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Thread: Mod/Project: Minigame Mania!

  1. #1
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    Default Mod/Project: Minigame Mania!

    Minigames Mania!

    Official Website



    Brief Intro:
    Hi guys, I'm Fulla, have been mapping in War3 pretty much since it came out. My best map was probably an old one Ninja vs Samurai Legends, some of you might have tried back quite a while ago. Hoping to go put alot more effort and go further in SC2 this time round.

    The very first map I'd thought it would be best for myself to start with is a pretty basic and simplistic Minigame type map. This gives me a chance to truly master the editor and simultaneously create a very fun map at the same time. Although I say basic I ofcourse still intend to have many new exciting and advanced afeatures to truly raise the bar beyond all expectations!!

    I started contemplating this project a few days ago and am hoping by making this thread I can gather as many ideas from you guys as possible, see what you'd like to see any hopefully suggests a few games I could implement. Ideally am working towards roughly 12-20 games pre-planned and ready to be made. Once Sc2 comes out, I'll strive to have the map ready to go within the first week.

    Current Team:
    • Fulla - Coding
    • Oversky - Coding
    • Ragingspeedhorn - Terraining
    • The Community Here - Providing a surplus of good ideas hopefully

    Game Overview:
    Venture through numerous challenging Minigames in a chaotic Free For All battle of skill, wit and cunning against other players, earning points along the way depending on how you do each game. Eventually a final victor emerges with the hgihest score! Ofcourse as a reward he gets to select a few extra bonus minigames of his choice to finish up on.

    Game Features:
    • Fully playable up to 10 players (maybe more).
    • Complete AI support for leavers and computer players.
    • 12 unique exciting minigames (more in future updates).
    • Numerous games modes to fully customize the gameplay.
    • A level of polish and variety never seen before.

    Current Games Ideas:
    Here's a compiled list of all the game ideas so far, I've tried to give a brief description & a mini map template/preview. Very open to suggestions and improvements on these, if anything if unclear or not explained properly let me know and I'll update it, thanks.

    • Zergs at night (Zergling/Changeling) - (Thanks to Fussiler1 for idea)
      - Sneak into a terran outpost, killing off guards, destroying objectives and looting relics.
      - Gain as many points as you can by completeing these objectives.
      - Use your abilities to hide, burrow and ambush.
      - Infiltration, assanination and a sneaky patience!
      .
    • Robot Rumble (Immortal) - (Thanks to tieno for idea)
      - Pick your robot and enter a fightning tournament to the death with other contestants!
      - Fight several rounds, earning gold along the way dependong on how you do each time.
      - In between rounds spend your gold purchasing upgrades, add-ons, gadgets and research new abilities.
      - By the end the player with most round wins, clenches the game.
      - Spending and saving your gold up for the long haul would be the way!
      .
    • Zergs at night (Zergling/Changeling) - (Thanks to Fussiler1 for idea)
      - Sneak into a terran outpost, killing off guards, destroying objectives and looting relics.
      - Gain as many points as you can by completeing these objectives.
      - Use your abilities to hide, burrow and ambush.
      - Infiltration, assanination and a sneaky patience!
      .
    • Robot Rumble (Immortal) - (Thanks to tieno for idea)
      - Pick your robot and enter a fightning tournament to the death with other contestants!
      - Fight several rounds, earning gold along the way dependong on how you do each time.
      - In between rounds spend your gold purchasing upgrades, add-ons, gadgets and research new abilities.
      - By the end the player with most round wins, clenches the game.
      - Spending and saving your gold up for the long haul would be the way!
      .
    • Bullseye (Hydralisk) - (Thanks to Staticfrog for idea)
      - With just 7 ammo, carefully take aim at moving targets shooting them down!
      - Targets at the back are worth more points but harder to hit.
      - Use your abilities if you wish, consuming more ammo but pontially hitting multiple targets.
      - Keep an eye out for powerups amongst the moving targets.
      - Careful precision and speed make the crackshot!!
      Hidden Content:
      [
    • Forgotten Temple (Dark Templar) - (Thanks to RunninDaGameDR for idea)
      - Sneak through the labyrinyth to the finish, avoiding the deadly traps and guardians.
      - Use your abilities to aid in stealthy and hindering opponents.
      - Patience and deadly cunning will only make it through!!
      Hidden Content:
    • King of the Hill (Viking)
      - Force your way to the center circle, generating points by remaining side.
      - Smash enemy players side, away and all over the place using your abilities.
      - Earn the most points to clench the game.
      - Pure raw aggression needed!!
      Hidden Content:
    • Room Wars (Probe)
      - Numerous rooms all connected together with sealed doors inbetween which open and close at their own specific intervals.
      - Rooms spawn Marines or Hydralisks in intervals for the player who controls them.
      - Starting with just 1 room under your control, spread your forces out and fight your way through securing and holding as many as you can.
      - Have the most rooms by the end to win.
      - A tactical genius mind comes in handy!![
      Hidden Content:
    • Brainstorm (High Templar)
      - A series of rounds, where you answer questions relating to a group of units spawned.
      - Strive to be the first to gain 2 correct answers before anyone else.
      - Fast reactions and a good knowledge needed!
      Hidden Content:
    • The Pits (Marine)
      - As a marine you are on a temporarily shore leave, spending your time gambling on an illegal Pit Fighting Tournament.
      - Each round a group of gladiators fight it out to the death, in which you can bet on the outcome.
      - Gamble on quite literally almost anthing, from winner, looser, first blood, top killer, top 3 etc.
      - Earn the most money before the time expires to win.
      - A combination of luck and foresight!!
      Hidden Content:
    • Nuclear Aftermath (Ultralisk) - (Thanks to RunninDaGameDR for idea)
      - Survive the constant nuclear bombardements by hiding in shelters when they come down.
      - The radiation continously degerenates your health, so scavenge and compete for food and supplies laying about when its safe to do so.
      - Steal off other players, prevent them from finding shelter and evolve into a superior species with your abilities.
      - Only the most cunning and ruthless can survive!
      Hidden Content:


