Tux's Final Mega Map
Decisions, decisions...
Decisions, decisions...
I figure I have patience left in me enough for one more map, so I might as well make it big, right? Well here's the deal: I'm (near) equally torn between
Actually scratch that. I don't give a crap about what you think. But I am interested in any insights on the matter in case there is something worth considering, assuming there's any I haven't thought of yet.
Anyway, here's my choices:
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Sin
The idea here is simple: It's a massive Open RPG-ish map vaguely inspired by the central premise of the Final Fantasy X story: Stopping a colossal, world-destroying monster called Sin. Beyond that, it won't have any pre-established story or plot to make note of nor any loving cast of androgynous Japanese whiny soccer-playing teenagers to worry about. Instead, I treat you to a fully dynamic, procedurally-generated game world with a diverse range of gameplay and player options, all built around the epic central premise of Sin hunting.
Deicide aside, as it is technically an open RPG, you'll have the option of some fudge room with the notions of victory and defeat (muahahah!). But really, since I'm not a huge fan of open RPGs, I'll make it pretty clear about what you 'should' do, while also giving players some fun ways to fuck with the system, if they're so inclined.
The Sin monster itself is a pretty no-brainer entity that wanders around and causing havoc and destroying shit. Its presence and the nature of its abilities make for a number of gameplay elements:
Now, I've mentioned something about some pesky civilizations you'll be wanting to protect. Why? Well because you depend on them. I'm basically sick of the concept of grinding for its own sake, so I'd rather give your work a distinct purpose: The more damage you can prevent to civilizations, the more and better toys you'll have to work with as the game progresses. That's right. No leveling up bullshit. You have to get your tools from people rather than some dumb magic jRPG grind-based game mechanics. Rest assured that dealing with civilizations will involve its own set of drama which you're free to indulge in to whatever extent you have the patience/inclination/ability for. I might even throw in some fun stuff like mini-games or cleanup tasks akin to emergency worker activities (Fire Fighters, anyone?) or whatever else I'm stoned enough to mix when I get to it.
The idea here is simple: It's a massive Open RPG-ish map vaguely inspired by the central premise of the Final Fantasy X story: Stopping a colossal, world-destroying monster called Sin. Beyond that, it won't have any pre-established story or plot to make note of nor any loving cast of androgynous Japanese whiny soccer-playing teenagers to worry about. Instead, I treat you to a fully dynamic, procedurally-generated game world with a diverse range of gameplay and player options, all built around the epic central premise of Sin hunting.
Deicide aside, as it is technically an open RPG, you'll have the option of some fudge room with the notions of victory and defeat (muahahah!). But really, since I'm not a huge fan of open RPGs, I'll make it pretty clear about what you 'should' do, while also giving players some fun ways to fuck with the system, if they're so inclined.
The Sin monster itself is a pretty no-brainer entity that wanders around and causing havoc and destroying shit. Its presence and the nature of its abilities make for a number of gameplay elements:
- First note that there's no force in the game that can 'directly' stop Sin. It's like a fucking tornado. It'll cause damage wherever it goes, but generally as long as you avoid its primary path and do what you can to clean up after it, you'll get by. To a point.
- Speaking of clean up, besides raw damage, it'll also leave a lot of crap behind in its wake. Crap that likes to come to life, grow, infest areas, and possibly even overrun them, if left unchecked. And since you can't be in two places at once, this'll start to get a little out of hand after a while.
- And of course, to help matters, Sin itself will 'grow' over time. You can damage it periodically to help trim its claws a bit and stunt parts of its growth (hopefully without neglecting cleanup), but ultimately you're going to want to kill this fucker: It WILL become unmanageable, eventually.
- Additionally, if you neglect harassing it for too long, it'll start doing fun stuff like using world-destroying gravity-based attacks that will quickly mop up the civilizations you're supposedly trying to protect. So don't think you can just sit in a corner somewhere and power up into insanity. At least, not without consequences.
- To actually kill the beast, though, you will need to physically enter inside of it and hunt down its 'controller'. The more left as a surprise about this process, the better. Just note that it will involve delivering a minimal amount of critical damage to the monster, first.
Now, I've mentioned something about some pesky civilizations you'll be wanting to protect. Why? Well because you depend on them. I'm basically sick of the concept of grinding for its own sake, so I'd rather give your work a distinct purpose: The more damage you can prevent to civilizations, the more and better toys you'll have to work with as the game progresses. That's right. No leveling up bullshit. You have to get your tools from people rather than some dumb magic jRPG grind-based game mechanics. Rest assured that dealing with civilizations will involve its own set of drama which you're free to indulge in to whatever extent you have the patience/inclination/ability for. I might even throw in some fun stuff like mini-games or cleanup tasks akin to emergency worker activities (Fire Fighters, anyone?) or whatever else I'm stoned enough to mix when I get to it.
