Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Advance Wars Revisited
Advance Wars Revisited
Oct 7 2009, 1:05 am
By: Rain  

Oct 7 2009, 1:05 am Rain Post #1



Sorry for remaking an already existing thread but that was 2007 and this is 2009.
The old thread is located here: http://www.staredit.net/topic/655/0/
The old post has many good ideas but I've decided to start over (due to the fact that I no longer have the map file I was working on) [note: it's still a 2 player map. human vs human]
In addition, I've decided to take this in steps for the purpose of organization.

So if you have ideas for the map or comments please specify what part of the map it is for (ex. battle system, terrain, map feature ideas, and so on).

I'm going to break down the map making process into steps.

Step 1. Planning (terrain layout, ideas on battle systems, units, grid system [possibly], how to make this map work without killing myself) [note: I'm currently open for ideas!]

Step 2. Terrain/building layout (note: different types of terrain = different amount of damage [ex. asphalt = -1 armor, trees = +1, mountains = +3, etc.])

Step 3. Grid System (how to limit the amount of spaces a unit can travel on a grid while also taking into consideration terrain [ex. you travel fewer spaces over mountains than if you were traveling on asphalt] then how to implement the unit movement). [note: ideas much appreciated!]

Step 4. Battle System (in the game each unit on the map represents 10 actual units in battle [10 HP]. they take damage based on the terrain they are on and what units they are facing) [need help figuring out what I should do...player micro or battle system]

Step 5. Turn based system (not sure if this will be a problem. It might be I'm not sure.)

Step 6. Finishing Touches (filling in all the loose ends)

Step 7. Beta Testing

Anyway I'll add more info later gonna start working on my map now.

--edit--
Current Step: 1

Post has been edited 1 time(s), last time on Oct 7 2009, 2:14 am by Rain.



None.

Oct 7 2009, 1:44 am DavidJCobb Post #2



As for battling... Perhaps the user can set that? It'd be twice as much work, but that way, whichever one works out best ends up being played more. Maybe have the player start with a Terran Civilian and two Beacons off in the corner of the map, with a prompt telling them which Beacon starts which game mode?

As for vHP... Since there's multiple units, a single death counter won't work... I had an idea of using burrowed Lurkers with varying ownership, I posted it in the other thread.



None.

Oct 7 2009, 2:09 am Vi3t-X Post #3



Include a speed mode. Often when I was playing Advance Wars with a couple friends, they would take ages to make a move.



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Oct 7 2009, 2:47 am Polkaman Post #4



I posted this in the last thread, didn't know if you had read it or not.

You could implement something like that Civil War map, where if you would meet another bad guy you'd be teleported to a different place with actual fighting units, the computer too. You would use micro and leet hax strategies to beat the Ai controlled computer.. This would save you a lot of triggering, plus the actual combat adds a fun point to the map itself =)



None.

Oct 7 2009, 7:43 pm Craftstar2 Post #5



Or you could do it like this map: http://www.staredit.net/topic/8725/



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[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
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[2026-6-21. : 4:26 am]
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[2026-6-20. : 3:47 pm]
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[2026-6-20. : 3:43 pm]
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[2026-6-19. : 9:57 am]
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