A few months ago on my stream we came up with a unique handicap for a game I was playing against a newbie. The idea was that my stream moderators would tell me, every few minutes, what unit I could use. I was allowed to build only that unit and if I did not have the tech, I must immediately begin to tech to that unit in order to build it at soon as possible. I got to thinking about expanding this concept into a full-on obs map whereby a group of friends could get together, watch some Starcraft, but also influence the game in an amusing fashion.
Introducing the concept of Trollobattles
A series of obs-focussed maps based on the various ladder maps currently available. 2 players would play the map as normal while a number of others observed. The observers have the ability to vote and the interface by which to do so. They accrue votes every X minutes, as defined by their decision at the start of the map (if everyone wants a truly hectic game, they can accrue a vote every 30 seconds to spend on an event/handicap). Votes can be spent on choosing various handicaps and events to occur on the map to "spice up" the game. The voting is kept hidden from the players and they will only know the outcome of each vote when it actually comes into play.
Handicaps
These can vary wildly and are announced only to the player who receives one. They can include, restricting the building of units, forcing a player to only build one specific kind of fighting unit. Random malfunctions in which productions facilities are frozen or slowed down, exploding vespene gas containers, whatever your heart desires. The more amusing, the better.
Map events
These are major events which effect the entire map and are announced to both players. These can include an AI controlled hybrid which spawns in the centre of the map and begins to run rampant, attacking any units close-by. A psychic storm which strikes randomly on the map, dealing damage to anything it hits. A sudden infestation of burrowed banelings in random locations on the map. You name it.
Balancing handicaps and events
Needless to say, some handicaps and events are far more severe than others. As a result, balancing would occur by making certain events cost more votes than others before they are put into play. If the observers want a specific event to happen earlier, they can all pool their votes towards it. If they just want a more gradual increase in disasters, they can spread their votes around. Handicaps and events will trigger a cooldown, ensuring that the same handicap/event cannot be used again immediately. Some handicaps such as "limit building of units to X unit" will trigger a global cooldown of that category, since changing that 30 seconds afterwards would kinda suck.
Does this map exist yet?
No, that's why I'm posting here. I'm looking to hire a developer for this map, mostly because I think it would be a ton of fun for the Showcraft stream. This would be a paid gig. I'm looking for someone with prior development experience who has some examples they can show me. I'm willing to pay $200 for the development of a "1.0" version of this map with sufficient features and lack of bugs to be playable. I'd also be willing to pay for future development of the map to add new features, hazards, handicaps and events.
If you are interested in taking on the development of this idea, please PM me via Teamliquid with some examples of your previous work.
Wow so awesome. TL arena had this in BW, but the handicaps always had to be remembered by the players and were never as funny as like 1/50 vespene canisters randomly exploding with aoe damage or a few marines randomly shooting each other if you pack your marines in too close for too long.
I've poured my heart and soul into this program over the past 2 years, and would say with confidence that I am fluent with every aspect. By what you describe, this sounds like something I could have running within a day.
I made this post alongside a PM since exposure is always good.
You can find many examples of my work on my youtube channel;
If I see a problem with this concept, it must be the fact two similarly skilled players might find this rather frustrating. Of course, it would be a really nice idea for the Showcraft stream.
Hey TB, Any progress with finding a developer for a "quiz map"? I posted in the showcraft thread some time ago about an idea someone had in the youtube comments on one of your videos.
I dont know if you remember (i know you are very busy). The basic concept was everybody in the quiz has control of a speedling and you have 4 islands, each island corresponds to a multiple choice answer, ABCD say. You would then read out a starcraft related question and 4 multiple choice answers. The players then have a set amount of time, 20 seconds perhaps, to move to the correct island at which point the map is filled with lava except the islands, stopping people changing their answer. Then nukes, storms or perhaps biscuitcruisers can be dispatched to the islands that correspond to the wrong answers. I think this could be really awesome especially with a high number of players, ie chaos as people try to change their answer at the last second only to be burnt to crisp
The Show will have a great feel to it if it has it's own maps for different features, hope you make some more of them, this will make it somewhat similar to some TV shows :D
This seems like a really awesome concept and the fact that you are paying for the creation of such a map would certainly attract individuals to this. I personally have no skill with map-making, whether it be melee or UMS but an inclusion of a map that was created by the community to be included in the Showcraft stream really intrigues me and I cannot wait for the début of this kind of map.
Good luck to anyone who attempts to do this and many thanks to TotalBiscuit for being awesome!
(proper tag for this thread is [R] as in Request, released/finished map thread gets [MOD] tag) just so you're not wondering what happened <3
This does indeed seem particularly awesome and fun.
Let's start brainstorming ideas for handicaps / map events!!! I'm a little busy now but even brainstorming ideas sounds like fun.
Something to consider: perhaps a voting system the way you describe isn't precisely ideal. I mean whatever system is used should definitely preserve every observer's ability to have a say in what happens, but it shouldn't necessarily be exactly as described. I don't have any specific alternative in mind, just something to consider.
Much luv to any community figure showing an interest in maps (yes even MOD/UMS of course!).
Your reputation with Barrin has increased by 1000!
Can someone please make this? The idea of playing an obs game and getting screwed over by observers in random ways sounds just fantastic. I think the number of "events" though should be incredibly numerous, so that it never gets stale. Ideas like the marines randomly shooting each other are incredibly amazing and could be expanded upon (like what if a couple units in your control group just said "fuck it" and defected to the opponents team by walking over there?
Thanks for your offers guys. I am currently working with Eiviyn on a prototype. What we'd love is for you guys to contribute various handicaps, hazards and events.
I had some more thoughts during the day. We could change the votes to "rage points" which are accumulated over time, depending on what mode you're playing in (some modes would have faster rage generation and as a result, spectators could fuck with the players more often and in more severe ways). I'd like for spectators to be able to do very small, cheap actions quite regularly which they would be able to afford on their own, without the contribution of others. Say, taking control of one unit, lowering a supply depot, setting a building on fire, cloaking part of the map, generating a false radar blip or something like that. The larger actions such as forcing a player to only build one specific unit for a time would either require a great deal of saving up of rage points by an individual observer, or the combined efforts of a number of observers. The more severe the handicap/hazard/event, the more ragepoints must be saved up in order to enact it. The observers act as jealous and vengeful gods, the players are trying to win in spite of their interference.
I've almost finished a prototype for the vote version. It has a few basic Obs map features such as voting which players participate.
More importantly, the troll system.
The orange bar signifies the current "doomed" player. In this case, you're voting to decide orange's fate. When the bar fills, voting ends and the troll, if any, is applied to the player. The bar then resets, changing colour to the second player, and voting begins anew.
The "votes" label indicates how many votes you've personally accrued. You gain 1 vote every time the bar resets.
The small icons indicate the various actions you can vote towards. In this case, Vespocolypse and Skip are the two candidates which people have voted for. You can see how many of your fellow observers have voted for each event via the highlighted bar next to the event. The longer the bar, the more votes towards that fate. The event with the most votes, or random in the case of a tie, is applied to the fated player upon the round's completion (signified by the orange bar filling entirely).
Vespocolypse causes, for 30 seconds, vespene canisters to behave like banelings. Delivering the canister will detonate it, as will killing the host worker. Unfortunately (or fortunately for orange), Skip is leading this vote. Skip spares this player from the observer's wrath, allowing them to save their votes for a later event.
Amoung the other events are Ban, which prevents a single unit type from being built by that player. If Ban is successfully voted, a second mini-vote appears, allowing observers to vote which unit should be banned.
Restrict works the opposite, forcing the player into a single unit type until the "troll" wears off.
Lastly, Nerf. That's the one with the bunker icon. This //increases build time of a chosen unit type// sorry, I mean reduces the combat effectiveness of a specific unit type.
Not a wide selection, but enough for a prototype I believe.
Personally I do think the Rage resource system would work better, though. Reminds me of Populous.
How about these? "Earthquake"--An existing cliff moves to a random location (the previous location becomes low ground, randomly selected one becomes high ground--I have no idea how hard it would be to implement this, or if it's possible, but it sure would be funny) "BroodWar AI"--All of a single type of unit (troller's choice) lose some of their vision and attack range (perhaps random amount from 1-3, hidden from victim), experience a delay between the giving of an order and the carrying out of it (say, you hit the "s" key, and a half second later, the unit stops) "(can't think of a name)"--Either displays random buildings to user upon scouting (like, you poke up the ramp and a cybernetics core displays as a gateway) or changes images of buildings you have already scouted (you scan, see a pair of gateways and a robo bay, forget what you saw, and look at FoW, but see a dark shrine, twilight council, and robo bay) "HAX! HAX!"--When used by the opponent of the victim of the troll, the hallucination spell creates real units, all units move at 1.5x speed and can still attack when burrowed, and/or stim does no hp damage, depending on the race of the opponent of the victim. (for example: the troll is used on Blue, so Red (who is protoss) can make real colossi using sentry energy for around 15 seconds--the "hallucinated" colossi do not time out, but do take up supply) "Treason!"--All of the units produced by the victim permanently belong to the opponent for a short period of time (it just flips the color of units built for, say, the next 30 seconds) "idrA rage"--the victim cannot act (neither his keyboard nor his mouse will work) until he "calms down" (a little red bar that goes down to nothing after 5 seconds, but instantly fills back up if the victim attempts to use his keyboard or mouse--he is not told that this troll is active--he must realize it himself, and the red bar is small and in a random location on the screen)
I'd like to suggest a few little somethings. And because Eiviyn is appearently being occupied by something (I suspect his GF) I'm just gonna leave this here. Maybe you could drop a little note what you think of these TB.
