| 03-21-2005, 10:39 PM | #1 |
Hi, I am new here but the idea of my map has been floating in my mind for some time now. I am making a map called: Galaxy Wars. This is a multiplayer Battle Net map that is unique and completely different from all the AOS, Hero Arena, Tower Defenses and Footman Wars we play everyday. Battle System: Galaxy Wars will feature a unique battle system where two teams chooses and builds a selection of units then using them to wage war in the battlefield. Both teams will construct units differ in strength and weaknesses, then reinforcing the battle field at specific times and engage the other team in combat. To win, however, is not to destroy the other team but instead to capture all the “Crucial Points� or CPs Crucial Points: Crucial Points or CPs are located areas of high importance located in the battlefield. A total of 25 CPs will be present in the battlefield and both teams aims at controlling the most CPs to win the game. There are two ways of winning the game, either by capturing all 25 CPs or by controlling over half which is 12 CPs at the end of the game time limit. A game may be set to an interval of 30 minute or 1 hr (or more), and the team with more than half CPs at the end of the time limit is victorious. CPs are neutral at the beginning of the game, and changes color to either RED or BLUE depending on the team that captures it. A CP takes 40 seconds (debatable) to capture, and only ground units may capture CPs. Having units of both teams on a single CP will work in the defending team's favor. For example: RED controls a CP (RED CP) with units on top of the CP while BLUE team units are on top of the CP as well trying to capture the CP, the 40 seconds countdown will not start for the BLUE team until all RED team units are cleared from the CP. This is not the case however, if both teams are on top of a neutral (PLAYER13 CP). The 40 second countdown will not start for either teams until all units of one team are cleared from the CP. Base and Battlefield: Factories controlled by players are not located in the battlefield, and units trained from the factories can only enter the battlefield at specific times called Reinforcement Moments. The only thing present in the battlefield will be units and Crucial Points. Reinforcement Moments: Reinforcement Moments or RMs will occur every 5 minutes (debatable). New units player train from their factories will not enter the battlefield directly. Units may only enter the battlefield at RMs, which occurs every 5 minutes. All units trained from the end of one RM to the beginning of the next RM will be forced to enter the battlefield. For example: All units trained from 5:01 until 9:59 will be automatically entered to the battlefield when RM occurs at the 10:00 minute mark. Factories: Units are trained in the factories. All units and Factories are divided in 4 category known as Infantry, Mobile, Aviation and Support. Each category then has 3 levels of factories, for example the Infantry category has Infantry Barracks Lvl1, Infantry Barracks Lvl2 and Infantry Barracks Lvl3. In order to construct Lvl2 factory, player must posses a Lvl1 factory, and a Lvl2 factory is required to build a Lvl3 factory. There are a total of 12 factories as there is 3 for each category. Each higher level of factory trains more advanced units of their respective category. However, each category cost 1 food and players are limited to 4 food. Thus meaning a player may only have 4 factories at a time all times, whether the player chooses to build all levels of factories from one category and a Lvl1 of another or Lvl1 factory for all categories is the players choice! Units: Each factory regardless Lvl trains 3 different units. For example, the Infantry Barracks Lvl1 trains the quick and deployable Troopers, the field attacking Imps and the ability rich Fanatics. All these units may be upgraded from the factory they are trained in. Units start out as MKI or Mark 1 and may be upgraded to MKII and so on. Different units gain different unit abilities upon reaching certain MK. It is wise to continue to research MK upgrades for a unit to it's highest MK if you have already upgraded it once, since each successive MK hold more benefits than its previous, and also because you have already spent recourses and time into the upgrade, there is no reason to upgrade another unit from scratch. Recourses: All players will gain recourses at a steady rate and all players gain the same amount of recourse. Recourse will be used by players to construct factories and train new units. Simulation: Okay, so I tried my best to explain but I understand it is probably still too complicated for most people that have read through above. So here goes a little sim: The game starts, I start by building a Infantry Barracks Lvl1 (using up 1 food) When the Barracks completes, a immediately train Troopers from the Barracks I managed to train 6 Troopers before the 5:00 Reinforcement Moment, and at 5:00 mark, all 6 Troopers are teleported into the battlefield. I start spreading out my Troopers and capturing Crucial Points immediately. My troopers encounter some enemy Pelicans, an aircraft that is built to hunt down ground infantry. The Pelicans make short work of my Troopers. I decide I need some Anti Air, thus I build a Aviation Terminal Lvl1, and start to train Specter: an quick and deadly anti air aircraft. At 10:00 mark my Specters enters the battlefield and starts on a search and destroy mission for the enemy Pelicans! That is just the beginning, you can see that it is not so entertaining with a 1v1, but in a team game of 6v6 means that more than 30 units or so will enter the battlefield at the first RM at 5:00 mark! Which allows some serious teamwork and unit combos to initiate! As the battle continues, players will have access to more advanced units such as Apparitions (Infantry sniper units with exquisite range), Behemoths (Enormous tanks capable on taking endless punishments, great unit to capture CPs), War Pigeon (Aircraft capable to tossing layers of carpet bomb that lays waste to pacts ground units) and Zeus (Support unit that can alter the weather and strike all enemies on the battle field with lightning bolts) It all comes to timing, unit combo and countering strategy to win the game! And remember that the goal is to capture CPs not to destroy all enemy units (Although indirectly it helps to destroy all enemy units =P) For those who have played Shattered Galaxy will know most of what I am talking about, the battle system and many units are heavily SG themed. Help Wanted: Having said all this, I am in need of some help. I am seeking for people that are willing to spend at least a couple hours a week to get this map finished in the next one or two months. I am in search of the following devoted talents: Crucial: Person(s) of moderate knowledge of triggers (needs to know leader board, and some area/capture area triggers) Person(s) of high knowledge of trigger abilities (needs to know how to create trigger based abilities) Lesser: Peron(s) of modding skills (needs to make futuristic unit models, such as aircraft and robots) Peron(s) of mapping skills (needs to co-work with me to create the battlefield, and set those CP in locations for both more fun and strategic) Thanks and hope to hear from you guys soon Sincerely yours 416Mia aka AznYD |
