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Master of Magic
FrennDate: Tuesday, 2009-10-13, 6:28 PM | Message # 1
Tomato
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Master of Magic

A very special map with triggered computer intelligence. Each player has a Fortress and summons units on Summoning Circle to kill enemies. Find Critters to increase your spell power and summon speed!

This version is for 4 players, but it is easy and fast (2 minutes) to change it for any number of players (just change control of players from human to computer / computer to human and move humans to "Human Players" Force and computers to "Computer Players" Force).

Detailed information in briefings and in replays to this thread:

1. The beginning


2. Races


3. Game Type


4. Difficulty


5. Spells


6. Units


7. End of Game

Fastest game speed NOT recommended!!!

Download map here!

 
FrennDate: Tuesday, 2009-10-13, 6:37 PM | Message # 2
Tomato
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1. The beginning:

You must destroy all enemy Fortresses to win. This map is based on summoning units and then fighting with other players of course. Speed of the summoning depends on amount of magic points (MP). Count of summoned units and possibility to cast more powerful spells depends on spell power (SP). Amount of MP needed to finish casting spell is number at left top (marked „Casting Cost“). Amount of MP you actually have is yours „Minerals“ and „Gas“ is MP which is added to your total amount of MP each game second. To get more MP and SP you must capture Critters. SP is added only by main Critter of your race and „Kakaru“. At the beginning you may choose your race by diplomat unit and you’ll get Fortress and basic units:

Fortress:


Fortress has 9000 Shield Points, 1000 Hit Points and Armor 10. It gives 10 MP each second of the scenario time. It repairs itself (only hit points) each 10 game minutes (if there are no enemy units at the surroundings).

Guardian:


Guardian is invincible and cannot leave Fortress. Guardian is protecting Fortress for whole game. To Level 2 you need have at least one of each basic types of Critters.

City Overlord:


City Overlord is for detecting invisible units near the Fortress. City Overlord is invincible near the Fortress. If it leaves this surroundings it loses invincibility and wants to go back. It can ferry (or hide) units.


Casting Cost: 1000 MP

Overlord:


Overlord is for detecting invisible units and overall for scouting.


Casting Cost: 1000 MP

Toter:


Toter is for carrying items. If you’ll find any item bring it to the Summoning Circle.


Casting Cost: 250 MP

Hero:


Hero is the only unit which is able to capture Critters. To capture a Critter you must stand closely beside him (if there are no enemy units at the surroundings). To Level 2 you need have at least one of each basic types of Critters and then go to the Summoning Circle (to Level 3 at least two). To get Heroine you must be Healer and control at least 4 Ursadons at Fence.


Casting Cost: 1000 MP

All of those basic units are in the game green (their name) and possibility to summon them is 100%. At the beginning you get an additional Summoning Circle, Fence, Altar (only Healer and Necromancer) and some units special for you race.

Summoning Circle:


Place where units are summoned.

Fence:


Fence for Critters. This area is surrounded by the wall. Critters at Fence are source of MP and they are invincible here. I recommend to use „Hold Position“ order for Critters at Fence.

Altar:


You may sacrifice Critters here to gain MP and another effects.


 
FrennDate: Tuesday, 2009-10-13, 7:21 PM | Message # 3
Tomato
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2. Races:

Each race has a primary Critter and with it starts. This Critter gives 8 MP and 8 SP and affects chance to cast more powerful spells. Each other Critter gives only 2 MP. There is a special Critter „Kakaru” which gives 4 MP and 4 SP to each race. All computer players have random races.

1. Healer (Critter: Ursadon)


Strong basic unit (Shooter).
Heal units (hit points) each 150 game seconds.
Sacrifice Ursadon: 1500-2523 MP, Angel, recharge energy and shield points to all units (include Fortress).
• Special hero (Heroine),which gives 5 MP and 5 SP. For Heroine you need 4 Ursadons.
18 MP and 8 SP at the beginning.

