SC2Mapster Forums

Resources > Data Assets

The Assets of Evil

  • 20 posts
    #1 Dec 25, 2012 at 14:13 UTC - 7 likes

    Overview

    • I have been a member of the SC2Mapster community for several years, during which I have made several proof of concept/demo maps for specific problems. To prevent unnecessary reposting of the maps, as has often had to be done due to people not using the search function of the site, this archive has been created.
    • Some maps are still works in progress and will be updated when possible.

    The Maps!

    Transfer Behavior Demonstration

    • A demo map that for the first time used the Transfer Behavior effect (to think people did not know about it before, lol).
    • Has two abilities, with the first spreading a contagious plague to target units while the carrier becomes stronger by having plague stacks which it can tranfer for stonger decimation power.
    • The second is a SSBB style sticky bomb that can be transfered on contact to another unit and detonates adter a time for damage.

    Choosable Attribute System

    • A demonstration of how a Diablo 2 style attribute system can be done using pure data. Uses requirements to calculate points put into an attribute (via ability levels) along with the potential for some mathematical function added by items (+ or % stats) that are then used by an addition/subtraction equilibrium to apply/remove buff stacks adding the attributes to give the correct amount.

    Attack Defend Swap

    • Demonstration of how visuals and levelable ability sets can be swapped without morphing. The passives use a dated method of implemementation, Rather use a Behavior type ability that is leveled and permanently on than several buffs with requirements.

    Digital Peril

    • Map where I experimented with creep textures and lighting to create a circuit like effect. Also contains a buff that repels units trying to walk on creep and self assembling structure complexes (work on hiatus).

    http://www.sc2mapster.com/media/attachments/34/444/tychus05emissive_creep.jpg

    Shiney Stuff

    • Example of how some simple alterations to terrain textures and the events of doodads can make maps more interesting since terrainers tend to only use the default settings for both. Primarily intended to be inspiration for jewel encrusted maps eg a treasure cave. Uses the specular texture as a diffuse for the mesh resulting in a golden terrain. Also has crystals that change colour semi randomly in all the colours of the rainbow.

    Windmill Doodad

    • A giant windmill doodad with turning blades. Still looks good although the method used for turning the blades is dated. Was the first demonstration of being able to dynamically rotate models without having complex series of attached turning actors/turrets that are paused/unpaused. Worked by attaching a model to a beam that followed a halfsquare of marines that altered scales. As the Beam (Simple) wobbles when moving (unlike Beam (Standard)) a forward vector was used to stabilize the blade (The SOp (Forwad Vector) method eventually completely replaced this old method). As patch 1.5 added the SOp (Rotator) SOp making spinning attachments is no longer a technical feat.

    Consume Build

    • Entry for the one WDE. Is a build system that requires the sacrifice of units to complete the structure. On placement the structure automatically recruits nearby units to be sacrificed. Works by a buff on the structure disabling the buildable ability and applying a buff on the unit to be sacrificed preventing several buildings trying to recruit the same one. The buff on the sacrifice also orders the unit to the building, when close enough sacrifices the unit by converting it into a missile like brood lord escorts that then adds a counter buff to the building and a buff that supresses the build repressor for a few seconds until the duration runs out. When the full number of sacrifices required to complete the building has been reached the structure no longer recruits nearby units.

    Ownership Changer

    • Works like the interact ability in that a nearby unit gains control of the structure and the player retains control as long as it has units nearby. Has some advantages over the interact ability with regards to kill credit and the ownership of trained units.

    Autoharvester

    • A colossal mining structure for harvesting minerals. Currently does not discern between mineral and gas resources (but is easy to fix) and lacks birth/death animations. Has a large boom on an elevator that it uses to move the claw over the minerals which then drops down to take a large chunk out of the patch. The claw then retracts and the boom returns to its' default position over the crusher before dropping the minerals in. The crusher then displays a nice sparking visual before producing several pallets of minerals that then travel up the conveyor to the side. On reaching the top of the conveyor the player receives the minerals gathered with the appropriate Text actor visual. The colour of the collected minerals changes to fit the type of mineral patch being harvested. The Turret type actor used has been known to give issues especially after patches. The boom uses a tentacle to produce dynamic movement although the boom visuals use a dated method of animation in that the first boom part points at an invisible lever system above the boom causing imperfect extension at longer distances. For the latest method look at the LEGZ map.