Custom UI/Toggle UI I'd like to suggest the implementation of a custom UI for the "general population" of observers. Which basically means a rework of the current Blizzard UI to better fit the style of the map. Most people who will play this will probably not see the need for something like a ressource window or the unit tab of the Blizzard Observer mode. Thus, it might be favorable to give them a simple, clean UI with necessary information and an "easy to use" vote menu. To make sure everyone has their favorite shiny, I'd also suggest a simple "toggle UI" button added to the menu bar on the top of the screen (since there is a bit of free space there).
1 Minute Tutorial with Voice-Over With most current maps, there is a distinct lack of user accessability in form of a quick tutorial. Seeing how this project already has a very strong and well-known voice available (when there are no viking flus about) it would be favorable to have a quick tutorial voiceover to explain the game in about ~1 minute. This should be easy to implement and could make it a lot easier for people to get into the maps gameplay. If Eiviyn uses a bank file, this would allow to check if someone already watched it and just get rid of it for them. People should probably not be able to skip, seeing how it just takes a minute and will save if they watched it or not - also makes sure nobody can argue they didn't know how to play, if they have half a brain. Re-enabling the tutorial via a quick button press on a menu should also be favorable (preferably in the same place as the UI. Sub-Menu just for the map, should be perfectly fine).
Tophat Units So, some time ago me and a pal of mine decided that Zerglings have to be improved to a certain british standard. I do not know if you remember this, but I actually linked that one to you and you approved of it's well-mannered styles. It's currently to be found in my TL profile, just for conveniance reasons. Seeing how this is a "TB-Brand-Map" I'd like to suggest the addition of Tophats to units in this map. My Zergling currently has a bit of an odd Tophat, but I'm pretty sure it would only take us a few hours to make an engine-ready Tophat that is more to your liking and Eiviyn should easily be able to implement them via the Data Editor. Thus, there would be a Tophat-wearing Legion of Marines. Or Zerglings. Or Zealots. Or maybe even Battlecruisers. Who doesn't love that, I ask thee?
Use of a Mod-File This might not be really reasonable if you only want a single map, but if Eiviyn was to export the whole thing later to a Modfile, it would be possible to implement your Trollobattles Mode into any map you wish in a few quick and easy clicks. We did something similar with out project TSOF and it works very well. Takes about 30s to set it up and you can play a 3rd person shooter on anything you want.
And just in case you ever think of custom terrain or a cutscene at the start of your map, I'll drop these here. Currently did not have the time, or otherwise I'd have offered my help before, gotta get some stuff done. Might have some free time for long-term projects next month or so.
We've put the first prototype through it's paces, some hilarity ensued. I'm working on a video series chronicling it's development. Any ideas you guys have as regards to abilities, hazards and world events, please do leave them here, we want to try and implement as much crazy stuff as possible.
For events... Would love to see random buildings getting infested and if not destroyed will produce endless amount of infested units, attacking Everyone. > Will update this post if I come up with more.
perhaps as a late game idea you could make it so that 3/4 of each player's geysers would turn into a negative geyser that instead removed gas, and the players would have to quickly figure out which one was which before all of their gas was gone
The more trolls the better, really. Even if some aren't AS fun. Variety is everything in these awesome fun stuff things.
Is there a theoretical limit of a specific troll being used per game? it would suck if observers always choose the same one.... For unit ban it could just remember the specific unit that was banned so you can still ban other units during the same game.
How about a troll to switch posession of the army? or the whole opponent? lol u could really fuck up stuff of your opponent this way. maybe killing own buildings should be disabled during the switch period.
an ultimate world event troll could also be: all fighting units on the map die :D
or if one player is much better than the other: units convert until both players have the same supply.
all rally points are changed to random locations on the map
a-move = move command, enemy units must be manually targeted to get your own units to attack
random building dies (hard for Zerg O_O)
random 10 units die
random hostile critters are created and attack the base
etc. these I made up on the fly so sry if they suck I'll think of some more
Of course he's imba and rages all over the map (maybe late game or if both hit 200 supply) but not undefeatable. buildings are invurnable during the event. units not. the player with the most damage gets all his lost units back plus little bit of resources. the other (loser) only get's resources. enough to rebuild his army, but has lost ... ok, it cannot work this way, but you should understand the general idea
What about a "rave" grief option or whatever that makes any units that have the "/dance" macro available to start busting a move right out of the blue? Maybe accompanied by a music byte? Heh... Imagine hitting stim and having that happen instead.
On January 19 2012 10:01 AimlessAmoeba wrote: What about a "rave" grief option or whatever that makes any units that have the "/dance" macro available to start busting a move right out of the blue? Maybe accompanied by a music byte? Heh... Imagine hitting stim and having that happen instead.
1) Skill Locking. All unit skills/abilities get disabled for a certain period of time.
2) Environmental effects. This could include baneling rain, random vortexes that appear along the main attack paths/expo locations etc. Or spawning creep in someone's base.
3) Minimize/Supersized units. Not sure how hard this would be to implement. Maybe something that makes all of one player's units really small or really big (leading to lots of bodyblocking/clumping) or making their workers having to run further to mine minerals.
4) Neutral, hostile units! Kind of like the voting to restrict units or force monobattle, allow the voters to choose a random super "boss" unit to spawn on the map and wreak havoc! This could include a giant hybrid, a rogue pack of ultralisks that go on patrol from base to base, an evil dark archon or anything. To make this balanced (so that its not used to early in the game where the players cant handle it) you could have a timer on this where it cant be used until past the 10min mark.
To spice it up, the player who kills these units may receieve some kind of tempoary bonus? Damage reduction or speed increase or something on all units. This adds to the risk/reward situation of having to use a large portion (and possibly losing it) to fight the neutral unit but can give strong bonus if you manage to kill it.
5) Bankruptcy. If one player is ahead/maxed or simply has bad macro, punish him by initiating a mineral/gas drain that slowly depletes his resources over a period of time. For example 500 minerals over 10 seconds or something. This depletion rate could start slowly and then quickly increase over the duration of the 'curse'. This would have little impact on a player that has no money banked but gives the (banking) player a chance to quickly spend all his money before the real drain kicks in.
6) Nydus/Swarm hosts Kind of like the swarm host in HOTS, randomly spawns nydus worms around the map that spew out hordes infested terrans/broodlings for 1 minute. These will be rallied toward the stronger/winning player's bases.
Rather than simply trolling, I would like to suggest some charity as well! This will allow players to also send gifts to the underdog player or the one they are cheering for.
1) Mineral/Gas rain. Sends resources down onto the player (like single player campaign) that they may use units to pick up
2) Buffs This may include speed/damage/armor buffs for a short period (helping them in a timing push).
Slow All the player's units have 50% lower movement speed for 20 seconds.
False Alarm A random hostile sound plays along with map alerts tailored to your opponents race. Examples, your base is under attack, the sound of dt's attacking, nuclear launch detected, a nydus worm opening, etc
Shawdow Ops All your units and buildings become detectors for 20 seconds. While active, all your opponents cloaked or burrowed units are invincible.
How about a left to die inspired event where the map switches from day to night and the both players have to survive a few waves of creeps maybe make it supply dependant so the more supply there is the waves get more deadlier.
A good troll would be giving both players another base from a different race and another 200 supply to play around.
Parasite infestation. Parasites would be spawning out of the ground and you would manually have to kill them to avoid your units from getting infected and spreading it to your entire army. The infected units would randomly take x dmg for a period of time.
Hello WC3. Each player gets a hero with inventory slots and wc 3ish abilities and all bases besides the naturals get a few creeps defending them that drop inventory/resources and the xel naga acts as a mercenary/merchant shop.
Dirty Dancing: For x minutes all your units that can dance will automatically use the /dance command every 30 seconds Scatter: All army units of a player(or maybe both?) will be teleported to random places on the map Terran Troll: All buildings will lift up Zerg Troll: All hatcheries will go down to 1 larve. Protoss Troll: All pylons will power down for a period of x seconds
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
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.
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
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.
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
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.
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.
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
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
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!)
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.
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 ^_^.
I don't like that most of custom maps have dozens of abilities in subgroups in the one small hotkey box. Especially when you are using only one unit, most of the middle UI is useless. There is plenty of room for abilities if you make a custom UI.
My friends and I once messed with a version of BGH on Starcraft 1 in a similar fashion in order to give one person an extreme (but subtle) edge over a Korean friend. My favorite little thing it did was randomly give an order to all worker units of one player to Move towards the enemy base.
Another fun one would be to give a unit the ability to instantly regenerate itself when it dies for X number of seconds--just imagine a Zergling in the middle of an enemy ball of death being killed over and over again, dozens of times! (Maybe increase the amount of Damage that unit takes so that it dies super quick, too.)
How about an ability to modify a building being built so that it becomes a Mengsk statue or something funky when it completes?
