PAINTBALL! WAR! WINTERGLADES!
I tried making a paintball map for one of my friends once using marines instead of ghosts. I then realized the mistake I made after testing it...
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Why stop at 1v1? Why not make it an 8-player free-for-all? :p
Also, I call dibs on the name 'Blizzball'. Think rugby featuring Nullifiers and a Baneling as the ball. Add to that temporary power-ups including giving a player Charge, Blink or of course, Thor Mode. :D
A dota type starcraft?
Oh yeah, and I would make a Zealot Blood. Nothing like reaching enough kills to spawn an Arbit... I mean Mothership to recall a large portion of your Zealots into an enemy's spawn. ;)
I'm an extremely old school map maker -- I created paintball back in WC2.
(anyone remember the one where you had one super unit (alleria) that could shoot fireballs? Yeah, that's how the paintball maps began.
I'm probably going to shoot for something much larger, and me and a group of buddies have been learning lots of programming/model editing/etc...
This is an EXCELLENT idea!
And it can be easily accomplished too.
Give Player 1a command of all buildings.
Everytime 1a produces a unit, the 'color' of that unit
is converted to player 1b.
All SCV's near a command center belong to player 1a.
If the SCV moves a certain distance away from the CC it's
given to player 1b. (This can be accomplished by putting a
location 1 over the command center, and loop a trigger to move
that location over that same CC every 500 ms. If SCV is NOT in
location 1, then the 'color' of that SCV is coverted to 1b).
I don't know man. This might be a stretch.
I'd recommend keeping the count to 2v2 on a 1v1 map.
Also, I would add a bunch of new stuff to keep 1a busy.
Macroing is easy if you don't have to worry about micro.
SO, here are some ideas...
- Add new upgrades to increase complexity.
(neoframe steel II, lift off for planetary fortress, etc)
- Make it a 2v2 on a 2v2 map.
Except player 1a is in charge of BOTH bases and
player 1b is in charge of BOTH armies.
- Add a way to buy gas with minerals,
or to sell minerals for gas.
- Add a way to self-destruct buildings in such a way
that would blow up all enemy units around it.
Good luck man! Great idea.
I would never make anything myself, because:
1) I sucked at the SC1 map editor, so I'll probably suck at this one too
2) I'd never have the patience or effort
...but, I'd like to see a style of play where a player picks units for their army before play begins, where units and abilities have changed costs, for the level of tech.
eg.
Both players choose a race, and start with x minerals and y gas each.
Player 1 picks Terran, and selects 20 marines, costing about 50 minerals each, due to T1 tech (1K minerals). Upgrades can be made, such as armor/weapon upgrades, but if a player wanted level 2 attack, it wouldn't cost the combined cost of upgrade 1 + upgrade 2, but something that would be balanced.
Player 2 picks Protoss, and selects an assortment of units, including HTs, stalkers and zealots. The player has a choice of a number of upgrades, including psi storm and blink, but an upgrade only goes as far as the units that can use it. So, if the player has 4 HTs, but only 2 stalkers, the sensible choice between the two previously mentioned upgrades is psi storm.
This mode could offer very high levels of micro strained out from the mainstream game, as each unit is important, because it cannot be reproduced. Once player 1 loses just 1 marine, they are limited to an attack power of 19 marines, not 20, for the rest of that match-up. if player 2 loses all of their HTs, more than just 4 units have been lost, but also resources spent on psi storm.
Parties are also customizable, so any combination of units can be made. this makes players think laterally, play outside the box. Siege tanks may become more offensive. Banelings will be better micro-ed, to get the most out of splash. Squads of ghosts may become useful in picking off stragglers when the enemy is stretched. the Sentry's hallucination could be an invaluable ability to lead attackers away, or better, create a trap that is potentially game winning. the possibilities are almost endless to the creative players.
Variations would have to be made, of course. Xel'Naga towers, for instance, would have to be detectors, as the lack thereof would be unfair to the player without.
Also, new 'hero' like abilities could be introduced, that would be OP in the main game. Abilities could also be assigned to certain units rather than the whole party, for example 1 stalker out of 3 has blink, but the others don't. This 'singular unit' ability would, obviously, cost less than upgrading all 3 stalkers.
There are also many ways a layer could win. There could be variations such as 'last man standing', 'capture the flag' 'most kills wins' and 'race to the finish'.
random thoughts?
A little mod for SC2 that adds new things to each race, then a custom campaign and a new "race": the UED. (the custom campaign would be for the UED)