Staredit Network > Forums > SC1 Map Showcase > Topic: Generals: Frontline
Generals: Frontline
Sep 5 2009, 4:26 pm
By: Craftstar2  

Sep 5 2009, 4:26 pm Craftstar2 Post #1



I always saw Starcraft as a RTS game. Not to play RPGs or Bounds, but to build, capture and destroy. Having been a huge fan of RabidXDog's Strategic Warfare series and Civil War maps, i decided to make something that took what Starcraft did best, and make it better. Without further ado, i present to you Generals: Frontline.

Features:
-3 on 3 multiplayer map
-Morale system- The lower your morale is, the lower health your troops spawn with.
(However, unlike the Strategic Warfare maps, you do not win by depleting your opponent's morale.)
-Buyable units using a mind control purchasing system

Objectives:
-The Federation (Green) has to capture all cities, while the Confederation (Yellow) has to capture the Federation capital.

Doctrines
Generals:Frontline features 5 different war doctrines that affect your spawns and style of play. They are:

Attrition

Blitzkreig

Human Wave

Siege

Turtling


The above descriptions are just an overview of each doctrine. Try each doctrine out. Each as their pros and cons.

Screenshots

A small portion of the battlefield. Controlling the bridges is a key point in this map. If you can stop the enemy from crossing the bridges, you can buy yourself more time.

The map is open source. Feel free to make modifications and adjustments to it, provided that you mention me.

Thanks. Be sure to try it out and leave comments.

Attachments:
Generals Frontlines V0.8b.scx
Hits: 15 Size: 265.42kb

Post has been edited 7 time(s), last time on Sep 20 2009, 2:27 pm by Craftstar2.



None.

Sep 5 2009, 7:35 pm Dark_lunatic_K Post #2



Good map so far. Is it only 60% done? 'Cause you wrote v0.6, so...



None.

Sep 5 2009, 10:51 pm Craftstar2 Post #3



No it's done. This is probably going to be the final version unless something big comes up.

I did a little balancing and v0.6b is up.

Post has been edited 1 time(s), last time on Sep 5 2009, 10:59 pm by Craftstar2.



None.

Sep 6 2009, 1:20 am Dark_lunatic_K Post #4



It's impressive if it's your first map ever lol.



None.

Sep 6 2009, 1:32 am Craftstar2 Post #5



Why would that be? -.- Of course it's not.



None.

Sep 6 2009, 2:54 am Echo Post #6



Looks great, I love maps like these. Is this map based on a specific war time era? Anyways, Good luck.



None.

Sep 6 2009, 3:09 pm Craftstar2 Post #7



Nah, it's all made up.



None.

Sep 6 2009, 11:07 pm Black Knight Post #8



Nice map feels like a strategic warfare map, very well done, the concept is good, and choke points are well made, especially bridges may be a pain, I've only played with 2v2, hopefully there won't be CCMU, if this is v0.6 I look forward to v1, a suggestion would be lowering mine's damage maybe, or increasing the cost of halftracks

Post has been edited 3 time(s), last time on Sep 6 2009, 11:42 pm by Black Knight.



None.

Sep 6 2009, 11:45 pm Craftstar2 Post #9



Theres an army limit of 200 so hopefully there isn't CCMU. Mines are a great defensive measure against tanks. They do have low hp though, so would be easily countered with infantry.

I don't know if i should make a v1 :P What else can i add?



None.

Sep 6 2009, 11:48 pm killer_sss Post #10



when its played more im sure youll come up with plenty to add/fix/change if not someone may make a sujjestion that just sounds awesome. :)



None.

Sep 7 2009, 12:34 am Black Knight Post #11



Quote from Craftstar2
Theres an army limit of 200 so hopefully there isn't CCMU. Mines are a great defensive measure against tanks. They do have low hp though, so would be easily countered with infantry.

I don't know if i should make a v1 :P What else can i add?

I just played a game where blue passed 400 troops(on score), it may not be accurate but I think it's way above 200, and CCMU happened. I think volunteer troops should appear more in-game since they rarely appear, and I don't think you used the standard Goliath, and Vanguards have stim, stronger attack, better range than storm troopers but has lower hp and armor, stim can affect the game a lot though.

Post has been edited 5 time(s), last time on Sep 7 2009, 1:27 pm by Black Knight.



None.

Sep 7 2009, 1:57 pm Craftstar2 Post #12



Maybe i should use a stricter limit? What do you guys suggest to prevent CCMU? How i have it right now is if you get over 200 troopers, your morale falls to something really low (200 i think). I know, it's pretty lame, but i was hoping people cared about their morale. Most don't -.-

Yeah i used hero goliaths. Regular marines have range upgraded so their range should be the same.

Are the forces balanced though?



None.

Sep 7 2009, 2:20 pm Black Knight Post #13



I think so, but hero rines stim heavily affects game and can beat their counter parts in resourcefulness



None.

Sep 7 2009, 5:32 pm Craftstar2 Post #14



Yep, but Yellow also gets hero hydras which are better than the vultures Green get. So in the end, it works out :P



None.

Sep 7 2009, 6:22 pm Black Knight Post #15



But doesn't marines beat Hydras, anyhow the last battalions are all elites maybe you should make more battalions before the end ones which keep repeating



None.

Sep 9 2009, 4:25 pm Craftstar2 Post #16



Updated it :P

Added 3 waves to the original 9 waves, making it now have 12 unique reinforcement spawns.
-The last spawns give you paratroopers, allowing you to paradrop units behind enemy lines.
-Changed some terrain. Added anti-camp mechanisms in some of the spawns.
-Changed objective of Green team to destroy the Yellow HQ located in the top right instead of capturing all Yellow cities (which was a lot harder).
-Blocked the lower left bridge with minerals instead of the bridge north of that. Previously, it sometimes clogged and blocked units if not mined.
-Changed some unit stats. H.Infantries (Firebats) now have less health, to prevent people from simply massing these units.
-Moved some Strategic gun positions locations to make it more strategic.
-Moved the Yellow fortress town of Leavitts closer to the bridge, making it vital to capture the town to access the bridge for Green.
-Added high outpost terrain under invisible buildings and walls to play around with the vision settings.

Since i can't host due to a wireless router, i can't test my map until someone i can transfer the map to can host it for me. There may be a few bugs (especially concerning paradrops and attempting to load artilleries into them), so i would be grateful if someone tries it out :)

Thanks :)

Post has been edited 1 time(s), last time on Sep 9 2009, 11:02 pm by Craftstar2.



None.

Sep 9 2009, 9:37 pm Black Knight Post #17



Few problems : Oj's anti tank turret is green's, the confed base would load their men into their bunkers



None.

Sep 9 2009, 11:01 pm Craftstar2 Post #18



Oh thanks. Fixed it. I hate small errors like that -.- Thanks for your help Black. I put your name in the map :P

First post is updated.



None.

Sep 20 2009, 12:47 am Craftstar2 Post #19



Thanks to azala, i uploaded a new version. v.8 is up with some nifty updates.

EDIT: Sorry, forgot to give floor traps when a city is captured. It's updated now.

Post has been edited 1 time(s), last time on Sep 20 2009, 2:29 pm by Craftstar2.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
Please log in to shout.


Members Online: jun3hong