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[D] TB's Trollobattles - In development - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
Parnass
Profile Joined March 2011
Germany145 Posts
January 19 2012 15:38 GMT
#41
Another Idea regarding hotkeys: all hotkeys disabled and only mouse action allowed.
or how about only arrow keys allowed to move the camera, likewise you can only move the camera with your mouse on the edges and not via minimap/ doubletapping / location hotkeys
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
January 19 2012 15:49 GMT
#42
All military units you control are replaced by Broodlings.

"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
Sartur
Profile Joined July 2011
3 Posts
Last Edited: 2012-01-19 16:21:02
January 19 2012 16:19 GMT
#43
  • Cancel a (random) production/research
    Possible addition a second vote where the targeted structure can be chosen or one user gains the ability to directly aim at a target.
  • Reset a (random) rally point
    Same as above.
  • Spider mines
    Placed at random on the map or unclaimed expansion locations to kill unwary workers. Maybe a cloaked and uncloaked variant.
  • Expansion denial
    Next worker reviving the order to construct a main building dies.
  • Critter revolt
    All critters on the map turn into hostile combat units. Possibility of different unit types (cloaked, kamikaze etc), strength scaling with the current game time or different strength levels to vote on.
  • Critter den
    A critter den appears on the map spawning hostile critters at regular intervals until it is destroyed.
  • Occupy Xel'Naga
    All Xel'Naga towers are occupied by hostile rebels (the Molotov cocktails wielding civilians) and can't be used until all rebels are killed.
  • Deplete energy
    Either all, a random or voted on unit/building type looses all energy.
  • Summon Supplies
    Summons vespene gas/mineral pickups at a random or targeted location. The amount could scale with the game time or be voted on.
  • Xel'Naga invasion
    Similar to the critter den - Xel'Naga towers start spawning units (re-skinned Protoss?) at regular intervals for a fixed amount of time or instead the entire army appears at the same time.
  • Marshland
    Creep patches that slow down ground unit movement. May require a new texture to avoid confusion.


Thats it for now

Edit: Manged to miss an entire page of suggestions... Sorry if I reposted some stuff.
Leviance
Profile Joined November 2009
Germany4079 Posts
Last Edited: 2012-01-19 17:12:23
January 19 2012 16:22 GMT
#44
Plague - All units get half HP

Frenzy - Movement speed for all units is doubled

A stunning move - Units are frozen for 30 seconds / dance

Mar Sara Zoo - Random units turn into critters

World Event I believe I can fly - All units become air units for a certain amount of time

World Event Hellraiser - Lava fills up the low ground, all units inside die

Mooooooo - A squad of 20 hostile Tauren Marines spawns in the middle of the map

Sweet Mother of Mercy - Regardless of the race, the (preferably weaker) player gets a mothership with full energy

Blinding Cloud - Attack Radius of all units reduced to 1

It's raining Nukes - self-explanatory

For the Swarm - All Marines turn into Infested Terrans

keep brainstorming everyone, any idea has the potential to turn out awesome :D

edit:

Hostile Spawn Vote There are a lot of ideas for hostile units, maybe observers vote first for "spawn hostiles", then get a second vote of what precisely will be spawned so there isn't a hundred different trolls with spawning hostile units which split up votes unneccessarily
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
zuperketla
Profile Joined September 2010
Norway212 Posts
January 19 2012 16:55 GMT
#45
Mulerain One player gets 20 friendly mules dropped in one of their mineral lines!
heyho
xai_death
Profile Joined February 2011
Netherlands65 Posts
January 19 2012 19:05 GMT
#46
Got this idea from Tastosis(was in one of their GSL casts):
Mineral Theft: If you don't spend the minerals you gather within x(30 for example) seconds, they dissapear.
Be sure to check out my stream!
Leviance
Profile Joined November 2009
Germany4079 Posts
January 19 2012 19:17 GMT
#47
On January 19 2012 09:09 TotalBiscuit wrote:
Will have the first mod-diary/video demonstration of our prototype up sometime tomorrow.


