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Soldier Store Beta - A new blood game

02-24-2008, 11:23 AM#1
Mr. Euthanasia
I started this map a number of years ago and recently decided I'd pick it back up, give it some polish, and release it. It's pretty much playable right now, however there are a few known bugs (shadows and sounds) and nearly zero testing. I should also note the game is more fun with more players.

Map Name: Soldier Store
Style: Blood Game
Players: 2-10

Overview:
The game currently has four modes of play: point match, fortress match, endless match (really) and capture the flag. The modes are described below, but first I'll give an overview.
  • The game revolves around killing each others' units. The only game similar to this I know of is footman wars. I felt it was lacking and (I think) was my original motivation.
  • Each unit killed gives gold which may be used to purchase upgrades, unit types, food, heroes, and in some cases defensive structures.
  • Unit creation is controlled by a summoning circle which each player may move units (up to 5 types at a time) into to start production. Unit production (by type) is round-robin style. Units have special skills which are most often auto-casting, however some are not.
  • There are many unit types, more than may be reasonably bought in a single game.
  • The number of units a player may have at a time is controlled by their food, I use a custom food system so that the cap can be set to stupid values.
  • The game is based around hoards of units so each player has a rally point to control them with. When a unit is created it automatically starts moving to the rally point. The rally point also has mass-attack and mass-move spells to control all units at once (eventually I will move this to a rally-flag based system that the rally point drops, each flag draws n units. I imagine you get the idea).
  • Anit-camp is controlled by the rally point. For severe cases, a player's spawn point can be temporarily moved (randomly) by the rally point's shift spawn point spell.
  • When killing a powerful unit with a weaker unit, an extra bit of gold is given.
  • Heroes are also a part of the game, although I have tried to deemphasize their use by making them comparatively weak to an army. There are currently only a few items.
  • To give players a reason to start a blood-bath in the middle there is a hill controlled by the player with the most units atop it. The player in control of the hill gets extra gold at predictable intervals.
  • Each player has a number of unit upgrades.
  • "Global" upgrades which effect all units on the hill may be purchased for a low price (and removed for a high price). Global upgrades--in general--are more powerful than player specific upgrades.
  • Politics have been made a part of the game as players may ally and declare war on other players. Allied player's units will not attack one other. This can be useful when another player had gotten a leg up in the beginning.
  • A thorough intro may be played (by majority vote) that goes over the game--consider watching it the first time you play as there is quite a bit to the game.
  • Each player has a number of commands, read quests for a list and their respective usages.
  • Player 1 is given a few choices at game start that change small aspects of play.

Game Modes: In both modes of play, red may choose to start each player with a hero.
  • Point Match: A point match is won by reaching a set point value. Each player starts with one point and gets more by buying unit types. Since money translates to winning, this is about killing as many units as you can.
  • Fortress Match: Each player starts with a fortress protected by two gates, one front and on back.
    - Unit types may still be purchased as they are central to the game. In general the gates open for the owner's units and close behind them. Using the fortress, gates can be locked to all units (and then unlocked) or opened (until locked). If a gate is destroyed it is automatically reconstructed after of time.
    - To protect the fortress players may buy structure upgrades or create a builder and construct defensive towers.
    - When a player's fortress is destroyed (but the game has not been won) they are given a wraith with several spells for sabotage. This way they can get revenge and enjoy the game till the end.
  • Capture The Flag Match: Each player has a flag that they must protect. Collect one (or more if p1 chooses) flag from each player to win. Player 1 may also choose if units can hold their own flag (for protection) or when a player picks up their own flag it gets teleported to base.
    - I wanted to keep emphasis on the major point of the game--backstabbing--so each player has their own flag and must collect a flags of each color to win. When a unit dies it drops the flag and it is up for grabs making thievery advantageous.

What to look out for:
- Unbalanced units, I've never actually taken the time to do any work with this although it is decently balanced.
- Sounds that don't match their producer. I never play with sound as I have a sound system to play real music. I'm also running with wine so I'm not even sure sound works.
- Other bugs (of course).

The map is unprotected (I don't suck) so feel free to modify or give me explicit suggestions. I've tried to use as little jass as possible (but it seems to slowly increase and I may be using too much "Custom Script: " in the gui) to keep it modifiable by a general audience, if I've made something unclear or left underdocumented let me know.

Comments and testers are greatly appreciated. Of course you will all get credit.