    Please share your ideas:
    Very open to hearing any features and ideas you'd really like to see in a new potential Minigame map! Think of ones you've played thus far in warcraft such as Uther Party and Pyramid Escape, and what you've always wanted to see, what was missing? how could they be improved?

    Any actual minigame ideas, fire away!!
    Last edited by Fulla; 04-21-2010 at 05:28 PM.

  2. #2

    Default Re: Mod/Project: Minigame Mania!

    Spy vs Spy

    Use the same area as the probe wars but place objects in many of the rooms. Give the "spy" that each player controls a 2 slot inventory. As people search objects, they find items that fall to the floor that may be picked up to create traps. You may place items (such as 1 more inv slot, body armor, regeants for items) or traps on objects for other people (or yourself) to trigger and find. The goal is to find the espionage and exit the building while impeding or even killing the other opponents.

    Potential traps: Ones that damage opponents, ones that stun/impede them, basic DoT effects, Ones that destroy items in inventory, ones that blind the room (fill it with LoS blockers), Ones that wipe memories, ones that effect statistics, such as vision or movement speed, etc.

    Potential "Spys": We can default to ghost, but I think a civilian model with a trenchcoat would work best, I think some of the civs will have that.

    Potential UI improvement: recipe system combined with Right Click functionality would be great. So let's say you have wood and nail in your inventory, right click on either of them to make a menu that says "Make painstick (Wood + nail); Make Footpain Floor Trap (Wood + Nail); Make Eye Poker Door Trap (Wood + Nail + hinge); Make Spear (Wood + Knife + rope) and they can choose what they want to make.

    UI Improvement: Make it so that when you move from room to room, the camera zooms in on the room you're in. If you change a room, it shifts to that room. Don't allow them to move the minimap or camera itself so that it stays "room centric" and provides an interesting dynamic.
    Last edited by Gifted; 03-30-2010 at 10:08 AM.
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  3. #3

    Default Re: Mod/Project: Minigame Mania!

    Sentry Billiards

    Make a pool table with "Balls". Allow Sentries to use their .5 second guardian shield to push balls around to holes to score points. Pushing opponents into holes will reduce your points to create a sort of false teamwork situation where you want opponents to help you while you're trying you best to take the ball at the last second without screwing others over.

    Opponents only get "pushed" while balls continue rolling.
    Last edited by Gifted; 03-30-2010 at 10:07 AM.
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  4. #4

    Default Re: Mod/Project: Minigame Mania!

    King of the Hill

    Kinda like "king of the circle" but it's a large mountain (or pole) that you climb up. You use collossi to do so and your attack will push others down the hill far while using the attack pushes you down the hill slightly and stuns you a second, creating an opening for others to push you down.

    The trick with this would be to create a high enough mountain/pole and have the Z axis of the camera follow your collossus so you get the feeling of "climbing". Use a basic UI square to show locations/heights of people above and below you. The farther up you are, the slower you move, allowing people to catch up and encourage come from behind victories.
    Last edited by Gifted; 03-30-2010 at 10:09 AM.
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  5. #5

    Default Re: Mod/Project: Minigame Mania!

    Zergling Races

    Create a basic horse track style game where you are the jockey on the back of a zergling (or insert useful neutral unit here)

    The interface would place the camera ON THE BACK of the zergling looking forward and utilize a sort of over the shoulder FPS interface which would require you to use the keyboard and mouse potentially. The goal would be to show the zergling as the bottom third of the interface, like you're actually riding it.

