As you may have guessed, we need a lot of data work in order to create a new race. A lot of data work revolves around simply creating new units and structures, and will not be too complicated at all. We encourage everybody to help out as much as they can; even if you only create one unit. We do ask that you follow the rules carefully, because a few unnoticed mistakes can take a long time to fix.
Rules
I will attach the map file (empty, at the moment) to this post.
If you would like to add something, here's what you need to do:
Post in this thread saying "I AM WORKING ON THIS"
Download the map file, and add/edit whatever you wanted
Attach the map file to your post
Edit your post saying "I AM FINISHED". Also, make sure you indicate what you changed or added.
IMPORTANT: Do not work on the map if the previous person is also working on it.
Do not work on the map for longer than 60 minutes at a time. We do not want people waiting around for you to finish.
Do not delete another person's work. If you are unhappy with something, post about it in the main thread.
Stick to the "To-do" list. We will have a list of tasks that we need completed, and we will keep it updated as well as we can.
When making a new unit, use one of the built-in sc2 assets if no custom art has been provided. We will add the custom art as it becomes available.
We have gone ahead and created a "framework" for the race, meaning we have ideas for each unit. These ideas can change quickly. Visit the brainstorming thread or the Project Blueprint for details on each unit. Because of this, you can just create the unit and weapon (stats, models, and abilities can be changed later)
Current To-Do List
*List not yet completed*
Tier 1 Units
Worker [Easy]
Don't worry about the build abilities yet; Buildings will be made after the units are done
Also I would say the worker is not so easy since it needs the build ability which requires the other structures to be done first. Did we even decide on all the troop allowing buildings?
The worker himself is pretty easy, it's the abilities that are harder :D Will go change that now. Also, as far as I know, here's the current plan for unit production:
1 Troop building, it makes Tier 1 units
Tier 2 and 3 units are created by merging T1 units together in specific ways
The Tier 2 and 3 Merge abilities are unlocked via zerg-style buildings (build just one and forget)
The T3 Ground Unit must be built by a worker like a building, because it is so big
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I think the starter building should also be in that list, so that it will be possible to start a melee map with this race. Just pick an unused building and give it the ability to train Droids.
So will the animations be like terratron kind of, with a mix of transformers? That would be pretty cool for the merging process. It would take some advanced modeling and some time, but at the end it would probably be worth it if done correctly.
@DrSuperEvil: I'm working on it, a test actually, but I'm almost finished.
EDIT: The power source system does not allow temporary power sources. A unit is or isn't a power source. It seems I'll have to implement the idea from scratch. But I already made power lines to depend on a central structure.
EDIT 2: Found a way to make it temporary. The only problem right now is that clustered Pylons can power each other when the energy chain is broken. :/
EDIT 3: Fixed the problem. Play the attached map to check it. Only needs visual effects.
Bit more complex than my proposed method but will do.
Since you could use a Power User behaviour to disable the Power Source behaviour when unpowered itself resulting in 5 behaviours and 2 effects. Or if there is problems you could disable the power source behaviour with another buff and then renable it again when powered for a total of 8 data items (which would still be better than having a bidirectional persistent effect for each node).
Visual effect wise should be pretty easy using aliases
So... Let me doubble check how this works. The town hall broadcasts power to any nearby buildings, or a "power node". And power nodes broadcast power to nearby buildings or other "power nodes". But other buildings will not continue the link of power, correct?
Anyways thanks for helping out there :D
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Still say the bidirectional persistents at every power node is a potential lag source. Basicly how it works is the pylons have a bistable state which defaults to off. When build pylons periodically emit a channeled aura that supresses the off status on the caster pylon if near a powered pylon or nexus but on removal caused by unit death creates a perpetuating cascade that disables the powering aura of neighbouring pylons. In short the power surge buff disables the chanelling buff which removes the applied powered buff which prevents the reboot of the network.
Edit: you can even throw the death effect onto the power user behaviour so all you need is 4 buffs and two effects.
I know its a potential lag source, but this way a Pylon can searhc for others to form the link. Your way they would simply shut down and I don't see a easy way to make them power up again unless you make them search constantly for power. You can't use the Power User behavior to turn off the Power Souce behavior because the Pylon powers itself, you have to turn its own Power Source behavior off so that it can become unpowered.
EDIT: Making the power area larger would result in less Pylons/Power line structure, less search effects, less lag. In my opinion if they are going to be that restrictive there must be an advantage to balance it.
Only Advantage I can see is that it is easier to link to beam actors. My way works in that it just needs an external power source to get it back up again.
Edit: Ok with large groups of units it seems to bug. Scratch that it is just my search area effect giving hassle.
Edit: Here is my version which is better mechanics wise but worse on the prospects for visuals. For some reason the beam actor refuses to cooperate.
@DrSuperEvil: I tried to make the pylon channel on the target until its dead or unpowered. That would reduce periodic search a lot. But I got many things to fix and gave up, for now. I got visual effects working perfectly though. Do you think we can somehow merge what we have done and get a perfect solution?
I doubt it since my solution leaves no referencable points for actors to be attached while yours does. Unless you can think of a low lag system just for visuals.
The main worry with your system is people building large blocks of power lines in a very compact square which would result in major lag. There are two ways to limit this, firstly you could put a cap on exactly how many different power lines each power line can channel to (using the max on the search and a distance TS) while the second alternative would be to give them a custom footprint which is a combination of mineral fields and town halls so they cannot be built too close to each other.
