Staredit Network > Forums > SC1 Map Production > Topic: Super Smash Bros: Brawl - Final Destination
Super Smash Bros: Brawl - Final Destination
Jan 23 2010, 7:26 pm
By: atto  

Jan 23 2010, 7:26 pm atto Post #1




SUPER SMASH BROTHERS: BRAWL - FINAL DESTINATION
I'm currently working on Super Smash Brothers: Brawl. It has a fighting game style that's similar to Temple Siege, Hero Sanctuary or Custom Hero Wars, but it's a more or less recreation attempt of the real game.

Currently on starcraft, there are many "mass" maps which are rigged and useless to any player who attempts to become the victor of the arena, so I thought I'd give the words "Super Smash Brothers" a facelift on starcraft.


SPECIFICATIONS
  • Players
    Requires player 1, can have up to 6 players
  • Map Tileset
    Badlands, Dirt (base)
  • Map Size
    96x96


STORYLINE/INTRODUCTION
The players will battle against each other in an arena set up by the specifications of Player 1 (the host most likely), and will battle out to the death (lives), or have a timed match where deaths count, and the least deaths determines the victor. This is an attempt to make a replication of the real Super Smash Bros. Brawl, with a few acceptions due to the limitations of Starcraft.

You may choose a character at the beginning out of 12 available characters, choose if you want teams or FFA style match, Select teams (if teams is selected), Select Lives amount wanted (1-5, displayed at the bottom of the map), Select Items (On/Off, only all at once, cannot turn specific items off). After all of this is completed, you may Hotkey your building (Special Moves Buidling for secondary attacks and items), then the 3,2,1 countdown begins and you are placed on the battlefield based upon the game setup (teams or FFA). Spawn locations are provided in the middle of the map (as usual) and you will spawn after the death of a corsair (platform) if you die (life is subtracted). You may fall off the edge of the battle field "Final Destination" designated by the brown squares on the outter left and right sides of the battlefield.



FEATURES
  • multiple maps/characters can be created in later series... not just a one time deal map
  • knockback from attacks
  • flying across map with deaths
  • choose your own teams, lives, items (on/off), pickup/throw items
  • 3 special moves (Up + B, Down + B, Left/Right + B) (possibly throw attack added later)
  • the map can contain real arena style backgrounds that show in the minimap (as shown below)
  • smash ball final moves (TBA)
  • timed matches (1 minute, 5 minutes... etc.... TBA)
  • actual SSB: Brawl music/sfx from game



DETAILS

Characters & Specifications


  • Special Moves (Spells)
    - Each character has a maximum of 3 spells via Barracks, Gateway or Stargate (based on which unit is chosen)
    - The fourth slot on any of the "Spell" Buildings is for item use only i.e. make a medic, and you use your item (time limitations vary based on item)

  • Teams/Free For All Options
    - Based on the amount of players in the game (cannot have uneven teams)
    - Possible Combinations: 2v2, 2v2v2, 3v3, FFA
    - Players Choose the teams they want, a countdown timer restricts uselessness during this selection (when timer is over, if the teams are not chosen, they are forced)

  • Randomized location & spawn items
    - 16 currently available (due to use of nearly all SC units already)
    - over 10 locations for randomized spawn
    - Pokemon are included (8 in total so far), will be randomized when pokeball is "thrown/cast"

  • Item List:
    - Lip's Stick, Heart Container, Maxim Tomato, Ray Gun, Super Scope, Pit Fall, Pokeball, Beam Sword, Golden Hammer, Hammer, Cracker Launcher, Fire Flower, Freezie, Bob-omb, Screw Attack, Star Rod

  • Pokemon List:
    - Entei (Fire Spin), Suicune (Aurora Beam), Onix (rock drop?), Wobbuffet (Counter), Goldine (splash), Chancey (Egg Lay?), Bellossom (Sweet Scent), Zapdos (electrical storm).



SCREENSHOTS/DEMO

Shows the beginning of the game where the characters can be chosen from


Shows Bowser doing is Up + B attack known as "Whirling Fortress"


PROGRESS
  • IDEAS (60%)
  • TERRAIN (95%)
  • UNIT PLACEMENT (60%)
  • TRIGGERS (50%)

UPDATES
  • 07/01/2010 (last change)
    All special moves are set and ready to go, just need to add in specs for DCs, items revamped, Pokemon revamped


I know that onix and chancey are not included in the actual game and this makes me a bit of a hypocrite because I have recently mentioned that it's a sort of "recreation", but these are the pokemon that I could think of that I can use with the limited units I currently have left to choose from for pokemon. Everything in this game is still up to debate, but I'm just displaying what I have so I can get bashed by all you wonderful gamers out there :D.


