I had this idea for an SC2 mod but there is 1 little kink in it that I'm trying to work out. The mod plays like so:
The map is design to look like a 4 story building in the shape of a square with a square courtyard in the center. Players start on the 4th floor and there is a ramp leading down to the lower floors and courtyard. A player must get to the courtyard and activate a device which opens an exit on the 4th floor. From there, they must climb back up to the 4th floor and reach the exit. Each floor has enemies patrolling around. The player cannot attack the enemies, but can use spells to hinder their movements or buff their own movements.
The mod is 4 player. The issue I'm struggling with is when playing multiplayer, 1 player can stand by the exit and go through it as soon as another player opens it. I'm trying to figure out how to deal with this exploit.
One thought is to add patrolling units around the exit but this just means the player waiting at the exit just has to wait a little farther away.
I could require all players that are alive to be needed to open the door, but I'm not sure if that would play well. What I mean is, all players who have a unit alive would need to make it to the courtyard and they would all have to stand is some area at the same time to open the exit.
Does anyone have any other thought on a way to solve this issue?
Tricky game design element
Hmmm...
You say you can use spells. Why not make it like that a player must be enchanted with the spell of safe passage or something to allow the player to pass through a door. The only way a player gets that is they get enchanted by completing a task. Also players that were not enchanted can be near a player who is enchanted can pass as well.
It doesn't have to be this exactly, but the player who open the door is the key for everybody to get through.
Hope it helps
You say you can use spells. Why not make it like that a player must be enchanted with the spell of safe passage or something to allow the player to pass through a door. The only way a player gets that is they get enchanted by completing a task. Also players that were not enchanted can be near a player who is enchanted can pass as well.
It doesn't have to be this exactly, but the player who open the door is the key for everybody to get through.
Hope it helps
![:)](http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/smile.gif)
Good idea! I like it. Just need to try and figure out how to do it in the map editor.
The bigger issue is that you are using the same level again and again. Most people wont want to do that, and the game will get boring rather quickly.
You could make a larger zone that all the team must be in, or an exclusionary zone around the goal so that nobody may be near the goal to win.
*-----------------------sig------------Visit my web site (Free source code and games!) @ http://SpaceRacer2025.blogspot.com--------------------------------------*
Ideally in a situation like you either want to force the player away from the start point, or require them to bring some thing back from the target zone.
Writing Blog: The Aspiring Writer
Novels:
Legacy - Black Prince Saga Book One - By Alexander Ballard (Free this week)
You could make a larger zone that all the team must be in, or an exclusionary zone around the goal so that nobody may be near the goal to win.
Lol, how did you know? I didn't even describe that in the OP. Run Ling Run uses the same map over and over and is able to keep it interesting by increasing the difficulty with each level. I'll be doing the same. New enemies will appear in each successive level with new abilities. Plus the player also gets abilities to upgrade each level so he will have new tools to try out each level. I'm also going to have different items spawning that do different things to help the player in each level.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement