- Joined
- Jul 11, 2007
- Messages
- 512
Hello, I am opening subject about my map, Orcs in space. It is inspired by Solar Conquest (gameplay) and idea is from Oxhorn's Orcs in Space (I liked 2 ^^)
I am advertising it so soon because of more reasons:
1. SC2 is appearing, and I didn't contribute with anything to wc3
and
2. I've got many author rights stealing attempts recently and I try to make it clear who's the author.
It started somewhere in summer, when I wanted to make a map and finish it.
I will post screenshots/features soon, now I'm just setting the thread up.
FEATURES: This is a summary of existent and current features. Legend: Green (Working) Orange (Working, but not perfectly) Red (Doesn't work mostly/partly) Cyan (Planned)
-12 Players: 12 players are supported.
-Space Travel: You can travel between planets and on planets; You can carry units around space.
-Income System: You get income based on buildings, and units. (Thanks, someone made it for me)
-Alliance System: Thanks to Cherol for his system. (Too lazy to learn how to do one, so I just took this one)
-Naming System: A naming system! Made by me
-The Nichat: A chat, useless but fun. Good for RPing (Works with names, thanks for suggestions). I was in spired by SotDRP in doing this chat, so it's basically the same using. (Has an ally-version)
-Neutrality System: Based on Cherol's alliance system, I tinkered with it, and my plan worked. Basically visionless alliance.
-Orbitting System: Thanks to Redmarine. Nice eye candy
-Nice, coloured tooltips: I'm working on them, but some are left from the early stages.
-Space Combat: It's still primitive and doesn't work as planned.
-Techtree: NEW TECHTREE !
-Balance: Unbalanced, I'm too lazy to balance it. Will do in close future versions.
-Story: I'm planning an epic story, I'm trying to make it as interesting as possible without using cliches.
-Planets: 7 planets and 2 moons. Enough for you?
-Terrain: Some of them are pretty good, some are too simple; some are still in re-terraining.
-Tactics/Strategies: Because of imbalance, they are not too varied.
-Galaxies: Yay, done. It works and looks awesome.
-Leaks: This map has some strong weak points in the triggering; Most people don't lagg tho'.
-Lame Tooltips: Left from the first stages, when I was a lame guy.
-Resemblance: Resembles another map, but it's not better than it. (The techtree is far behind)
-Upkeep System: I want units to have an upkeep, so you don't mass them.
-Stuffy Techtree: A very big techtree, with many possible branches. (Will explain further down)
-Heroes: Comics, anyone?
-Trading System: You will be able to trade with foreign empires.
-2 Races (maybe 3): Orcs, Parasites (I'm still deciding if you can start out with them or obtain them in game) and maybe an ancient race of sorts. There are also 'malefic beings' who want to wipe out the world, you'll be seeing them.
-Quests: Quests are fun, and they're planned to introduce you to the history and events ingame (not to mention the rewards your nation gets)
-A working AI: A nice AI for every race, maybe with different difficulties and tactics. And maybe taunts.
-Game Modes: Sometimes we're not in the mood for a long game or we just don't have time. Or we're good at it but never saw all the techtree. Well, modes can offer you some of these possibilities. Possible modes:
1.Race to Space: First player to get in space is pitted against all nations who don't reach space in 2 minutes (or something like that). The others are set to neutral.
2.Deathmatch: Free-for-all with plenty of resources.
3.Team Deathmatch: Plenty resources, free alliances.
4. Planetary War: Each planet's nations are allied, and it's planet vs planet. In this mode there are limited planet numbers.
5. Global warfare: All players are put on one planet, and space tech requires no enemies alive. When you reach space, the game ends.
6. Economic Crysis: You start with a medium amount of money, but you're struck by devastating economic punches. If you drop under an x value of money, you lose. If you go above z amount of money, and you have over that amount for some time, you win. Alliances are not possible, meaning you must fight, meaning you have armies, resulting in upkeep. You have a timer, and when it ends, the game ends.
7. Orc vs Machine: You need AIs for this mode. It will pit all the human players against AIs. If player count is bigger than AI count, then difficulty is set to 'high' and vice-versa.
-Custom Interface: A poor quality custom made interface!
-----------------------------------------------------------------------------------------------------------------------
Ok, so here are my planned features.