SUGGESTION BOX
I am in need of suggestions for the gameplay and certain aspects of the game. Here are a few questions I would like to ask the community:

- Should I include EUDS for %Damage in later versions of the game (displays your damage % like in real game as an integer)?
- Should I include EUDS for F4 through F7 for move descriptions, pokemon and items?
- Should I use EUDS for button pressing such as 1-4 on your keyboard for use of Special Attacks (spell casting) and item use instead of Barracks?
- Does the item list satisfy what you see? What about the pokemon list?
- Are there too many players? (is 4 sufficient?)

Comments? Questions? Answers? Concerns? Constraints? Complaints? Let me know ANY feedback.

Post has been edited 10 time(s), last time on Feb 7 2010, 12:54 am by atto.



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Jan 23 2010, 7:32 pm Cinolt Post #2



Quote from atto
Should I use EUDS for button pressing such as 1-4 on your keyboard for use of Special Attacks (spell casting) and item use instead of Barracks?

You can't do this in multiplayer, but what you can do is have them hotkey 4 units and do a selection detection on those units, essentially detecting the numbers 1-4 being pressed.



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Jan 23 2010, 8:18 pm Newb Post #3



Quote
You can't do this in multiplayer, but what you can do is have them hotkey 4 units and do a selection detection on those units, essentially detecting the numbers 1-4 being pressed.

Couldn't it activate a switch though? I know you can use EUDs in multi-player maps. Is it only able to display text in multi-player?

The game sounds like it would be fun. It would practically be like a free-for-all brawl ( with a chance of having teams ). So I could see strategy in a game like this one. I look forward to seeing this. :)



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Jan 23 2010, 8:43 pm atto Post #4



Thanks for your feedback so far. I'm still looking for good suggestions while I try to fix the bugs/gameplay in my game. There is a lot of debugging to do, so I'm just looking for things to add to the game before I start debugging so that I can just work on it slowly and debug all in one shot. Thanks for any support on my game! I appreciate it!



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Jan 23 2010, 8:45 pm ImagoDeo Post #5



Quote from Newb
Quote
You can't do this in multiplayer, but what you can do is have them hotkey 4 units and do a selection detection on those units, essentially detecting the numbers 1-4 being pressed.

Couldn't it activate a switch though? I know you can use EUDs in multi-player maps. Is it only able to display text in multi-player?

The game sounds like it would be fun. It would practically be like a free-for-all brawl ( with a chance of having teams ). So I could see strategy in a game like this one. I look forward to seeing this. :)

No action that modifies the physical game world can be used as a result of an EUD condition.

You can set deaths, set switches, etc, but if any other trigger that actually does modify the physical game world based on those deaths or switches, then the player that executes that trigger will desync (get dropped).

There's a list somewhere, lemme find it...

Here. That's a list of all that you can safely do with EUDs.

For the most part, they can't be used in multiplayer for anything really useful.



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Jan 23 2010, 9:00 pm Cinolt Post #6



That is only true with nonshared values.

If an EUD detects a shared value, any action can be used without disconnecting.



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Jan 23 2010, 10:54 pm stickynote Post #7



To clarify, any eud condition that only applies to one player, for example mouse position, is not shared. Anything tyat is the same for all plaers, for example text displayed on th screen (unless some one whispers) is shared and does not desync. Hope that helped.



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Jan 23 2010, 10:57 pm Newb Post #8



Quote from atto
Are there too many players? (is 4 sufficient?)

I think the more players the better. ( IMO )



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Jan 23 2010, 11:15 pm MadZombie Post #9



Quote from Newb
Quote from atto
Are there too many players? (is 4 sufficient?)

I think the more players the better. ( IMO )
As many players as you can fit tbh.



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Jan 24 2010, 12:09 am atto Post #10



Okay, that makes sense to me, but I should probably clarify something with the map. What you see in the minimap screen location is most just graphix for the layout of the map. Here I have posted another picture as to how wide the arena of "Final Destination" is, what do you think of 6 people being crammed in there now?

Thanks for the feedback btw.



So, what you see here is Bowser doing his Up+B move Whirling Fortress. The white squares you see as terrain on the map are the boundaries of the battle field. Most of you have said that 6 players is fine, but I would like a secondary answer or maybe a recap now that I have posted how large the dimensions of the arena actually are. Should I make the arena larger? Any suggestions?