GIEFFFF
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Moochlol
Profile Joined August 2010
United States456 Posts
January 19 2012 20:12 GMT
#48
This would be a global troll buff affecting all 3 races

Apologize for playing that race

For Terran - Command Centers cost 200 minerals. Mules now have 500 health, can attack doing 50 dmg, Size dramatically increased. However for every mule dropped 1 of your bases will be nuked.
Instead of call down supply, it is replaced with call down Thor, however 1 random base you control will be nuked when this ability is used.

For Zerg - Hatchery's Cost 100 minerals. Zerglings now have 150 health and do 20 dmg costing 150 minerals and 5 supply, size is increased to be about the same as roach. For every 2 larva you spend on lings 1 random base you control will be nuked.
Creep tumors have no cooldown and generate creep much faster.

For Protoss- Nexi cost 200 minerals, Chrono boost energy generation increased 1000%. Protoss can now warp in Reavers for 200/100, All stats should be copied from broodwar except buff the dmg and health a bit, speed is 3.0. Reavers can use blink. However for every 2 Reavers you create 1 random base you control will be nuked
blaaaaaarghhhhh
TotalBiscuit
Profile Blog Joined March 2010
United Kingdom5437 Posts
January 19 2012 21:14 GMT
#49


Part 1 of our concept and development diary for the mod, showing some bare-bones prototype gameplay.
CommentatorHost of SHOUTcraft Clan Wars- http://www.mlg.tv/shoutcraft
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
January 19 2012 21:15 GMT
#50
I think it might be a good thing to make it kind of like the King of the hill map, where after a game you can change players without restarting it. It would greatly improve user friendliness and potential fun.
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
January 19 2012 21:48 GMT
#51
On January 20 2012 06:14 TotalBiscuit wrote:
http://www.youtube.com/watch?v=Y0cI2mgn2Jg

Part 1 of our concept and development diary for the mod, showing some bare-bones prototype gameplay.


I found the video very entertaining and the concepts you told throughout the video all sound very difficult to implement as far as my understanding of the editor go. I have to ask, how long do you plan to keep this project going and is there any estimated release date (if possible) for trollobattles.

Overall, I will definitely be tuning in for more video and continue on to watch you stream! Good luck on the project and all your future endeavours.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
Leviance
Profile Joined November 2009
Germany4079 Posts
January 19 2012 21:50 GMT
#52
On January 20 2012 06:14 TotalBiscuit wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=Y0cI2mgn2Jg


Part 1 of our concept and development diary for the mod, showing some bare-bones prototype gameplay.


I love the Infestor on the Mothership :D
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Sephmk
Profile Joined September 2011
United Kingdom15 Posts
January 19 2012 22:01 GMT
#53
Based on your video when you mentioned that players "worship" their trollcraft to give them energy, what if there was a structure the player could build which increased the energy regneration? Somthing that changes up build orders and stuff as well as players could invest in their diety
Durham university starcraft - want to know more? PM me. ESPORTS!!!
sansalvador
Profile Joined December 2010
Austria308 Posts
Last Edited: 2012-01-19 22:17:54
January 19 2012 22:06 GMT
#54
I just watched the video - that is a fantastic idea, love it!!
Can't wait to see it in the GSTL 2013. :D



Edit:
Do you remember the sudden death mode in Worms, in which every worm had only one HP left?

Armageddon - Every single unit's HP is reduced to 1.

Equality day - for 1 minute, your workers can't mine but only fight, your army can not fight but only mine. Let them workers have some fun too!
Souly
Profile Joined September 2010
Austria25 Posts
Last Edited: 2012-01-19 22:15:17
January 19 2012 22:13 GMT
#55
I hope I didnt miss it but I think it would be more interesting if there is a Team vs. Team mode. Two groups of observers try to help/troll one of the players to win for them. Could be a lot of fun with good balancing of the abilities.


