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Map Ideas

What should I create?

  • Campaign

    Votes: 5 29.4%
  • Bomb(Assault) Map

    Votes: 5 29.4%
  • Survival Map

    Votes: 5 29.4%
  • Other (post your idea)

    Votes: 2 11.8%

  • Total voters
    17
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Level 10
Joined
May 20, 2008
Messages
433
I'm currently looking into some map ideas, though I'm not sure what to do. Here are some ideas I have now:
Campaign:
You start as a Daralan High Commander fighting off a scourge before its destruction. You and your team fight for Daralan's survival, but eventually must flee to a makeshift settlement. The city goes into complete chaos as the city becomes part of the nearby marsh (the city sinks). You and your team go through mutations due to the scourges mage attacks, and you eventually come into control of a parasite under the control of the Lich King. By the time the campaign is over, it will be close to the period where Arthas becomes the Lich King.

Bomb Map:
2 teams. 1 team attacks a base and tries to detonate a bomb, while the other team tries to stop them. 3 round of 2 detonations. Like Assault in Halo 3 and various other games.

Survival Map:
Live as long as you can. Last person to die wins. Basics would inculde: basic blocking buildings, items, weapons.

Other:
Any ideas you have.
 
Level 3
Joined
Sep 23, 2008
Messages
32
I voted for the Assault type map. Always enjoyed that when playing Halo 2 years ago on Live. The campaign sounded good to, but in the end I think to myself, "what if I had to make it." Thinking on that assault sounded the best bet.
 
Level 4
Joined
Sep 30, 2007
Messages
95
Ok, i didnt read the entire post and i still wont do it...
I voted Assault map cuz they are... AWSOME!!

Campaigns takes alot of years (ok im drunk)! Dont make them!

Make a ORIGINAL, COOL, GREAT MAP WITH GREAT FUN!

Dont use the "Archer", "Sniper", "Demon Hunter (Yeah, even that one is used), "Tinkers with bombs" and so on....

Just idea:

Dragon Assault:
Point -> Reach 100 kills.
Players -> Your choise dude!
Units -> Dragons that can Fly and be on the Ground (2 types of gameplay in ONE MAP! Its two in one!).

cant go on.. hope it helped!
 
Level 10
Joined
May 20, 2008
Messages
433
Ok. Just for those interested, heres my layout of the map (its just a plan, it will probably change a lot). Feel free to comment, and add in ideas.
Arena
Barrens/Back Citadel tileset (may combine the two). A fair sized map divided into 2 sections: the Base and the Desert.
The Desert will have large cliffs, many hills, some rivers, and ultimatly have multiple routes to the Base. Attackers spawn along the edges of the desert in makshift camps.
The Base will take up about half the map (if not less). It will have many hallways, rooms and control points. There will be multiple entrances into the base. The rooms that are planned to be made, include: 2 Barracks (Defender spawns, basic weapons); Armouries (advanced weapons, armour...etc); Defence Network Control (activate/deactives defences, can be destroyed); Motor Pool (light vehicles, repair stations, on outside of base); Garages (all vehicles, weapons, more inside the base); Medical Bays (healing and such); Electrical Room (controls the power of the base, can be destroyed and repaired).
Gameplay
I'm going to try and get a weapon system in this game. Unfortunatly I'm not great at triggers or JASS, so I can't go complex with the weaponry (nothing like bouncing projectiles or such). Current weapon list will probably include (stats are based on the Assault Rifle (approximated stats are based of its basic weapon (Percision Rifle's range is longer then the Assault Rifle))):
-Assault Rifle: Starter weapon. Medium range, fast rate of fire, fair damage.
-Percision Rifle: Advanced weapon. Longer range, fair rate of fire, higher damage.
-Sniper Rifle: Basic weapon. Long range, slow rate of fire, high damage.
- Cutter Rifle: Advanced weapon. Long range, slower rate of fire, high damage.
-SMG: Basic weapon. Short range, fast rate of fire, low damage.
-Heavy Machine Gun: Advanced weapon. Short range, fast rate of fire, high damage. Slows unit down.
-Rocket Launcher: Basic weapon. Medium range (not homing, slow projectile), slow rate of fire, highest damage with splash. The farther the shot, the more chance to dodge due to slow projectile.
-Devastator: Advanced weapon. Shorter range (homing, medium projectile speed), slower rate of fire. Slows unit down, but is good for an anti-vehicle weapon.
Catagories
Basic weapons: weapons that are common along the map.
Advanced weapons: for the most part, upgrades of the basic weapons. Exceptions would be for heavy/specialised weaponry (by specialised, i mean has some trick to it or some large side effect, nothing like homing or such).
Range: Range of the weapon
Rate of Fire: Cooldown time
Damage: damage dealt per shot.
Levels:
Slow/Low
Slower/Lower
Medium/Fair
Faster/Higher
Fast/High