    Turn Sensor

    • Proof of concept map where the principle of the Doppler shift is used to determine if a unit is turning left or right. At a glance this might seem trivial but the game lacks an inbuilt capacity to do so and it has uses. For a more advanced and robust version look at the LEGZ map.

    Multi Unit Merge Mk2

    • A simulation of the Merge/mergable abilities except it can use an undefined number of any different type of unit in the process of making a single final unit. Uses principles developed for the Consume Build map. Is robust to support even insane amounts of clicking. Can be used for merges of 3,4 or even 10+ different unit types and is able to be made completely orthogonal to copies of itself so there is not the issue of different merges calling upon the units of each other.

    Zerg Gate

    • A dirty great big gate of the zerg that has huge claws rise up from the ground before interlacing with each other to form an arch before huge tendrils shoot up from the ground to prevent units from passing. Comes complete with sounds and a glowing emblem to show it is locked. Currently only set up to let zerg units (and nearby friends) past but can easily be modified to open and close on any desired condition (just alter the validator on the morph).

    Items Test

    • Proof of concept map where items interact with holding units via a behaviour on the item unit (and vice versa)and not via the fields under the Items data type. For an expanded use of this principle look at the Simbiont Demonstration map.

    Simbiont Demonstration

    • A work in progress but currently has a commensal symbiotic item that requires permission of the host to fuse with it (unless neutral player for testing purposes). When fused with the item the holding unit gets a change in appearance and gains different weapons and stat bonuses. As both the unit and the item level up on kills (even when in inventory) the stat bonus increases and every few levels a new weapon is gained from the relationship (work in progress). Also contains an exp generator using a Battery type ability for testing purposes. Things still to be implemented are the last few weapons at higher levels, parasitic items with various nasty item based attacks (from mind control to classic Alien like chest bursters). Will also experiment with self propigating items within inventories when I get round to it.

    Power Line

    • System made for the community project where a power grid needs to be connected to a generator structure and transmitted via a network of nodes to the target structure. Breaking of the link between the generator and peripheral parts of the network causes a loss of power to that part until the connection is restored. Also has tentacle like cables as visuals for the power lines which are destroyed/reformed as connections are lost/regained.

    Particle Emitter Test

    • Just some fun I had using the Texture Slect By ID event action on one of the smoke particle emitters so it lets off the one horned skull decals that change colours rainbow archon style.

    Harvest Simulation

    • Fully functional simulation of the Harvest ability based on buffs on the unit that look if the unit is being ordered to move to a specific target and is within range. Uses buff stacks to count the amount harvested. Allows for interrupting the harvest for a fraction of the gain (not possible with original ability as it is all or nothing). Also allows for more than four resources as each resource type can be represented by buff stacks and enables chains of manufacture/refining eg. coal + ore = iron + coal + gunpowder = cannon that is required to train a unit.
    • Although a work in progress will have a building that employs the unit to do the task using a more effective system of commanding.
    • Also has a jostle buff that uses an Apply Force effect to ensure units do not stop moving when still far from the target.

