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Compound 13 - Outbreak

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*ALERT*

*INCOMING DISTRESS SIGNAL*
.
..
...

*COMPOUND 13, BIOLOGICAL RESEARCH SECTOR*

*42ND FLOOR BELOW GROUND*

*UNKNOWN LIFEFORM HAS ESCAPED CONTAINMENT. THREAT LEVEL..*
.
..
...

*CODE RED*

*MARINES HAVE BEEN DISPATCHED FOR CONTAINMENT*

*SECTOR HAS BEEN SEALED UNTIL THREAT IS NUETRALISED*

*ESTIMATED CHANCE FOR SUCESS AT 7%*
.
..
...

*GOD HELP US ALL*

*END TRANSMISSION*


Introducing....

COMPOUND 13 : OUTBREAK

An original 5v5 concept for Warcraft 3, inspired by the popular Half-Life modification NATURAL SELECTION.

THE GAME.

Compound 13 : Outbreak is an original 5v5 map design with an emphasis on teamwork and strategy rarely seen in a custom game. The game pits two unique teams, the human Marines and the alien Metadrones, in a battle for survival and domination of the 42nd subfloor of Compound 13.

THE OBJECTIVE.

Both teams start at opposite ends of the subfloor, with a 'base' room containing the the opposite team's main objective. In the Alien's base is the Hive Mind, the lifesource of the Metadrones. Each team has to work across the map in an effort to destroy the enemies base. Located in the Marine's base is the control chair, which is used by the Marine's Commander to control the flow the battle. In the Alien's base is the Hive Mind, the lifesource of the Metadrones. Each team has to work across the map in an effort to destroy the enemies base.

Entry to the base, however, is not as easy as reaching the opposite end of the map. Both bases are contained by indestructable gates, a blast door for the Marines and the Hive Mind's carapace for the Metadrones.

In order to destroy the Hive Mind's hardened carapace, the marines must acquire and activate all 5 power generators located around the subfloor. In contrary to this, the Metadrones must destroy all 5 power generators to disable the blast door and gain entry to the control room.

The game is one when the Marines destroy the Hive Mind, or the Metadrones destroy the Command Chair.

THE TERRAIN.

Playable Area : 148X148

The terrain has been designed using custom doodads to resemble the underground corridors of a highly classified research facility, and to provide a key component to the strategical element of the map. The map contains 2 main bases, 5 generator rooms and a mass of corridors to link them together. The corridors are very tight and drastically limit the player's vision, aiming to increase the intensity of the atmosphere and to allow multiple routes for various strategies. The size of all the units have also been decreased.

THE TEAMS.

The teams and their differences are what set this map apart from other War3 custom games.

THE MARINES:

The Human team will each control 1 Marine, a basic unit. Marines will not upgrade or level like heroes, their stats will remain static. To keep up with gameplay the marines will be able to acquire various items including new weapons and armour, which will increase base stats and give special abilities to the unit. The game camera will follow the Marine around closely through the game, allowing the Marine player to only see their direct surroundings.

The Marines will have a major benefit over the aliens however, in the form of a Commander. Any one of the 5 Marines may enter the Control Chair, located in the Marines main base. The Commander will have a complete overview of the map. Once in the control chair the Commander will be able to manage upgrades, build weapons and worker droids, give ammo and meds to marines in the field amongst other things. The Commander is there to order the overall strategies of the game and to assist the Marine players in what ever way possible.

THE METADRONES:

The Metadrones are creatures all controlled by the Hive Mind. They are not viewed as independant life forms, as their genetic makeup depends on the will and favour of the Hive Mind itself.

All alien players will start with a basic Metadrone Meat Hound, a weak attacking unit. As the unit kills the opposing team, the Metadrone player will accumulate Evolution Points, and be able to evolve from its basic form to others including a worker, stealth and tank Hero. Every evolution of the Metadrone comes with its own levels and abilities, however if killed in an evolved state the Metadrone will de-evolve back to its basic form and have to work its way back up the ladder. The leading player on the Metadrone team will be favoured by the Hive Mind, and be provided with extra abilities and upgrades to assist them throughout the game.

Each individual player on the Metadrone will be responsible for their own upgrades and defences, but will need to work together to conquer the opposing team using strategies evolved from combining the different players classes and abilities.

THE RESOURCE SYSTEM.

GOLD - COMBAT POINTS (human) / GENETIC MATERIAL (alien)

Combat Points : Combat points will be used by the Marines in the purchase of new weapons and armour aswell as other items to assist them in battle.

Genetic Material : Aliens will be able to collect genetic material with each kill, and this will be used to purchase upgrades for the alien and to build various biological structures.

LUMBER - COMMANDER POINTS (human) / EVOLUTION POINTS (alien)

COMMANDER POINTS : These points will be acquired over time via the control of power generators. The more power generators controlled, the more points the commander will recieve. These points will be used by the commander to build units, items, upgrades and defenses.

Evolution Points - Again, with each kill an alien will acquire evolution points. These points will be used to evolve the creature to different forms.

SUMMARY.

This is just a basic overview of the game, to give an idea of what I'm developing and to hopefully get some feedback from the World Editing community. I am working on this map solo but plan to have an alpha version released as early as next week. Thanks for taking the time to read my thread :)

UPDATE:

Here are some screen shots of a practice map using my new doodads to create an underground map. This is not the official map, just a test, as the final version will be more refined and *slightly* more scenic. (as the map will use a tonne of doodads to create the corridors and rooms alone, when it comes to scenic doodads they will be limited to reduce lag and loading time)

Room Test
ingame3.jpg

Corridor Test (Marine Game View)
ingame2.jpg

Terrain Test
ingame1.jpg
 
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