Staredit Network > Forums > SC1 Map Production > Topic: Specialists
Specialists
Jan 23 2012, 3:12 am
By: Caedo  

Jan 23 2012, 3:12 am Caedo Post #1




The Specialists

SPECIFICATIONS
  • Players
    Requires AT LEAST 2 players, up to 5.
  • Map Tileset
    Badlands
  • Map Size
    256-256


STORYLINE/INTRODUCTION
Just about everyone has enjoyed special forces. I've found that some of them are lacking in several categories, be it challenge factor, terrain details, an actual plot, abilities/spells, etc...

This map will take place on a world that is swiftly being assimilated by The Plague (Zerg/terran/protoss hybrids), most of the systems surrounding this planet have also been taken over. The hired players (Galactic Mercenaries) will have a choice between 9 different mercenary units to destroy and kill each cerebrate and boss unit that controls each region on the planet's surface.

There are planned plot twists involving both the people the players are hired by and the true leader of The Plague. This map will require teamwork from both melee and ranged units because the enemy is programmed to make getting from point A to point B more difficult than it appears. Each unit is currently being balanced for the most effective combination in groups. (More to come!)


FEATURES
  • For the first while in the game players will be in control of ONE unit until they have acquired quite alot of minerals.

  • Unlike most of the special forces maps, I am attempting to involve the players and NPC's more when it comes to the general plot feel.

  • I've adopted several systems to make the healing/credit/hire/upgrade system extremely efficient.

  • Healing will need to be done sparingly because most heal points have to be uncovered by the players to be activated, even then, the medics will only heal the mercenaries up to a certain percentage.

  • The players will have access to as much information as they need to decide their choice in Mercenary and strategy.

  • Most triggers are activated by location, meaning certain conditions must be met before the next area is available, allowing a fair difficulty curve.


DETAILS
  • Rifleman (Marine), Purifier (Firebat), Marksman (Ghost), Doomhound (Zergling), Toxic Hunter (Hydralisk), Kaiser Beast (Ultralisk), Bladesmith (Zealot), Psion (High Templar), Nightshade (Dark Templar)

    Weapons
  • Weaponry details involving mechanics are given at the beginning of the game, so there's no hidden information on what unit is the 'best' for you.

    Items
  • Not necessary. (yet)

    Spells
  • Several universal abilities will be available to the players from the start of the game, I have ideas for each but have yet to work on them. Each will have a set mineral cost, and cooldowns will be set to each player.

  • Current spells open to suggestion: Observer (Permanent), Invisibility (Turns off enemy shared vision), Invincibility (20 seconds), Energy/Shield Charge (sets stat to full), Revive (will either revive an ally's unit or current player's unit)


SCREENSHOTS/DEMO
Full Map View

Entrance to Base I

Entrance to Base II



For You Testers Out There

Here is a beta of this project, give it a try!



PROGRESS
  • IDEAS
    Progress: 75%

  • TERRAIN
    Progress: 45%

  • UNIT PLACEMENT
    Progress: 40%

  • TRIGGERS
    Progress: 40%


UPDATES
Code
01/22/2012
-Began Placement of death counters instead of standard timer. (I KNOW!)
01/25/2012
-Death Counters completed for the core triggers.
-Game timer completely removed.
-Terrain altered, added some custom tiled work as well.
02/17/2012
-Extra players utilized for buildings.
-3 abilities added and useable. (Observer, recharge, heal)
Extra spawns in each zone, better patrols.
03/17/2012
-Second Area near completion, extra spawns and limiters need added.
-Third Area basic terrain completed (open for change of course).
-Fully functional second base after tests and retests.
-Flavor text and extra dialogue added for both objectives and certain units.
-Objective pings (timed by death counter), shown if objectives still exist.


http://www.staredit.net/topic/8126/

Post has been edited 8 time(s), last time on Mar 18 2012, 9:21 pm by Caedo.



None.

Jan 23 2012, 3:32 am UnholyUrine Post #2



luls Wait triggers

Looks somewhat promising. Keep it up.



None.

Mar 18 2012, 9:26 pm Caedo Post #3



I'll be adding more screenshots at a later time. Some input and tests would be appreciated.



None.

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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.
[03:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[03:43 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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