Mutually Assured Destruction
平特三连肖高手论坛一:[A] Strangelove MAD
|Forum Index > SC2 Maps & Custom Games|
Mutually Assured Destruction
This is "Strangelove Mad" + Show Spoiler +
join me online to play it.. and probably nuke my ass out of the game with your awesome micro/multitasking/macro and yes the clear firm balls...
my map playable on eu na kr arcade
(type "strangelove" or "mad" in the search field to find it)
i work on this project and improve it daily and hope i can fix if/when any bugs occur,
so do keep me appraised of any you might encounter .. i hope you have fun playing it!
i will be eagerly updating this post with anything one needs to know about the units you play and map bosses you face, gameplays, camera control and what i wish to do as an end product regularly and i am already frantically awaiting for you
YES you! ..to
Map gameplay: 1v1 to 8 player team/ffa
Destroying the enemy computer Map bosses and buildings in the middle of the map gets the players a victory as a team,
if you sever alliance(s) right before the computer is dead, you prevent the team win and can win alone.
Game mechanic / build order + Show Spoiler +
1/Set up your base / message your allies discreetly to set up signals and game plan for the end game
2/Destroy the computer and set up "back-stab stuff" around the map inconspicuously
3/When the computer is weak (almost dead) go top right screen to the alliance menu
and sever the proper alliances
4/Full assault on the remaining contender(s)
5/Mayhem ensues with all back-stabbed players trying their best to make the traitor lose too
6A/The back-stabbed group wins by making the central ai computer win
6BThe rest of the team wins by slaying the traitor(s)
6C/The traitor(s) win
(of course the idea is that the best players try to beat several other players of less skill, which is after all really what competitiveness is all about, but the game would really flourish if players allied and "disallied" according to teams (like 2v2v2v2 or 3v2v1 etc.. i know full well that the people not so hot to "win" themselves do want a crack at bringing down the "most" skilled player .. i think that's a turn on)
You can nuke your neighbor or the center computer within the 3rd minute of the game
You have to destroy the center computer forces/map bosses to win as a team
Sever alliances just before the computer dies to try to win alone / in team groups
Have fun and play it on your own against "harder" level ai/computers to workshop the use of units since you can,
the ai will produce "standard" sc2 units only but it will produce units and attack, also you might want to practice killing the map bosses in the center
+ Show Spoiler +
MOST importantly: + Show Spoiler [Lobby Setting] +
When creating the game, choose NO for the Locked Alliances option
(or the players will be stuck in the lobby alliances)
When creating the game, choose NO for the Locked Alliances option!
(so you can change alliances at will during the game at any time in whichever way you see fit
(particularly for team games))
Disclaimer 1: this rts is totally balanced (players play the same units)
Disclaimer 2: long load time for your first game ever, then it is standard
Disclaimer 3: it is addictive to nuke your neighbor, don't say i did not warn you
Final disclaimer: i love my job <3
Pictures and words: + Show Spoiler +
1/ The Spy and the MAD + Show Spoiler +
Spy build order:+ Show Spoiler +
-Deploy the Spy (available in the Command Center at the start, gets shipped in with its Mobile Attack Drone)
-Drop Mule(s) (from the other side of the map if need be)
-Deploy Micro bots for perimeter defense and Spy target deployment route assessment (obs, Spider and Widow mines)+ Show Spoiler +
-Deploy the MAD (Mobile Attack Drone) and you will get access to arming the Spy's nuke capabilities
(the siege form MAD deploys a cloaking field derived from arbiter technology that hides your units around itself and has an Orbital -Command scan type ability, in tank form it can cloak itself)
-Drop more mules and start scouting!
-MAD has a nuke => cloak/send the Spy / scan target with MAD / aim and shoot with Spy!
-Spy can escape/scout by turning into a Shadow
The Spy and the MAD
2/ The Supersoldier + Show Spoiler +
Supersoldier build order:+ Show Spoiler +
Available (after building a Supply depot) in a Barrack, the Supersoldier is accompanied by Pure Force (suicide Scourge type) units
The Supersoldier switches between two "forms": the human and the astral combat forms
Once activated, the human form will be hidden and the combat astral form unit will appear to be used for harass attack and all other combat needs, if/when it dies, the original human form unit will reappear where you left it
(ergo hide the human form near MADs where they will be cloaked when you wish them to go assume combat form).
The human form is slow and should be babysitted, the astral battle form should be used to perform exploits <3
Supersoldier in combat suit/form
3/ WMD + Show Spoiler +
Weapon of mass destruction
4/ Calamity + Show Spoiler +
Invoke a Calamity
Then warp in a few Mech warriors aggressively
Available at the Engineering bey, this flying tank clearly has issues...