Income Swap: Swaps the income of the two players for X seconds. Could be lot of fun for the players to figure this out and stop mining
thezanursic
Profile Blog Joined July 2011
5504 Posts
January 19 2012 23:07 GMT
#56
On January 20 2012 06:14 TotalBiscuit wrote:
http://www.youtube.com/watch?v=Y0cI2mgn2Jg

Part 1 of our concept and development diary for the mod, showing some bare-bones prototype gameplay.

How often can we expect this diaries to get uploaded?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
forSeohyun
Profile Blog Joined May 2011
504 Posts
Last Edited: 2012-01-20 03:21:03
January 20 2012 03:20 GMT
#57
I want to see, if implementable

Blood Plague: Units touching or near proximity each other will begin to jump the blood plague between each other, taking more and more damage with every jump. Spread out your death/bio-ball or die!

(If this mod gets as good as it promises to be I want to see it at a GSL: AoL or showmatches, you could have live voting on a webpage and then make the observers implement the different punishments, talk about a new level of community interaction!)
Seohyun fan
MestR
Profile Joined February 2011
Sweden6 Posts
January 20 2012 04:04 GMT
#58
On January 20 2012 06:14 TotalBiscuit wrote:
http://www.youtube.com/watch?v=Y0cI2mgn2Jg

Part 1 of our concept and development diary for the mod, showing some bare-bones prototype gameplay.


You said in the video that the prototype map was available on the EU server, but searching "trollobattles" gives nothing. What's the map called?
The new hit: Proxy command center SCV rush!
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
Last Edited: 2012-01-20 04:41:40
January 20 2012 04:24 GMT
#59
I really like the idea, but it would be the most fun with no large abilities, instead having a bunch of really small abilities working together for a big effect. This would allow creativity and cooperation, and the feeling of success, rather than just "Lol! I fucked with him and his army is dead!".

All of these need to have big text on the screen, a minimap ping, and an alert noise.

Ability: a unit moves to a certain place up to 10 units away and holds position for 6 seconds. It can still attack etc.
Cost: Unit's HP/10 energy.

This would allow a group of people to have fun trying to dam an army by their natural, or move their probe in charge of building away.


Ability: A unit will explode dealing (Their hitpoints)/(4) damage. A red clock appears over their head that counts down for (health points)/20 seconds. The 90% of the unit's production cost is refunded to the player.

Cost: A static amount that is around average.

This ability can be used on large units as a gamble that can pay off hugely.
It can be used on small units to take out other small units quickly. Small units like lings would also be hard to seperate.


Ability: The one boss from WoW where the polarities of the units change (thaddius?). Every unit with a + sign over its head does damage to one's with a - sign.

Possible idea: Only one player can make - and another can make +.

Cost: HIGH amount.

Ability: Make one unit super powerful and large, but it turns on its master after 20 seconds. The unit then explodes after another 10 seconds.

Cost: Average.

Ability: Three units connect via red lines. Those units will all die if they don't get together in 10 s, but if they do, the units will duplicate.

Idea I am trying to think of ways to use lines as a way to mess with people. Ex. Draw a straight line x units longd, and any unit on the line will go faster, like propulsion gel. OR maybe they can't change their momentum once they step on that line, like ice. Going across another type of line could make a unit "drunk"; they would go in the general direction they are told but they would wander around a bit.
http://grooveshark.com/#/deltrus/music
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
Last Edited: 2012-01-20 04:33:57
January 20 2012 04:28 GMT
#60
On January 20 2012 07:06 sansalvador wrote:
I just watched the video - that is a fantastic idea, love it!!
Can't wait to see it in the GSTL 2013. :D



Edit:
Do you remember the sudden death mode in Worms, in which every worm had only one HP left?

Armageddon - Every single unit's HP is reduced to 1.

Equality day - for 1 minute, your workers can't mine but only fight, your army can not fight but only mine. Let them workers have some fun too!


Ability: All unit's HP gets reduced to 10% for 10 seconds, but after their HP cap is increased by 15% and they get healed for (15% + original health points) for 10 seconds.

The player has to be near the enemy to exploit the upside, but the downside makes that playing with fire ^_^.
http://grooveshark.com/#/deltrus/music
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