Post has been edited 3 time(s), last time on Feb 5 2010, 6:37 am by atto.



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Jan 24 2010, 12:12 am MadZombie Post #11



If you could stretch it up by 2 tiles and down by tiles, 4 tiles more really. That seems about right.



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Jan 24 2010, 1:07 am atto Post #12



Yeah, I sort of wanted to keep it the original size though. If you noticed on the minimap, you can see that the graphix for the game are near a perfect replica of the real game. I've tried stretching it before and it looked horrendous. I'll try it again and won't go into it thinking that it won't work, cause I do need to modify the terrain somehow. Otherwise, you're pretty much stuck on one side if you wanted to dodge someone like in the real game. Which reminds me, I wish there was a system that I could develope to create a "dodge/shield&movement" so that it was a bit more realistic. I think im pushing the game a little bit tho when it comes to how much the real game has compared to how much SC has to offer for me to do the "recreation".



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Jan 28 2010, 8:46 pm LooKe Post #13



Looks good. I'd love to help you out with ideas/suggestions once you get a playable version out and have some time.



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Jan 28 2010, 9:48 pm Norm Post #14



I gotta question for you:

Have you experimented with knockback attributes to character abilities? I think a recreation of SSB would be lame without characters flying across the screen once they hit high damage %.



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Jan 29 2010, 12:05 am Newb Post #15



That would be awesome to see people flying ! I'd laugh so hard when I see people flying.



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Jan 29 2010, 12:53 am UnholyUrine Post #16



Quote
Have you experimented with knockback attributes to character abilities? I think a recreation of SSB would be lame without characters flying across the screen once they hit high damage %.
I'd have to agree...

But if you can't, it'd still be a good thing to do.. GL :)



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Jan 30 2010, 12:49 am atto Post #17



Actually, I have thought of that, just never really had the time to experimemt with it. I've got an odd way of making a map lol. I'll stop for months at a time, which is what I'm thinking that I'm going to have to do fairly soon (because of my secondary education... midterms... :(), then I'll continue work on it, but only in small pieces. Like for instance, since I started the map, I've had a lot of progress with trying to figure out what the best characters/moves/items/pokemon/map would be. So far, everything has gone great, and I don't regret starting this map, but finishing it while trying to do an engineering degree at a university is another story. I would love to finish this if I had the time, but within the next month I have 2 major events (a fundraiser, and a competition), midterms and a social life to try and maintain.

I will take your ideas of flying units across the map once they die into consideration, although you must realize that 6 university level classes, 4 labs a week, and being the coordinator for a major fundraising event is enough on ones plate for the time being. Once I start work on this map again, I'll notify everyone that actions have begun to finally complete this map and you can all give me suggestions/help with if if you so desire. Until that time, I think it's best if everyone just gives me suggetsions or close this topic because I will not have any time in the near future to work on the map. I do appreciate the suggestions/help if you give it out, even tho the map will not be completed soon. I mean hey, I'm going to need suggestions and help within a months time, so give any feedback possible please.



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Jan 30 2010, 4:20 am DavidJCobb Post #18



If you haven't thought of a system, I'm thinkin' that high-definition location grids with some kind of advanced death counter system could work. Problem is, you'd need MacroTriggers, seeing as just transferring one death counter to another takes a ton of trigs. That, and I've no clue how to actually implement a location grid (though I understand the concept -- barely), so I wouldn't be able to help with implementation details.

If you really want to keep it true to the game, you can Google the formula for knockback was it relates to character mass and damage percentage. Ten bucks says at least one modder's ripped the values and published them on the 'net by now.



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Jan 30 2010, 5:07 am LooKe Post #19



So your basically saying it'll take to long to actually do, so your not going to do it because you dont have time? :bleh:

also we don't want them flying across when they die, we want them flying farther and farther across the more damaged they are. Just like the real SSB

And good luck with your degree!



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Jan 30 2010, 11:32 am OlimarandLouie Post #20



In order to be like SSBB the most, you need to making Meta Knight heavily OP ^^

Otherwise it sounds awesome, and I hope this becomes popular on bnet.



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[2024-5-10. : 8:46 pm]
NudeRaider -- Brusilov
Brusilov shouted: Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
https://armoha.github.io/eud-book/
[2024-5-10. : 8:36 am]
Brusilov -- Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
[2024-5-09. : 11:31 pm]
Vrael -- :wob:
[2024-5-09. : 8:42 pm]
Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[2024-5-08. : 10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
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