    LEGZ

    • Part of my composite unit skeleton project. Is currently just beta (need to fix a minor bug with cliff and rough terrain). Any bug reports/solutions would be appreciated. Once perfected will be reduced to a user friendly mod for anyone to use to make composite units
    • Is a tetrapedal walker from which visuals can be hung and can trample units under foot. Also has a stomp attack when attacking that uses the leg likely to cause the most damage.
    • The foot movement uses a tentacle that on impact creates a model type actor at the point like the lurker spines which then uses reference set to change the hosting ot the tentacle so the return is not visible. This system allows Launch Missile effects to be used to take steps. The rest of the leg visuals hang off this system.
    • The legs use the SOp (Forward Vector) method to create a stable platform on which the leg is attached.
    • The upper and lower leg structural elements both face a model at an offset in the -y direction to the other. To prevent issues with digi/retrograde legs the offsets are imperfect to favour one or the other. To further reduce the previously mentioned issue the feet on creation are raised before being lowered and a SOp (Explicit Rotation) is used to further increase the odds of the one direction. This creates a Dynamic boom from which visuals can be hung
    • There is a MK2 rotation sensor (prototype seen in Turn Sensor map) that measures in three loactions at 120 degrees to each other to allow a degree of confidence in the direction being turned if one measurement is faulty. Also detects the range of the measurements from the unit to prevent the map edge/unpathable terrain causing false readings. This allows the pace offsets to be corrected when turning left or right, moving forwards and when standing idle.
    • The stomp attack ennumerates the numbers of units in the range of each leg using buff stacks before stomping the area with the most targets.
    • Current verion has four themed legs as inspiration. Upper left is a minimalist terran leg made of a bunker foot (Terratron terrorize) and a leg of two hex columns to show how easy it is to make a decent leg. Upper right is a protoss themed leg I call the Greater Archon, just imagine four of them with a few xel naga hull plates surrounding a protoss hero hate with a dirty big dark archon on top launching electrified death at you. Lower right is zerg themed which I call Zerg Gargantuan, imagine 6-8 of those wading through your forces holding up a gigantic zerg horror with multiple glowing red eyes that is devouring your forces with several tentacle like tongues. Lower left leg uses only a single model that is retextured, tinted and/or animation paused for all parts to create great results (includes a winged knee crest even).

    Turret Simulation

    • Proof of concept map and going to be implementation of torso mechanics of my composite unit skeleton project. Currently contains a mechanic for doodads to follow the movement of units within an area before returning to their original position (think gothic protraits with following eyes or the hogwarts suits of armor). Also contains a system for making the head of a unit turn to face the direction of the attack target (even targets behind without turning too much).
    • Will eventually include a fully operation terratron right arm with painful weaponary that points at the victim. Also will include the head of the Zerg Gargantuan for inspiration.
    • The doodad part uses a periodic Region type actor in a method based on the colossus tree killer to set the hosting of an attachment to the target using a Reference Set event action that the "head" then follows using a SOp (Up Vector). A periodic status decrement system is used to return the reference to the initial host if the unit moves our of the area queried.
    • The head turner uses a weapon to apply a buff to the target of the Attack ability that then uses a similar method to attach a model from the main unit to the target. To prevent issues with units moving behind the head the a head faces an offset model that moves in an ellipse caused by the circle of motion being offset at an angle relative to the plane of head movement. The model turning the ellipse faces the model attached to the target.
    • Still thinking of the most efficient arm design.

    Weapon Swap

    • Demo map of how to smoothly swap between weapons. Solves a commonly asked question. Inspired by the remnants of the removed weapon swap system of Raynor.
    • Uses Buff behaviours to add the weapons and a system of Effect - Instant abilities adding and removing the buffs to perform the swap. In hindsight a Specialize type ability could have done everything instead of several seperate abilities.

    Shared Cd

    • Demo map of how to get several abilities to share a common cool down. Another commonly asked question.

    Interrupt Uninterruptable Ability

    • Demo map of a buff based system that allows for uninterruptable abilities to be interrupted by the unit being hit. Also contains a system for making the next unit attack to have an enhanced shot.
    • First problem is solved using a damage response on defender that applies a Buff that diables the ability in question disrupting it.
    • Second problem was solved by the ability applying a buff with a damage response on attacker that does the enhancement that expires before the next attack. In hind sight adding a Create Persistent effect with a 0.0016 sec delay that then removes the buff with the damage response would be a more robust method.

    Allegiance Swap

    • Demonstrates how to swap the owning player of a unit when it takes fatal damage. A common issue with several map types that involve capturing buildings/cities/flags.
    • Uses a fatal damage response buff to prevent unit death and swap the ownership to the attacker before healing the unit. Only works for enemy units (If I remember correctly).

    Reaver Mimic

    • Demonstrates how to make a SC1 reaver weapon. Another common question.
    • Uses an internal Arm Magazine ability like the carrier except it launches a ground unit with a Scaler mover to cross cliffs that has a suicide weapon like the baneling.

