New Map- Cannonballs!

Tuxedo Templar

Member!
Joined
Aug 15, 2003
Messages
237
Reaction score
0
Location
Here!
Website
Visit site
DESCRIPTION: Aight, another of my bizarro maps coming at ya. I've had this one sitting around for a few months now, so I figured now would be a good time to finish it. :D

Anyway heres how it works: Its a 4 player game, though at least 2 are required. It plays entirely off the minimap, except for the interface part, which is handled by selecting options from beacons on an island on the top-left corner of the map. In the main portion of the map is the REAL island, where each player's stationary cannon starts off at a random location (Yup! You don't move at all during this game except by teleporting or dying and respawning). The game play is turn-based, and at the start you vote on the time limit for each round, plus each player's starting lives and gold, and whether to see a minute-or-so-long gameplay tutorial or not (recommended). During your turn, you get to select your ammo type (though anything besides regular cannon balls costs money) by casting Dark Swarm over the beacon (bringing your unit to the beacon will give you a description of what that option does, and if its not your turn you can select the defense-only options by morphing your d-only selector unit (hydra) into a lurker over the beacon), and then go on position the aimer and fire your cannon.

Aiming is the tricky part in this, so read carefully. You will get possession of a terran barracks on a smaller island below the ammo-select one in the top corner (don't worry where you'll have it brought up on screen when you've made your ammo selection.) Along the outer edge of the cannon island's terrain is a box of oscillating burning cloaked photon cannons. Your aimer will be one of these photon cannons, which you can see on the minimap by the map pings. Building infantry at the barracks will move your aimer along the burning edges by certain amounts, as labeled by the men standing immediately below the barracks. You will want to move the aimer along the edges such that you can trace a line between it and your cannon (marked by the green dot on the actual island's terrain) that crosses over an enemy's cannon somewhere on the island. Once that is done, you will need to fire the cannon by lifting off the building. The scrolling powder bar that you see while aiming will tell you how much powder will be in the shot when you liftoff, so you will have to get the hang of timing it so you can get the right amount of powder for your shots.

Different ammo types however need to be considered, like rockets don't need to use powder since they will travel indefinitely on an even plane until they hit something on the island or the map's edge, and certain projectiles like craters and warheads have a large splash radius that don't require as precise of an aim as other projectile types. For the full descriptions, move your unit to the beacons during they game.

With all that said, it shouldn't be too hard to master once you, um, master it, and it can be pretty fun if you're playing with the right people, so I suggest you give it a try if you're looking for something new! :cool:

P.S. As I said, it'll take some patience and practice, since this is practically a stand-alone game in its own right instead of your normal Starcraft UMS fare (this gots madz triggers), but once you get used to it it can be pretty fun to play, though I dare say I might yet have to do some more balance adjustments/tweeks before I can bring this to v.FINAL with any justice, but for now, enjoy!

P.S.S. There is a known bug in this, where if the player whose turn it is decides to leave the game, the game will hang indefinitely and you will have to remake :(. It can be avoided by simply not leaving the game during your turn, but of course that'll be difficult to control for 100% of the time so I'll get v1.0 (non-beta) out sometime tomorrow to address that. I'm counting on you people to report any bugs you find, as well as any ideas, suggestions, comments, etc. you can think of, which I'll be sure to address in the next version(s) if possible. GL, HF, KA!

P.S.S.S. Just out of curiosity, are the terrain colors a bit too whacky/bright or do they work out well? I just made them as I thought an island might look (sandy yellow, grassy green, rocky blueish-ish, snowcapped peaks, in that order of altitude), but I'll change them if they make distinguishing things like player's cannons and such too difficult/annoying.
 

Tuxedo Templar

Member!
Joined
Aug 15, 2003
Messages
237
Reaction score
0
Location
Here!
Website
Visit site
Gaaah, the map is almost exactly 200k and guess what: the limit IS exactly 200k :angry. Well for that, you're all stuck having to download from blizzforums until I can get my friend to host it on his page or something. Stupid upload limit!

EDIT- Oh, and here too, if that doesn't work.
 

Lwek

Member!
Joined
May 18, 2003
Messages
4,487
Reaction score
0
Website
www.Battleforums.com
Is there a short version of how you play the map?
I'm going to try this later, Sounds fun though. I give you props for the work.
 

FakeNameHere

BattleForums Senior Member
Joined
Jul 6, 2003
Messages
3,090
Reaction score
0
Website
www.battleforums.com
*Chants: We're not worthy, we're not worthy

Edit: Lifting off is a little bit of a hassle, since it takes time to fire. Instead, you could have a sieging tank for sieging is instant. I know this may be stupid for next vers, but if you organized the beacons (offencive right, defencive left) and disabled them, the beggining users can at least get a better hint. Good map though.
 

MacMan

BattleForums Senior Member
Joined
May 17, 2003
Messages
1,943
Reaction score
1
I'll take a look and see what you've changed! 200k seems like it's going to put a dent in bnet playability, but it's most likely above their IQ's anyways :) I know if I ever get some free time I definitely want to go back to this, maybe make a blend of our two styles, omg side view and top woot!
For your turn bug, if you're using buildings to determine player turns you can just remove those buildings for p12. I think I might be blurring our versions, I can't remember if you used that trick too or not.
 

Lwek

Member!
Joined
May 18, 2003
Messages
4,487
Reaction score
0
Website
www.Battleforums.com
Considering the fact that I took about 5 minutes doing the options(how many lives you want, etc etc etc)
And then suddennly I see this huge blob! on the right of the minimap. Now that was cool. I guess.

Im sure that you have something where if player 1 doesn't exist in the game, some other player will get to choose the options.

Right when I heard the name "Cannonballs" I knew it was going to be a multiplayer game, so I decided to play it under single player:p
With the "staying alive" cheat.

My reviews:
1 word: Fun and confusing and I had no target because I was playing myself:p
 

Moof-Ader

Member!
Joined
Sep 3, 2003
Messages
1,276
Reaction score
0
Location
In my room
Website
www.battleforums.com
I thought this game was really, but confusing. I'm going to have to try it more often. Fun game and good job on it Tuxedo Templar!:D
 

Tuxedo Templar

Member!
Joined
Aug 15, 2003
Messages
237
Reaction score
0
Location
Here!
Website
Visit site
Thanks for the hosting, Wing Zero. Good idea, FakeNameHere, I'll segregate and disable the defense-only option beacons next version, as per your suggestion. I've found out however that liftoff is just as "instantaneous" (as far as triggers are concerned) as siege mode, since the building is almost "instantly" in the air-only location when you activate liftoff.

Anyway thanks for playing, and keep trying: it'll make sense eventually. Just so you know though, the highest terrain elevation (white) will block ALL projectiles, so you'll either need to blow it out of the way (craters work best) or teleport. I'll make projectiles able to travel further in the next version though, since it seems two players at complete opposite ends of the map have a bitch of a time trying to hit each other, as I've noticed. Keep the questions/comments/suggestions/ideas comming, people! :D
 

New threads

Top