Finally got wc3 again! map making time!

Sogeking

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i FINALLY got my hands on a copy of ROC(lost mine) and installed both it and the expansion. on my way home i started compiling a map that i thought would kick such ass. read my map idea and tell me how u think of it

I think ill call it prison break.

2 teams,

6(+,-) guards
6(+,-) prisoners

goals...

guards-prevent the prisoners from escaping

prisoners-escape!

Summary:

-the game is set in rounds.

-each round the prisoners try to escape by....
a. reaching one of 5(or more/less) dig sites and digging a way out(takes time, at the end of each round, dig sites move to random other places in the prison. mostly along walls though. digging takes time)
b. obtaining a set of keys(2 ways: stun the warden(current player with most captures) steal from wardens office) and then escaping using them on gates...the gates stay open untill either the warden shuts it with his keys or alternativly a guard gets the keys from the wardens office or catching a prisoner who already has them
c. using dynamite on the gates and rushing through(have to collect 3 parts for this, they can be found int: cafeteria, bathroom, and storehouse, all relativly close to eachother. arming takes a short ammount of time)

-each round the guards try to capture the prisoners by knocking their health down to 0 hp. they also have a gear cabinet they can use points earned the round before to buy...
a. nets(stops prisoner movement for x ammount of seconds)
b. tasers(increases damage dealt by guard)
c. security camera(can be placed anywhere, can be destroyed though.)

-prisoners can buy goods too...
a. drugs(increases movment speed and evasion(surprisingly))
b. digging supplies(from simple to advanced, better the supplies, faster digs)
c. disguise(by standing still, you blend in with other prisoners...but if the guards use a security camera they will pick u out)
d. nets(like the guards, except with lower hold time(guards have knives people)
c. knife(expensive, but really good for fighting guards...but dont attack by yourself!)

at the end of each round, escapes are added up and decreased fron the guard prestige. escapees earn extra cash for the next round, guads that capture a prisoner recieve a bonus of extra cash. everyone receives a small sum of cash at the end of every round as well. for every escappe, (depending on the game) 2, 5, or 10 points are taken of the guard prestige for every escapee from a 80(starting value). for every prisoner stopped, the guards gain 2 points. if the guards hold a point value over 70 for 5 rounds strait, they win. if the escapees get the value to reach 0, they lose.

thoughts?
 

Father_Chaos

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Looks fun to play. If you need help in map making, I'm here :).
 

tassadar920

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While waiting for GTA to install I thought I might drop in and check for new ideas.

I think you have a very well thought out plan here that could be interesting, but it needs some more to it.

Things you might want to do - items that give you effects (one-time use kinds of things) such as: bonus to armor, blocking spells (such as the nets), temporary range, etc.

Also I think you should do the following, players get some gold each round automatically, and then for every player that escapes the whole team receives +X, and that player gets 2x the other players worth of gold. That way if one player escapes over and over he doesn't "control" the gameplay.

a. nets(stops prisoner movement for x ammount of seconds)
b. tasers(increases damage dealt by guard)
c. security camera(can be placed anywhere, can be destroyed though.)
Nets should be "re-usable" after a time, and if a player gets netted they are permanently caught (unless they have a knife in which case it lasts a few seconds).

Tasers should do a very close range stun, or some sort of shock effect.

Along with security cameras maybe you should have automated guns (they spiin 360* and shoot anything straight forward)

a. drugs(increases movment speed and evasion(surprisingly))
b. digging supplies(from simple to advanced, better the supplies, faster digs)
c. disguise(by standing still, you blend in with other prisoners...but if the guards use a security camera they will pick u out)
d. nets(like the guards, except with lower hold time(guards have knives people)
c. knife(expensive, but really good for fighting guards...but dont attack by yourself!)
Players should get a free knife if they manage to kill a guard

Drugs shouldn't increase movement, they should just give an evasion that "moves" the player sort of randomly when attacked (when the evasion goes off, would have to be a triggered evasion)

Digging should let players burrow themselves, not escape from the prison though

Guards should have to buy new knives if they get killed (which means player's nets can grab them for the whole round)
 

Sogeking

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that sounds like a lotta good ideas,

on the diggin/burrowing, do u think the dig/burrow site locations should still be randomized? so players dont just burrow everytime they run into a guard or turret?

im trying to patch the game right now(gah dsl :() so when i get a start on it ill let u know. I did a maze map with maze protectors vs maze escapees once before(it was a cool idea :D) and i had a hard time with making it so the characters LOF doesnt go over the walls, what do i need to do for that?
 

Father_Chaos

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thebastardsword said:
I did a maze map with maze protectors vs maze escapees once before(it was a cool idea :D) and i had a hard time with making it so the characters LOF doesnt go over the walls, what do i need to do for that?
I don't know what LOF stands for, but if you want to block units from passing there, you can go in doodads > pathing blockers > pathing blocker ground, air or both. It's basically an invisible wall for those unit types. Or if you want only certain units to be blocked, you could make regions over the walls and make triggers like :
Code:
[I]Events[/I]

A unit enters X

[I]Conditions[/I]

(Unit-type comparaison)
Entering unit's type is Equal to Y

[I]Actions[/I]

Move Entering unit to Z
Of course, it's much longer than the previous method, and you must do it for each wall.
 

Sogeking

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how the hell did i write lof, lol...i mean LOS(line of sight)
 

Father_Chaos

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thebastardsword said:
how the hell did i write lof, lol...i mean LOS(line of sight)
About time you say it :rolleyes...

It's pretty much the same, go into doodads > pathing blockers > line of sight blocker.
 

Sogeking

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im really liking how this map is going so far, its going to take some time to get a playable build though.
 

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