5/ Silent storm + Show Spoiler +
The concept:+ Show Spoiler +
In order to best showcase what i have in mind and how i am doing it, i will start with info i feel is stable and worthwhile.
My goal is to have a map host all* the gameplays that suit competitive rts fun play,
here is the wip list of gameplays i have in my map (or will have soon (tm) ):
Kitting ranged units with ranged units
Kitting melee units with melee units
Kitting melee units with ranged units
Melee units surrounding/blocking ranged units
Baiting your opponent by unit movement(s) (to get opponent's units in wrong position)
Creating "temporary" layout change (like an AoE ability that would make a region slow units while they go through it) (creating destructible doodads changing the layout temporarily)
Placing multiple units (in real time) to better suit the specific needs (attack concave position)
(eluding attacks to flee after harassment)
(placing units so they are not seen/hit when they run away)
(nuclear strike or aoe ability killing the unit ; setting the target before the damage is done)
Multitasking to macro properly
Building buildings (lifting them and relocating them) to not get kicked out of the game by "melee" "must have a building" imperative (specifically as terran you can have buildings hiding in the air)
Buildings keep you in the game, the melee victory/defeat triggers will make you win/lose
Macro of production (short games / long games / reacting turtle games / etc)
Micro to use AoE abilities:
Slow/stop unit // infect unit / reveal unit / steal unit / outrun unit
Boost speed or ability to jump in or out of battle repeatedly (kitting/baiting with abilities linked)
Stealing units (not yet implemented)
Stealing resources (not yet implemented)
Control specific areas (not yet implemented)
Sim city properly
Expand in the wild
Hide (floating) buildings
wip, never finished
Map start build order + Show Spoiler +
Map starts on your team objective:
to kill Tosh
Right / left click on "camera tip" (UI tip button)
When you get camera control back:
find your base/Command Center
buy a Spy in the Command Center
make a Gas Geyser (add two Scvs on it when it is done/proper)
make a Supply Depot
Select the Spy and drop as many Mules as it can (from anywhere on the map)
Set up defense with MAD unit (just like deploying a siege tank)
right click on the nuke icon to set it
then left click on it to buy a nuke (or save the resources )
With the Spy and the (sieged) MAD scanning ability, nuke the defenses of the computer.
As soon as you can buy a Baron <3 nuke with the Baron/Mad.
Attack and run from the map bosses.. but don't lead them to your base
Don't destroy the "allied" buildings spawning civilians or transports (as much as you can), so you can save/attack them.
The idea is the chaos ensuing makes for a really immersive experience.
Not a long game experience at first, you will die from the map bosses until you understand the way they work, obviously.
But i do hope that having a challenge to overcome is not something bad in our rts community
Barracks, Engineering bey and Factory have other new units and you can use them all too, just the baron is obviously going to be the best build order.
Since the transports yield terrazine, i think it would be good to make it so you need terrazine to get said units (the scoring would be more like : how many units of terrazine do you still have at the end) .. but as far as the here and now is concerned i won't yet because i have to playtest the unit and so on ...
But soon i think that will be the case, you will have to at least take out a transport to get a baron (1 unit of it for the first and possibly even 2 for the next one etc)
i aim for highest difficulty without it being 'too hard for fun'
Just to put a finer point on the whole thing, the map is easy to play, in so far as defeating the computer is concerned (i do it on my own so it should be a cakewalk to do it with many (up to 8)players .. the real fun is hiding buildings while you betray the previous allies, bringing said map bosses to kill that traitor etc tec <3
back from ban
after a week i need to level with you..
i want to restart it all now that i can start to see just how good my humble map could be...
So lets recap:
you start with a cc and you try and survive in a city, make a borough name for yourself
until the center computer is going to die..
and then u severe alliances to show just how good at rts you really are
and start killing everyone (or at least you start picking opponents one by one, starting with opponents that seem the most vulnerable ones i guess )
.. in a live city!
Things that are standard melee:
If you lose your last building, you lose the game, the scv builds buildings for you to deploy / hide them to survive
Scvs collect minerals/gas
Destroy your opponent's buildings gets you the win,
with whatever unit comp you use/want
Things that are more like wrcft3:
All "new" units used are capable of much more than a standard sc2 unit,
they synergize or they don't but those will make you use all of the rts available "micro" mechanics i could think of
Gamers must loot/farm/hunt the map/city for extra loot (certain "elite" units are only available through "campaign" like type of gameplay)
The city has "neutral" sub objectives that allow you more than what your own worker can build.. being the one that defeats the center computer gets a reward for it for instance
The map/game itself is on a timer, the game will be won or lost, no ties available really!
