way through forests which provide excellent cover and advantages. However, the Infantry class are extremely vulnerable artillery and the like.

»Rifleman (Marine)
The basic grunt. Weak alone, but attached to squads can become
very effective. Riflemen are also equipped with the Stim Pack ability
to increase their fire and movement speed in sticky situations.


»Sniper (Ghost)
Deadly alone, swift and silent. The Sniper is basically the Infantry
killer in any case. A lone Sniper placed in the right position will
decimate enemy infantry in mere seconds. The Sniper is weak up
close. However a special ability which allows the Sniper to cloak
comes in exceptionally handy for any Infantry player.


»Flamethrower Infantry (Firebat)
If the Sniper was the ranged Infantry killer, then the Flamethrower
is solution to every Infantry's nightmare up close and personal.
The Flamethrower Infantry is an alright unit for combat. But most
of the time, needs medical attention to back him up during close quarters combat.


»Combat Medic (Medic)
The Combat Medic keeps the fighting spirit alive in every
soldiers case. Even allies. Without these, Infantry players will seem
more like mere cannon fodder to the enemy. A squad of four
medics will keep you interested in combat operations with the
same lot of units for some time to come.


»Transport Helicopter (Dropship)
The Transport Helicopter can transport you're units to any part
of the battlefield. Its cheap and effective. Used correctly and you
might gain the upper hand when it comes to controlling strategic points.



-------------------ARMOR------------------------------------------------------------
Hard rolling thunder tracks. The Armor role specializes in absolute ground power that smashes the enemy. The Armor role however, is extremely vulnerable to enemy fortifications, air attacks, and of course, land mines.

»4x4 Light Armored Jeep (Vulture)
Fast, but lightly armored. The Jeep is a good scouting vehicle and
excellent at slaughtering small teams of infantry. They can deploy
land mines on the battlefield which can do a good amount of
damage to enemy ground units when they get near the mines.


»Armored Anti-Air (Goliath)
To protect armor from air attacks, the Armor role is equipped
with the personal Armored Anti-Air unit which sends enemy helicopters
crashing to the ground. However, these AA units are at most
vulnerable to enemy ground forces. With little protection they are easily destroyed.


»Battle Tank (Siege Tank)
The warhorse of the show. You're not an Armor player if
you don't have a tank in you're force. Battle tanks are best
against both infantry and enemy armor. The Battle tank is
exceptionally vulnerable from Air attacks.


»Transport Helicopter (Dropship)
The Transport Helicopter can transport you're units to any part
of the battlefield. Its cheap and effective. Used correctly and you
might gain the upper hand when it comes to controlling strategic points.



-------------------SUPPORT----------------------------------------------------------
The perfect role for those who like to just fill the sky with shells that rain down on the enemy causing nothing but destruction to the enemy. |The Support class is armed with high powered long ranged Artillery that smashes anything at the target. However, if you're artillery gets |spotted, anything will kill you.

»4x4 Light Armored Jeep (Vulture)
As usual, the jeep comes in handy for scouting, deploying
land mines and the like. You can use the land mine ability to
protect you're artillery from ground attacks.


»Armored Anti-Air (Goliath)
The AA unit can protect you're Artillery units on the field.
But with the combined cost of Artillery and AA units, you'll be
short of a few AA's to defend from a full scale Air Attack.


»Mobile Artillery (Hero Tank)
This is what is needed to get the job done. Artillery on the
right coordinates can effectively cripple the enemy and give
you're team the upper hand.


»Transport Helicopter (Dropship)
The Transport Helicopter can transport you're units to any part
of the battlefield. Its cheap and effective. Used correctly and you
might gain the upper hand when it comes to controlling strategic points.


-------------------AIR----------------------------------------------------------------
The Air role, contains the least amount of units to choose from. But from that, they gain up in mobility and constant firepower and harassment. The Air role can effectively move around the field and assist at different combat fronts. However, the Air role shatters like a knife slicing through warm butter when it comes to enemy Anti-Air. Just be sure to never get close. The Air role also shows apparent air power to control the skies against enemy helicopters!

»Medium Helicopter (Valkyrie)
The skies aren't you're s if you don't have one of these.
The Medium Helicopters are designed for air-to-air combat.
Unleashing a barrage of missiles on the target. These helicopters
can make short work of any helicopter.


»Heavy Helicopter (Wraith)
The Heavy Attack Helicopter can eliminate ground targets with
ease. They can single handedly solo against enemy armor. They are
also equipped with light defense against enemy Helicopters.


Tactical Aids
These come in handy. Tactical aids allow the player to call in off map support. With the right timing and skillful deployment you'll deliver a crushing blow to the enemy force that is advancing. There are several Tactical Aids to use at you're disposal.

»Aerial Recon
Basically allows you to reveal a certain area of the map for intel. You can use this to find out where the enemy has most of their strength, and of course find weakness's in their defense.

»Artillery Barrage
Allows you to call in additional Artillery support that hammers the target with a rain of shells that barrage the enemy. The one of the most effective Tactical Aid in you're teams arsenal.

»Airborne Infantry
Useful for forward observers for artillery including support players with their mobile artillery. Airborne Infantry are effective at killing infantry but are very weak against all else.

»Clustermine Drop
Drops a cargo load of Clustermines on the designated location. Clustermines are extremely powerful and can cause major damage to the enemy when they walk into the mine zone.