1) Nuclear launch detected - Random nuke somewhere in the map (but not on expansions). This one would be quite hard/expensive to get. 2) Hybrid attack - A Toss/zerg hybrid appears on the map, on the last expansion of one player, and rampages its way to the expansion of the other player. The hybrid would be more and more powerful as time goes by. 3) Bankrupt - no one can't mine or pay costs for a time. 4) Religious overthrow : Every upgrade researched by the players is disabled.
Random things you have to cope with : 1) Forcefield frenzy - Random forcefields appear on the map. 2) Blinding Lightning - Vision range of all units is reduced to 3 for a dozen of seconds 3) Daaaaaaaaaarkuuuu Swaaaarmuuuuu ! You all know what it's about. 4) Gravity shift - All air units above ground bite the dust. The ones flying over air space just cannot move.
Bonuses :
1) Marco Polo - You get free maphack for an extremly short time. 2) Give me the money - every expo becomes a gold with rich gases. 3) Illumination - You get +200% energy regeneration. 4) Regeneration : Every wounded unit on the map comes back to max hp.
I still have plenty of ideas, but those are the most implementable.
I will start with this that I do not play SC2 so I don't know if my ideas are possible or not, but I really liked playing custom maps in Warcraft 3/TFT and your idea for such one is great, that's why I would like to mention some of my ideas to help create this awesome map.
1. Area of Influence: Something like in Black and White, you are allowed to do certain actions within a region, that increases with new buildings (something like zerg creep, visible only to Trollcrafts maybe?). This idea would work great with Diety idea, because I have feeling that in pugs those who will control Trollcrafts will often gang up on one player and make game less enjoyable for "normal" player while giving Trollcrafters lot of fun. But Area of Influence would only limit you to use a very strong abilities (like you shown in your video, Hysteria) in it's area, but rest of the spells (like Eject (with some cooldown maybe?)) could be used outside of it for example in enemy base.
2. Feedback (something for normal players, I don't know if name is appropriate ;/): Feedback would be a special "rage bar" visible only to the normal player. Depending on Trollcraft user this bar would be filling or lowering. If Trollcrafter will make pranks on the player (eject, transmute, incinerate thingy etc.) it's rage bar will increase, while making good deeds (Empower, Healing etc.) will make it decrease (it would stack from other Trollcrafters aswell). Whenever it will be full, player will be able (or it will be forced instantly to use it) to unleash a great rage (when using it, he gets giant trollface in the middle of the screen for a second or two :D) making his units/buildings immune to Trollcrafts (allied and enemy) for a certain time. However using this will make all nearby Trollcrafters generate more energy for a short time, becuase Trolls feed on rage (unless I'm wrong ) right? But if this will get lowered to the 0 a player will be able to use another special power (or be forced to use it instantly) and it will make his units/buildings to be more affected by Trollcrafter spells (longer Control, Hysteria, better healing, more gold, more damage taken etc.) but it will make all nearby Trollcrafters to lose their energy. This could work as a special tactic to make sure that enemy Trollcrafter will have no energy to stop for example an attack on expansion or main base, if main forces wouldn't be there. Or use immunity to spells to make sure they won't be buffed or healed by enemy Trollcrafter while the effect lasts. Players would start with 50% of the bar. Honestly I don't think that would work, mostly because this idea lacks so much, but I can't find out what. But still, idea is an idea.
3. Protection: To not make things hard for some "normal" players, they would be protected from any Trollcraft influence in let's say first 2 minutes, and if they have less than 5-10 units. To stop some griefing.
As for spells: 1. Bees: Spell of total destruction and endless rage. Evertything starts to take damage (ignores shield) while being covered in bees for x seconds (can kill weaker units, and make severe damage to rest of the units/buildings). Why not? 2. Jelly?: I have no idea what it could do honestly, but I think the name would work 3. Nightmare: Target of this spell is under a vision that causes him to run in fear for X seconds. If he touches other unit (ally or foe) it spreads the vision (60% of it's maximum time, next time on spread it will pass 60% of those 60% and so on) to that unit, which can spread it further up to maximum of 10 times per one vision. The vision btw shows you becoming a Jesse :D (don't hate me here, I like Jesse, but in Terraria series he seems so pathetic (I'm sorry! I don't know any other words for that xD) sometimes, it's funny!) 4. Fake or not a fake?: After using this spell entire map is covered with nuclear strikes (If i remember there is a symbol for it on the ground visible for enemies right?) but 50% of these are fake, now to figure which one are safe... :D
Once again I will remind that I don't know if this would be possbile to do, and some of this ideas do lack something but ideas are an ideas and I want only to help. I'm sorry if my english burns your eyes but it's not my native language and I'm still learning it. Have a nice day.
Abilities should be avoidable. We tried undodgeable ones, and they're pretty funny for 5 minutes, but the abilities that play on information asymmetry are the ones that are gold dust here.
Chinese Whispers Tells the players a RANDOM unit of their opponent and the amount of that unit they have with a 25-30% possibility of it lying by a random amount (+-10 or so)
i.e
Player 1 [T] vs Player 2 [Z] Chinese Whispers comes in to effect Player1 is whispered that Player2 has 27 overlords (he really has 20) Player2 is whispered that Player1 has 15 hellions (he really has 5!)
Liar Liar Randomly assigns a player an invisible Sensor tower for 10 seconds that works as normal, the catch is that you have a 50% chance of the tower showing a fake cluster of units moving across it!
On January 20 2012 14:12 Losiff wrote: I don't like that most of custom maps have dozens of abilities in subgroups in the one small hotkey box. Especially when you are using only one unit, most of the middle UI is useless. There is plenty of room for abilities if you make a custom UI.
Played this with 6 friends who didnt know what it was. 20 mins into the game neither player had managed to get more than 5 workers, the entire map was gold mineral patches, and both of their mains had been mind controlled, lifted off and sent to the other side of the map.
It was the funniest game of my life. Cant wait to see some more balancing, obviously the energy regen and abilitys will change, but im most excited for the mapwide events. Zombie/Zerg survival mode anyone?
What about lava flooding the whole low ground for a short amount of time? On Metalopolis, all bases except for the natural ones are on the high ground, so it could have devastating effects (losing your whole army) without actually ending the game because all your buildings just died. Dunno if it would be better to have a short warning so you have a chance to save your troops or none at all.
On January 20 2012 23:10 Unfeared wrote: Wow amazing idea, good luck. Maybe if it's possible: Swap left mouse with right mouse button for max trollolo.
Ability: Time Warp Affected player can only produce BW units for X time (players can ONLY produce them during time warp mode). Furthermore they cannot rally to minerals or hotkey more than 12 units while affected.
Ability: Divine Guidance An observer gets to pick one of the affected player's units and control it for time period X. Not useful for combat so much as indirect trolling such as guiding enemy units, showing tech, or using up a player's resources by building a building after possessing a worker.
+Steal HT and storm own minerals +Construct manner buildings +Show tech to opponent (show banshees or show collo tech) +Hallucination fun
Ability: Hallucinations Buffed hallucination, for all races. Can create a permanent hallucination of any building (which doesn't do anything), or has a certain pool of energy to hallucinate a small fake army (no restriction on unit) which are controllable by a trolling player
lol I played my first game on it and it was fun - getting trolled nonstop is so annoying :D there should be a pause betwen trolls cause as it is right now you get literally permanent-trolled
Manhunt: Choose any units to place a bounty of ~1500 minerals and gas on. For example, you could place this reard on an end game unit and make the player kill his own stuff.
Abilities should be avoidable. We tried undodgeable ones, and they're pretty funny for 5 minutes, but the abilities that play on information asymmetry are the ones that are gold dust here.
Thank you.
I could add
"It's getting awfully crowded in my sky" (no i didn't watch Firefly again last night). Cover the map with neutral overlords that patrols.
- Pro Macro Required: Kills units if you go over a certain unspent. - Worker rush: Sends all workers to a random spot on the map. - The Gauntlet: Fills map with destructible rocks. - Pest (T): supply depots randomly raise and lower - Pay attention (P): Flips idle gateways between warp gate and gateway. - Overlord dance party (Z): All overlords patrol between 2 random spots on the map.
Redead: every time a unit dies, a hostile Infested Terran spawns. Celebrations: every unit that can dance, starts dancing. (maybe you could make fireworks spawn randomly + a disco song starts playing for a short time).
There are some really good ideas here. I had some too, so here goes.
1a:
Takes all units of a player and gives them an attack command to a selected position. For 30? seconds the player can't control his units. Units built while this ability lasts are rallied to this position too (with an attack command).
Fatality
All units (for all players) below 10 hp die. (ultimate troll after a narrow escape)
Meteor shower
Meteors rain from the sky that explodes on hit. (Suggested by others, but I feel like the random explotions should be baneling sized, not nuke sized)
Mute
Game sound is disabled for player for 1 minute.
I like yours better
Zerg: All Zerglings turn into Zealots Terran: All Marines turn into Roaches Protoss: All Zealots turn into Marauders
Game balance 101
A hostile group of Marauders, Roaches and Colossi spawn on the map (Size can depend on game time), and start patrolling between two points.
I'm pro, let me do that
Take control of a structure (if hatch, larvae are transferred too) to build for the player for a short time.