Things you have seen before:
There is a center amped up boss that you need to defeat (seen in campaigns)
Hiding your buildings/units from other players (seen in ffa)
The City has a neutral teleporter tunnel system
(the teleporters are numbered with entrance n* and "exit n* (the n* behind the teleporter is your destination, the number in before the teleporting area/location is where your units are)
this system makes the "corner's is safe" on the map a dead concept (may it rest in piece soon on ladder too )
The map Booses / center computer are hard to defeat.. to "force" the early game to be a real team experience
.. and so that the late game has that history to it!
.. this also means you can sick the ai on other gamers to purposely weaken them too (this is basic ffa stuff i think/hope)
Things you never seen before:
Specific / periodic events that accompany the story have to be taken into account:
Certain units require terrazine to be purchased =>
there are periodic terrazine transport to get it / you can go to a BAR and buy it
Certain buildings can be "controlled" by the gamer to get extra units through a trial (mostly time consumption while playing the ffa is the trial.. and being the first to get to the prize among the gamers in the game)
Refugees roam the map awaiting to be saved by the gamer for a reward
The evil LegionCorp is planning on conquering the universe with a invulnerable invisible killer army
=> the Federation will not stand for it and will send all its armies to stop it
(if the Federation reaches that goal, gamer loses the video game (full transparency i have not yet set it so that i can monitor the ai versus ai combat/progression, but it will soon be there)
..the idea being that you are caught between both LegionCorp and Federation opposing ai/computer
that there are two potential ais that can win against the gamers! ergo chaos, civil war (which is my goal really, to showcase that a ffa can be played within a scenario <3 )
Hint hint, the next iterztion of my maps will be featuring an invasion as its main theme for sure (hopefully i can do protoss justice too, but that will probably be my zerg hots:D map) <3
The game changes throughout :
Early game to end/late game are linked but they are two/three very different games/objectives
- survive the MapBosses
- hide buildings/units for late game
- position yourself to best backstab other gamers
- your basic map awareness/micro/multitasking/macro // social skills?!
- timing for the back-stab
- social skills / burning bridges skills, to get on the winning side in the late game
- be the best at rts and die trying (yes a 1v7 in an 8 player ffa is hard to win without a pro gamer to try it, teams ensuing should become the standard outcome! but trying to win alone is all that is required to have fun / learn / improve! (which is what i am after first and foremost in a game (as an amateur game developer), 1/ that people have fun playing it, 2/nd that they improve at playing rts (in general) each time they do play my maps)!
- be the worst/best scoundrel so as to survive repeated attempts against your still being in the game and be the most efficient "cleaner" to kill them all before they kill you first
(again, to win you have to wipe out all the opposing gamers' buildings) ..
.. i guess you should picture it as a "debates" game (rip), gamers messaging or skyping and swindling each other.. while they micro their heart out with just a few units.. that is pure fun in my book!
Again, i'm not trying to say "play something else than ladder, just proposing a fun alternative with more skill required
more fun had
than you have ever encountered before
Ball's in your court rts fans <3
and what i mean by that is not start by wanting to win "just because you participated"...
Good games are hard games, so the fun must be taken wherever and whenever possible i guess.. while you do improve and get good enough one day to be eligible for that win.. no?
About the discovery bit, yeah i know that s not "competitive/simple or balanced" but again, while i would like nothing better than to make this a "real live" map (where i would constantly add/hide new puzzles, new events that gamers must find etc) for now i must fall short
and declare fail,
i want people to play my map so i have to keep simple..?
So i can't add those "goodies" can i?
i have to put a clear cut beacon with a huge glowing arrow to anything remotely "hard" to f out?
i'm real torn about this, does it show?
i can't put that stuff in? mmm? well i did and i will trust that it will be taken for what it is: progress.
i'd like to think people in the rts community want any extra challenge, i'm probably wrong (#too soon like i always am)
and i'm stubborn/a dreamer.. so i do do it.. dreaming of future rts and how they won't be able to pass up on that opportunity/glory once it has been showcased (even one as bad as my showcasing is!).
