Staredit Network > Forums > SC1 Map Showcase > Topic: StarQuest
StarQuest
Aug 6 2009, 3:51 pm
By: Tank_7
Pages: 1 2 38 >
 

Aug 6 2009, 3:51 pm Tank_7 Post #1



[quote=name:Tank_7]Hooray I can Upload Again.

StarQuest is a 6 player AoS involving ships. 2 computer players are also present.


Basic Layout
Each team has a computer controlled base which sends out npc units and contains one "HQ" which heals players' ships.
The ultimate objective is to destroy the enemy's HQ before they destroy yours.
Each player has a dropship for controlling their ship's abilities/functions. (suggest you hotkey this)
Each player has a creep colony for controlling the in-game help.

Ship Systems
Each player has a portion of the map representing the interior of their ship, where they can build ship systems, represented by terran buildings. These include weapons, shields, and more. Add-ons alter the function of some buildings.
Minerals must be collected before you can build very much, and the minerals spawn randomly, somewhat like in Astrogears made by god, er, i mean... tux (same thing)

Constructing Bases

Minerals don't just buy ship systems, but can also expand your NPC computer base (protoss structures). Each player can buy a probe and start constructing with it. You can make fuel refineries for your team's ships, npc spawners, and defenses.

Fuel
Fuel is required for a ship to move, represented by vespene gas. If you run out of gas, you cannot move until an ally brings his ship near yours and transfers some fuel, or, as a last-resort, you self-destruct, losing a life and all current ship equipment.
Fuel can be replenished at any friendly fuel refinery (protoss forge). You can build fuel tanks inside your ship to increase your capacity, and therefore range of movement before you have to fuel up again. Smaller, faster ships burn less fuel, but are vulnerable in heavy or extended combat.

Anti-Hack
Hacking is not allowed in games of StarQuest. Predicting which minerals on the minimap are taken by the enemy is part of the game, as well as using comsat and/or assessing risks when venturing into enemy territory based on the information available.
If you are even RUNNING oblivion, with maphack off, you will be dropped. Kaythanks.

Download
StarQuest
Current version as of 14-November-2009 is 1.49c

Post has been edited 10 time(s), last time on Nov 14 2009, 11:43 pm by Tank_7.



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Aug 6 2009, 4:06 pm continuumgaming Post #2



Nice map.



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Aug 6 2009, 4:24 pm Norm Post #3



Hm, looks good. I would like to try it out so drop me a PM when you're online.



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Aug 6 2009, 9:21 pm Biophysicist Post #4



Wish you had credited Madroc for giving you the idea, seeing as BASW is under active development again.



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Aug 6 2009, 11:05 pm Tank_7 Post #5



I tried to settle this in the BASW Thread... I ripped the concept of using structures as ship systems, oppose to say... units or crystals or something.

What I did not rip is the concept of designing your own ship. Ship design is my fetish. Look at my 2008 Spaceship Combat map. It uses units instead of structures. Go play my favorite DOS game, Master of Orion, from 1991. It has ship design, as do a million other games like it, including Space Empires, Sword of the Stars, etc.

All I ripped is buildings. I had already made maps that used units.
Do you have a copyright on the Terran Barracks and Starport or something?



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Aug 6 2009, 11:30 pm Kaias Post #6



The argument that on board ship design was a unique thought is simply untrue. Its like saying you invented making a separate terrain space for the inside of a building. I myself used a similar concept in a Mass Effect map I started soon after the game released.

I plan to try this map out soon enough, as it looks interesting. I also plan to try out BASW when it comes out as it too looks interesting.



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Aug 7 2009, 6:53 am Madroc Post #7



I've actually played the map about 4 times with friends.. I got to say it's extremely amazing and fun the first few times through.

One terrible bug that we found was that if you have starports with control towers attached in the bottom of your ship when you have an infested command center, activate the starports right before you die (they become white), and then before the starports finish rebooting, select a small ship like the scout, the ship size limitations will be unplaceable! It's a bug i plan to exploit every time i'm losing :D

Seriously, great map though besides that :) The meteors are pretty clever..

