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New map idea. Thoughts?

05-09-2004, 07:39 AM#1
ZellDominiko
Ok, so here's the deal. I've been wanting to make a futuristic map that includes marines, artillery, and modern war structures. But also something that was enjoyable and REPLAYABLE. So, thinking back to C&C: Gold Edition and C&C: Renegade (idea was good, gameplay sucked), I came up with something.

A CTF map! Ok, I swear I lost like 20 of you right there. However, there will be many new features (at least, I think they'll be new); and it will actually be a CTF in a nominal way. Each team (Red and Blue) has their own base in a canyon (like in Renegade) across the map from each other. Within these bases can include 11 structures that serve different functions. Players will also be able to choose from 10 different types of units. A variety of cool yet important items will be available. Hiding behind terrain, dodging projectiles, mixed with the various unit skills, and the functions of structures will create tactical gameplay. Maximum of 5v5. The objective is to capture the flag as many times as the limit is set to at the start of the game (anywhere between 3 and 20). Another victory condition is to destroy the Command Center itself or destroy the Barracks and kill all the enemy players.

Structures:
01. Command Center - Main structure. If destroyed, team loses. Flag is here and can be captured for money.
02. Power Generator - Main structure. Generates electricity for powered structures. If used power exceeds maximum supply, powered buildings will not be functional until power is restored. Can be constructed by Engineer.
03. Barracks - Main structure. Any player who dies after this is destroyed cannot reselect a unit. The team loses if all players on that team die and do not have a Barracks.
04. Vehicle Factory - Secondary structure. Produces tanks to rip apart your enemies' structures. (Powered)
05. Academy - Secondary structure. Enables training of new units (Medic & Firebat). Can be constructed by Engineer. 1 per team at a time. (Powered)
06. Special Ops Training - Secondary structure. Enables training of new units (Commando). Can be constructed by Engineer. 1 per team at a time. (Powered)
07. Chemical Research Facility - Secondary structure. Enables training of new units (Chem Warrior & Shock Trooper). Can be constructed by Engineer. 1 per team at a time. (Powered)
08. Aerial Radio Command Center - Secondary structure. Not sure what I want with this, or if I'll have it at all.
09. Guard Tower - Secondary structure. Attacks enemies. Most effective against infantry. Short ranger. Can detect hidden units within radius. Can be constructed by engineer.
10. Siege Tower - Secondary structure. Attacks enemies. Most effective against artillery. Long range. Can be constructed by engineer. (Powered)
11. Light Post - Secondary structure. Illuminates areas of base at night! If destroyed, base becomes dark and provides easy access to infiltrating enemies. (Powered)

Units:
01. Plasma Gunner - Shoots average range in rapid succession.
02. Sniper - Shoots longer distances with a slow reload.
03. Explosives Specialist - Shoots short range, slow reload, but spread damage. Capable of planting mines.
04. Engineer - Can build various structures that protect the base or allow for new unit training.
05. Rocket Soldier - Damage effective against artillery and structures.
06. Field Medic - (Obvious) Can heal wounded soldiers.
07. Firebat - Shoots short range, with quick reload and spread damage.
08. Shock Trooper - Shoots average range with chance to stun enemies.
09. Commando - Short range, but kills in one shot. Can hide in the shadows.
10. Chem Warrior - Average range, spread damage with poison. Slower movement.

Items include:
01. Morphine - Heal
02. Night Goggles - Lets you see more than just a small radius at night. Used for infiltrating enemy base after knocking out Light Posts or destroying Power Generators.
03. Bulletproof Vest - Provides additional armor.
04. Flak Jacket - Provides additional armor.
05. Light Boots - Provides additional running speed.
06. Stim Packs - Ahhh yeahh that's the stuff! Increases movement and firing speed.
And more!


So that's basically it. Thoughts anyone?
05-09-2004, 08:00 AM#2
Panto
CTF is largely unrepresented in Warcraft 3, despite that Blizzard made several special effects that go particularly well with it.

I wish you the best of luck; I think you've got the 10% inspiration down pat.
05-09-2004, 09:08 AM#3
Captain Griffen
Now, totally origional...not taking everything from C&C.

I was gunna make a map like that...but I didn't have the skills and I had other projects.

Sounds like a good idea...but what is the view gunna be? And what will you control?
05-09-2004, 05:55 PM#4
Pyrus
Nice concepts and units, i especially like the light post idea. and now for comments.

What about vehicle? You didnt mention any. Tanks are quite powerful so maybe you might consider needing multiple marines to operate a tank after you build it, 1 to drive and 1 to shoot, like Halo.

The commando is too powerful, even if he requires a lot of resources to train. He could just hide, wait until units come close, kill them, then hide again.

There are too many splash damage people. The explosives specialist doesnt need to have an attack (mines are already good as they are and if you have a variety of mines its even better) but instead maybe a minesweep ability you have to research.

Adun to the last.
05-09-2004, 07:43 PM#5
Secret_jer
This sounds like a fun map, I would definatley play this when it is finished.
05-09-2004, 07:58 PM#6
ThyFlame
Unoriginal and uninspired... plus everything you want to do I've seen done before.

I can't see myself playing this more than once.
05-10-2004, 08:44 PM#7
ZellDominiko
Thank you for the questions, comments, and criticisms. I accept all responses, even ones that bash my ideas (screw you in advance). Haha, just kidding.

Anyway, I didn't mention vehicles because I don't know how I'm going to work with those yet. I have an idea in my mind about a tank unit, but that's all for now. Having 2 people controlling it would be a good idea. I could give the tank Cargo Ability. When one person gets in they'll have ownership, but the Acq Range is 0 so it can't fire. Then when a second person comes by, the two players will have Share Unit Control, the acquisiton range will be set to a number so that it can shoot, and both units can get out at any time. I may be able to do a similar thing with a transport vehicle; namely an APC.

As for the camera view, I was thinking that I would use the standard camera angle (or slightly lower to get more of a 3rd person pov effect). In any case, the camera rotation would change depending on which way your unit is facing. Now, I know that would get annoying, confusing, and make you dizzy really quickly. To prevent that, I thought I'd create a system with 8 directional facings. When the unit's facing degree comes within 10º of 0, 45, 90, 135, 180, 225, 270, 315, or 360º, the camera rotation will change.

For the Explosives Specialist, I thought of some things. I do agree with you, Pyrus, that there are too many splash damage units. The types of mines I thought of were: AI (anti-infantry), AT (anti-tank), SM (stop mine; essentially a stasis trap), and CM (concussion mine; temporarily slows movement of infantry). The Commando might sound a bit powerful, but he will have very low health to balance it out a bit. I'm thinking that maybe if he can kill in one or two hits, that he can also BE killed in one or two hits.

I also decided, like in C&C, Engineers will be able to infiltrate and temporarily disable enemy power generators. After a certain amount of time has passed, if another engineer hasn't recovered the Power Generator, it will automatically become functional again. This is so that if no one is an engineer at a given point in time during the game, it won't be unfair.