2. Conjurer (Critter: Bengalaas)


Double MP from Bengalaases.
Critters may be everywhere (for gaining MP, SP, casting more powerful spells, upgrading and all other abilities).
Regeneration of „better“ units (Mature Zergling, Mature Hydralisk and Mature Ultralisk). If you have at least 1 death of any of those units there is a chance to regenerate this unit (it appears on the Summoning Circle).
26 MP and 8 SP at the beginning.

3. Dragon Master (Critter: Ragnasaur)


Summon units –> near the Hero (instead of Summoning Circle).
Recall Critters to the Fence.
Recall Hero to defend Fortress (it depends on more conditions).
18 MP and 8 SP at the beginning.

4. Necromancer (Critter: Rhynadon)


Create undead from killed enemies. This ability depends on random number (0-31) and on number of Rhynadons you have at Fence. Each of them gives bonus +2 and if you control Demon Lord you have an additional bonus +1. Maximal bonus is +11.
Sacrifice Rhynadon: 1500-2523 MP, kill all enemy units near the Fortress, it calls random events „Bad Moon“ and „The Moon of the Dark Mage“.
Sacrifice another Critter: 750-1261 MP, kill all enemy units of the type of Critter near the Fortress (for example sacrifice Ursadon: kill all Healer units) and it calls random event „Bad Moon“.
No negative random events („Bad Moon“ and „The Moon of the Dark Mage“ are positive, „Cool Wave „ is unaffected, and only „Storm !“ retains original effect).
18 MP and 8 SP at the beginning.

5. Sorcerer (Critter: Scantid)


+50% MP from all Critters.
Recharge units (energy and shield points) each 300 game seconds.
22 MP and 8 SP at the beginning.

6. Barbarian (Critter: NONE)


MP from killed units (68-131 MP).
MP and SP from killed Critters (500-1523 MP, +1 MP and +2 SP permanently, „Kakaru“ counts as two Critters). Barbarian is the only which hasn‘t Fence and kill Critters instead of capture. Any unit may kill Critters. Hero hasn’t any special importance. To upgrade to Level 2 you need kill each basic Critter at least once. (to Level 3 twice).
-50% MP from Fortress.
Hero costs only 500 MP.
5 MP and 0 SP at the beginning.

7. Master of Magic (Critter: NONE)


All spells of 1. to 5. race (except of „Enchantments“).
Double MP from all Critters.
+1 SP.
Eliminate effect („Spell fizzles“) of („TERRIBLE“) casting of the spell. It depends on SP of course. (At other races „TERRIBLE“ means spell fizzles independently of SP.)
Minimum 75% to cast most powerful spell he can. (For example if you are casting Healer‘s spell SP counts only from Ursadons and from „Kakaru“ of course.)
Detect Magic spell at the beginning. This spell is automatically casted at the beginning of the game. It costs no MP and you‘ll find out races of all players (it’s very important at „Race Melee“ and „Race Free for All“ game). And it appears „Casting Cost“ of all players and you’ll know what they are casting but mainly you’ll know how many they have main Critters (depending on „Casting Cost“). (For more human players it doesn’t appear because of the leader boards are common for all players and they’ll know that somebody is Master of Magic.)
Hero costs only 500 MP.
10 MP and 1 SP at the beginning.


 
FrennDate: Tuesday, 2009-10-13, 7:23 PM | Message # 4
Tomato
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3. Game Type:

It’s automatically random. It’s still written in the „Mission Objectives“ (F10 Menu). Game Types:

1. Melee – Computer players against human players.

2. Race Melee – Same as Race Free for All, but diference is that computers who don’t play with any human player are all allies.