3 Paths:
Economic;Military;Religious;
Economic:
It will rely on defense and economy. It will have a classic empire building style (Maybe GoE, so it turns into a city-builder )
and it's military will be about peacekeeping and guarding territories. Trade is a strong point in the game, (not implemented).
It will also have harder regeneration (Longer structure building), but stronger buildings/units (stronger units meaning higher defense), so it will likely be a longevive empire (Meaning you won't have to change your main or migrate in a quite long period). Those are my ideas for the Economic Path (for now). Suggestions are welcome.
Military:
Military is the most varied path of them all (I didn't structure the religious path, so that one may be the most varied in the future). It's tactics diverge, depending on your further subbranching (I don't have time to explain it all, at the moment).
For example, you can live on your kills: Your income buildings are gone and killing gives you bounty, practically you live on blood. The other method is turning nomadic and being constantly on the move (you get income by killing).
You can also stick to the normal playing style, having a base and rushing for other people.
Religious:
NOTE: Religious path doesn't have any existing religions, and some who resemble real world religions are by no means ment to mock that certain religion. The religious path throws you in immediatly choosing a religion. Some may be closer to magic, some to science, and some are purely barbaric or chaotic. They have various means to travel in space (Religious path is full of magic and stuff, and they are not having a 'modern' look) like teleporting, space creatures and energetic forms to travel between. It's also one of the most lorewise paths, because every religion has a history and a form of a 'doctrine'.
Path Combining:
A feature in Orcs in Space is path combining. It's part of subbranching. It results in mixed tactics and new units; every combined path is unique: A Military-Economic combination is NOT equal to an Economic-Military combination.
Well I think this is all. For now. Updating screenshots soon!
Subscribe for the daily peon, an OiS newspaper! We'll 'newspape' right there! By the way, ideas are always welcome.
This map is better played on BNet, because I can't do a working AI now.
----------------------------------------------------------------------------------------------------------------------
I'm updating the map file today. It is protected.
----------------------------------------------------------------------------------------------------------------------
SCREENIES!
You can see the starting city; a nicely grown city and an action screenie, those are laz0r tanks. Look, a space screenie! Some different planets... We only need more variation. I'm planning nice asteroid belts
I am advertising it so soon because of more reasons:
1. SC2 is appearing, and I didn't contribute with anything to wc3
and
2. I've got many author rights stealing attempts recently and I try to make it clear who's the author.
It started somewhere in summer, when I wanted to make a map and finish it.
I will post screenshots/features soon, now I'm just setting the thread up.
FEATURES: This is a summary of existent and current features. Legend: Green (Working) Orange (Working, but not perfectly) Red (Doesn't work mostly/partly) Cyan (Planned)
-12 Players: 12 players are supported.
-Space Travel: You can travel between planets and on planets; You can carry units around space.
-Income System: You get income based on buildings, and units. (Thanks, someone made it for me)
-Alliance System: Thanks to Cherol for his system. (Too lazy to learn how to do one, so I just took this one)
-Naming System: A naming system! Made by me
-The Nichat: A chat, useless but fun. Good for RPing (Works with names, thanks for suggestions). I was in spired by SotDRP in doing this chat, so it's basically the same using. (Has an ally-version)
-Neutrality System: Based on Cherol's alliance system, I tinkered with it, and my plan worked. Basically visionless alliance.
-Orbitting System: Thanks to Redmarine. Nice eye candy
-Nice, coloured tooltips: I'm working on them, but some are left from the early stages.
-Space Combat: It's still primitive and doesn't work as planned.
-Techtree: NEW TECHTREE !
-Balance: Unbalanced, I'm too lazy to balance it. Will do in close future versions.
-Story: I'm planning an epic story, I'm trying to make it as interesting as possible without using cliches.
-Planets: 7 planets and 2 moons. Enough for you?
-Terrain: Some of them are pretty good, some are too simple; some are still in re-terraining.
-Tactics/Strategies: Because of imbalance, they are not too varied.
-Galaxies: Yay, done. It works and looks awesome.
-Leaks: This map has some strong weak points in the triggering; Most people don't lagg tho'.
-Lame Tooltips: Left from the first stages, when I was a lame guy.