Power overwhelming
Units from one player do no damage. (not shown in attack info)
-Mule imbalance: Gold mineral walls are placed all over the map. -Tech flip (T): Idle Rax/Fact/Ports randomly lift and switch positions. (Suggested by others) -Uncounterable: Both players' armies turn into one of every unit. -Xelnaga troll: Watchtowers reveal random parts of the map. -Building commute: All buildings move at 7 move speed around the map and shrink. Hotkeys are disabled during this time. -Scv Train: A giant train moves around all the bases and kills all workers in its way. -Funday Monday: Players must get battlecruisers or carriers before expanding again or must get mass queens for 3 minutes straight before expanding again (depends on race) -BW creep (Z): Creep no longer gives speed boost, buildings do not die without creep, all creep tumors are disabled, and spine/spore crawlers generate creep. -Fleet of the Planet Cracker: Hostile motherships spawn in all your bases and begin planet cracker ability, which takes 30 seconds to warm up. -BW Protoss (P): Warp gates are disabled, you must use gateways instead. Will edit with more about 2 hours after this edit.
Here's another batch: -All your nonbase belong to us: hostile defensive structures spawn all over the map. -What's that: Dots appear in the minimap randomly when there aren't units -Reset: Everything dies except for a random 6 workers+ main building. Resources do NOT reset. -Maze: A maze of baneling bombs goes through the map, and banings detonate if a unit hits one. -Moving day: All bases+mineral lines move to another spot on the map. -Blind playing?: Everything is in FoW permanently except for newly created units/buildings. They get 2 vision range. -Pie in the minimap: Random pictures (SFW) appear all over the screen in random intervals. -Insane difficulty: Your opponent gets high yield income for a short time. -How's my macro: Your minerals, gas, food and supply are not shown for a short period of time. I'll post more later.
1. reduce to ashes (tooltip: for the pyromaniac in you) : target non-main, non-supply building/unit starts burning for 20 damage/second until it dies. 2. rebuild (tooltip: need a dispenser here!) : build a neutral building with hp and collision size based on spent energy. 3. traitor (tooltip: he decided to work for the enemy) : a random unit gets double sightrange, all players have that units vision (variation: 1 random unit for each player gets this effect?). 4. they are all fake (tooltip: a nasty surprise later) : all marines, zerglings and zealots turn into their respective changeling version of the owners teamcolor (with same rotation to make it harder to notice), these changelings have no timelimit and have the name of the original unit and costs just as much supply thus making them almost impossible to distinguish from normal (variation: only 1 player gets this effect?) 5. hostile invasion (tooltip: 6pool remodelled) : all expansions that are not already taken by any of the two players spawn hatcheries which automaticly spawn 2 slow-lings every 15 seconds and attack-moves them to a random main building on the map. 6. strike of the little man (the workers union decided they wanted more pay) : all supply-depots, pylons and overlords move to random locations of the map (overlords cannot be controlled for a while?) 7. change of currency (dollar, euro, kronor, who cares really?) : reverse the mineral-count with gas-count and vice versa 8. 88mph (tooltip: back to the past!) : unresearch all upgrades (variations: all players? 1 player?) 9. critters ahoy! (tooltip: the animals ran away from the zoo...) : for every 5 supply used by a player, 1 random critter spawns at a random main building owned by that player, if he has no main building it is spawned at a random location. 10. orbital friendship cannon (tooltip: stop hurting eachother! you should talk things out): all units and buildings on the map get 100 armor and units cannot use spells for 30 seconds (exceptions: queen, overlord, overseer, warp prism), or until both players have sent chatmessages containing at least 50 letters. (variation: possibly without the chat-part)
6. strike of the little man (the workers union decided they wanted more pay) : all supply-depots, pylons and overlords move to random locations of the map (overlords cannot be controlled for a while?)
So, better overlord spread, unpowered Protoss buildings and unfortunate Terran walls? :D
5. hostile invasion (tooltip: 6pool remodelled) : all expansions that are not already taken by any of the two players spawn hatcheries which automaticly spawn 2 slow-lings every 15 seconds and attack-moves them to a random main building on the map.
Should scale with time.
1, 7, 8, and 10 are meh, others not mentioned are good ^^
Umad bro?: Stops all of one player's units, including workers, and halts their production for a short time LOL he mad: Makes an entire player's screen display an image of a trollface for 5 seconds Trololololo: All in-game audio is replaced with the Trolololo song Pro as heck: Makes the only unit a player can build be Stalkers and observers for a short period of time, regardless of race. + Show Spoiler +
Special tectics: Spawns a warp prism loaded with 3 zealots in a player's main base that unloads the zealots and warps in units eZ: Spams the chat with random bm such as EZ, GET OUT, or NOOB. Top 3 control: Puts a micro bot, like Automaton 2000 in control of a player's units for a short period of time Must have been something I ate: Plays the "nuclear launch detected" sound without a nuke actually being launched.
Hey TB, I have a question/suggestion regarding the actual concept of the gameplay (I think this relates to all types except maybe the competitive trollbattle)
When playing this type of game, I foresee several people who will constantly pick on one person or save up to use a devastating troll move at the first major battle of the game.
What types of measures were you planning on taking to prevent games from ending too quickly due to a troll focusing on a single player and forcing them to quit?
I had a few ideas as to how you might be able to discourage this and add some interest to the game.
- Make a mode (or incorporate it into all the modes) where there is an experience or point based system. This point system will do a few things like: Unlock more moves, change the look of the troll god unit, perhaps give some bonuses to the player when NOT a trollgod, and possibly have some more shinnies that will make people want to either accumulate these points or get experience (whatever you would like to call it). These points are directly gained by using troll moves, however more importantly, more points are awarded based upon game time. For example, if a troll decides to pick on one person and force them to loose rather early, then their troll points would be lower than if they trolled both sides and had a 30-60 minute game instead of a 10 minute game. In addition, when a player is trolled, they are given some opportunity to gain "bounce back" points. These points are awarded when a player either thwarts a troll's attempt or recovers rather quickly from a troll move. So, all players can gain these points, but it encourages longer, better gameplay.
If you don't like the XP/Point based system I'll suggest my other idea.
You should allow a certain number of troll points per game. If a player uses more troll points on one player, he is given fewer troll points for that player but an equal number more for the other player. This could be interesting in a situation in which you troll one player for the whole game and then unload a huge bucketfull of troll on the other player. If a player uses equal numbers of troll points per player, they get the usual number of points.
"We require more vespine gaz" When a player build a hatch,CC,nexus one of the free geyser on the map morph into an neutral extractor (but not obligatory where you built).
On January 25 2012 20:37 Jimmy Raynor wrote: Here is a simple idea but I think it might be fun
Swap! Swaps your minerals and gas
This is actually pretty great, especially in cooperative chaos mode, if you can do it on your own team mate and the opponent. It might really screw with the opponent, who's deity might have to save up energy to switch them back (and vice versa).
Also, for co-op chaos, it would be hilarious if there are a number of durational AoE abilities, but only the deities can see the AoE outline. A deity would then have to communicate this to his team mate if he's going to have a chance to avoid the effect. eg, invisible (populous) swamps, invisible vortexes etc etc.
On January 25 2012 09:11 Roblin wrote: 1. reduce to ashes (tooltip: for the pyromaniac in you) : target non-main, non-supply building/unit starts burning for 20 damage/second until it dies. 2. rebuild (tooltip: need a dispenser here!) : build a neutral building with hp and collision size based on spent energy. 3. traitor (tooltip: he decided to work for the enemy) : a random unit gets double sightrange, all players have that units vision (variation: 1 random unit for each player gets this effect?). 4. they are all fake (tooltip: a nasty surprise later) : all marines, zerglings and zealots turn into their respective changeling version of the owners teamcolor (with same rotation to make it harder to notice), these changelings have no timelimit and have the name of the original unit and costs just as much supply thus making them almost impossible to distinguish from normal (variation: only 1 player gets this effect?) 5. hostile invasion (tooltip: 6pool remodelled) : all expansions that are not already taken by any of the two players spawn hatcheries which automaticly spawn 2 slow-lings every 15 seconds and attack-moves them to a random main building on the map. 6. strike of the little man (the workers union decided they wanted more pay) : all supply-depots, pylons and overlords move to random locations of the map (overlords cannot be controlled for a while?) 7. change of currency (dollar, euro, kronor, who cares really?) : reverse the mineral-count with gas-count and vice versa 8. 88mph (tooltip: back to the past!) : unresearch all upgrades (variations: all players? 1 player?) 9. critters ahoy! (tooltip: the animals ran away from the zoo...) : for every 5 supply used by a player, 1 random critter spawns at a random main building owned by that player, if he has no main building it is spawned at a random location. 10. orbital friendship cannon (tooltip: stop hurting eachother! you should talk things out): all units and buildings on the map get 100 armor and units cannot use spells for 30 seconds (exceptions: queen, overlord, overseer, warp prism), or until both players have sent chatmessages containing at least 50 letters. (variation: possibly without the chat-part)
11. neutral invasion : each expansion not taken by a player spawns a neutral planetary fortress which spawns critters with even intervals and sends them to a random main building, the planetaryfortresses stay until destroyed. 12. friendly invasion : a nexus spawns in the middle of the map which spawns 30 (or more?) probes and sends them to mine random mineral fields, these probes act as mules, probes are not automaticly targeted by any unit and stays until destroyed, the nexus produces more such probes constantly, the minerals mined this way is converted into energy for the trollships. 13. counter-troll : the trollships other than your own lose some energy and regenerate energy at half the rate of normal, lasts 20 seconds, cooldown 20 seconds, cost: slightly more than you regenerate during the duration. 14. forcefields? what forcefields? : all units become massive for 10 seconds, all units movement speed are halfed for the duration. 15. oh, those forcefields. : every unit on the map creates a forcefield in the vicinity of the unit (including workers) (including critters?) 16. fertile grounds : lots of trees spawn all over the map, blocks air-units and air units sightrange, wilts after a minute.
