@Assault912 This is a Use Map Settings map, it actually isn't about the Zerg. They're an (I believe unnamed) alien force. I played the map back when it was in beta and the story was very compelling.
I played this (or an earlier version), and I liked it, however I found the spells thing a bit clumsy to use. I think that in the SC2 editor you can make units have spells right in their action bar (like in WC3) and you can make your own spells (like in WC3). Until then, these games will never be as mainstream as a simpler UMS.
With ALL of that in mind, this still looks like something you put a great deal of time and effort into, and as a fellow map-maker, I respect that. Best of luck.
If you have any questions about what to do next for an RPG map, and want to ensure that it stays around for a while / you want to do something a bit mature for SCRPGs, then feel free to email me.
For me, trailers are meant to inform. I understood that this UMS occurred in a post-world/civilization scenario, but it wasn't elaborated upon. This brought up points such as plot, enemies, etcetera, which can be seen below.
Thank you, however, for the correction. It's worthless to contribute something when the terminology you couch it in is incorrect.
Advantage - Players don't end up with a map with empty paths where there once were monsters.
Disadvantage - Retaking land for villages and battling old enemies slows pace and extends the life of the game.
Not to be confused with monster generators, which is really Swarm with a different name. Under this idea, the land of the enemy still belongs to the enemy, even if there aren't any more forces there. Thus, they will repopulate.
Advantage - Keeps players on their toes. Intelligent surprises can have a great impact on the player's perception of the game
Disadvantage - Surprises have little replay value. Players can be wiped out before they realize that something has changed.
Don't overestimate the value of surprise. The typical 'surprise' is unburrowing a dozen Hydras on somebody, but hallucinated enemies, random warps in dungeons, or unexpected help also work.
If clustered units come in and win, Swarm has lost its only advantage
If clustered units come in and lose, then the game is too difficult
Swarm is best used as a suprise tactic, not as a general strategy in an RPG. I mean, who has the economy to fuel hundreds of Zerglings running to their death? This works in SC because the Overmind gives his underlings no choice... but why would a human soldier do this?
Let's use the Zerg. Leadership: Overmind Goals: Assimilation How they attack: Swarm Tactics: Superior numbers / don't care about losses Weaknesses: There is only one being in the race capable of making decisions on its own. Created by: Xel'Naga Now for getting off the attack-in-swarms fix that most RPGs go for. There four basic ways to have enemies attack. Swarm Advantages - overwhelms those travelling alone Counter - clustered units See above.
Enemies: What are the things that caused the Earth to be the way it is? Are they Hive Mind types (Zerg)? Do they believe this is a holy war against humans (Covenant)? Is there simply a misunderstanding (Buggers)? Are they stopping humanity for its own sake? Did humans create them?
Any kind of answer along those lines can give you your enemy. From that answer, you can figure out
Story: AE stories usually err in how many people are in the story. Just because the Earth has suffered through a disaster doesn't mean there aren't resistance groups for humanity out and about.
Also consider: Why are those people beind chosen for their mission? Who would choose them for such a mission? What kind of people have access to technology that could be of any use in an AE situation? Do these heroes know who they are fighting?
Any limitations on the spells? Otherwise, it seems like Hero's Path. Lacking story, one super-unit with upgrades, levels without spell increases, and most enemies can be killed by simply grouping together and focusing fire.
I would suggest more challenges that depend player skill rather than player strength. Think Legend of Zelda vs Final Fantasy. Ambushes, traps, routing, and other parts that focus on teamwork make for a more interesting game than 'let's spam units at them'.
You don't use spells, this isn't Zelda or Final Fantasy. All boss fights are scripted so players must figure out how to beat them. Each boss has its own layer of AI triggers and works differently. Some bosses are composed of many units, not just one."Spells" as you would call them, are limited on how many of that item you have. I.E. You start with 5 grenades, you can throw 5 grenades until you find more.
I meant that Zelda games focus on tactics: You must know how to defeat the boss, there is one, maybe two points of attack, and that is all. Also, in Zelda games it doesn't matter if you've a lot of weapons, if your basic skill is low then your weapons and health are only side benefits. Contrast Final Fantasy games, where player skill, though a factor, is much less one than, say, character level and spells learned / items held.
The demo made it clear the effort you put into the bosses.
The idea of a stock inventory is nice to see. Hopefully it becomes more mainstream.
As said, the bosses look solidly built rather than meat shields. However, from the examples the demo showed us, it seems most of the enemies simply attack in waves of hydras + lings. I'm sure there are exceptions to this that are NOT bosses, perhaps those exceptions can be advertised in the trailer?
Otherwise the game could be full of stock surrounds and numbers, which is not a good choice.
Kilabyte i'm wondering how is your progress on your map.
RedTempz 2 months ago
Solar System was NEVER involved in the entire starcraft series
Assault912 1 year ago
@Assault912 This is a Use Map Settings map, it actually isn't about the Zerg. They're an (I believe unnamed) alien force. I played the map back when it was in beta and the story was very compelling.
YouSunkMyFishy 1 year ago
I played this (or an earlier version), and I liked it, however I found the spells thing a bit clumsy to use. I think that in the SC2 editor you can make units have spells right in their action bar (like in WC3) and you can make your own spells (like in WC3). Until then, these games will never be as mainstream as a simpler UMS.
tl:dr good map; no one plays it.
obesechicken13 2 years ago
With ALL of that in mind, this still looks like something you put a great deal of time and effort into, and as a fellow map-maker, I respect that. Best of luck.
