HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Need Artillery Ideas

10-25-2004, 01:22 AM#1
Extrarius
I want to make a map where the players control artillery inside a castle using abilities to turn left/right and change distance and such instead of just clicking a point, but I'm having a hard time coming up with a good map for that kind of play. I want the artillery to be either stationary or move very slowly, so they'd need to be inside the castly they're defending and the game ends when the castle is breeched (instead of when a king is killed or when the players die or the usualy stuff)

The problem is that such control would be slow, so you couldn't really fight waves of monsters like that as far as I can see.

I'd appreciate any suggestions on how to make such gameplay controls viable for a map. I'm looking for gameplay suggestions, as I already know how to code such things using jass and friends.
10-25-2004, 01:31 AM#2
-={tWiStÄr}=-
hmm.. sounds exactly like my sytem. except for the range thing. but since you know how to code it, what do you mean by slow? in my system you can rotate the camera and after a (purposefull) .25 secon delay everything goes perfectly smooth. and as for the range thing, have you ever played tank commanders? you set the range, and then whichever direction you are facing, it shoots whatever range you picked forward. it is a little slow but if the units are occupied or something (by opposition) theres plenty of time to aim, especialy after you get a feel for the ranges. oh and make the range with abilities.
10-25-2004, 01:35 AM#3
Extrarius
I mean slow in that when a player has to aim at something, it will take some time because they can't just instantly turn they have to click a button serveral times then the same to adjust distance and then finally fire, and probably do it all over since they probably didn't hit the first time.

If there are 10-15 monsters coming at the castle per player say (as usual in castle defense style maps), then there is no way the player can quickly take them all out even if they hit each one on the first try. Obviously some splash would help, but I'm not sure it would help enough to make it a viable game.

It works in tank commander because the tanks can move rather quickly, which something I don't want, and they also have tons of close-range weapons constantly firing off automatically. Also, the creeps from both sides stop eachother so that the tanks can sit back and just pick off a few slowly.
10-25-2004, 01:47 AM#4
-={tWiStÄr}=-
in my system you use the arrow keys and it is possible to detect when they are pushed down. you can adjust the rate at which the camera turns and all. and i guess in youre map it would kind of suck because there would be nothing in between the castle and the monsters but if you had to you could make it so every round like a sandbag wall regenerated that they have to kill before they can reach the castle.
10-25-2004, 01:49 AM#5
Guest
If you want an idea with arty castles, how about this one. Each player owns a castle in seperate places of the map. Each player gets periodically stormed by a computer controlled army. Each player also gets a little army of their own. You probably spend most of the time with the castle, shooting it and such since it is very powerful. Last castle standing wins? You could probably think more on the ideas and how it works.
10-25-2004, 05:11 AM#6
Guest
I kind of have an idea. You could make an spell (like blizzard...or flamestrike, just set it to 1 wave or something) and add a casting time. Thats one way you could do it. Not a good idea, but something you could do.
10-25-2004, 01:07 PM#7
Warlord255
try making the gun moveable sideways along a wall.
10-25-2004, 05:43 PM#8
th15
Thats a very interesting idea warlord... mmm.

Anyways, Ext, I think you've got to sit down and ask yourself a simple question: Why do I want it like that?

Frankly, I don't see anything exciting about sitting on something and rotating. My games are built on the underlying principal that the player should always be occupied. TC came out with just turrets and I found that it wasn't particularly engaging because all you did was run around in circles. That's why I added the cannon system. Anyways, back to the topic at hand...

You could make your artillery catapult units around instead of just chucking bombs. So, players would jockey to place their troops in the best positions possible. The troops are, of course, not under their control. It could be some nerubian defense thing where they sling spiderlings at the invaders... It'd be a nice variation of the usual creep command crap that gets out there.