Hey TB, plz make it so that trolls are quite limited in frequency, but if they are to be applied, it's great fun. I'm a little afraid that trolls are used too often so that they are not quite a highlight anymore - maybe a mode where trolls can only be cast every 5 minutes, but those will be good ones :D so hype is built up and when a troll finally is accessable it's a major event for all.
Delay of the resources: Forcefields spawn in mineral lines. Marsh: A marsh appears in some big area of the map and slows down units. The fake attack: A hallucinated, maxed 200/200 army of the same race/color as your opponent attacks your most recent expansion. Win?: Victory animation occurs, it says your opponent leaves, but the game continues as normal. Death ball attack: Max supply is now 400 for both(?) players. The mind clustered: Your opponent can choose up to 3 buildings or units to make instantly.
You mentioned in the video that you expected the trollcraft to be invisible to the players in the final versions. I'm not sure of that - I would think that part of the experience would be seeing the trollcraft hovering menacingly over your base. That would also give players a bit more warning about something happening so they can deal with/avoid it a bit better.
Some suggestions (mainly for the mode where players co-operate with a trollcraft player) 1) have an ability for the trollcraft to cloak (and can't be revealed) - either costing energy or preventing energy from regenerating. 2) have an ability that makes the opponents trollcraft vulnerable to damage for a time - if killed they respawn after a cooldown (e.g. 30 secs). Likely a high cost ability
I think those could work together to provide an interesting risk/reward mechanic and introduce a bit more strategic depth. I suspect replay value would be limited if the game mostly is 'lolz, I blew his shit up' stuff.
when TB mentioned the players praying to their god in his YT video, I hoped there would be an actual gameplay mechanic about that concept. Then I read a comment suggesting that there be a tech tree where the player can research abilities for his god. I think that's a great idea, so here's what I'd suggest: The player can build Shrines, where he can research new abilites and upgrade them. The shrines should also have an autocast ability to transform a certain amount of gas and minerals into energy for the god every second. Finally, each shrine could increase the god's energy limit. That would make the game even more like Populous I guess, where you could only gain access to the more powerful abilities if your followers prospered. That can only be considered a good thing imo.
Also, regarding the balancing of powerful abilites like Hysteria, I believe it could be fairly simply done by making their basic form weak and slowly upgrading them into extremely powerful yet expensive abilities at those Shrines.
Last not least, I feel the main bases, especially the Nexus, look like some sort of temple already. That could be integrated somehow. Maybe just have a few Temples instead of many shrines, or several places of worship with different purposes.
I agree with Kreydon's shrine idea but I'd like to suggest you sacrifice units instead of minerals and gas, as it makes the trollcraft seem more godlike having to give live sacrifices, and could potentially make the game more interesting especially when coupled with the infestor which could control enemy units to sacrifice(you might want to disable the sacrificing of units that just cost energy such as the changeling or the infested terran), and a losing player could sacrifice the rest of his units in the hopes that the trollcraft would save him only to have it turn around and finish him off.
As for powers here are some which may have already been mentioned, might edit and add more:
Mutation: transforms all units in a small area into a random unit type of any race, potentially useful to mix up armies or if you happen to get workers of a different race you could start up a new base and fight the opponent as 2 races.
Titan mode: selected unit gains an x% boost to their health and maximum health and maybe a size increase to differentiate, the titan unit would not be able to heal/regenerate/be healed while in titan mode and would either return to normal after a timer runs out or slowly lose health until it dies (damage and range boost may want to be considered)
Give it here: Trollcraft's player and selected player swap control for x amount of time so the original trollcraft/new player could try to win the game or suicide and the original player/new trollcraft could try to help him win or stop the suicide
Labyrinth: spawns a random amount of forcefields for x amount of time placed randomly within the sight range of the trollcraft
Summon Epic monster: summons a neutral top tier unit from the campaign at random (Odin, Loki, Brutalisk, Leviathan, Hybrid Reaver, Purifier, Stone Guardian, e.t.c.) which can be set to either rampage randomly throughout the map or hold position and only chase units a short distance. you might want to put the epic unit under the trollcraft's or a player's control instead of a neutral AI, if you do you might want to add a timer for how long the epic should last and assign unique abilities to them, like the Purifier's massive beam
I would also like to hear about how this is going! Although i worry a bit that there are a little too many ideas in this thread to all implement them into the map. A million options to choose from might be confusing
Not an idea for the game, but for the launch...you could try to get a pro to play a bunch of games of Trollobattles against viewers (who purchase a spot for, say $25--giving the money to charity of course)
I very much like the map concept. I don't know if you're going to get it properly balanced, but I do know that either way, as a Troll, you will get your fun out of it.
I think it's essential for the abilities to be either double-edged swords, or have no great effect. Like you said ^_^
Heres's a few suggestions I've come up with, considering that rule:
Transform: Transforms any allied unit into a (random) other one, but the costs of the new one have to be lower. When cast on an enemy, it transforms it into any random unit with higher building costs. Time-lapse: Changes the pacing of the game by suddenly making everything much faster. That will be useful for surprise attacks and confusing maneuvers. Moving Mechanics: Not sure if that's easily doable, but it gives any unit temporary moving abilities. Should also work with a basic one-time-use short-ranged teleport ability. Bot Malfunction: Gives a number of units temporarily to the controls of a (high-level) bot, making advanced tactics impossible for a short time. Double-Layer Hallucination: Hallucinates units to look like other ones, until they get a hit, or start attacking themselves.
Add a "Duel" system. Once every 10th minute, all the trollcrafts fights off in a seperate, sealed area with specific and simple sets of abilities. Basically, when the duel begins all trollcrafts just have 3 abilities: 1) Fireball which just shoots a fireball in a general direction. 2) Shock-wave. Has an AOE but moves slower across of the sky. 3) Blink. Can "jump" the trollcraft a little to either side.
The fireball has a "knock-back" and if your trollcraft moves outside of the sealed area HP will be lost.
Non of this will disturb or pause the actual game going on in the background. The winning trollcraft grabs an additional 100 energy, and if no one has won after 2 minutes, they will all lose 50.
Once it's more developed, how about a FFA with only one, but very powerful troll? Inspired by Day9's backstab special, it would lead to some interesting affairs, especially if there was a possibility to bribe the Trollity(Trollish Deity) with minerals and gas which would give them energy.
Just another way to use the concept so it never gets old :D
It's a Dummy, Dummy Replace target unit with a copy that deals no damage and gives you vision. After X seconds or when the copy dies, the original reappears at its owner's primary base.
Nice ability with a lot of utility. In battle, you can use it to get rid of a key unit or to save one of your own units from death. In addition, you can use it against troll units that have been baneling-marked or empowered or such. Out of battle, you can use it for a free scout. Even this offers some counterplay, as after the dummy dies, the player will be aware of what happenned.
Going Fishing Extends a line from the Trollcraft at medium speed. After reaching maximum range, the line reels back in, carrying any non-worker units that had touched the line along with it.
Good for siege-breaking, harass, zone control, or re-positioning, but can be avoided by a careful player. Alternatively, you could use it as a poor man's way of transporting units up a cliff or something similar.
Distracted by the Sexy Spawns Nova/Medic/Human Kerrigan on the map and moves the screen of all players (except Trolls?) to center on her for a second or two. During this time, she walks in a line, revealing a large area around her.
Trolly. Can break someone's micro, allow harass to continue unanswered for a bit longer, reveal an area, etc. More counterplay and fun then a regular "Reveal Area" as everyone knows that you may have intentions towards that area and can play based off of that. Of course, that means you can also do some mindgames with this. In an FFA, you could use this almost like a "ping" and play people against each other. It's like saying "Hey Blue, Green has this nice expansion pretty close to you that you should destroy".
Derpships Spawns a few Dropships/Phase Prisms/Overlords and flies them towards a target location. Upon reaching that location, they blow up, dealing 1 damage in an AOE.
You can use this as a distraction or fodder to hide your true dropships. The insignificant damage it deals is just to cause a "You are under Attack" message to scare the other player; if they aren't paying enough attention, they could assume you attempted an actual drop that just failed, perhaps baiting them into a counterattack or forcing them to build more anti-air. Alternatively, you could use it to simply get some sight, though they can be shot down, allowing counterplay.
Risky Gifts These are BW units that are given to a player's army. If you bring them to battle, they will randomly either help or hinder you and then run away. 1. A Medic will either heal groups of units or optical flare every nearby friendly unit before running away. 2. A Science Vessel will either D-Matrix or irradiate multiple friendly units before flying away. 3. A defiler will either dark swarm your army or will consume multiple units.