More weapons will be added, this is just what I have for now.
For the actual game, there will be 2-4 rounds of an undetermined ammount of time. In the time given, the team must sucessfully detonate 3 bombs in 3 locations (in any order). When the bomb is placed down, it will take 5 seconds to arm and will then detonate. The bomb cannot be disarmed (I may allow it to be, but for now, it cannot).
Vehicles will be implemented into the game. Accessed by the Motor Pool or Garage, you will have to be beside a vehicle in order to enter it. Vehciles would include:
-Jeep: Light vehicle. unarmed fast vehicle (may become transport)
-Scout Vehicle: Light vehicle. Armed with low damage weapon (may become transport). Faster speed.
-Truck: Light vehicle. Unarmed transport. Fair speed.
-Tank: Heavy vehicle. Armed with a cannon (high damage fair splash) and machine gun (medium damage). Slower speed.
-Treader: Heavy vehicle. Armed with a heavy machine gun (high damage and a large cannon (high damage and splash). Medium speed.
Events
During the game, I will have many randomized events. Most will effect gameplay, but not all. Ideas I have now are:
Plane crashes- planes crash killing anyone in it. Drops items and destroyed the nearby environment
Storms- reduces speed/vision and accuracy of all units outside or close to the exterior of the base.
Ion Storms- all power goes out, units have lower vision, fog appears hindering players vision. Lightning is shot down to the ground and damages nearby units.
Custom units will be needed, so modelers/skinners are welcom to join in advance. Custom music may be used (depending if I can get it) and custom sounds (not vioces) will probably NOT be used.

I will get an official thread in the "Map Development" forum once I have a more 'ironed out' structure. For now, comment and add ideas if you wish. If you wish to help (and sign up before I officially start), PM me. Here is a rough list:
Modeler- models for units and guns will be needed
Skiner- skins for units will be needed (I'm not a fan of reusing the same model over and over with no variation, and I'm sure I'm not alone)
Trigger-er/Jass-er - as I said, I'm not a great trigger person, and I havn't tried getting into deep JASS (if custom scripts are considered JASS)
"Co-Manager"- second in command. Will help with organising all of this, and will help where he/she chooses
Terrainer- I am hoping to do the terrain on my own
 
Level 10
Joined
Jul 31, 2008
Messages
477
Voted for Another (Post my idea)

My ideas;

Here's my idea:

Mark of the Wild TD

Either you have i dialog where you choose race or you do something else...

Well the races are.

Bears
Boars
Dogs/Wolfs
Cat Animals (for example, lions, cats, cheetas...)
Bugs
etc, etc...

And stuff like that.

The diferent sorts of animals should only be built at their natural enviorments (look picture).

The enemies you are defending against are humans that hates animals/bugs.

There are four types of humans coming, one from the top, they are weak against ice/snow animals, the ones from the left are weak aganist grass/forest animals, the ones from the right are weak against desert animals, and the ones from the bottom is weak against savana animals (look picture).

All towers has the ability to become a free animal that walks around and kills humans, but that costs 1 food and you only have 5 food, this amount can be incread to 10 but thats expensive.

Modes:

-AP = The usual all pick =D
-AR = The usual all random =D
-LM = Leader Mode, The host chooses races then all will be able to pick them.

Add on Modes:

-FG = Fast game, only half levels
-EM = Easy mode, humans have half hp
-HM = Hard mode, humans have double hp


47984d1234536569-td-ideas-td_idea2.jpg
47985d1234536569-td-ideas-td_idea.jpg
47986d1234537507-td-ideas-td_ideaterrain.jpg



And here's my other idea (not a TD);

I've got a map idea for you. (Just making one up, needs to be balanced/changed in some places maybe)

Here it is:

Journey to Atlantis

It's a game where you can be 5 players, each one has 1 hero. If you die, you have a small chance of dying for ever but a big chance to revive.

The "age" is something between modern and future. (But no laser guns yet.)

