Staredit Network > Forums > SC1 Map Production > Topic: Nuke Wars
Nuke Wars
Jan 24 2011, 4:55 am
By: XeNoa23  

Jan 24 2011, 4:55 am XeNoa23 Post #1



Crappy Storyline:

So there was a fight in the bar the other night on Tarsonis. The epilogue: A bunch of pissed off ghosts.

So, the start of the story goes a bit like this. Screw you reap the whirl wind...you call down the thunder yada yada...



Breakdown:

The game will have a small arena consisting entirely of gun traps. The players will be on fog of war so that you cannot see the blur of enemy ghosts.

The players will have a time limit in between nukes so that they have a vulnerability(more of these are in the process of me thinking up). So, there will be a fog of war, and based on your kill score you can obtain a special: which would be allied and unallied vision for a short period of time. This allows you to see other ghosts in vulnerability mode.

So, I realize that you can both hear and see a nuclear launch. But the game will have ways to pin-point an enemy as listed above. If you have any suggestions on this please feel free to post them here. I would also like to add lives as a key component. Almost everything will have to be trigger based here. The main goal is making ways to pin-point your enemies ghost. Otherwise it's kind of a hide and seek. This is not Nuke the Whales, as I have thought of a more experienced game idea.


Current Stats:

Nuke Stats: Nuclear silo automatically produces nukes.

Ghost Stats: Dies in one hit but revives at one of many random locations.

Spell Stats: Gives vision for an undisclosed amount of time as of yet.

Nuke Deadline: 10 Seconds but will be edited after testing.

Nuke Tileset: Tileset is Installation

Nukers: 6


My reason for such a simple idea:

I am trying to think old school style here. Similar to early games like Tetris but with a great idea and a great character!

This means the game-play has to be fun and addicting. A desire to get better at what you're doing and to win driven by fun!


Picture Pending, give me a few mins.


Attachments:
preview.jpg
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Post has been edited 1 time(s), last time on Jan 24 2011, 5:01 am by XeNoa23.



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[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
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