• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

dethroning the evil queen

Status
Not open for further replies.
Level 11
Joined
Mar 28, 2015
Messages
631
I wanted to make a map where you are basically fighting the royal army and your forces are just outside the queen's domain, the royal army has several bases, and it's literally an uphill battle since the castle is located at a very elevation while your forces are far below...how would I properly set the tone for this battle, the queen is supposed to be an evil tyrant tyrant whose cruel and brutal rule has destroyed countless lives.
 
Level 21
Joined
Aug 13, 2011
Messages
739
And the villain's gender changed since the last post :prazz:

What I suggest is that you watch or play the movie/series/game that originally inspired your idea. I easily lose motivation and inspiration when I soak up too many different genres of media, so maybe you need to keep your focus on one like I do.

When you relive the inspiration, pay close attention to all the little details that set the tone for it. Then the story and setting should just ooze out of you without having to think too much about it.
 
Level 45
Joined
Feb 27, 2007
Messages
5,578
Player starts with a force smaller than they realistically need located outside the castle but are joined by defectors and masses of disgruntled citizens that enable you to fight from the inside out AND outside in at the same time? If she's really that evil people are bound to defect at the sight of a usurper's army outside the city.
 
Level 11
Joined
Mar 28, 2015
Messages
631
Player starts with a force smaller than they realistically need located outside the castle but are joined by defectors and masses of disgruntled citizens that enable you to fight from the inside out AND outside in at the same time? If she's really that evil people are bound to defect at the sight of a usurper's army outside the city.

That's an interesting idea, I'll see how I can work with that
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Depending on how big the map is and how many people it's for, you could start small (a village refuses to pay taxes and kills the soldiers) and grow increasingly larger (the rebellion spreads to other villages who give different bonuses: more soldiers, auras, items, specialist units...), with the final attack being the castle itself.

Maybe an AOS: Every base sends waves of equivalent soldiers, and when conquered sends them towards the (former) enemy. Every time the player conquers a base, the queen's soldiers are a little tougher.
 
Level 11
Joined
Mar 28, 2015
Messages
631
Depending on how big the map is and how many people it's for, you could start small (a village refuses to pay taxes and kills the soldiers) and grow increasingly larger (the rebellion spreads to other villages who give different bonuses: more soldiers, auras, items, specialist units...), with the final attack being the castle itself.

Maybe an AOS: Every base sends waves of equivalent soldiers, and when conquered sends them towards the (former) enemy. Every time the player conquers a base, the queen's soldiers are a little tougher.

It's supposed to be a campaign, and the map would be relatively small, I'm thinking 96 (width) by 160 (height), what's supposed to make the mission hard is that it's essentially an uphill battle, the queen's castle is 8 or so elevations above the player's initial elevation, you need to go up alot of ramps as you progress through the map, and these serve as choke points, the queen also has a lot of siege weapons (catapults) to make the mission harder,....I'm looking for ideas to better the mission as well as make it more exciting and unique to play
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
In that case, you want things like spies to open gates, saboteurs to destroy siege engines, engineers to build/reclaim siege engines, flying units as spotters... None of those should be available from the start, requiring sidequests or some special condition (for example, a successful sidequest from a previous mission) to obtain.
 
Level 11
Joined
Mar 28, 2015
Messages
631
In that case, you want things like spies to open gates, saboteurs to destroy siege engines, engineers to build/reclaim siege engines, flying units as spotters... None of those should be available from the start, requiring sidequests or some special condition (for example, a successful sidequest from a previous mission) to obtain.

Interesting ideas....I'll see what I can implement, however at this point you're fighting the queen's most loyal forces, so there are not likely to be defectors or spies among them...
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Then you hire spies, get them around detectors, and get them into position (next to important buildings, gates, etc.)

Another idea: Caravans (if the castle is surrounded, they need to get supplies in). Caravans spawn and try to get to the castle, with the gates opening to let them in. It's up to the player to get his spies inside at that moment, or destroy the caravan to steal the supplies, (if the caravan gets through, the defenders get buffs, or rebuild destroyed buildings, etc.).
 
Level 11
Joined
Mar 28, 2015
Messages
631
Then you hire spies, get them around detectors, and get them into position (next to important buildings, gates, etc.)

Another idea: Caravans (if the castle is surrounded, they need to get supplies in). Caravans spawn and try to get to the castle, with the gates opening to let them in. It's up to the player to get his spies inside at that moment, or destroy the caravan to steal the supplies, (if the caravan gets through, the defenders get buffs, or rebuild destroyed buildings, etc.).


some goods idea, thanks
 
Last edited:
Status
Not open for further replies.
Top