    Arm Magazine Feedback Demo

    • Workaround proof of concept to solve the issue of Arm Magazine ability ammo units being known as their own caster making feed back with the launching unit difficult.
    • Uses a Search Area effect on launch with a small area to apply a buff on the caster that then applies a buff to the ammo unit enabling communication via the Effect fields above the Value fields of effects and behaviors. In the demonstration shows how to make cloaking interceptors that relies on an ability on the parent carrier.

    Infect Creep

    • Demo map made at a request. Has an ability on the queen that upgrades creep tumours to do damage to enemies on the creep.
    • Changes the model of the creep tumour using the Model Swap event action and creates a Splat type actor to tint the "infected" creep a different colour.
    • Damage system is a straight forward damage aura on the upgraded tunours that uses the On Creep validator for damaging the targets.

    Turret Unit Addon

    • Demo map showing how to apply turrets on units using models that lack a TurretZ attachment point. A commonly asked question for beginners making TD maps.
    • Has the model of interest attached onto a hidden model with a TurretZ attachment point that enables rotation.
    Last edited Jan 05, 2013 by DrSuperEvil
    Name Size MD5
    Transfer_Behavior_Demonstration.SC2Map 55.5 KiB 76a50ec545c3...
    Choosable_attribute_system.SC2Map 33.4 KiB 275ac6fe52c5...
    attack_defend_swap.SC2Map 185.5 KiB 67fdfc507264...
    digital_peril.SC2Map 199.4 KiB 49f75b39bd94...
    Shiney_stuff.SC2Map 169.0 KiB 90c9d54fb490...
    Windmill_Doodad.SC2Map 170.8 KiB 9c20b35b91ce...
    Consume_Build.SC2Map 170.4 KiB cd4075dc9d96...
    Ownership_Changer.SC2Map 168.4 KiB 0ac5a3ef40be...
    Auto_Harvester_2.SC2Map 192.9 KiB c728b64436ae...
    Turn_Sensor.SC2Map 170.8 KiB 495e4bfa2293...
    Multi_unit_merge_mk2.SC2Map 180.4 KiB 2473a29fdf4b...
    Zerg_Gate.SC2Map 185.7 KiB 5065f008bc1e...
    Items_test.SC2Map 172.8 KiB c6bb65779282...
    Symbiont_Demonstration.SC2Map 195.1 KiB 1f88a5857fc3...
    power_line_3.SC2Map 172.9 KiB 087b776ad1f3...
    particle_emitter_test.SC2Map 168.0 KiB 70c3b808cf33...
    Harvest_simulation.SC2Map 180.4 KiB b495cc021d23...
    LEGZ.SC2Map 112.8 KiB 86c5842102ed...
    turret_simulation.SC2Map 30.6 KiB fec54bd2ec9d...
    Weapon_Swap.SC2Map 176.5 KiB efce784b6167...
    Shared_cd.SC2Map 169.0 KiB a1fdce989d16...
    Interupt_Uninterruptable_Ability.SC2Map 168.6 KiB 2fb725127798...
    Allegiance_swap.SC2Map 168.0 KiB 13c9ea158f04...
    Reaver_mimic.SC2Map 170.9 KiB 52fa16d4c624...
    Arm_magazine_feedback_demo.SC2Map 169.9 KiB 30f81582065c...
    infect_creep.SC2Map 170.4 KiB 8abb137be5fb...
    Turret_Unit_Addon.SC2Map 170.7 KiB 0d675e5e59cb...
    • tychus05emissive_creep.jpg
    #2 Dec 25, 2012 at 17:30 UTC - 0 likes

    @DrSuperEvil: Go

    Can you explain more what these maps have like digital_peril.SC2Map, Shiney_stuff.SC2Map like you did for Choosable_attribute_system.SC2Map, Transfer_Behavior_Demonstration.SC2Map Thanks I'm sure these are all quite useful.

    My Projects:

    Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards Worm Wars).

    #3 Dec 26, 2012 at 00:52 UTC - 0 likes

    Read the work in progress sign... I will add descriptions when I have the time.

    #4 Jan 01, 2013 at 19:15 UTC - 1 like

    These are truly some evil assets. Good job. :P

    #5 Jan 01, 2013 at 20:16 UTC - 0 likes

    @DrSuperEvil: Go

    2 things, First why not just add them into sorted Asset bundles in a few projects. 2nd, The Search function has been basically broken for over a year :P, Its really not useable to find anything you want to find haah.

    my maps will always be Free. and Available to the public at the earliest possible date.