-Resemblance: Resembles another map, but it's not better than it. (The techtree is far behind)
-Upkeep System: I want units to have an upkeep, so you don't mass them.
-Stuffy Techtree: A very big techtree, with many possible branches. (Will explain further down)
-Heroes: Comics, anyone?
-Trading System: You will be able to trade with foreign empires.
-2 Races (maybe 3): Orcs, Parasites (I'm still deciding if you can start out with them or obtain them in game) and maybe an ancient race of sorts. There are also 'malefic beings' who want to wipe out the world, you'll be seeing them.
-Quests: Quests are fun, and they're planned to introduce you to the history and events ingame (not to mention the rewards your nation gets)
-A working AI: A nice AI for every race, maybe with different difficulties and tactics. And maybe taunts.
-Game Modes: Sometimes we're not in the mood for a long game or we just don't have time. Or we're good at it but never saw all the techtree. Well, modes can offer you some of these possibilities. Possible modes:
1.Race to Space: First player to get in space is pitted against all nations who don't reach space in 2 minutes (or something like that). The others are set to neutral.
2.Deathmatch: Free-for-all with plenty of resources.
3.Team Deathmatch: Plenty resources, free alliances.
4. Planetary War: Each planet's nations are allied, and it's planet vs planet. In this mode there are limited planet numbers.
5. Global warfare: All players are put on one planet, and space tech requires no enemies alive. When you reach space, the game ends.
6. Economic Crysis: You start with a medium amount of money, but you're struck by devastating economic punches. If you drop under an x value of money, you lose. If you go above z amount of money, and you have over that amount for some time, you win. Alliances are not possible, meaning you must fight, meaning you have armies, resulting in upkeep. You have a timer, and when it ends, the game ends.
7. Orc vs Machine: You need AIs for this mode. It will pit all the human players against AIs. If player count is bigger than AI count, then difficulty is set to 'high' and vice-versa.
-Custom Interface: A poor quality custom made interface!
-----------------------------------------------------------------------------------------------------------------------
Ok, so here are my planned features.
3 Paths:
Economic;Military;Religious;
Economic:
It will rely on defense and economy. It will have a classic empire building style (Maybe GoE, so it turns into a city-builder )
and it's military will be about peacekeeping and guarding territories. Trade is a strong point in the game, (not implemented).
It will also have harder regeneration (Longer structure building), but stronger buildings/units (stronger units meaning higher defense), so it will likely be a longevive empire (Meaning you won't have to change your main or migrate in a quite long period). Those are my ideas for the Economic Path (for now). Suggestions are welcome.
Military:
Military is the most varied path of them all (I didn't structure the religious path, so that one may be the most varied in the future). It's tactics diverge, depending on your further subbranching (I don't have time to explain it all, at the moment).
For example, you can live on your kills: Your income buildings are gone and killing gives you bounty, practically you live on blood. The other method is turning nomadic and being constantly on the move (you get income by killing).
You can also stick to the normal playing style, having a base and rushing for other people.
Religious:
NOTE: Religious path doesn't have any existing religions, and some who resemble real world religions are by no means ment to mock that certain religion. The religious path throws you in immediatly choosing a religion. Some may be closer to magic, some to science, and some are purely barbaric or chaotic. They have various means to travel in space (Religious path is full of magic and stuff, and they are not having a 'modern' look) like teleporting, space creatures and energetic forms to travel between. It's also one of the most lorewise paths, because every religion has a history and a form of a 'doctrine'.
Path Combining:
A feature in Orcs in Space is path combining. It's part of subbranching. It results in mixed tactics and new units; every combined path is unique: A Military-Economic combination is NOT equal to an Economic-Military combination.
Well I think this is all. For now. Updating screenshots soon!
Subscribe for the daily peon, an OiS newspaper! We'll 'newspape' right there! By the way, ideas are always welcome.
This map is better played on BNet, because I can't do a working AI now.
----------------------------------------------------------------------------------------------------------------------
I'm updating the map file today. It is protected.
----------------------------------------------------------------------------------------------------------------------
SCREENIES!
You can see the starting city; a nicely grown city and an action screenie, those are laz0r tanks. Look, a space screenie! Some different planets... We only need more variation. I'm planning nice asteroid belts
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