If you have any questions about what to do next for an RPG map, and want to ensure that it stays around for a while / you want to do something a bit mature for SCRPGs, then feel free to email me.
Death2NewGods 2 years ago
This is a futuristic RPG, There are no magic spells. However, there are items such as grenades that are used like spells.
l3ladeKnight 2 years ago
For me, trailers are meant to inform. I understood that this UMS occurred in a post-world/civilization scenario, but it wasn't elaborated upon. This brought up points such as plot, enemies, etcetera, which can be seen below.
Thank you, however, for the correction. It's worthless to contribute something when the terminology you couch it in is incorrect.
Death2NewGods 2 years ago
Attacking Strategy 4: React / Rebuild
React / Rebuild
Advantage - Players don't end up with a map with empty paths where there once were monsters.
Disadvantage - Retaking land for villages and battling old enemies slows pace and extends the life of the game.
Not to be confused with monster generators, which is really Swarm with a different name. Under this idea, the land of the enemy still belongs to the enemy, even if there aren't any more forces there. Thus, they will repopulate.
Death2NewGods 2 years ago
Attacking Strategy 3: Super-Unit
Super-Unit
Advantage - Takes a whole party to handle individual beasties. More realistic
Disadvantage - Slows the game, nearly impossible for smaller groups.
Super-Uniting is simple. Units players can use have 10 health and 5 damage, max. The normal enemy unit have 100+ Health and do 2 or 3 damage a shot.
Let's say this, it enhances teamwork. On the down side, one dead player can make the rest of the game impossible for remaining players.
Death2NewGods 2 years ago
Attacking Strategy 2: Surprise
Surprise
Advantage - Keeps players on their toes. Intelligent surprises can have a great impact on the player's perception of the game
Disadvantage - Surprises have little replay value. Players can be wiped out before they realize that something has changed.
Don't overestimate the value of surprise. The typical 'surprise' is unburrowing a dozen Hydras on somebody, but hallucinated enemies, random warps in dungeons, or unexpected help also work.
Death2NewGods 2 years ago
There are three BIG disadvantages to using Swarm.
It's been done. A lot.
If clustered units come in and win, Swarm has lost its only advantage
If clustered units come in and lose, then the game is too difficult
Swarm is best used as a suprise tactic, not as a general strategy in an RPG. I mean, who has the economy to fuel hundreds of Zerglings running to their death? This works in SC because the Overmind gives his underlings no choice... but why would a human soldier do this?
Death2NewGods 2 years ago
Death2NewGods 2 years ago
Enemies: What are the things that caused the Earth to be the way it is? Are they Hive Mind types (Zerg)? Do they believe this is a holy war against humans (Covenant)? Is there simply a misunderstanding (Buggers)? Are they stopping humanity for its own sake? Did humans create them?
Any kind of answer along those lines can give you your enemy. From that answer, you can figure out
What the leadership is
What their goals are
How they attack (swarm vs comp. hacks)
Weaknesses
Tactics
Death2NewGods 2 years ago
Here are some possible solutions:
Story: AE stories usually err in how many people are in the story. Just because the Earth has suffered through a disaster doesn't mean there aren't resistance groups for humanity out and about.
Also consider: Why are those people beind chosen for their mission? Who would choose them for such a mission? What kind of people have access to technology that could be of any use in an AE situation? Do these heroes know who they are fighting?
See above.
Death2NewGods 2 years ago
Any limitations on the spells? Otherwise, it seems like Hero's Path. Lacking story, one super-unit with upgrades, levels without spell increases, and most enemies can be killed by simply grouping together and focusing fire.
I would suggest more challenges that depend player skill rather than player strength. Think Legend of Zelda vs Final Fantasy. Ambushes, traps, routing, and other parts that focus on teamwork make for a more interesting game than 'let's spam units at them'.
Death2NewGods 2 years ago
You don't use spells, this isn't Zelda or Final Fantasy. All boss fights are scripted so players must figure out how to beat them. Each boss has its own layer of AI triggers and works differently. Some bosses are composed of many units, not just one."Spells" as you would call them, are limited on how many of that item you have. I.E. You start with 5 grenades, you can throw 5 grenades until you find more.
l3ladeKnight 2 years ago
I meant that Zelda games focus on tactics: You must know how to defeat the boss, there is one, maybe two points of attack, and that is all. Also, in Zelda games it doesn't matter if you've a lot of weapons, if your basic skill is low then your weapons and health are only side benefits. Contrast Final Fantasy games, where player skill, though a factor, is much less one than, say, character level and spells learned / items held.
The demo made it clear the effort you put into the bosses.
Death2NewGods 2 years ago
The idea of a stock inventory is nice to see. Hopefully it becomes more mainstream.
As said, the bosses look solidly built rather than meat shields. However, from the examples the demo showed us, it seems most of the enemies simply attack in waves of hydras + lings. I'm sure there are exceptions to this that are NOT bosses, perhaps those exceptions can be advertised in the trailer?
Otherwise the game could be full of stock surrounds and numbers, which is not a good choice.
Death2NewGods 2 years ago
nice quality
Jccafter2 2 years ago
This looks cool
Brando550 2 years ago