I capped the search to 1 target. The pylon would need only 1 power source anyway. Making the pylo "lock" on am acquired power source, until that power source gets killed or unpowered, would reduce lag. I've tried a few ways to do that but I stumbled upon many bugs. I may try it again later.
EDIT: Is anyone working on other things for this project? How's the map file right now?
Community Project #2
Data
As you may have guessed, we need a lot of data work in order to create a new race. A lot of data work revolves around simply creating new units and structures, and will not be too complicated at all. We encourage everybody to help out as much as they can; even if you only create one unit. We do ask that you follow the rules carefully, because a few unnoticed mistakes can take a long time to fix.
Rules
We have gone ahead and created a "framework" for the race, meaning we have ideas for each unit. These ideas can change quickly. Visit the brainstorming thread or the Project Blueprint for details on each unit. Because of this, you can just create the unit and weapon (stats, models, and abilities can be changed later)
Current To-Do List
*List not yet completed*
Just beware the editor comments field because that can cause random deletions.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Probably better to avoid them, then. We will keep track via posts.
Alright, it's attached. It's just an empty file for now.
Well the multi unit merge system can be found on this post
http://www.sc2mapster.com/forums/development/data/23405-puke-a-lisk/#p18
Also I would say the worker is not so easy since it needs the build ability which requires the other structures to be done first. Did we even decide on all the troop allowing buildings?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
The worker himself is pretty easy, it's the abilities that are harder :D Will go change that now. Also, as far as I know, here's the current plan for unit production:
So what does the assembly droid do again?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I think the starter building should also be in that list, so that it will be possible to start a melee map with this race. Just pick an unused building and give it the ability to train Droids.
So will the animations be like terratron kind of, with a mix of transformers? That would be pretty cool for the merging process. It would take some advanced modeling and some time, but at the end it would probably be worth it if done correctly.
Great to be back and part of the community again!
@TacoManStan: Go
Animations will get as epic as the modelers make them :D
I will add the starting building for now.
Id say medium for town hall since it needs a power source behaviour and the ability to disrupt the network if it is destroyed.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: I'm working on it, a test actually, but I'm almost finished.
EDIT: The power source system does not allow temporary power sources. A unit is or isn't a power source. It seems I'll have to implement the idea from scratch. But I already made power lines to depend on a central structure.
EDIT 2: Found a way to make it temporary. The only problem right now is that clustered Pylons can power each other when the energy chain is broken. :/
EDIT 3: Fixed the problem. Play the attached map to check it. Only needs visual effects.
@DrSuperEvil: Go
That's a behavior, not the unit :D
Will add that separately though
Bit more complex than my proposed method but will do.
Since you could use a Power User behaviour to disable the Power Source behaviour when unpowered itself resulting in 5 behaviours and 2 effects. Or if there is problems you could disable the power source behaviour with another buff and then renable it again when powered for a total of 8 data items (which would still be better than having a bidirectional persistent effect for each node).
Visual effect wise should be pretty easy using aliases
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
So... Let me doubble check how this works. The town hall broadcasts power to any nearby buildings, or a "power node". And power nodes broadcast power to nearby buildings or other "power nodes". But other buildings will not continue the link of power, correct?
Anyways thanks for helping out there :D
Still say the bidirectional persistents at every power node is a potential lag source. Basicly how it works is the pylons have a bistable state which defaults to off. When build pylons periodically emit a channeled aura that supresses the off status on the caster pylon if near a powered pylon or nexus but on removal caused by unit death creates a perpetuating cascade that disables the powering aura of neighbouring pylons. In short the power surge buff disables the chanelling buff which removes the applied powered buff which prevents the reboot of the network.
Edit: you can even throw the death effect onto the power user behaviour so all you need is 4 buffs and two effects.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I know its a potential lag source, but this way a Pylon can searhc for others to form the link. Your way they would simply shut down and I don't see a easy way to make them power up again unless you make them search constantly for power. You can't use the Power User behavior to turn off the Power Souce behavior because the Pylon powers itself, you have to turn its own Power Source behavior off so that it can become unpowered.
EDIT: Making the power area larger would result in less Pylons/Power line structure, less search effects, less lag. In my opinion if they are going to be that restrictive there must be an advantage to balance it.
Only Advantage I can see is that it is easier to link to beam actors. My way works in that it just needs an external power source to get it back up again.
Edit: Ok with large groups of units it seems to bug. Scratch that it is just my search area effect giving hassle.
Edit: Here is my version which is better mechanics wise but worse on the prospects for visuals. For some reason the beam actor refuses to cooperate.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: I tried to make the pylon channel on the target until its dead or unpowered. That would reduce periodic search a lot. But I got many things to fix and gave up, for now. I got visual effects working perfectly though. Do you think we can somehow merge what we have done and get a perfect solution?
I doubt it since my solution leaves no referencable points for actors to be attached while yours does. Unless you can think of a low lag system just for visuals.
The main worry with your system is people building large blocks of power lines in a very compact square which would result in major lag. There are two ways to limit this, firstly you could put a cap on exactly how many different power lines each power line can channel to (using the max on the search and a distance TS) while the second alternative would be to give them a custom footprint which is a combination of mineral fields and town halls so they cannot be built too close to each other.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I capped the search to 1 target. The pylon would need only 1 power source anyway. Making the pylo "lock" on am acquired power source, until that power source gets killed or unpowered, would reduce lag. I've tried a few ways to do that but I stumbled upon many bugs. I may try it again later.
EDIT: Is anyone working on other things for this project? How's the map file right now?