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ConquerCraft Map (StarCraft Inspired)

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Re: ConquerCraft Map (StarCraft Inspired)

Postby natty dread on Wed May 12, 2010 4:36 am

PLEASE DON'T POST ABOUT GRAPHICS YET, I WILL BE DOING THAT AT THE END, WHAT I AM INTERESTED IN ATM IS GAME PLAY AND THE CONCEPT!


Ok ok, don't shout ;)

People are just telling you about the graphics work so you know what to expect... that there's going to be lots of work ahead of you if you're going to finish this map.

Frankly you're going it at the right way, gameplay should be first. That's why we have gameplay workshop first and graphics workshop second. And the XML is done in final forge...

Anyway, what you should be doing now is posting a design brief in the design brief thread.
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Re: ConquerCraft Map (StarCraft Inspired)

Postby Dai_atan on Wed May 12, 2010 2:40 pm

thanks natty, didn't mean to shout, just made the text large enough so people scrolling through would see it :P
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Re: ConquerCraft Map (StarCraft Inspired)

Postby Industrial Helix on Wed May 12, 2010 3:57 pm

Right, but before you submit that design brief we're going to need to see some territory names and the full gameplay of the map worked out in the legend.

This version seems somewhat more clear than the previous version so I think you're on track. While I understand you're not concerned about graphics at this point, do be aware there is a minimum level of graphical integrity a map must have before moving on to even the gameplay workshop. But feel free to take your time in working out the essentials in the melting pot before updating the graphics.
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Re: ConquerCraft Map (StarCraft Inspired)

Postby Dai_atan on Wed May 12, 2010 7:17 pm

Industrial Helix wrote:Right, but before you submit that design brief we're going to need to see some territory names and the full gameplay of the map worked out in the legend.

This version seems somewhat more clear than the previous version so I think you're on track. While I understand you're not concerned about graphics at this point, do be aware there is a minimum level of graphical integrity a map must have before moving on to even the gameplay workshop. But feel free to take your time in working out the essentials in the melting pot before updating the graphics.


Will do :) Thanks.

Territory names/Lab/Key are all up next on my list.
Then comes graphics if all that pans out for game play at which point I plan to amaze you with my unique graphical styles and pretty imagery.
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Re: ConquerCraft Map (StarCraft Inspired)

Postby MarshalNey on Thu May 13, 2010 2:10 am

The general layout of the paths looks workable, but I'd like to wait to see a legend and the research before commenting further I think. If you could put neutral values in as well that would be nice.

I'm not a fan of such "gatekeeper" high-level killer neutrals as you're proposing. However, it was true in StarCraft that defensive emplacements could create quite the killing zone.

If you were to keep the gatekeeper neutrals, might I suggest having some sort of tech available that simulates cloaking/flying/special doomsday attacks by having a territory that, once researched, can circumvent the gatekeeper. And no, I don't mean making that a killer neutral either (like in Monsters). Thing is, once the game got into its final stages, the defenses pretty much got outclassed by the tech. So, just make the tech a high neutral (not killer), and once it's researched, you've got access to a spot inside their base... you could even call the target spot within the base "recon detection" and have it do nothing essentially, except be a blocker- but only if the intended victim devoted troops there to block against the possibility of those nasty cloaked guys showing up, heh heh.

I like that idea for a tech better than just the nuke. Plus, it really includes the idea of a nuke, since they used cloaked Ghosts and had to breach defenses to get into the base.
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Re: ConquerCraft Map (StarCraft Inspired)

Postby Dai_atan on Thu May 13, 2010 3:39 am

MarshalNey wrote:The general layout of the paths looks workable, but I'd like to wait to see a legend and the research before commenting further I think. If you could put neutral values in as well that would be nice.

I'm not a fan of such "gatekeeper" high-level killer neutrals as you're proposing. However, it was true in StarCraft that defensive emplacements could create quite the killing zone.

If you were to keep the gatekeeper neutrals, might I suggest having some sort of tech available that simulates cloaking/flying/special doomsday attacks by having a territory that, once researched, can circumvent the gatekeeper. And no, I don't mean making that a killer neutral either (like in Monsters). Thing is, once the game got into its final stages, the defenses pretty much got outclassed by the tech. So, just make the tech a high neutral (not killer), and once it's researched, you've got access to a spot inside their base... you could even call the target spot within the base "recon detection" and have it do nothing essentially, except be a blocker- but only if the intended victim devoted troops there to block against the possibility of those nasty cloaked guys showing up, heh heh.

I like that idea for a tech better than just the nuke. Plus, it really includes the idea of a nuke, since they used cloaked Ghosts and had to breach defenses to get into the base.


you're forgetting that once a player has 2 bases they are earning well over 60 troops per turn, against a player who has that sort of bonus the gate becomes nothing. I like the idea of more tech but am also worried about the map becoming overly complicated, as it is I have already accounted for most of the balancing currently it allows for players to go for 3 ways of initial growth, that I hope symbolizes the different species.

1) horde up and fast expand (very Zerg, also dangerous if you stumble upon an enemy and arnt strong enough to face a counter attack)
2) turtle up inside your base and pick up all the safe resources before expanding. (terran)
3) Mining and quickly teching up to explore and out think your oppsoition (Toss)

Obviously the entire idea is to allow for huge amounts of variation, unlimited potentials to change up their game play. I will think a lot about the idea of ghosts and the like but currently I think I prefer nukes... will look and think for awhile and add in those nuetrals for you :)
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Re: ConquerCraft Map (StarCraft Inspired)

Postby TaCktiX on Sat May 15, 2010 6:27 pm

I'm going to hold off on a full critique until all elements are present on the map, but I agree with Helix's assessment thus far. Keep it up.
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Re: ConquerCraft Map (StarCraft Inspired)

Postby Dai_atan on Thu May 27, 2010 4:53 am

Currently working to add all territory names and key elements...taking awhile to get it all done because of heavy involvement in Tofu War and 2 Fuedal Tournaments :)
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Re: ConquerCraft Map (StarCraft Inspired)

Postby natty dread on Sat May 29, 2010 7:13 am

You should submit a design brief already.
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