Natural Selection

Warning: This project is experimental. Its files will not synchronize across the CurseForge network.

Resuming progress. Current version on battle.net is in development and undergoing some large restructuring, so it will often be in an unplayable state, though usually testable.

Natural Selection is a famous mod for Half-Life. This is an attempt to implement it as a Starcraft 2 map, given the RTS nature of NS.

Currently about 80% complete.

Project Workplace forum thread

Progress (I'm sure that I'm missing some things in each category)

Working

  • Defense chamber healing in area
  • Movement chamber energy restoration
  • Sensory chambers cloak
  • Alien morphing between lifeforms (skulk to lerk or gorge, etc)
  • Automatic resource collection by towers / chambers (based on automated refinery)
  • Drop med-kits from command console
  • Most basic stats and models (health, damage, build time, etc)
  • Siege cannons splash and target only buildings
  • Observatory scanner sweep (same as normal SC) and motion tracking research (radar)
  • Siege cannons and sentry turrets require an active turret factory nearby
  • Kharaa basic attacks require energy
  • Marine spawning at infantry portals, queued properly
  • Place buildings from command console, but requires marines to build them, multiple marines speeds progress
  • Alien spawning at hives, queued properly
  • Gorge (alien worker) construction working, multiple gorges speeds progress
  • Chamber specific upgrades for Kharaa with 3 levels (Carapace, Speed, Focus, Regeneration, Scent of Fear, Adrenaline)
  • Lerk: Acid spores, umbra, primal scream
  • Skulk: Xenocide
  • Fade: Acid rockets, Blink, Metabolize
  • NS armor system rather than SC2's armor system
  • Ability for marines to notify commander with "need ammo", "need resource tower" etc
  • Allow marines to elect to become the commander by loading into the Command Console building
  • Phasegates warping to next gate in the chain for Frontiersmen
  • Movement chambers work properly porting you to a hive
  • One resource pool for all Frontiersmen (only usable by commander)
  • Repair armor via welders for Frontiersmen
  • Repair buildings via welders
  • Armor damage absorb % for kharaa having 1-3 hives
  • Heavy armor for Frontiersmen
  • Weapons for marines (shotgun, hmg, lmg, pistol)
  • Switch-able weapons for marines
  • Distribute gathered resources evenly between Kharaa
  • Marine tech tree
  • Trip-mines for Frontiersmen
  • Redemption passive upgrade
  • Marine armor upgrades affect heavy armor
  • Marine armor upgrades need to affect jetpack marines
  • Jetpacks for Frontiersmen
  • Onos: Devour
  • Gorge: Heal Spray
  • Commander resources display for frontiersmen team
  • Distress beacon fully operational
  • Onos: Stomp, Rampage
  • Gorge: Bilebomb
  • Hive tier logic for Kharaa having 1-3 hives (available chambers, ability unlocks)
  • Ability to ask fellow marines to repair armor
  • Skulk: Parasite
  • Ammo system for marines, and working commander droppable ammo packs, fully functional
  • Gorge: Web
  • Real jetpacks!
  • Ability for kharaa to say "need heal" or to taunt enemies
  • Marine taunt
  • Fixed armor system that was broken by 1.2
  • WASD movement control of your player unit
  • Allow players to choose their team rather than assigning them automatically, 15 seconds to choose, unassigned players are auto-assigned after 15 seconds - works but just looks ugly at the moment, have to work on the formatting
  • Ability for commander to issue waypoints and orders to marines
  • Ability to easily drop/change weapons as marine

In progress / Being Worked On

  • Aiming system - Point / click to fire at that location or any enemies at that location, can not attack through walls 80%

To do

  • Silence passive upgrade (no idea how to hit this one yet)
  • Cloaking passive upgrade needs levels (currently works but only 1 level)
  • Skulk: leap
  • Marine grenade launcher needs physics
  • Grenades for Frontiersmen (want a real fused grenade, not just toss grenade)
  • Flying lerks and jetpacks should have some sort of advantage besides speed
  • Determine system for allowing small Kharaa (aliens) lifeforms to use vents
  • Weldable locations
  • Reset game after completion if players wish to play again
  • Help system and tips for new players
  • Add in some LOS blockers for hiding areas for skulks
  • Leaderboard for each team
  • Reloading of shotgun / GL needs to be 1 grenade/shell at a time
  • Players being digested by an Onos need more undulating red stomach lining in their face
  • Reveal death area or follow an ally while dead and respawning
  • Hide health bars on enemy units
  • Alerts for marines when commander is upgrading something or places a structure / equipment
  • Hive status dialogs for the aliens, including health and what chamber is tied to the hive
  • Cap aliens at 100 res per player
  • Offense chambers should be ballistic with avoidable projectiles
  • Spawning and distress beacons should be at offset locations rather than clumped right below the Hive or right at Marine Start
  • Sentry turrets can fire through walls, prevent this somehow