And there are no hard feelings for me, at least, that you took the map idea, because I know there was nothing malicious in what you did! and you took my idea and made a cool map with it which is exactly why I made the thread for in the first place! :D

And BASW is pretty different so I'm not too too sad there.


Post has been edited 1 time(s), last time on Aug 7 2009, 6:58 am by Madroc.



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Aug 7 2009, 8:06 am killer_sss Post #8



the in game tutorial runs a bit fast. i had to go thru it three times to see everything. also it would be nice if i knew what some of this stuff did. the gas/movement negator doesn't seem to be all that effective but then again i have no idea of its purpose. Is it just to use while your flying to save a few seconds of fuel with massive cooldown?



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Aug 7 2009, 9:16 am Zhuinden Post #9



I love this map way too much! I don't really see the issue with the tutorial. I got this game with one-two questions I needed sooner and the Tutorial, having watched it once. I think it is fine, you just need to learn how to read.. :P

The gameplay itself is unique, even if the ship system thing is not. I don't really care. This map is great.



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Aug 7 2009, 6:25 pm killer_sss Post #10



Quote from Zhuinden
I love this map way too much! I don't really see the issue with the tutorial. I got this game with one-two questions I needed sooner and the Tutorial, having watched it once. I think it is fine, you just need to learn how to read.. :P

The gameplay itself is unique, even if the ship system thing is not. I don't really care. This map is great.

I don't mind reading the problem is when i need to know everything i'm reading i read a bit slower and the screen goes too fast for this.

Btw whats the point of the delay of the tutorial? If there is a delay at the begining to tell you its going to auto start if you don't turn it off thats fine but if i need to go thru it multiple times the delay kinda sux. Maybe a center screen after on the creep will work or a simple turn off help will avoid this delay.



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Aug 7 2009, 9:07 pm LokiArexon Post #11



Why do you say AoS? Like Aeon of Strife? I tried thinking it would be like that but it's not really... there are few computer allied units, no upgrades to straight damage, and mining is done by... well, mining, instead of kills. The "build a starship" style was kinda interesting but I felt like your available room was too small to really test out all the builds very quickly, especially when you need 2-3 supply depots to get pretty much anywhere on the map.

It felt too slow, I don't know I was in 2v2 and maybe it is better with fh, but I think it still needs some work in just making it visually and game-wise exciting.



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Aug 7 2009, 10:29 pm azala Post #12



You can play it 1v0 to test stuff.

I told him to detect a no-opponents game and give the players infinite cash/lives to play with. This feature will most likely exist in the next version.



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Aug 7 2009, 11:55 pm Craftstar2 Post #13



Very nicely designed and made :) Fun map.

Having multiples of buildings other than barracks, depots and academies don't do anything right? Maybe you can destroy the duplicates when you get more than one and refund the money, like what you did with the protoss buildings.

It would be cool to have a board an enemy ship function. Move a dropship to an enemy ship and you immediately send guys to your opponent's hangar. You can destroy opponent's buildings that way (destroying depots would be a good strategic move). But of course, this would mean that you would have to edit your building HPs. That's easily done. If you want to restructure your ship, you can put an immobile guardian in your ship that can destroy buildings (could also double as a ship defense mechanism).

You could also make this map more astrogears like and deploy bits and planes. That's something i like from astrogears. It makes air to air fighting much more exciting as right now, smaller ships almost never die to bigger ships as they can just run away.

This map has a lot of potential, and if you could make the gameplay alittle faster and something other than deploy missiles, become invincible in ship to ship combat, it could be funner :)



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Aug 8 2009, 3:34 am killer_sss Post #14



multiple crap what are they, you can up tanks and air for terran, they give you multiple weapon shots i think err or is that bombs. the one where you can bomb gives you more bombs if you build more and the devour one gives you more devours to blow your opponents away with. Haven't tested many other multiples out.



