Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: A New and Odd Idea for an Arena-ish Map
A New and Odd Idea for an Arena-ish Map
Jun 8 2009, 12:58 pm
By: JaFF  

Jun 8 2009, 12:58 pm JaFF Post #1



Not new to myself and one or two people, actually - I though of this about a year ago, and now remembered it and decided to post.

The map is a matrix of size AxB (for simplicity, A=B). Each 'cell' is like a little room with a hatch in the middle, which leads to space. If the hatch is open, the air srarts leaking out of the room, until it is totally depeleted of it. Players move between rooms by means of 'teleportation', meaning that you do not actually have to 'walk' to the next room, you simply move your unit (defiler) in the desired direction, and you are instantly moved to the room you wish. While in a room, a player can do one of two things:

1. Open/close hatch. Duh.
2. Connect/disconnect room from any neighboring room. This requires some explaining... Each room's ventilation system can be connected (or disconnected, if you wish so) to any nearby room. This will mean that, accoring to gas pressure laws, the amount of air in all connected rooms will become equal. For example, you have 3 rooms connected already, and the amount of air in each one of them is 80. Then, you connect another room to the already existing chain that has 20 air units. As soon as you do so, all the air will be spread out between the rooms, making it (3*80+20)/4=65 in each one of them.

If a player is in a room that is connected to any other rooms, he is given vision of all the rooms in the chain. If a player is in a room with no air, he begins suffocating/whatever. If he does not get to a room with air in it within N seconds, he dies. Players do not use up air by 'breating'. Two players cannot be in one room at the same time. The aim of the game is to kill all the other palyers. The default amount of oxygen in all rooms is, say, 100; I want a large enough number for the 'spread' of air to be more accurate when rooms are conencted. If if one hatch is open in a chain of, say, 5 rooms, the air leaks five times slower than it would in a single room (obviously).

...

Would you like to see such a map? Whould you find it interesting? I know the pubbies won't understand anything; I don't care about them. Tell me how you would feel about this map.

ADD:

I'd like to have a way of 'owning' some 'territory'. To have the ability to get some advantage from the rooms marked as yours. Like 'zone control' or any similar map, where you gain advantage from owning cells with defenses. One thing though: the only way to kill people must be suffocation or anything closely related to it. I don't want to create a whole new aspect of the map to incorporate a new way of killing people. The method of killing must stay the same.

Any ideas?

Post has been edited 1 time(s), last time on Jun 8 2009, 1:51 pm by JaFF.



None.

Jun 8 2009, 2:01 pm ForTheSwarm Post #2



Only YOU can open/close hatches in the room(s) you own.



None.

Jun 8 2009, 2:41 pm JaFF Post #3



Quote from ForTheSwarm
Only YOU can open/close hatches in the room(s) you own.
This leaves the question of how do you get to own rooms.

The first thought that came into my mind is something like this: the player selects to 'take over' the room. This process takes, say, 30 seconds, during which the player cannot move. As soon as a palyer begins 'taking over' a room, all the other players are alerted and given his coordinates, allowing them to go to a nearby room, connect it to the room being taken over and open up the hatch.

Sounds sound? :hurr:



None.

Jun 8 2009, 3:14 pm ForTheSwarm Post #4



Sounds sight. :hurr: Just allow the player to cancel the taking over.



None.

Jun 9 2009, 4:04 pm konflikt Post #5



I'd love to see a game like this! One question though: How would players know how much air is in the room they are in?



None.

Jun 9 2009, 4:07 pm ForTheSwarm Post #6



Also, let players "lock" rooms they own, so that only they may enter them. However, locked doors take some time to open, so if you are almost about to die of suffocation, you might not have time to unlock your room before death.



None.

Jun 9 2009, 5:08 pm JaFF Post #7



Quote from konflikt
I'd love to see a game like this! One question though: How would players know how much air is in the room they are in?
Gas or minerals.
Quote from ForTheSwarm
Also, let players "lock" rooms they own, so that only they may enter them. However, locked doors take some time to open, so if you are almost about to die of suffocation, you might not have time to unlock your room before death.
Ehhh, that would make other players unable to enter those rooms. Hence, a player can just seal himself in a corner and wait until everyone else kills eachother, then come out and fight the winner. That's not good at all.



None.

Jun 9 2009, 7:44 pm Norm Post #8



Hm, it seems tight but listen to this.

You should make it so that you have to wait like 4 seconds between teleports. You could make players able to own a room, and maybe there could be a camera (observer) in each room that could be given to them if they own the room. Make it so that the camera can shock other players who enter a room they own for a +6 second delay on the enemy's teleport. Only able to do this once per room entry.

Also, you should make it so that the rooms at the edges loop over to room on the other edge of the map.



None.

Jun 10 2009, 12:27 am JaFF Post #9



Quote from Norm
Also, you should make it so that the rooms at the edges loop over to room on the other edge of the map.
Though the rest seemed like overcomplicating it, this is a really good idea, IMO. This makes it possible to move around much more and have no boundaries on the map.



None.

Jun 10 2009, 4:39 am stickynote Post #10



I like it. Keep it at this basic outline in the first release, then after a couple plays, more ideas could be added.



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