    If you need a tester feel free to ask IShadowWolf.258

    You can also catch me on the IRC most times.

    #6 Jan 01, 2013 at 20:21 UTC - 0 likes

    @Gradius12: Go

    Thanks, hope they are useful.

    @Taintedwisp: Go

    Sorted asset bundles?

    The search is not my responsibility. Also I seem to have no problems using it to find what I want.

    #7 Jan 16, 2013 at 01:47 UTC - 0 likes

    Wow this looks like a ton of helpful information about how to implement things in star craft. I am going to look at attack defend swap in the editor.

    Last edited Jan 16, 2013 by IggNight
    #8 Jan 16, 2013 at 02:28 UTC - 0 likes
    Quote from DrSuperEvil: Go

    @Taintedwisp: Go

    Sorted asset bundles?

    The search is not my responsibility. Also I seem to have no problems using it to find what I want.

    yes, Sorted asset bundles :P for example my Misc Project, there is not 1 single project in there but instead multiple, if you did this then we could grab these from your profile :P they are great.

    and what I meant by the search function was that it is broken so it would be hard to find this post later once it gets buried it will stay buried. even if I put the entire title into the search bar. :P

    #9 Jan 16, 2013 at 22:57 UTC - 0 likes

    @IggNight: Go

    Yeah the concepts seem simple but implementing them always turns out to be alot of work. Just remember the Model Swap event action can substitute minor morphs if complimented by stat/weapon altering buffs.

    #10 Apr 26, 2013 at 16:04 UTC - 1 like

    @DrSuperEvil: Go

    Godlike stuff from DrSuperEvil. No time to learn this XD. But i think i'll do it later :D. Big thanks for this.

    #11 Apr 27, 2013 at 07:01 UTC - 0 likes

    @KorvinGump: Go

    Just a note of warning, I have gotten feedback recently that some of the older ones are buggy due to patches.

    The arm magazine feedback demo and turret unit addon maps have been reported to be broken.

    Last edited Apr 27, 2013 by DrSuperEvil
    #12 May 13, 2013 at 23:35 UTC - 0 likes

    you could make a tut about how to attach units with the new methods in the editor , i dont know how all my old edits are broken now

    #13 May 14, 2013 at 21:27 UTC - 0 likes

    I found patches just broke stuff for no reason. Redo it as you did the first time in a new map and it will probably work.

    #14 Jun 05, 2013 at 02:49 UTC - 0 likes

    Greats stuff. I think your windmill map is broken too because the windmills' spinny parts are all facing the same direction and not moving while the base of them are all facing different directions.

    StarCraft 2 Hotkey Trainer Version Status: Release
    Mineralz Evolution Version Status: Beta
    City of Tempest Version Status: Release

    #15 Jun 06, 2013 at 20:42 UTC - 0 likes

    Don't tell me I uploaded the very old version. Anyhow since they added the SOp (Rotator) SOp it is dated. Still it led to the development of the SOp (Forward Vector) method. I will fix it one day.

    #16 Jul 06, 2013 at 02:36 UTC - 0 likes

    Your turret unit addon map doesn't work at all how it's supposed to.

    Want to use Render To Texture in your cutscenes? Try This
    Looking for some new models check Here!

    #17 Jul 06, 2013 at 18:08 UTC - 0 likes

    @JacktheArcher: Go

    Guess I will need to update it then.

    #18 Jul 15, 2013 at 18:43 UTC - 0 likes

    wouuu great source of inf here! thanks for you taking the time to put it out for us to learn txs.

    Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy.

    #19 Jul 17, 2013 at 17:57 UTC - 0 likes

    No problem. Although it has been pointed out to me that some of the patches broke a couple of the maps.

    #20 May 10, 2014 at 15:42 UTC - 0 likes

    Hello, can someone tell me how to proceed for put on of those assets in my map ? If i want use the zerg gate for example, what should i do ?

  • 20 posts

You must login to post a comment. Don't have an account? Register to get one!