360 No Scope Unit rotates around violently for 2 seconds, and then can attack and has unlimited range for 10 seconds.
Good for sniping enemy units during a stalemate, or for harassing your opponents mineral line from across the map with stuff like siege tanks or colossi (Provided that your player gives you vision).
"Purge the Unclean!" Target unit is infected with an explosive disease, which spreads to another nearby unit every 10 seconds. Detonation occurs 30 seconds after infection, dealing damage to all units within range.
(The infected units should be marked, perhaps colored green) This will take your opponent by surprise, and they will not likely notice it until the first unit has detonated if they do not understand the warning message. Units will continue to be infected and your opponent will either have to split the infected units away from the clean ones, or kill them outright to prevent spreading. He can also send the unit to the opponents base to infect his units as well.
"Assuming Control" (Please play the harbinger voice) The trollcraft gains control over one random critter on the map.
This can be used to give the trollcraft vision, as it can be quite annoying to rely only on your players vision, and constantly asking for observers or scans ect. It is also limited, if your opponent sees the critter he can kill it, and if he's walled off the critter cannot get inside. Just the right balance. It can also be used as a scout for your player, as he gains vision of your critter as well, and can help detect critical army movements and compositions.
Total-mega-giga-tryhard-mode Both players gather minerals/gas 50% faster, and production is sped up 50%. If a player goes 10 seconds without producing anything out of a building, then the players CC/Nexus/Hatchery is nuked. Lasts 1 minute.
This essentially speeds up the game and puts it into a heavy macro mode. but it can also be used for other unconventional things. For instance, the fastest 4gate in the west, or the biggest 7rax all-in.(Reccomend playing this track while this is active, http://www.youtube.com/watch?v=lbRhT9hSuWw)
Should have different levels of abilities, each level requires a different amount of energy, stuff like eject is 100, but something like nukerain would be like 3000 change throu these by build menus c,v,a nd b
I really hope to see this succeed in the future, the laughs I got from watching the Modding Video #2 really makes this something worth to look out for.
Suggestions
Champion Summons a Hero unit into the battlefield to lead the army of the player. The unit arrives on the spawn point of the Trollcraft's player ally and has multiple abilities (4) in combat.
Guerilla Forces Neutral units that are aggressive to both players spawn around the map. (Neutral Creeps)
[What can I say? I love WC3]
Feedback
Turncoat The ability seems to strong for 10 seconds, maybe shortening it or allowing it to be dodged.
Hysteria Units should be able to dodge this ability.
On February 14 2012 06:12 Faqtiskt wrote: Is ther anywere to report bugs? One is that Zerg doesnt start with any larvae, it spawns like normal but it starts with none.
You can PM me the details if you want to make sure they're known, though I frequently read this thread. I'll fix this by the next update.
By the way, careful with that "troll gains % of allied player's lost unit health". Zerglings would be incredibly powerful in this regard, as they are both "tier 1.0" and have some of the best hp:cost ratio. Don't quote me on this, but I think overlords have the highest hp:cost ratio... zergs could just endlessly make overlords and send them at their opponent to get mowed down and feed their trolls energy. Or if there is a kind of "cap" (like those cooldowns on powerful abilities) then zerg would have the easiest time reaching it.
BTW If it is health AND shield then you might have an even bigger problem because then zealots become far and away the highest hp:cost fighting unit on top of generally owning zerglings head to head.
You could also potentially counteract this with spells that hurt zerg or protoss the most.
Yeah it just tallies up life+shields+energy and divides it by number of trolls assigned to that player. This was mostly something quick I added to see how it played out. To be honest, I don't think it fits. It was meant to buff the weakest player by granting his trolls more energy. A feature probably not universally welcome, nor does it even serve this purpose very well.
Incidentally sacrifice works with any non-structure unit. I was pretty entertained to see a zerg egg (200 life) proc it. I never even thought of that. Sacrifice probably won't stay anyway.
On February 14 2012 11:27 Lunakhod wrote: "Assuming Control" (Please play the harbinger voice) The trollcraft gains control over one random critter on the map.
This can be used to give the trollcraft vision, as it can be quite annoying to rely only on your players vision, and constantly asking for observers or scans ect.
This is interesting. It was indeed very annoying to have to rely on your player alone. We agreed during the video (can't remember if it was during a recorded bit) that total reliance on player vision wasn't fun. TB suggested adding a costly scan to the trollcraft, but this; I like this. It's counter-able and it fits the job nicely.
Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down.
On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down.
On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down.
Easily remedied by using your mouse upside down
if the mouse movement is reversed in every direction, and the players turn their mouse upside down...
but then leftclick will be rightclick and the other way around?
On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down.
Easily remedied by using your mouse upside down
if the mouse movement is reversed in every direction, and the players turn their mouse upside down...
but then leftclick will be rightclick and the other way around?
does not feel easier.
And casual players like myself who use a laptop without a mouse will have their screen in the way of their keys :S
On another note (Not sure if it has been reported yet): Warping increases build time but once buildings are sped up they don't gain full health as if they were built normally.
I just played it, great idea. Although it needs (alot) polishing before it is a map.
here are some bugs/balance issues i found by playing this once:
Zerg doesnt spawn with any larvae (wtf?) (maybe) the larvae spawn timer is off early cloak is (way) too good versus zerg, early cloacked reaper herp derp.
On February 15 2012 09:03 Steglich wrote: I just played it, great idea. Although it needs (alot) polishing before it is a map.
here are some bugs/balance issues i found by playing this once:
Zerg doesnt spawn with any larvae (wtf?) (maybe) the larvae spawn timer is off early cloak is (way) too good versus zerg, early cloacked reaper herp derp.
Imo certain abilities should only be able to be used after a certain time has elapsed, just like resource trading.
On February 15 2012 07:24 CortoMontez wrote: Food for Thought: Able to destroy a single pylon/supply depot/overlord owned by a player.
Even better, buff a pylon/supply depot/overlord to give 8 extra food for 30 seconds. You can use it to un-supply block an ally in a moment of need. Alternatively, do it to an opponent... if they don't notice it, they're suddenly supply blocked later and don't know why :p.
This has potential but it's going to be really tough to balance the trolling so it can't easily turn the tide of a close game in favor of one player over the other. I expect the observers to laugh their asses off while the 2 people actually playing rage as all hell breaks loose around them. Then again, that would still be pretty funny and fit the bill of "trollobattles."
If this gets going it'd be hilarious to see a couple of pro players go at it in one of these.
On February 15 2012 22:10 supereddie wrote: I think it would be good for the trollcraft to see the minerals, gas and supply of their underling.
This.
And maybe something like a counter spell debuff?! You debuff a unit like an infestor/HT and if it casts fungal, storm or any aoe spell it does not target the position the player chose, but instead it lands at a random or at the unit's position..
This would be devastating for Z/P if not paying attention to the small visual the unit gets from the debuff. For T not so much, except they're deciding to go for the thor strike cannons. ^^
Event Horizon: Create a vortex (like motheship) at target location and then move the vortex to random location. When the units come out they all become frenzied and attack anything nearby.
Black Death: Create glyph that contracts triggering unit with plague. When infected units stays (30 secs) in close radius with other unit the plague is contracted. Infected units start to lose health after two minutes from infection. The glyph will only be shown when it grows. After activating it becomes cloaked to all players (including trolls)
Friday Night: All units globally become drunk and stop what ever they are doing. Any order given to them in 30 seconds are replaced with move order to random map location. Building queues are also halted.
Strange Meet Up: Creates medium area where all units that walk inside of it become Cloaked and swap to non-hostile natural team. Order for each the units become to move in the centre of the effect to maximize the space used. After the effect ends the unit teams are returned to their default values.
Vendetta: A cloaked unit is spawned somewhere in middle of the map (could use the Xel'naga tower as spawn point). It has only one hp and randomly patrols. If it spots a building it will try to reach it and detonate a nuke. Unit cannot be manipulated by the observers.
The Monster: A Giant Colossus Spawns and randomly patrols the world for one minute attacking everything it meets. Killing it drops mass of resources to collect. Unit cannot be manipulated by the observers.
Portal: Open portal (A building) that can be used to send any other portal on the map. Portal the units come out from is randomized if more than two exist. Portal takes while to build and can be destroyed by forcefully attacking it. does not provide view for any player or observer. If portal is only one on the map it is Red of colour, otherwise the portals are Yellow.
Ant Fryer: Under your observer a beam fries any units that come under it. It cannot harm buildings and slows down the observer while beam is ignited. The start up is slow as well to give warning to any possible target. The ignition costs initial energy and the beam stays until energy is depleted or ability cancelled.
Abduction: Your observer has abduction beam under it for while until it's full (capacity of a dropship) or 5 seconds from actual ignition of the beam. Observer then can unload the cargo by pressing the same ability button again. All units abducted have a probe that gives away their location to their patron.
Temporal Cocoon: Huge area becomes shielded blocking all attacks, movement and sight from in and out of it.
Morph: Unit becomes disabled for few moments and gets energy shield for the duration of the morphing. Unit permanently gains random change. Change may vary from useful things like cloak, cloak detection, shield, speed and etc. to negative things like slow, less hp or less attack damage.