3. Free for All

4. Race Free for All – Racism.


 
FrennDate: Tuesday, 2009-10-13, 7:23 PM | Message # 5
Tomato
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4. Difficulty:

It‘s automatically Normal. It’s still written in the „Mission Objectives“ (F10 Menu). Difficulties:

1. Easy – Computer players have -25% MP from all sources.

2. Normal – Computer players have the same MP as human players.

3. Hard – Computer players have +25% MP from all sources.

4. Impossible – Computer players have +50% MP from all sources.


 
FrennDate: Tuesday, 2009-10-13, 7:24 PM | Message # 6
Tomato
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5. Spells:

The spell is finished when the amount of MP is at least „Casting Cost“. Effectivity of the spell depends on SP and random number from 0 to 31 which is added to SP. If random number is 0 then „TERRIBLE !“ and spell fizzles independently of SP. And if random number is 31 then „Excellent !“ and to SP is added additional 9 SP. It means that „Excellent“ is always better than any another possibility because differences between levels of the spells are 10 SP (if greater level is possible). Most of the spells create units but there are different spells called „Enchantments“. Enchantments are spells which may be casted only once (if you lose it you may cast it again) and they have different permanent effects. Each race has a special effect of the enchantment. Enchantments are the most powerful spells of each race. Each enchantment gives 10 MP and 10 SP. There is one exception - Master of Magic. Master of Magic has two enchantments: „Reflecting Aura“ (it’s possible to cast it very early and it gives only 5 MP and 5 SP) and „Rainbow“ (doubles the effect of „Reflecting Aura“ including MP and SP). Master of Magic has a special spell an additional („SPELL OF MASTERY“) which costs 20 000 MP and it destroys all enemy Fortresses (so wins the game).

 
FrennDate: Tuesday, 2009-10-13, 7:24 PM | Message # 7
Tomato
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6. Units:

Units are colour-coded (their name) by basic types:

Green – Basic units. You may control those units by normal way only once.

Light blue (standard) – Critters and items.

White – Normal units.

Yellow – Better units (nearly a half of spells have two types of units – normal and better).

Red – Special units. You may control those units by normal way only once. And those units have a special abilities. Special units:

Cleric:

Cleric has an ability of „Dispell Undead“ which destroys shield points of all undead units at Cleric surroundings. Effectivity depends on chance and number of Ursadons you control. In the highest effectivity it kills all Skeletons at the surroundings an additional. Race: Healer.

Demon Lord:

Demon Lord gives 10 MP and 10 SP if you‘re casting Necromancer’s spell (for necromancer always) and bonus +1 to the Create undead ability. An additional Demon Lord has an „Summon Demon“ ability. Demon gives 1 MP and 1 SP at the same condition as Demon Lord (maximum is 5 MP and 5 SP from Demons). Demon is summoned near Demon Lord. This ability depends only on chance (it’s not much often). Race: Necromancer.

Wizard:

Wizard gives 10 MP and 10 SP. Race: Barbarian.

Grey – Very special units. You may get them only from Data Discs. These units are automatically repaired each 10 minutes.


 
FrennDate: Tuesday, 2009-10-13, 7:25 PM | Message # 8
Tomato
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7. End of game:

At the end of the game it’s possible to find out from score points power of each player (MP and SP). From „Structures“ it’s possible to find out race (first number from left), casting spell (second and third number from left – standard „Casting Cost“) and SP are two last numbers. MP is at „Resources“ score. Overall amount of MP the player gained is „Minerals Mined“, used MP is „Total Spent“ and MP gained each game second the player gained at end of game is „Gas Mined“. This overall score works for all difficulties and it’s unaffected of all random events which modify MP and SP during the game.

Example:

Structures: 42020 –> (40000) Race: Necromancer

(2000) Casting spell: Summon Greater Undead (this spell needs at least 2 Rhynadons)

(20) SP: 20 (8 + 8 + 4 = 2*Rhynadon + Kakaru)

Gas Mined: 38 –> 38 MP = 10 (Fortress) + 16 (2*Rhynadon) + 4 (Kakaru) + 8 (4*another Critter)

 
oSCl]AlexDate: Saturday, 2009-10-17, 0:06 AM | Message # 9
Potato
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Thanks to me!
 
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