Staredit Network > Forums > SC1 Map Production > Topic: When Darkness Falls
When Darkness Falls
Nov 11 2009, 12:52 am
By: ImagoDeo  

Nov 11 2009, 12:52 am ImagoDeo Post #1




TITLE

When Darkness Falls

An RPG



SPECIFICATIONS
  • Players
    1-4
  • Map Tileset
    Space
  • Map Size
    256x256


STORYLINE/INTRODUCTION

Darkness falls, and within the walls
Of the
Predator's silent frame
A shadow shifts and then it lifts
Its eyes glow red, aflame

Deep in the ship, a voice lets slip
A scream of impending death
The red eyes blaze inside the maze
The voice soon breathes its final breath

The shadow waits inside steel plates,
For the others who soon will come
The game begins and courage spins
Into the abyss the ship has become...



FEATURES
  • Unique 'Courage' system.
  • Many unique spells. (At least, I hope they're unique.)
  • Fascinating storyline.
  • Four different characters, each with a different path to follow.
  • You go insane if your sanity reaches 0. Every thing that gets past your courage defenses reduces your sanity by a varying amount. Sanity is slowly regenerated when no enemies are nearby. Different characters have different maximum sanity levels.
  • Many of the Predator's internal vehicles and weapons and security systems can be hijacked/used to aid players on their way.
  • Each of the four characters has different problems to overcome. Level-up systems grant additional weapons and abilities as players progress.



SCREENSHOTS/DEMO

NOTE: Please excuse the size; it's Flickr's fault.


Character selection area.


Each character has their own set of buildings for upgrading and casting spells. These two sets belong to Arolyn and Rael, respectively.


...and these two belong to Daron and Elena. They're identical because those two characters are both Terran infantry units.


PROGRESS
  • IDEAS (~75%)
  • TERRAIN (~30%)
  • UNIT PLACEMENT (~10%)
  • TRIGGERS (~5%)

UPDATES
  • 11/16/2009
    • Modified the spells and upgrades section of the map. Players now begin with only one spell to cast and must progress to get more.
    • Started work on the actual terrain of the ship itself. The Engineer's Quarter is about 50% complete. Will be using brushes to continue terrain work. Thanks to payne for this.
    • The character selection triggers have been started. Probably gonna be the simplest triggers in the entire map, but I have to start somewhere.
  • 11/12/2009
    • Decided to completely redo the map. Redid the topic to fit.
  • 11/11/2009
    • Laid groundwork for my grid system; began work on the difficulty selection triggers. Laid a few more units, locations, and some more terrain.
    • Updated the thread somewhat.


Made with the Map Production template.

Post has been edited 7 time(s), last time on Dec 2 2009, 10:16 pm by ImagoDeo.



None.

Nov 11 2009, 5:09 pm DevliN Post #2

Woah

I thought those were just thumbnails at first, and then I realized the screenshots really are that small.

I played a High Templar Defense years ago, so this isn't really that new. The FEATURES section is pretty vague when it comes to more info about the map, though, so perhaps you've got more planned than just defending with High Temps?

Maybe it would help to give some more details about what resources would be used for (other than building more High Temps) or how multiple players make it a "war."



:devlin: Currently Working On: :devlin:
Myself

Nov 11 2009, 6:31 pm ImagoDeo Post #3



Quote from DevliN
I thought those were just thumbnails at first, and then I realized the screenshots really are that small.

I played a High Templar Defense years ago, so this isn't really that new. The FEATURES section is pretty vague when it comes to more info about the map, though, so perhaps you've got more planned than just defending with High Temps?

Maybe it would help to give some more details about what resources would be used for (other than building more High Temps) or how multiple players make it a "war."

Thanks for the suggestions.

It's kinda annoying to find out that my idea isn't new, though.



None.

Nov 11 2009, 7:45 pm Norm Post #4



To be honest, I don't see anything new here.

To be honest again, I think you are lacking variety in your gameplay, to a point where I don't think I could keep interest throughout the entire game.

I hope you extensively plan this out more to develop it into more than you have now.

p.s. I like your description next to # of players in specifications section of your post. Well written.



None.

Nov 11 2009, 7:57 pm ImagoDeo Post #5



You added that post-script to make me feel better. :(

Yes, it is lacking variety. I've been trying to remedy that, but I think more drastic measures need to be taken.

I wasn't aware anyone had done Psi Storm defense games before... it's kind of annoying. What HASN'T been done?



None.

Nov 11 2009, 7:59 pm Biophysicist Post #6



Quote
What HASN'T been done?
I don't see many RTS maps. Go make one.



None.

Nov 11 2009, 9:22 pm DevliN Post #7

Woah

Quote from ImagoDeo
You added that post-script to make me feel better. :(

Yes, it is lacking variety. I've been trying to remedy that, but I think more drastic measures need to be taken.

I wasn't aware anyone had done Psi Storm defense games before... it's kind of annoying. What HASN'T been done?
Unfortunately every UNIT Defense has been made already, and most SPECIAL ABILITY Defense as well. I think that's why the random unit Korean defenses are so popular right now.

The only way to make it feelf resh, in my opinion, is to attempt to change the way the game is played rather than the types of units used to defend. Oo.Vic.oO is a perfect example of that with Path Defense, Income Defense, etc. That's kinda why I was assuming there was some other gimmick to this map other than just using Psi Storm.



:devlin: Currently Working On: :devlin:
Myself

Nov 11 2009, 10:38 pm ImagoDeo Post #8



There wasn't.

But now there is. ^^



None.

Nov 11 2009, 11:38 pm Ahli Post #9

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

^^ Random Bunker D :D

Can you upload the pictures somewhere else?
Flickr doesn't let me see them right now. :(

It's a "last man standing" defense as far as I understood. Am I right?

@the defenses that haven't been done:
I started one that was pretty unique. But unfortunatly most people disliked the way how you build (Unload to cycle through a menu or build the unit where it was shown under your observer).




Nov 12 2009, 5:16 pm ImagoDeo Post #10



Quote from Ahli
^^ Random Bunker D :D

Can you upload the pictures somewhere else?
Flickr doesn't let me see them right now. :(

It's a "last man standing" defense as far as I understood. Am I right?

@the defenses that haven't been done:
I started one that was pretty unique. But unfortunatly most people disliked the way how you build (Unload to cycle through a menu or build the unit where it was shown under your observer).

It was going to be a Last Man Standing defense, yes.

Hmm. Yeah, if the UI isn't intuitive, people get mad.

Storm Defense is officially ditched for the moment. I am incorporating the idea into a new RPG, however. I deleted the images off my Flickr page, so that's why the links won't be working. I'm leaving the images as placeholders, though, so my topic doesn't get deleted... :ermm:

@Tass - RTS? StarCraft IS an RTS. And if you haven't seen any variations, you haven't been around much - I can name AT LEAST three RTSs that I have played in my limited BNet experience. There are lots of them. I might work on one just for the heck of it, though.

One final note - I'm not going to update the thread until I can get some good screenshots to put up here. You guys will have to wait for a while, sorry.

Post has been edited 1 time(s), last time on Nov 12 2009, 5:23 pm by ImagoDeo.



None.

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[03:29 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.
[08:35 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.
[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
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