Banelings... : Changes all units (including resource gathering units) into Banelings. This is global ability.
Champion: Expensive ability that gives you champion (hero unit). All your powers are disabled until the hero unit dies. Hero unit cannot suicide.
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Gameplay balance idea I had would be using Xel'naga towers as the altars. Basically split the powers into Tiers and only Tier One abilities would be always available. Team controlling a Xel'naga tower gets bonus energy regeneration (not much so it's possible to come back for disadvantage) for Observers and unlocks Tier Two abilities. Controlling another tower unlocks the next Tier. This would allow players the choice of trying to control these towers and get more power for their "gods" or use their resources in much more sensible and reliable manner. Could put more than two towers on the maps so you could have towers all the way up to Tier 5 Higher Tier would not necessarily mean more cost but balance the more useful but cheap abilities as well.
How about have players start with random set of powers (possible themed some way like "Time & Space" or "Organic (zerg)") and amount of units lost by enemy player would count towards the troll/deity to unlock next set of powers. This would bring certain aspect of progression and differences to players if not every troll/deity were the same.
Categories/Sets/Themes could be such as: -Time & Space -Zerg & Organics -Stealth & Misinformation -Destruction & Sabotage -WTF (Stuff that makes people go "WTF?!") -Buffs & Debuffs -Manipulations & Mind-games -Creation & Constructs (Spawning stuff like rocks or zel'naga towers)
On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down.
Haha, that's awesome. Equivalently, we could try Antonin Dvořák Temporarily switches the keyboard from QWERTY layout to Dvorak. It's more efficient, but your macro won't be.
Energy donation A trollcraft donates some of it's own energy to a unit in game with energy. Could be useful for keeping a cloaked banshee alive or getting enough energy for storm and so on.
DoTa Mode For 1 minute, units who are destroyed respawn 10 seconds later at the building they were created at, IF that building is still alive. Archons and broodlords will respawn where they were morphed. After 1 minute, units who died prior will still respawn, but later deaths will be permanent.
Mother of all supply blocks For 1 minute, all pylons grant double normal supply. For the next 1 minute, all pylons grant half normal supply. This can be done with depots and overlords.
Force blast A ball of energy travels in a line at a medium speed, will go over all terrain, leaving behind a trail of (normal duration) forcefields. It will pass through all units and all buildings, but will stop and explode if hits a massive unit (non flying, maybe include flying), doing heavy splash damage. Could prove hilarious against uncareful collulus balls, thor rush, or ultraling. Could also be used to wall off a metalopolis path, or even deny mining. Of course there should be a minimum range, where less than that, a force blast hitting a massive unit will just pass through to prevent point-blanking.
Low tech, for 1 min all tech/upgrades are deactivated, zerg can only build drone/zergling/overlord, terran can only build marine/scv and protoss only zealot/probe
Oracle's Elixer Gives the targeted unit perma stealthdetect (also solves the early stealth reaper opening vs zerg)
Hey!! That was my worker! Changes controle over the targeted worker permanently, also teleports this the the new owners main commandstructure
Passive agressive Changes the move command and attack move command with eachother for 90 sec for the targeted player
Icy path All low territory i coated in ice for 2 min making units slide in random directions without being able to turn corners until an edge is reached. Movement speed is increased by 50% though
The Cynical Brit A neutral unit with tophat and monacle will start walking around randomly critisising random units witch demotivates them and makes them lose 50% attack damage permanently. The Cynical Brit is Invincible !!
Cheerleading Makes all units on the map dance for 30 seconds
thats my creativity done for now, Keep up the good work!!
Auction: Target group of units are revealed to all players, camera locks on to them and game is momentarily paused. players have 10 seconds to do initial bid on the units. If no bid is made then the units disappear. If bid is made then opponent has five seconds to counter bid and so on. No minimum bid. The one who wins the bid loses the minerals bidden for the units and enemy gets that amount of minerals. -The ability should cost a lot of energy and could create tension in middle of battle, especially when you can target group that is not completely under one players control. Should not be able to target workers.
Box of chocolate: Spawn a gift box on the map. Player can claim the gift with a worker. When gift is claimed a random things will spawn. This may include hostile creatures (even group of zerglings) or unique super unit to help you out. It might also contain power ups or resources.
Mass Production: Owner of target unit may only build that unit and workers for one minute. The cost of that unit is reduced to half and the production time is also reduced to half. May not target workers.
Texas Hold 'em Game is paused and players will have to play 5 games of Texas Hold 'em. Bids are in form of gas.
Black Jack Game is paused and players will have to play 5 games of Black Jack. Bids are in form of minerals.
Why pillows you ask? well so the troll can either sit on them comfortably and trolling around or crouching like trolls do
The unit is rigged and ready to be animated, textures are 90% done, shaders are to be tweaked, F/X must be added. Portrait modeling and texture work is finished, shaders also need to tweaked, and rig and animation is not even there. But! A HUUUUUUUUUUGE chunk of a work is done!
Eiviyn, pretty please with cherry on top, reply to this post (or a message) whether you are interested in it or not
Why pillows you ask? well so the troll can either sit on them comfortably and trolling around or crouching like trolls do
The unit is rigged and ready to be animated, textures are 90% done, shaders are to be tweaked, F/X must be added. Portrait modeling and texture work is finished, shaders also need to tweaked, and rig and animation is not even there. But! A HUUUUUUUUUUGE chunk of a work is done!
Eiviyn, pretty please with cherry on top, reply to this post (or a message) whether you are interested in it or not
I'm simply stunned by your initiative. That's incredibly awesome!
Terran: all command centers (and orbitals) lift within an instant. No announcement of this. PFs don't lift of course, adding a special twist as Terran won't get a "idle worker" notice.
Why pillows you ask? well so the troll can either sit on them comfortably and trolling around or crouching like trolls do
The unit is rigged and ready to be animated, textures are 90% done, shaders are to be tweaked, F/X must be added. Portrait modeling and texture work is finished, shaders also need to tweaked, and rig and animation is not even there. But! A HUUUUUUUUUUGE chunk of a work is done!
Eiviyn, pretty please with cherry on top, reply to this post (or a message) whether you are interested in it or not
I'm simply stunned by your initiative. That's incredibly awesome!
I've got some ideas for handicaps. Kinda like a hotkey shuffle for both players, basically what it does is it changes around your hotkeys for like 10 seconds or something. You vote on it and it just becomes an icon that can be activated by one of the obs for example, so you can use it when battles happen. Or maybe corrupted mineral patches that when mined from do damage to your base or something annoying like that. Or something that puts all your workers on hold position so that you cant just shift F1 and send them all back to work Or random vortexes spawning everywhere(just like the mothership ones) and sucking up stuff for some time. Random fungals, maybe they could be bigger than normal for better hit chances. Or maybe the neutral creeps explode to do AOE, or just go mad and start attacking everything close, and maybe there could be another handicap for spawning a lot of neutral creeps to obstruct movement, if you combine those two it might be pretty cool. And ofc random nukes falling :D Random nydus that spawns broodlings, might last forever and have very low hp or just stay for some time. New units are allowed right? There could be random spawning groups of helions that work like banelings (crash into stuff and explode for AOE damage) the point is that helions are a lot faster and would be a scary thing to see. Moments when a selected group of units (for example 20 or 30 supply worth of units can be affected and are selected by one obs) can pass through units and buildings and maybe become immortal, but also wont be able to do damage for a set amout of time ofc. Random stim spams on any units, can be good cus you get stim but also bad cus it takes away shit tons of health, maybe only bio units? Swarms of zerglings that can't attack, but might be on fire and do damage to everything close, might be bonus for light, random spawning again. All random spawning units should have a area where they walk around 'till they meet something. Or burning mineral patches :D Silence on casters maybe ? Time bomb on some unit for like 30 seconds or something, you can get that unit to the enemy and do some damage, or you might not notice and waste your army ;D Random EMPs? Lurkers :D spawning at mineral lines and burrowing. Some mode that lasts 1 minute or something where units give you minerals or gas when you kill them :D and maybe you lose minerals for losing units :D Note any numbers should ofc be tweaked, Im just brainstorming here.
Players completely switch control (all units/buildings/vision/etc.) for a short amount of time. After the time has elapsed, control reverts back to normal. During the switch, players would optimally want to cause as much chaos as possible.
On February 25 2012 05:15 Eufouria wrote: Who left the oven on? A building begins to burn for a certain amount of time.
Ones like this are good.
I think the ones that completely fuck up the player are bad, if I ever had something that would not allow me to play at all for 15 seconds I would just select all my scvs and attack because I would be so far behind otherwise.
Its the little things that you do like setting someones handicap to 80% without the player noticing and harassing their mineral line with a 5hp scv that you unsuccessfully jousted (non obs maps required terran to lift a building and share vision and you had to kill your own scvs) that are the most fun.
Somethings really pissed me off during play, like invisibility, which is in no way balanced to the early game, you should make it come at least by the 7 min mark if not completely erased, or else you lose the game by being constantly harassed by the scouting worker (or a zealot- which means gg if you are zerg or protoss).