You travel over the water (atlantis is under the water) to find the way gate to atlantis. Your crew is 5 heroes (players) and some other guys who help you, maybe marines or something. On the way you meet evil guys and stuff, but when you come to the waygate it doesn't work. You need to go to another place and find a energy crystal to make it work again. And when you travel to the crystal you meet more evil guys who want to protect atlantis from the humans. When you finaly get the crystal and power up the way gate, monsters come out that you have to fight down. After killing them you get into atlantis and you explore it. But l8er when you are exploring, more evil guys come and try to kill you.


Commander (John)
Primary Attribute: Strenght
Str / lvl: 1.5
Agi / lvl: 0.7
Int / lvl: 0.3
Starting Str: 20
Starting Agi: 18
Starting Int: 13

Damage: 45-65
Range: 475
Armor Type: Steel
Armor: 5

HP Base: 250
Mana Base: 100
Reg Base: 0.75
Mana Reg Base: 0.15

Ability 1: Reinforcements
Calls a group of marines to fight for you. Marines have low damage but fast attack rate. Marines also have a chance to evade an attack.
Ability 2: Gas
Gases nearby enemy units. The gas gives them -5 armor and -50% ms. They also have a big chance of missing an attack.
Ability 3: Randomous Rifle
The randomous rifle gives 0.2%chance of stunning and 0.5% chance to gas an enemy.
Ultimate: Recall
Recalls a random number between 1-15 of marines to help you fight.


Sergant (Connor)
Primary Attribute: Agility
Str / lvl: 0.9
Agi / lvl: 1.2
Int / lvl: 0.4
Starting Str: 15
Starting Agi: 22
Starting Int: 11

Damage: 35-45
Range: 500
Armor Type: Iron
Armor: 5

HP Base: 225
Mana Base: 75
Reg Base: 0.55
Mana Reg Base: 0.25

Major (Micheal)
Primary Attribute: Agility
Str / lvl: 0.8
Agi / lvl: 1.3
Int / lvl: 0.3
Starting Str: 14
Starting Agi: 21
Starting Int: 10

Damage: 25-55
Range: 450
Armor Type: Iron
Armor: 2.5

HP Base: 200
Mana Base: 85
Reg Base: 0.50
Mana Reg Base: 0.30

Arkeologist(guessing how its spelled) (Samantha)
Primary Attribute: Int
Str / lvl: 0.5
Agi / lvl: 0.8
Int / lvl: 1.4
Starting Str: 12
Starting Agi: 17
Starting Int: 24

Damage: 15-25
Range: 400
Armor Type: Leather
Armor: 1

HP Base: 150
Mana Base: 150
Reg Base: 0.35
Mana Reg Base: 0.75

Scientist (Patric)
Primary Attribute: Int
Str / lvl: 0.7
Agi / lvl: 0.7
Int / lvl: 1.6
Starting Str: 12
Starting Agi: 16
Starting Int: 25

Damage: 15-25
Range: 400
Armor Type: Leather
Armor: 1

HP Base: 150
Mana Base: 175
Reg Base: 0.45
Mana Reg Base: 0.55

Only made spells for Commander cause I got out of ideas.


Hope you like the idea cause i sat here wroting it for some time....
 
Level 10
Joined
May 20, 2008
Messages
433
@Grave Digger Good ideas, but since Single Tower Defence, I don't enjoy making TD's as much (in Single Tower Defence3, 98% of the work on the map was copy and pasting a tower, editing a couple things, and repeating). The second idea is interesting. It sounds like a whole campaign in a map, and a maxe map. I will consider it.
@Zach: The Minesweeper map, I've done one. It wasn't so good. I might remake it, but I'm not sure.
 
Level 35
Joined
Feb 5, 2009
Messages
4,560
I personally like your idea for the campaign. It sounds interesting and looks as though it would be good. As for assaults, I don't even play them (I prlly should check them out at some point :p). They sounds alright, though. But all the same, I'd rather see a campaign submitted from you (you sound like you have rather good ideas).

As for survivals, I just don't like them :p. In my opinion, all you do is try and survive for as long as possible, often with no real objectives other than that. If you were to do a survival map, I would suggest doing something like you have to find other survivors, sort of solve a few puzzles to slow down the enemy forces, or just something new :p.
 