Visuals, Sounds, and Information todo

  • Marine needs a melee attack animation for knifing (partially done)
  • Hive sight for aliens (partially in... trying to get the real icons in too)
  • Resource bounty for kills (needs floating text)
  • Onos stomp needs a shockwave sent out
  • Range radius actor for siege cannons, hive healing range when selected, chamber effect ranges
  • Passive behavior button for Hive healing (like "Heals nearby aliens for 7% of their HP or Armor" every two seconds), defense chamber healing, movement chamber energy replenish, sensory chamber detection and cloaking
  • Add a visual effect to the observatory for Distress beacon
  • Make the Hive build model animate while building (overlord cocoon model)
  • Heal spray visual should be a lighter color
  • Bilebomb explosion visual occurs before projectile reaches target point
  • Increase visibility of umbra and primal scream buffs
  • Ensure all hotkeys all work
  • Refine the tooltips for buildings and abilities
  • Make the Hive model less overlord-ish
  • Remove the "Hive Location" model when a Hive is built on it
  • Add in a "scream" sound for lerk's primal scream ability
  • Add in a skulk leap sound and xenocide activation sound
  • Add in a periodic, ambient sonar-ish beep sound for sentry turrets, audible through walls or out of LOS
  • Make a visual effect for unpowered turrets
  • Improve visibility of welding / building sparks
  • Decrease the visual size of the power range for command console's Infantry Portal build radius
  • Add in a sound for being healed by a defense chamber or having energy restored by a movement chamber
  • Add in a visual for spawning a skulk at a hive
  • Fix the "under construction" model/animation for some marine buildings
  • Make acid rockets exit from the hydralisk model head rather than overhead attachment, gorge spit needs the same I believe
  • Add in a "click click click" of empty magazine if a player is trying to attack without any ammunition
  • Commander alerts should leave a more visible Waypoint, similar to NOTD's red squares to indicate danger
  • Major terrain improvements with more doodads, terrain texture, additional lighting and shadows

Known Bugs

  • Floating +1 vespene text is visible by enemy team, revealing otherwise hidden resource towers
  • Skulk - Xenocide should not take effect until 2 seconds after being pressed
  • Marines can't reload and move at the same time, should be able to
  • Mines should instantly be active, be visible to aliens, and not "seek" like spider mines but explode on direct contact
  • Bilebomb was working but is broken now

Fixed (I think) Bugs

  • Alien's "scent of fear" range is visible to enemies, effectively revealing their position (Still reveals the radius but only if the alien is visible... will fix completely soon)
  • Multiple hives can be built on a single hive location
  • Marines are spawning without weapons (broke recently)
  • Sensory chambers not cloaking nearby units (broke recently) (also causing a memory leak, most likely recursively applying cloaking field behavior)
  • Turrets dont seem to use allied vision, so the commander has to scan for sieges to fire
  • Distress beacon spawned multiple marines for a single player
  • Cancelling a gestation (which should not even be possible, need to remove) keeps your model as an egg
  • Heavy Marines can not pick up Medkits or Trip Mines (may be a problem with Jetpack marines as well, have to test)
  • Apparently I broke marine Alerts to the commander, commander does not receive an alert
  • Weapon upgrades are only affecting the light machine gun, needs to affect the HMG, GL, Pistol and Shotgun, turrets(?), siege cannons (?), hand grenades(?), knife(?), mines (?)
  • Hotkey conflicts on some alien skills
personal notes
  • Aiming system is working somewhat. The Mouse Moved event may generate too much net traffic for 12 players.

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About This Project

  • Project ID
    27576
  • Created
    Nov 10, 2010
  • Last Released File
    Never
  • Total Downloads
    0
  • License

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