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Spawn Defense

PostPosted: Tue Feb 19, 2008 10:10 pm
by TaCktiX
I'm a diehard StarCraft player. As a lot of you more than likely know, it has a powerful map editor, and a lot of maps are made "Use Map Settings." There is a particular one that I think would work well if was translated into CC: Spawn Defense. The basic idea of the map is that you cannot let 6 units pass your defense that you build up. Two teams play against each other, each team building ("spawning") units for the other team to have to kill. Spawning units generates "income" to spawn more units and/or a better defense. First one to crack under the pressure loses.

So how the heck would this work for CC? Spawn Defense is set up as a maze of unbuildable terrain that the neutral spawns walk along, with spots to build defenses on. So the map would look like 2 (short) mazes of 1-neutrals (identical to each other). Players would each have their own starting area, with the ability to bombard all neutrals within 5 territories' distance, or attack along the "buildable" sections to get to a better spot. Players would also get a spawn area that would automatically lose all but one army on it at the end of the turn, and those armies are added to the neutrals' spawn point on the opposite "team." Each round the neutrals would advance one territory down the maze. If a force of neutrals greater than 6 reaches the very (unattackable) end, the entire team is eliminated and the other one wins.

Now that I think about it, this would be a forced single doubles, triples, or quads game. And yes, I'll try to get a map or some-such up for visualization.

PostPosted: Tue Feb 19, 2008 10:18 pm
by InkL0sed
I don't understand pretty much all of your post. Can you clarify?

PostPosted: Tue Feb 19, 2008 10:49 pm
by fumandomuerte
I love SC... It's a shame I lost the discs. Can you place an image with some "didactic" indications to get the idea clear?
I don't know if the actual XML could work with this.

GL

PostPosted: Tue Feb 19, 2008 10:58 pm
by TaCktiX
Image
Heavily simplified example.

The final map idea will have a few more solid bonuses directly related to how many units have been spawned through the Spawn Points. All but one army on the Spawn Point is removed at the end of the round and added to the start of the neutrals' path on the opposite team (red's spawn goes to blue's side, and vice versa). At the end of each round, all neutrals advance (all armies are fortified forward) by one territory along their path. All territories except for the end can be bombard attacked if within range (NO neutral territories truly border the attack points, they can only be bombarded). The arcs show the range of each attack point. Spawn Defense is a lot like Tower Defense (there are a ton of flash games based on it), but it has a versus element to it.

Does that clarify things a bit better?

PostPosted: Tue Feb 19, 2008 11:05 pm
by InkL0sed
Intriguing. I'm starting to get the picture...

I think this may be possible once we have infected neutrals... but you'll have to change some of the details.

It could work, but you'll have to put a serious amount of thought into it.

PostPosted: Fri Feb 22, 2008 6:57 am
by jakejake
i dont really like this, that doesnt mean that other people wont though...i just dont really get it! :lol:

PostPosted: Fri Mar 07, 2008 9:43 pm
by spearfish
Wow, I used to LOVE starcraft!

I lost my discs around June 2006.... I was the best at helms deep :-(

PostPosted: Fri Mar 07, 2008 11:58 pm
by Ditocoaf
Copyright infringements would probably be a problem if you actually use SC. It's a good idea, though, and I figure you intend to genericize it.