Level 10
Joined
May 20, 2008
Messages
433
Heres the plan for my campaign:
7-15 chapters/interludes (deciding)
Main races in the campaign will be: Daralan Guards (mini race), the Scourge (full race), Daralan Defence (mini race), Human Allience (full race), Death Army (full race), Night Elf (full race)
Daralan Guards: The focus of the campaign. As the Daralan Guards you will be fighting the Scourge and some minor armies. They start off the campaign, but quickly transform to create a new army. The army has an "incomplete" techtree (your focus while playing on them will not be to build a base).Daralan Defence: The Daralan Defence covers everything in Daralan, with the exception of you. They have an "incomplete" techtree.
Scourge: The Scourge will be your main enemy up until halfway through the campaign, where they will have smaller forces in a map. They will be the default Undead army, possibly with a few minor changes or new things added.
Human Allience: While escaping Daralan, you leave behind the Daralan Defences. You run into the Allience outside the city, near a marsh settlement. The Alliance will share the same techtree as the Human race in the normal campaign.
Death Army: A small deadly army commanded by you. Later in the campaign, many buildings of the Daralan Guards will be swapped with some of these. They are a full race with a complete techtree (maybe not as big as the Scourge or Allience, but good enough). Mid-campaign, you will have more build-base style missions then the first 2 missions or so.
Night Elf: Not a major roll, but not a minor roll either. The Night Elves are in the later section of the campaign, and include the normal Night Elf techtree.
Chapter 1: Interlude showing the situation Daralan is in. Takes place in a more forgotten area of Daralan, the "Forgotten Daralands".
Chapter 2: First mission. You will have a small base in the "Forgotten Daralands" fighting off the Scourge hords.
Chapter 3: Takes place near the edge of the "Forgotten Daralands". You will be attempting to break through the Scourge's hold on Daralan, but must flee the city in all.
Chapter 4: Interlude. Your small force gathers at the edge of the city, fending off the last escape route out of Forgotten Daraland. Your force is attacked by the Undeads Necromancers by a spell still new to the Scourge mages. The last survivors of the Forgotten Daralands come through and you wander off into the nearby forest.
Chapter 5: You meet up with a small Alliance force regrouping soldiers from Daralan. The Daralan Guards attack the surounding Undead bases, only to have 3 master Necromancers sink the settlement into the ground, adding it to the nearby marsh.
Chapter 6: You flee the settlement, taking refuge nearby. You construct a base using new plans thought up by your army. Your force must find a way out of the Dead Plains (swamp marshy area), as the Necromancers magic has submerged the Forgotten Daralands and is spreading outward.
Chapter 7: You find a base settlement on the edge of a lake. You build your new base here, while disposing some of your units for better ones.
Chapter 8: Interlude showing the Leader of the group start making plans to go north. The army agrees and starts preparations for going north.
Chapter 9: The Alliance suspects that your army is cursed and finds out about your plans north. They set up a barricade at the mouth of the lake that you must break through to escape. The Scourge has also created a hold on the lake preventing access to the Alliance force. You are told to break both.
Chapter 10: Your force heads north to a location the Leader wanted. The leader somehow knows the lands are of the Nerubians, but they are in ruin of war. The Alliance have a sizable base on the entrance to the inner land, and it is to be broken.
Chapter 11: As your force heads deeper into the land, you find yourself in the Icecrown. Small Night Elf settlements remain in ruin of recent attack. Your force must clear the area for a Head Quaters like base.
Chapter 12: Interlude watching an Undead army exit out of a Nerubian exit. Though distant, your army knows it is The Betrayer (as the Daralan Guards like to call Arthas). Your army starts preparations to have a force sent to follow.
Chapter 13: Your force was ambushed by a Night Elf, and only a numbered amount of people remain. You are cut off to your HQ by a rockslide, preventing retreat. Your force must find an alternate route back.
Chapter 14: You arrive at the center of the Icecrown, the Lich Kings throne room. You find ruined Night Elf bases and evergrowing Undead bases. You are determind to stay away from the area, but make a base on the surrounding hill. You are told to find out whats going on.
Chapter 15: The final chapter includes you under attack by a sizeable force owned by your enemy, the Alliance. You must hold off your HQ because your Leader has a strong "feeling" that help will come soon.
*Not missions may be removed or changed as ideas go by*
Main areas that you are in include:
Forgotten Daralands (Dying Daralan, destroyed by Scourge)
Dead Plain (Dead marshes and swamps)
Northrend (cold icy islands)
Icecrown (heart of Northrend featuring your HQ)
Army Changes
Chapter 1: Daralan Guard
Chapter 7: Daralans Army (the real army was destroyed with the city)
Chapter 15: Deaths Army (Undead "Parasitic" army)
 
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