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Space Dogs
Here's a funlittle concept map. It'll be player versus with mode selection (FFA, Team, etc.) that involves, you guessed it, ships n' space n' shit! Oh what fun!
This will probably be by far the most technologically advanced map I'd ever try to manage within Starcraft's constraints with the serious intent of making something worth playing.
Anyway. The premise is thus: Each player starts with a crew, a commander, a ship, and enough mullah to do some rudimentary stuff with it. Game begins at a main, central port (two ports if it's team-based - one for each team), and from there it's on to the wide frontier of space! This map will be massive: Both physically and technically. Using a combination of my old Zoning system concept, virtual arenas (I think Lethal's idea), and my own custom trigger scripting API for lots o' maths n' shit (MacroTriggers just wouldn't cut it in it's current form), you'll have nearly the equivalent of thousands of miles of open space to have fun with.
But all that space is useless without something to do with it. Well got that covered, too. In it will be a solar system with its own sun, planets, and other satellites; each with their own mass, gravity, and even rudimentary orbital physics. Within this setting will be spaces for colonies; both player and NPC controlled. Colonies, of course, generate resources, recruits, and also secure swaths of territory and can be built, captured, or destroyed. With resources and crew, players can customize the physical characteristics of their ships to commence with beating the ever-loving snot out of one another.
Ship battles hearken back to ye olden days of buccaneers on the high seas lobbing cannon balls at one another over fair distances (a wink to my old Cannon Balls map, maybe?). Of course, no good space map is without mandatory spacey futuristic shit, which gives me plenty of room for a lot of awesome gameplay mechanics and ideas. All of this tied together with a highly extensible, physically-simulated ship (complete with damageability for specific, physically represented parts and whatnot) and what is probably the most powerful interface possible in Starcraft without EUDs or modding.
Here's a fun
This will probably be by far the most technologically advanced map I'd ever try to manage within Starcraft's constraints with the serious intent of making something worth playing.
Anyway. The premise is thus: Each player starts with a crew, a commander, a ship, and enough mullah to do some rudimentary stuff with it. Game begins at a main, central port (two ports if it's team-based - one for each team), and from there it's on to the wide frontier of space! This map will be massive: Both physically and technically. Using a combination of my old Zoning system concept, virtual arenas (I think Lethal's idea), and my own custom trigger scripting API for lots o' maths n' shit (MacroTriggers just wouldn't cut it in it's current form), you'll have nearly the equivalent of thousands of miles of open space to have fun with.
But all that space is useless without something to do with it. Well got that covered, too. In it will be a solar system with its own sun, planets, and other satellites; each with their own mass, gravity, and even rudimentary orbital physics. Within this setting will be spaces for colonies; both player and NPC controlled. Colonies, of course, generate resources, recruits, and also secure swaths of territory and can be built, captured, or destroyed. With resources and crew, players can customize the physical characteristics of their ships to commence with beating the ever-loving snot out of one another.
Ship battles hearken back to ye olden days of buccaneers on the high seas lobbing cannon balls at one another over fair distances (a wink to my old Cannon Balls map, maybe?). Of course, no good space map is without mandatory spacey futuristic shit, which gives me plenty of room for a lot of awesome gameplay mechanics and ideas. All of this tied together with a highly extensible, physically-simulated ship (complete with damageability for specific, physically represented parts and whatnot) and what is probably the most powerful interface possible in Starcraft without EUDs or modding.
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A&O Saga
Okay okay. Since I made a trailer for it, I might as well consider using it for something. Well here's your something: An epic movie map! That's right! No fancy RPG shit here. I shall to go out the way I came in: Moviez! Rest assured of an epic tale of high adventure, drama, action, and storytelling. I'll try to actually not fuck around and make it somewhat serious this time (however tempting surprise crash endings may be), but no guarantees. I promise to thoroughly abuse the Starcraft string limit, blatantly disregard any notion of reasonable file size (moar wavs! om nom nom...), and consume a large portion ofmy your sanity along the way!