»Tactical Nuke
For those desperate situations when nothing stops the enemy, the Tactical Nuke is delivered from the silo in the teams base. The only disadvantage is the requirement for a Tactical Nuke. It requires a ghost from an Infantry Player to paint the designated target and to guide it. Once it hits, nothing is left standing in its wake.

Strategic Points
Strategic Points are whats required to win the match. They are placed around key locations on the map. Strategic Points are made up of either 1,2, or even 3 zones AKA beacons. Capture all the beacons and you gain the Strategic Point. The more Strategic Points you're team controls, the faster the enemies Domination Score goes down. When either sides Domination score is at 0, they lose.

Each beacon in every Strategic Point has its own unique ground defense to stop attacks from taking the points. But don't rely on these to protect the points for good, the enemy is just as interested in Strategic Points as you are and will do what it takes to take control of them.

Screenshot - The Power plant Strategic Point, which is made up of 3 zones/beacons. Capture all 3 to control the Power plant.


The Tactical Scene
Since the game relies alot on user control and knowledge, it is vital that you get to know you're surroundings in the map. Infantry players should always know the right paths through tree's, and the right buildings to garrison that will put a stop to the enemy. In either case, its best to know what you're doing. And to an even greater expense, team play. Want to win? Enforce team play with you're own team play cooperation. A well organized and well cooperative team leads the way.

Screenshot - Tree's are your second best friend, with garrisons first. Get used to it.

Screenshot - The base. Where everything comes from. You'll spend enough time there using different functions.

Post has been edited 6 time(s), last time on Oct 14 2007, 2:33 pm by Cayden.



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Oct 5 2007, 8:07 pm payne Post #2

:payne:

This
Seems
Awesome!

Post has been edited 1 time(s), last time on Oct 5 2007, 8:20 pm by payne.



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Oct 5 2007, 8:19 pm Cob Post #3



Quote from payne
This, seems, AWFUL!

Lol.



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Oct 5 2007, 11:16 pm KorpzE Post #4



Wow looks pretty tight so far, and nice screenshots
Im going to watch the trailor :)



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Oct 8 2007, 7:48 am Joshgt2 Post #5



This map is currently being added to my watchlist for sure!



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Oct 8 2007, 9:50 am Cayden Post #6



I've done some more work on the map. I forgot to add in several stuff, like the Transport Helicopter and the Tactical Aids in the game. Main topic updated.



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Oct 8 2007, 3:34 pm Joshgt2 Post #7



The trailer looked great man. I already sent it out to a bunch of people that can't wait to see what it looks like when it is all said and done.



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Oct 8 2007, 3:44 pm Cayden Post #8



Finally, some positive motivating feedback! lol



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Oct 8 2007, 6:34 pm payne Post #9

:payne:

Hmm.... you know what you shall do?
Add a Tree maze!
When I check your screenschot of the Trees are your friends, I can't really find a way to really hide and surprise the ennemy in this...
So try, if you want of course, to make a more dense forest and possibly a maze in it like this, you can lure ennemies!



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Oct 8 2007, 7:04 pm Cayden Post #10



Thats the thing though man. If I didn't have no sprite limit then the forests would be big and then you will be able to use the ambush benefit to its full extent. But with the lame sprite limit, I've had to divide up the tree's around the map



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Oct 8 2007, 7:24 pm payne Post #11

:payne:

Sprites limit is more than 500... you shouldn't have reached the limit...



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Oct 9 2007, 3:07 am Joshgt2 Post #12



There must be one hell of a lot of trees in that map, lol



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Oct 9 2007, 4:16 am Cayden Post #13



Quote from payne
Sprites limit is more than 500... you shouldn't have reached the limit...

Well what the hell? I was using Xtra editor, switched to SCM Draft and changed the 250 limit to 500 and now there are real forests, real ambush points, and just plain trees all over! Theres so many tree's. Ive had to manuallly scout them all out in-game with infantry so there arent any blocks which force the infantry to run around.

Quote from Joshgt
There must be one hell of a lot of trees in that map, lol

There is now lol.



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Oct 9 2007, 2:21 pm Joshgt2 Post #14



Quote from Joshgt
There must be one hell of a lot of trees in that map, lol

Quote from Cayden
There is now lol.

GREAT! Now there even a hell of A LOT more trees in the map! I won't need to buy the game now that I know this is going to be much like it! lol :D



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Oct 10 2007, 4:21 pm Cayden Post #15



The map is complete.

Initiating Beta Stages. Download is located at the very first post.



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Oct 12 2007, 11:45 pm E-ffect Post #16



great map cayden! :D



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Oct 13 2007, 1:07 am payne Post #17

:payne:

I should test tonight :P



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Oct 14 2007, 2:34 pm Cayden Post #18



I have tested this map alot since, and its been updated a fair bit. Alot of bugs have been fixed. 1.2 is now uploaded. Most of the units and their roles are pretty balanced now.



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Oct 14 2007, 8:45 pm payne Post #19

:payne:

I tested it and...
Excuse me, but I didn't found it so good... :S



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Oct 16 2007, 3:57 pm E-ffect Post #20



Its a great map just some minor bugs need to be fixed. I hope you get those abilities working cayden I'll have to play with you again sometime. :D



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