Not talking about balance, I would love more maps, preferably bigger, and no close spawns, just cause the game is so much fun in a macro game, where you can really fool around.
Yeah, you're right as for sound. These are just the placeholders to see if it works.
But! That animation idea is delicious! Thank you
EDIT: As promised here's the current stage of development. The stand animations are not yet as urashimakt sugested but that's for the future
Now there are 3 variations of stand animations, starting and ending sequence of walk and 4 animations of spells. The engines are a bit different, added glow and those little flaps. Enjoy
If you have a positive or negative response feel free to comment. I really appreciate any feedback since I'm working on it for some time now and slowly loosing my distance to it
On February 15 2012 05:06 Eiviyn wrote: Yeah it just tallies up life+shields+energy and divides it by number of trolls assigned to that player. This was mostly something quick I added to see how it played out. To be honest, I don't think it fits. It was meant to buff the weakest player by granting his trolls more energy. A feature probably not universally welcome, nor does it even serve this purpose very well.
Incidentally sacrifice works with any non-structure unit. I was pretty entertained to see a zerg egg (200 life) proc it. I never even thought of that. Sacrifice probably won't stay anyway.
To balance the zerg egg sacrificing mechanic you could make it so that you have to load the units you are going to sacrifice into the altar building rather than making it so that every unit that dies is sacrifice.
This makes it so that the player has to choose whether to fight with the unit or sacrifice it not both, and also makes it so that the players have some degree of control of how much trolling is going on.
Also you could make it so that the equation works on their current health not their max health so weakened units are sacrificed for less energy than full life units.
And finally to counter people overusing cheap units with lots of health for sacrifices e.g. 2 roaches is better than a broodlord and a zergling is better than a baneling, you could involve the gas cost of the unit into how much energy it generates
There is a fun map called "ai control" which is sort of like this map, only it is a 2v2 and there are ai's playing not players, it is really fun ^^ it is also more balanced then this since you don't have skill of the player matter and there are no abusable annoying things such as cloak. PLEASE REMOVE THE CLOAK!!!
Hey was reading through the idea and I'm surprised no one has thought to incorporate sounds into the troll system, (or if they have I missed it and apologize). I think it would be really aggravating to add in some troll spells that cause the player to hear things. For example hearing "Spawn more Overlords" when you're not supply blocked or "Nuclear Launch Detected" when there isn't a nuke or playing some weird Japanese pop music at a random time is a really good way to mess with someone's head. Oh and also if you have an ability to spam the "Congratulations you won!" message that you get on every website you open. Nothing makes a computer geek's shoulder's clench up tighter than hearing THAT over and over again. These are great ways to troll players without affecting the balance of the game itself, I think.
Lol! cool suggestions, but I think they stopped developing this, since there wasn't any upgrade in the last, oh I don't know, decade? I seriously hope they will come back for it and finish it
I can't really talk about other aspects other then the model and portrait
But the model is still in developement. There were just a few things I wanted to add to the M3 import/export tools for 3Dsmax. I recommend anyone who uses the 3Dsmax tools to go ahead to sc2mapster.com and download the latest version with some new cool features and more to come. Camera and Displace material support has been added. In the future release (which will be comming in a few days) there will be Volume material, huge improovements to the layers system and lights support.
I think it will sever the map makers pretty well
With the displace material added I can do some nice hot air effects on the back of the troll
I have made a spell that you can put in there if you want. What it does is that it creates a big ass button on the screen for one of the players, the button expands every 0,01 second. The only way to get rid of the button is to click it as much as you can. What makes the button so annoying is that you can't click any of your units and buildings on the screen, your mouse becomes unusable for some time. In a big battle it would make one of the players unable to micro his units and maybe lose the battle.
If you want to try it, send me a message and I will send you the map.
On June 30 2012 06:47 Klasus wrote: I have made a spell that you can put in there if you want. What it does is that it creates a big ass button on the screen for one of the players, the button expands every 0,01 second. The only way to get rid of the button is to click it as much as you can. What makes the button so annoying is that you can't click any of your units and buildings on the screen, your mouse becomes unusable for some time. In a big battle it would make one of the players unable to micro his units and maybe lose the battle.
If you want to try it, send me a message and I will send you the map.
Unless someone uses a actually scriptable macro mouse where they have certain macro keys that repeats mouseclicks every 20 milisecond infinite amount as long as the button is held down... I my self have a button like this that i use mainly for double clicking or things i need to click many times on..
I have a bunch of troll ideas: (not sure if they are around already, but don't want to read the full thread) -) turn all units of a certain type or player into (controllable) critters - could also just be the skin -) reset upgrades (or one level down) -) cancel all production -) for Terran only: lift all buildings, lower all supply depots, land all vikings -) for Zerg only: use all money to morph overseers -) for Zerg only: give the opponent the controll over all your creep -) for Zerg only: burrow all units -) put a giant forcefield over all the Headquarters, preventing mining for some time -) make all units run towards the spawning point -) turn the screen black for some time/any time the player gives an order -) cannot use attack order -) troll Nydus worms popping up and screaming all over the map -) hallucination armies
I don't think that such big trolls are really fun. Trolls should be small. I also think that most trolls should come with a twist. For example: Kill a unit but return the resources to the player.
On August 22 2012 13:58 TotalBiscuit wrote: Hey folks, just a quick update.
This map isn't dead, the creator has just been really busy RL. He's told me we should have a new version within a few weeks.
have you heard about Red Bull's "Trials of the Xel'Naga" tournament?
they're actually doing something very similar to this...maybe see if you can get a copy of their map as well? It would be cool to see you as a guest at their event too!
I'm not a melee league player (though I do love watching), so I'm here to requisition a little assistance.
What terrain would people like to see used for this? The previous prototype used Metalopolis, but as far as I'm aware, that map is somewhat detached from current use.
I'm not a melee league player (though I do love watching), so I'm here to requisition a little assistance.
What terrain would people like to see used for this? The previous prototype used Metalopolis, but as far as I'm aware, that map is somewhat detached from current use.
Thanks!
Right now, Daybreak is considered by most to be the best map.
However, I'd much prefer Cloud Kingdom, since I like it more.
I'm not a melee league player (though I do love watching), so I'm here to requisition a little assistance.
What terrain would people like to see used for this? The previous prototype used Metalopolis, but as far as I'm aware, that map is somewhat detached from current use.
Thanks!
should probably make this a poll on the op.
something like
Daybreak Antiga Shipyard Ohana Cloud Kingdom Tal'Darim Altar
I'm not a melee league player (though I do love watching), so I'm here to requisition a little assistance.
What terrain would people like to see used for this? The previous prototype used Metalopolis, but as far as I'm aware, that map is somewhat detached from current use.
Thanks!
Daybreak!
p.s. The mode already seems to be awesome! Just a bit more polishing, and a new game genre will be born! Can't wait!
That's a pity. Maybe it would be good to start with a smaller trollo version (less UI comfort, less trolls built in) but at least with a map which is done?
On December 02 2012 00:36 [F_]aths wrote: That's a pity. Maybe it would be good to start with a smaller trollo version (less UI comfort, less trolls built in) but at least with a map which is done?
Bx actually has a private map in the spirit of Trollobattles that was made when we were impatient for TB's official release. If he ends up not producing Trollobattles or his similar Chaos FFA map, I may put do a little spit polishing and put it on the arcade. We're all TB fans, though, and it looks as though he hasn't given up hope yet.
If Totalbiscuit reveals info about the implementation problems, maybe I can help out. I don't think I have the time to actually work on the whole thing, but I would like to give my input to help this map. Maybe I can help to solve the problems that were encountered.
I made a diablo map (Dia blo - Mortal Shroud) and am currently working with a team on a dota-like map based on a Broodwar map including custom UI (Temple Siege 2). So I've excellent trigger knowledge, pretty good data knowledge and good custom UI knowledge.
But I know that Eiviyn is a capable mapmaker. So, whatever problems he can't solve, they might be really hard to solve or impossible.
edit: Both of these maps are playable on US and EU servers.
Would be terribly unfortunate for this to sink into nothingness =( Right now the map is not really great to play on (Of course because it's not finished. ^^) I really hope TB and a map maker that's not-so-busy can get this done o:
On December 03 2012 01:20 Proseat wrote: What's ever become of those Blizzard-made (?) Trial of the Xel'Naga maps? They were in the same spirit, were they not?
They gave a single spectator the unchecked ability to use about 10 special spells, each with the potential to make the game entirely pointless. I'd call it significantly different.
On December 03 2012 01:20 Proseat wrote: What's ever become of those Blizzard-made (?) Trial of the Xel'Naga maps? They were in the same spirit, were they not?
They gave a single spectator the unchecked ability to use about 10 special spells, each with the potential to make the game entirely pointless. I'd call it significantly different.
I think the concept is quite similar even though TB envisioned more subtle trolls.
Are there no more capable map makers who want to help on this? As long as you have the original map files someone else can continue it. I really wish this was completed, the games I played on it were really fun
On December 07 2012 06:18 TotalBiscuit wrote: ATM I haven't heard anything from Eivyn in a while so I'm assuming at this point the project is dead.
What about the intellectual property? I guess it would be faster if someone makes a new map instead of finishing the current map, but the current map could be useful for a mapmaker to see how certain things were done.