Okay okay. Since I made a trailer for it, I might as well consider using it for something. Well here's your something: An epic movie map! That's right! No fancy RPG shit here. I shall to go out the way I came in: Moviez! Rest assured of an epic tale of high adventure, drama, action, and storytelling. I'll try to actually not fuck around and make it somewhat serious this time (however tempting surprise crash endings may be), but no guarantees. I promise to thoroughly abuse the Starcraft string limit, blatantly disregard any notion of reasonable file size (moar wavs! om nom nom...), and consume a large portion of
Okay okay. Since I made a trailer for it, I might as well consider using it for something. Well here's your something: An epic movie map! That's right! No fancy RPG shit here. I shall to go out the way I came in: Moviez! Rest assured of an epic tale of high adventure, drama, action, and storytelling. I'll try to actually not fuck around and make it somewhat serious this time (however tempting surprise crash endings may be), but no guarantees. I promise to thoroughly abuse the Starcraft string limit, blatantly disregard any notion of reasonable file size (moar wavs! om nom nom...), and consume a large portion of
Anyway, assuming you actually read all of that before you arsed yourself to form an opinion, I guess I'll also provide some of my personal insight on each:
- Sin: To be honest, I've never liked Open RPGs. I enjoy dynamic concept maps that express novel gameplay mechanics and technical elements and give players lots of freedom, but I'm starting to find that existential non-linearity irritates the fuck out of me in a game. I'll save that for another rant, though.
That said, I think molding such a format to have a distinct structure and purpose while retaining its key property of being unconstrained has some possible merit I'd be interested in exploring. This'll be an epic map, sure, but it really won't do a heck of a lot to push Starcraft technologically beyond the novelty of the central premise and some implementation specifics. I certainly wouldn't skimp on features, but unless I decide to pull some new fancy gunner system out of my anus, I plan not to abuse the game too much (knock on wood).
To be honest, I think the notion of pushing Starcraft “technology” has pretty much died in me since finishing Rush, seeing as how it basically amounts to abusing a near-abandonware game into doing things it isn't meant to be doing to produce stuff that doesn't really improve your chances of an average player enjoying your map. Not that this is about what an average player cares about or anything. But that does sorta have a lesson in it: Why bother pushing your tech if you can't first make good maps within it? Even the 8-bit era has funner games than many of the multi-million dollar epics being spewed out today.
Anyway. As for what I think about making this map? Well, it'll certainly be a chore, but I'd look forward to making it. - Space Dogs: This is the map I'd use to accomplish two main things: Redemption after that miserable atrocity known as Astrogears, and to remind you upstart fuckers who's boss! But to be honest, I'm not completely sure I give a shit about either goal any more. I've already expressed my opinion on Starcraft “technology”, but it feels like my decision for this boils down to a version of adulthood vs. childhood, in a way. Though I don't fancy myself quite as mature as I could be, I'm not sure I have unlimited time or energy for these sorts of maps anymore (same with Sin, too, but to a lesser extent). I could always instead snipe in a tech demo with shitty playability just to show off the tech, but I think we're reaching the point now where if I wasn't going to be the one to turn it into a real map, no one would. But that's also a separate topic.
In spite of all this, I can't help but feel this might be the only 'right' solution, if you know what I mean. *sigh* Tough decision with this one... - A&O Saga: Though I initially only barely considered this to be a serious option, the more I think about it now, the more appealing it becomes to me. Movie maps are very straightforward to make. They're fun to watch. You can do crazy shit with them and no one asks questions. Players can't really break them. These maps are about as 'safe' as they come.
However, that's also the downside: It almost seems like the lazy way out. Almost.
That said, I have a few compelling reasons to consider this: Firstly, I sorta promised to do it (even if it was supposed to be in '07... oops). That's always a drag. Secondly, I like doing these sorts of maps. They're a tad tedious, sure, but in mapping terms it's like eating junk food. Doesn't help you grow or nothing, but it tastes yummy.
But more importantly, I've always longed to try my hand at a 'serious' story telling experience for a change. Rush was close to becoming that, but I decided the gunner system and RPG mechanics I chose for it kinda sucked and my attempt at a story was sorta cobbled together at the end (even though I technically also promised to continue that one, too... oh wait, I did ). And Sin wouldn't be suitable for story telling in the conventional sense.
Not to mention the story I had composed for A&O actually wasn't too shabby itself, and I could probably edit and update it now to be even better. That kinda makes this option the best 'bang for the buck'... even if it'd only be a buck, figuratively speaking.
Or I might just not do one at all. That's always an option too, right?
Post has been edited 16 time(s), last time on Jan 7 2010, 3:50 am by Tuxedo-Templar.
None.