Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: An idea for a defense map
An idea for a defense map
Apr 29 2009, 2:39 am
By: OMGimAnoobLOLOL  

Apr 29 2009, 2:39 am OMGimAnoobLOLOL Post #1



Alright, I was just randomly thinking about a defense I have not seen on starcraft my self (yet it could have been done already, and i didn't know due to inactivity) I was thinking about trying to make this..

I wanted it to be PvP based (Player Vs Player).
What I was thinking was every player gets their own little arena. There would be a spawn of units, but the same unit!
It can have like 9999hp (or more?), but it would only start off like at 4% health (just a number, just want to get the concept down).

Then it would go on to walking its course (which i am picturing in a square; in the middle of what its walking is where the players defenders would be. Then you would lose when you get too many units in your area.

Then there could be a section for you to 'upgrade' the offensive creeps your sending. So player1 could 'upgrade' his health so his next (and continuing waves) would be 6% health, rather than everyone elses non-upgraded 4% health.

Then you could also 'buy' spawns, to add +1 spawn (I'm picturing a max on this)

Player1 would send to Player2, Player2 to Player3 and so forth.

As for the defense, I figured just the normal units, hydra, marine, goon, etc. etc. with upgrades available to each. I also thought instead of adding Marines/Ghosts to the defense, like you could buy an 'scv' to build 1 bunker that would spawn a random Combo of Marine & Ghost. Then SCV would get removed. That was just some ideas on the defense.

Also, if it would be worth it, there could be some kind of 1-speed Upgrade, like normally spawning Zealots, but once bought, spawn Fenix
I also thought maybe the units that spawn should be random (but share the %health) so like, if it was a Marine spawning, people would buy just the unit that does the best against it. Like have it randomize between a few different ones.

I'm not sure if this would all be possible (i assume so, it would just take some work to do it)

Anyone think its a good idea? Or have any comments on it?

I hope i made everything clear, any questions please ask.



None.

Apr 29 2009, 3:30 am Pigy_G Post #2



It sounds good, but this is a bad idea:
Quote
Player1 would send to Player2, Player2 to Player3 and so forth.

It'd really suck to have Player 1 be a pro, player 2 be a pro, and 3 and 4 be nubs. Player 2 has to chew through two nubs before he can even get a crack at player 1, while player 1 has nubs against him and can attack player 2 at his own will. This makes people strategically place themselves behind the person they want to kill, I'd make it so everyone sends to everyone or a person selects the target he wants units sent to.



None.

Apr 29 2009, 3:53 am stickynote Post #3



Well, now it's just like line tower wars/madness map if you let the players choose which player to send it to.



None.

Apr 29 2009, 2:46 pm OMGimAnoobLOLOL Post #4



Quote from Pigy_G
It sounds good, but this is a bad idea:
Quote
Player1 would send to Player2, Player2 to Player3 and so forth.

It'd really suck to have Player 1 be a pro, player 2 be a pro, and 3 and 4 be nubs. Player 2 has to chew through two nubs before he can even get a crack at player 1, while player 1 has nubs against him and can attack player 2 at his own will. This makes people strategically place themselves behind the person they want to kill, I'd make it so everyone sends to everyone or a person selects the target he wants units sent to.
I know that may be the case in some games, but if you could choose where its sent, people can just send to the strongest. or friends ingame send to everyone else but each other.



None.

Apr 29 2009, 3:03 pm Pigy_G Post #5



Then have it send to everyone, I assure you no real defense players will want to play this map if they are forced to send to one person while someone else can bombard them.



None.

May 3 2009, 1:04 pm Vi3t-X Post #6



Spawn Defence.



None.

May 3 2009, 2:44 pm rayNimagi Post #7



Maybe you can make this game teams, so that p1 and p2 send to p3 and p4, and vice versa.



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 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
[2026-6-21. : 4:26 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?
[2026-6-21. : 4:25 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
[2026-6-20. : 6:15 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.
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