Updates:
0.8.92
* Water color is now white.
* Removed all basic unit HP regen.
* Added lightning elemental.
* Fixed all trigger spells.
* Spells no longer destroy trees.
* Units in base have wander removed.
0.8.91
* Terrain overhaul (with precautions for teleporting/ranged units).
* Rally-point doesn't fly => no spying (but gets caught in units; this will be fixed when I move to a flag based method).
* Added two more undead unit types and lowered all cooldown from 120->20.
* Teleporting units can no longer leave base.
* Updated tooltips and map description.
* More items.
* Continued to organize triggers and objects.
* Probably a few more small things I've forgotten.
0.8.90
* Added CTF mode.
* More cleanup and organization.
* Added 1 inventory slot for each unit (for all modes). I will be adding many cheap items that drop on death.
* Fixed a bug in the mass move spells and removed flying from the rally point.
* Made terrain more interesting.
* Added gate control to CTF fortress.

Thanks.
Attached Files
File type: w3xSoldierStoreBeta.w3x (744.0 KB)
02-24-2008, 07:18 PM#2
RolePlaynGamer
Does the game have an AI?

Quote:
Originally Posted by Mr. Euthanasia
I've tried to use as little jass as possible to keep it modifiable by a general audience, if I've made something unclear or left underdocumented please let me know..

- Why use as little JASS as possible? I think that it's easier to modify it in JASS...
02-24-2008, 09:55 PM#3
Mr. Euthanasia
Quote:
Does the game have an AI?
Not yet, originally I had planned on playing with genetic programming and see how the results faired against players; however due to limited time I have shifted mostly to other interests so it could be a while. Then again I might hack something together if it's heavily requested.

Quote:
Why use as little JASS as possible? I think that it's easier to modify it in JASS...
I agree that jass is easier to modify, it allows what little structure you can squeeze out of a procedural language without pointers and broken references. Although jass is easy for those of us familiar with programming I remember it was difficult for me when I first got into map making and didn't know anything about computer science.
I'll probably convert a few more thing to jass soon; at least the gates as they are currently pretty ugly with lots of reproduced work. If others actually show an interest in working on or modifying the map it shouldn't be too hard to convert the pieces that would benefit to jass.
02-25-2008, 12:23 PM#4
RolePlaynGamer
Ok mr. if you want me to i can look at you map just pm me write it at this thread. Im busy right now so i will only be able to test it tomorow. I took a fast look at your terrain, it's okay but i miss some doodads or destructebles. It would be good if you placed some trees, flowers, cliffs etc

EDIT:

I will take a look at it now...
02-26-2008, 07:49 AM#5
Mr. Euthanasia
I made the terrain more interesting and added a bunch of doodads. I may have gone overboard so input's appreciated.
02-26-2008, 01:25 PM#6
RolePlaynGamer
Good it's getting better =) I dont think you have overboard...

You could still make some cliffs. I think that the game would be much funnier to play if you added cliffs. But it would seem a little weird with dalaran cliffs... If it isn't to big a work, maybe you could make the map into a forest. I think that it would be very cool, and even more cool if the map was one big mountain with trees, flowers, mushrooms etc...

- But it's your desition...
03-01-2008, 02:58 PM#7
Burning Rose
Try using "Starts the Effect of an Ability". It fires when the mana cost goes off, the cooldown happens, all that stuff. It's best for making actual spell effects.
03-01-2008, 03:03 PM#8
RolePlaynGamer
Why the hell do you post that here?!
03-02-2008, 07:06 AM#9
Gorman
assumabley Mr. didnt use "Starts the Effect of an Ability" in his map...
03-03-2008, 08:46 AM#10
Mr. Euthanasia
Added another update, the terrain still needs work but I think it's beginning to look much better. Suggestions and criticisms are always welcome.

Quote:
Originally Posted by Burning Rose
Try using "Starts the Effect of an Ability". It fires when the mana cost goes off, the cooldown happens, all that stuff. It's best for making actual spell effects.
Thanks, I'll fit spell corrections into the next update.

Update: This isn't dead again. Been busy with break, work, and midterms. I should have another update in two weeks or so.
05-11-2008, 07:00 AM#11
Mr.Obliteration
Its excellent that you are reviving this after four years or so, and its sweet that our accounts are still around.

I'm excited to try the new version -- I'll tell you what I think.
05-14-2008, 08:41 PM#12
Shadow_Fox
I was playing this the other day and my food was displayed as -566 out of 16, and i was getting unlimited spawning. Cool map\idea otherwise.