ConquerCraft Map (StarCraft Inspired)
Posted: Mon May 03, 2010 6:22 pm
Note: Just a note to say that due to the TOFU wars the next draft keeps getting delayed.
12/5/10:
Second Update in as many days, to start the updated version of the map:
Added Base-Color-Coded Wire Territory Connections, BCCWTC If I need to say it again .
Added Central Platform (Again with out platform textures, i'll add those last so I know how detailed it needs to go and also because All fine detail work I'll be doing to the larger version of the map)
Removed the Key at the bottom, I have plans about making it fit perfectly.
Addded tentative "Drop Zones" on the central platform.
Added "Ore" recognition discs to let players know which territories are ORE, hopefully delicately enough that it doesn't hurt the look of the army placement.
Added first Base Recognition Disc to REDHQ along with Text.
Base territories will be named as follows
[COLOR]/[COLOR Int.][SPECIAL] EG REDHQ, RLAB, RREF
[col Int.]# EG R1, R2
[col Int.][SPECIAL Int.]# EG. RO1, RO2 (in full: Red Ore 1, Red Ore 2 etc)
Space territories will simply be:
S# (S1, S2, S3 etc)
exception of Base Gates (the space side 10 starting Killer nuetral] which will simply be:
[COLOR]GATE.
All suggestions and comments welcome
11/5/10:
12/5/10:
Second Update in as many days, to start the updated version of the map:
Added Base-Color-Coded Wire Territory Connections, BCCWTC If I need to say it again .
Added Central Platform (Again with out platform textures, i'll add those last so I know how detailed it needs to go and also because All fine detail work I'll be doing to the larger version of the map)
Removed the Key at the bottom, I have plans about making it fit perfectly.
Addded tentative "Drop Zones" on the central platform.
Added "Ore" recognition discs to let players know which territories are ORE, hopefully delicately enough that it doesn't hurt the look of the army placement.
Added first Base Recognition Disc to REDHQ along with Text.
Base territories will be named as follows
[COLOR]/[COLOR Int.][SPECIAL] EG REDHQ, RLAB, RREF
[col Int.]# EG R1, R2
[col Int.][SPECIAL Int.]# EG. RO1, RO2 (in full: Red Ore 1, Red Ore 2 etc)
Space territories will simply be:
S# (S1, S2, S3 etc)
exception of Base Gates (the space side 10 starting Killer nuetral] which will simply be:
[COLOR]GATE.
All suggestions and comments welcome
11/5/10:
So I was watching some of the proleagues and I was thinking about how the classic SC maps all had the space platforms with a simple star background, really reminded me of the entire feel of the game so I figured it might be worth doing and spent the next few hours making a backdrop which i knew I was only going to end up covering up with low graphic platforms i then spent an additional 40 mins adding in that yellow black hazard tape.
I am up to a preliminary stage where I have just placed the army circles to give myself an idea of the feel, this is just initial of course as I have not got the middle platform or the Tech tree's in yet, not to mention territory names, base color coding, special territory marking (ore, HQ, Lab, Ref etc)
but I figure it gives a nice feel of how the map looks in space and how it changes up if I use Cable/Wire territory connection instead of actual border lines. I've got to say it gives me a lot more space to play around with.
It also made me realize this: This map is BIG, way bigger than i intended, what with all the in base territories, the space territories, the central platform and tech tree territories which i havnt even gotten to yet.
My feeling however is it isn't designed to play as if it were too big, as a player is going to be spending his time either in base working on res/tech or going straight for another base or the center.
To help encourage this however I thought I'd use the concept of space as a way of helping me in that all space territories are Neutral Killers. I had already intended to do this for the bases "Gates" but I figure I may as well attribute it to all of space in one nice hit to encourage players to stick to the platforms but still have the maneuverability they will need when the game gets going.
before 11/5/10:Base Concept Version 1.03:
This is a basic version of what a players base would look like.
The Theme is a Starcraft/RTS style game, with resources and a Tech Tree, I went through a whole load of tech trees until I decided KISS (Keep It Simple Stupid) was the way to go so as you can see there is just the one tech tree through the lab and the resource multiplier that is the Refinery.
Obviously each player starts off at an HQ
Like any RTS I have tried to show how Resources are a key to gameplay giving them a heafty expense to mine (10 neutrals on them to start) and 3 troop (autodeployed) yeild.
I've made 3 entries into a "base"
the first is the front entrance which has a "Gate" that resets to 10 neutrals every turn making it a nifty defensive device.
Then there is the two "back Doors" which allow an opponent to sneak in for resource harassment.
These 2 back doors also make a player have to decide whether to get those extra ore bonuses or leave them neutral for a little extra protection.
The Tech tree provides those extra mid to late game advantages,
The Drop Ships allowing one to sally out of their base with out having to break their own defenses. (and if in Fog, take a peek at whats happening outside their base with out being seen)
And the nuke, an expensive one off chance to bombard all of your opponents Resources.
Ultimately my hope is this map will allow for a wide variation of strategies and "builds" resulting in a thrilling game experience.
The map itself needs work I Know.