Anyway, .. be back in 2 weeks, the map wont change from its current form during that period! sorry
All the details needed to get good at my game (how to unlock all the stuff i locked in and what to do to win)
are in the ingame tips.. (or should be in soon)
because i want every item on the map to be known, gamers playing my maps are competing to get to those first, not to find them <3
Cheat cheat / tldr:
+ Show Spoiler +
call a spy
cloak/hold fire the spy, send the spy to get the loot
the spy destroys the cooling tower surrounded by buildings (living quarters) near the cathedral at the edge of your base
place the spy in the center of that "borough" to find the beacon
that will grant you ownership of an enemy Living quarters building
select the building and quickly use its ability (ability cost: 1 unit of Terrazine)
grants the player a 7 life Hero
(there are 4 such Living quarters hub and each has 1 unit to grant, just move your unit around and find the beacon and see the building change owner, select the building quickly (there is a timer on it, the building will explode), press ability and see the unit appear in your control group #1)
Destroying the LegionCorp R&D building sets Tosh state as not invulnerable
(so you need to destroy it)
You need to "manage the Federation invasion by pre destroying its accesses
so you can be the one to kill Tosh
Being the owner of the unit killing the second (flying) tosh grants you ownership of some of its Legion Tower units (that spawn Legions)
Update 22th of may 2018+ Show Spoiler +
so i installed the first map boss "timer"
(if you don't prevent it) the Federation invasion wins the game by killing Tosh in around 22 minutes
now i'll be upping the terrazine costs (since you want esportmanship to be a requirement) and adding extra stuff
i'll be working on making units react on their own .. better [insertillegalemotehere]
and i'll be trying to make it playable to use the quake view i'm working on :/ unsuccessfully i might add
and i'll be fixing "abilities/animations" so they are more exiting/enticing/wow material
but i'm already thinking of re do ing it
# love my job,
if only people played the mad map i'm sure they'd think it is great rts fun <3
Updated 27th of april 2018 info:+ Show Spoiler +
Build order:+ Show Spoiler +
Send for a Spy in Comand Center
Cloak and Hold fire the Spy and send him to destroy the nearest "Cooling Tower"
Destroy it with rail gun and standard attack (do not attack other tosh owned buildings (that would be dangerous/lethal))
Once it is destroyed, get the Spy to pass on the beacon and exit it to
get ownership of one of the surrounding building called a Living Quarter
Quickly press the Living Quarters' ability to get a
Start squeamishly nuking the wall of the outer defenses to make it less of a "hot zone" (for when you will attack the terrazine transports)
DO NOT bring the MapBosses back into your base or you will DIE !!!
Make more Spies / dropmules / prepare to survive/turtle by expanding on both "temporary" islands around your own base
the MapBosses are less likely to wipe you out since their accesses are blocked with rocks temporary locks)
Buy/get terrazine from deliveries or Bar
Build/buy ccs and hide them
Destroy the Federation warp gates (4, 1 in each corner)
get a baron, with the MAD it can slowly nuke a hole to get inside and kill Toss
To kill tosh: destroy the R&D center building (tosh will become vulnerable
then kill tosh .. then kill tosh (2nd / flying version)
i can do it in under an hour and i'm just little+ Show Spoiler +
So this game has been all about high octane micro/multitask skill (that was a prerequisite / mission objective in doing this map)
this game is hosting many non melee mechanics
(those are understood intuitively/instantly) that further the very notion of rts development discovery
(by being added to the melee core gameplay and being all there at once in the same game/map, deploying more available fun/skill required etc)
.. this game requires furthermore
a healthy dose of team skills
a backstab pre disposition or a team leader predisposition!
What else can i do? i think i need to see what great things i got from this version of my "ultimate rts game/map"
and capitalize maybe, don't know
i'll add a video and a few other stuff, possibly a catalogue or a quick 1 minute overall ad, but without half a dozen gamers/players to produce good footage i can't see this going further...
Anyway : "self" comments?
The additions, terrazine deliveries and saving refugees concepts work awesome <3
and i think they make sense even on their own, i just need to remake the layout to make these two work in more synchro/geo stable/exiting mechanics to play.. they would compliment the workers "resource collection" mechanic even better, this would expand the "collection mechanics" required but not by making "making more workers only" the only way)
the map bosses are the crunch
i need to reduce their number (both LegionCorp and Federation units) and make them really lethal (as in code in the required triggers for them to use their abilities)
but for now when i do, when i do give skynet the keys, then i never win the video game again, and i did the video game ) so that is still a wip :insertillegaltwitchemotehere:
Can't get networking on this :D
go there <== after getting me online
i will often be awaiting in a lobby on eu to host the map and test it
so .. just get me there .. i am littlenemo on bnet and easy to spot in the crowd+ Show Spoiler +
Previous videos:+ Show Spoiler +
For more visit………………………………………………………………………………………………
https://youtu.be/odTi6LXA-GY］ Cancer Treatment [/url]
^ Latest video/playthrough/showcase
ok so i started rendering the units i got in the game with jpgs of photos for faces with high graphics
! Really gives me hope that i can still convince people to do this movie
getting their face and voices /dialogs in galaxy <3
i added the red burst "living" glow effect on the unit through the editor (no photoshop involved), these pictures are simple screenshots with the game on "high" (meaning i can still up it) !!!
Edit: i really must make the unit look less fat
level of fun <3