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Aug 8 2009, 3:41 am l)ark_ssj9kevin Post #15

Just here for the activity... well not really

Heh, looks like Build a Ship Workshop + Astrogears + Temple Siege AoS. I'll check this out when I have anyone to play with.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Aug 8 2009, 10:01 am killer_sss Post #16



few questions why do i lose control of the starport after i make my first scourge missle thing? I would like to make the attachment but am unable.

The guardian and the overlord have the exact same space. Why? What am i missing.

It would be extremely helpful to know how much space i have before i decide to select a ship. Is there a way we could indicate this?

Suggestions
Can we get a warning when we are low on fuel? I was fighting and completely forgot after about an 2hours into the game. Maybe make this really low such as 2-300?


Bugs
After I died while having control of a pylon it never reverted control.

Also I complained earlier about the factory and its effect well turns out i think there was a bug. I recieved no units when i casted it. Which is partially why i was surprised as hell to fight a infested cc that could use an arb to freeze me since i never was able. As for the circumstances i was the only one playing as i was testing out systems.



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Aug 8 2009, 12:43 pm Craftstar2 Post #17



Instead of blowing up buildings that lift, why don't you make it so that the buildings just can't be used if they are lifted? Sometimes people build factories with space for an addon and when they lift, it blows up. You can easily make it so the buildings are liftable but can't be used. And if they venture out of the ship zone, it blows up.



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Aug 8 2009, 2:27 pm MadZombie Post #18



This game has potential but right now it doesn't seem like the big deal it could be.

The only real way to die is with arbiter stasis and using all your other space for missiles, for PKing at least. If i want to destroy their base all I have to do it is run in their as a fast unit (sair) and turn on the invincibility and drop 5 infested terrans a couple of times and its an easy win. I don't mean to be offensive or anything, if thats how it's coming off but this map isn't the map for me I guess. Not enough re playability for my tastes. Maybe 'dynamic' is the word. Man I must have come off as a jerk to your right now :O

Maybe remove toss buildings built by players as spawners and stuff and use those buildings as extra weapons and abilities for the ship? Or upgradeable ships (attack/def)?



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Aug 8 2009, 3:03 pm ClansAreForGays Post #19



A very different type of map. Deserving of your time for breaking the mold. Typically you focus on upgrading your hero, but in this it's all about building torpedo buildings and stuff to fire at people.

One thing though - I definitely remember playing this AT LEAST a year ago, so either you've had a working beta for over a year, or this is stolen. I hope and presume the prior.




Aug 8 2009, 3:24 pm The Starport Post #20



Played it. Some neat ideas. Love the customizeability. However:
- Pace too slow. Makes some of the mistakes AG made with a lot of aimless wandering. Though I suppose with expert players this problem would diminish.
- Learning curve sharp at points. Could discourage low-tenacity newbs from continued play. Tutorial went by too quickly and the center view use was annoying. Took getting stuck a few times from low fuel before I wrapped my brain around the fuel concept, too. :P
- Neat idea for mining, but a bit tedious to perform. There is, however, some strategy involved with the relative vulnerability during the mining process, perhaps.
- Bombing runs + invincibility imbalanced. lulz were had.

One thing I actually liked is the apparent inability to become ridiculously powerful with your ships. Unlike in AG where you're basically meant to build up to a near god-like state (sorta), you can basically only fill up with a set number of abilities for your ship before becoming pretty much 'optimal'. The only 'building up' that you can really do thereafter is either expanding your base or altering your ship ability layout in-game to exploit enemy weaknesses. Would be interesting to see a battle between players swapping out abilities on the fly inside their ships (with the likely winner being the one with the most reserve minerals, perhaps). However, I think comsat (or map hacks) could potentially negate the strategy element of ability customization between expert players, as you could just peek in the enemy ship's hangar area to see what they have and customize your own abilities accordingly to exploit their weaknesses. Actually, I change my mind. That could very well be part of the strategy, too.



Smooth that stuff out, and I see no reason this couldn't become a great map.

Post has been edited 1 time(s), last time on Aug 8 2009, 3:53 pm by Tuxedo-Templar.



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