    Idea for flavor: You start at one side of the ravine and need to reach your Spawning Pool at the "finish line". The issue is that marines know you're trying to get home and will be running along the same path ahead of you at a slower speed. As you run by, they turn and shoot at you, reducing your hit points. The lower your hit points, the slower you move. If you assault a marine, you kill the instantly and in 2 seconds of "eating" you get full life and move on.

    Farther you go, more points you get. Some areas involves ambushes which are impossible without 2-3 people ripping the marines apart. A forced teamwork will create interesting segments on this.
    Last edited by Gifted; 03-30-2010 at 10:14 AM.
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  6. #6
    The_Blade's Avatar Administrator
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    Default Re: Mod/Project: Minigame Mania!

    New Minigame Idea:

    Square:

    The point of the game is to keep your unit inside the square using forcefield and get the enemy out. The unit you have to keep in the square is a thor and there's up to 8 players that have to do the same. The less the amount of players the smaller the square gets. You win when you get all the other players out of the square.

  7. #7

    Default Re: Mod/Project: Minigame Mania!

    Defend the Artifact

    Co-op: Your cluster of Ghosts have found an artifact among the ruins of a slightly defendable building. The protoss are rather reluctant to allow you to take the artifact away and have alerted the Dark Templar to take you out.

    The only detection you have is EMP, which costs 1 energy of a maximum 5. Deals 40 damage to shields.
    Dark templar have 80 shields, 40 hit points and deal 100 damage.
    Ghosts do 20 damage to Dark Templar per attack and have 100 hit points.
    Building walls, which the dark templar need to destroy to reach the ghosts have 1000 hit points.
    Arrange the walls into a basic 5 room building, 1 room on each side, and the artifact in the center. A room that is breeched allows them to "fall back" a level.

    Goal: Survive longer to get more points, until the dropship comes in and evacs your team. All survivors get a bonus set of points. Killing dark templar will give you more points. The most devious of players can contemplate screwing a specific player by EMPing them to reduce their ability to play. EMP players are stunned for 3 seconds.

    Optional addition: Allow different units other than DT to become "permanently cloaked" to create an interesting twist of gameplay.
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  8. #8

    Default Re: Mod/Project: Minigame Mania!

    Creep Wars

    You start with a hatchery and 4 queens. Give them the default abilities. Creep tumors will be able to detect and attack nearby creep tumors or hatcheries. If your creep tumor destroys another one you gain control of it. Queens have massive hit points but can be taken down if they dangerously get into danger too often. Transfusion helps alleviate this concern, but at the cost of creep tumor production. Spawn larva spawns a single larva at the hatchery which can be spawned as a queen on a long duration, no cost.

    The goal is balancing making more creep tumors, while consider making more queens over the long term while keeping queens alive with transfusion if you make a mistake.

    Make the creep generation area smaller... other ways to make this fun could work, but eventually there will be so many creep tumors that a critical mass will happen on it's own and start moving around. At the end of a timer if all opponents are not killed then the person with the most points wins. Hatchery is 10, Queens are 3-6 (Depends on how long it takes to build one), tumors are 1.
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  9. #9

    Default Re: Mod/Project: Minigame Mania!

    Reaper's Delight

    Co-op: Your a group of a pirate reaper raid. You're goal is to assault a town for as many goodies as possible. As a team, you want to reap all the rewards this town has to offer by jumping from rooftop to rooftop and deciding which buildings to rob and plunder.

    They only have 4 inventory slots and when they're full they have to bring their haul back to the Base Ship to make it count as points. If you die then you get no bonus points.

    The map is laid out as the following: The uberdropship is outside the town to the left on a cliff, The edge of the town is the residential district, then the commercial district, then the administrative district. Authorities spawn in the administrative district and attempt to track the invaders down in the streets below. The farther that the reapers go into the town, the more rewards and risks exist.

    Additional notes:
    - Buildings which have alarms have larger rewards but alert the authorities to it's location when it's robbed.
    - First level units are basic. They attack you as you jump from roof to roof (You hit the ground breifly between them)
    - Second level units have "radar" from the sensor tower, giving vision above the roofs to all allies around. You can see the circle to avoid them.
    - Third level units have jetpacks and will follow you swiftly.
    - If a reaper robs a building, they will leave a marker with their color on top to signal to the others that the building has been plundered.
    - You can stay on a roof and snipe off people who can't see you to help reduce the number of authorities.
    - The base ship starts to recognize the risk when the authorities start releasing their own jump packs and sends an alert out that they're leaving, with or without them. This will create a 20 second countdown before liftoff.

    POINTS:
    - Every point of plunder improves the team score as a whole. If you stay alive until the end and make it back to the base ship before liftoff you will get additional points equal to your plunder as a bonus.
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  10. #10

    Default Re: Mod/Project: Minigame Mania!

    Uthe- I mean, Raynor Party!!!

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