I would like to begin production of a Heart of the Swarm map that has all of the unit characteristics that were found in the heart of the swarm beta demo at blizzcon 2011. I was at blizzcon and watched every panel that was about HOS, and played HOS 4 times! (Never waited in line more than 20 mins!)
Anyone who wants to help me who has any knowledge the editor is free to help out! :D
Of course, some things like the models, maps, tile set, lighting etc. We cannot mimic, WE CAN RECREATE the core gameplay is available for us to tinker with!!
Hm, after taking a closer look at those abilities I began to have questions:
Replicant:
Clones unit, unit will have all tech upgrades.
Data way: Ability will have a set effects with validators for each possible unit type. Will also have to make a copy of each possible replicated unit with tech enabled.
Trigger way: As far as I'm aware there is no option to enable tech for one specified unit. Doesn't simplify anything.
Oracle: Preordain.
Basically, building starts to treat us like we're it's allies (can see what it's researching).
Data way: not possible?
Trigger way: use dialogs and click detection?
Oracle: Phase Shift.
This also disables supported tech. Thus if it's casted on Hydralisk Den, Zerg player won't be able to morph Hydras. Unless he has another unaffected Hydra Den.
Data way: I don't believe it's possible to put "Player has at least 1 Building & Building in question has no XXX behavior" in requiremnts.
Option 1: Morph affected buildings into dummies and after spell is finished morph back?
Option 2: Have tech buildings provide upgrades for player. If building is phased out, upgrade goes down by 1 level. Must have at least lvl 1 of upgrade for tech to work.
Option 3: Give affected building for spells duration to another player(dummy player with same alliances/color as affected player)?
Oracle: Entomb.
Creates a block on minerals. Block prevents minerals from being mined. Block is destroyable. Apparently, these blocks have shared health.
Is shared health possible in data?
Quite troublesome. And probably not within my capability to make them. Anyone knows a better way to implement these abilities?
Morph ability that morphs it into each unit and a switch effect in its ability to decide which unit it is.
Add a behavior to the Replicant, modify the requirements of all unit abilities to be "(original requirement) || (CountBehavior.ReplicantBehavior.CompletedAtUnit > 0)"
Oracle
The seeing what the building does... Maybe an interact ability can be set up that way.
Phase shift: make it invulnerable, stop everything, and change its owner to neutral for the duration (Possible through behaviors and effects I believe)
Well, some of the stuff will hopefully provide some new functionalities. For example the Viper's "Grappling Hook": As seen in the video, it can pull units across cliffs (it conveniently pulled a colossus, which we can pull across cliffs as well, though). Pulling normal units smoothly across unpassable areas is impossible in data currently, afaik. You could use force effects, which stop at impassable locations or teleport effects, which would not look smooth.
So the only data way to do this right now would be to give every unit a morph ability to a flying or no collision unit for the time of the pull. But I hope, they will add either disabling collision completely with a buff, change movers on the fly, or add a "Blend" option to teleport effects, like the trigger function has.
"Oracle: Preordain.
Basically, building starts to treat us like we're it's allies (can see what it's researching).
Data way: not possible?
Trigger way: use dialogs and click detection? "
Sure it can be done. Behavior buff can change owner easy and give it back when it is disabled/removed.
"Oracle: Entomb.
Creates a block on minerals. Block prevents minerals from being mined. Block is destroyable. Apparently, these blocks have shared health.
Is shared health possible in data?"
Conjoined Behavior I think distributes damage.
Thanks Almaity, I managed to create a half working replicant prototype(which only clones marines for now).
Any Idea on what to do with upgrades (combat shields, ghosts energy buff and alike)? Only answer I could find was to remake all upgrades(talents) into behaviors with validators. These new behaviors will do same things that upgrades did and will kick in when upgrade is completed or if unit is a replica.
It seems that in order to recreate Replicator following things must be done for copyable units:
all ability requirements altered;
all talents changed into behaviors (+ 1 behavior/2 validators/1 requirment) +events added to change units wireframes/models.
+ability itself (Larva-like train ability with every unit trainable + switch effect which orders Replicator to train itself into new unit).
Sure it can be done. Behavior buff can change owner easy and give it back when it is disabled/removed.
But giving building from one player to another would stop(steal?) research or make affected building hostile to it's original owner. And what is required is to simply know what building is researching while it's under spell.
Didn't get to work with interract/conjoined. When adressing data editor there always seems something new to learn =P
Edit2:
Is it possible to change units wireframe/group icon in-game? (needed for Marines combat shields and Zerglings wings upgrades)
Wow I was not expecting so many responses!
It looks like you guys have really started to make some good progress!
I was thinking that you guys could keep at it and later(probably tonight, 6pm or so mountain time) I will post a public map were you all can implement your changes :D
Replicant is just a switch effect or two unless it is a flag in the Modify Unit effect that has not yet been used. All it needs to do is create the clone unit and destroy the old one (unless it can swap back).
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I was attempting to create the mineral entomb ability by making a build ability that builds a unit on top of mineral and rich mineral patches and uses the force field model, how ever because the force field model has no hit tests this did not work, there is a work around but i would rather try to add hit tests to the force feild model rather than hack it.
Edit: I have it working with the TaldarimPrisonCrystal model!
Edit2 2 Hours Later i have also finished an analog of the representation of the swarm host.
Ok, well I have posted a public file that I will be working from in the coming days. I encourage you to make any successful changes that you may have made earlier and implement them on this map.
The map is currently posted as "000010" (2 in binary, as in StarCraft 2.0, a joke from a blizz dev panel at blizzcon)
To find the map go to:
file -> open -> in source select "Map/Mod Name" then type in "000010" then press go.
I will be making some changes later tonight after I study for exams
glhf folks! :D
BTW! ADD ME ON SKYPE SO WE ASSEMBLE AS A TEAM! Skype: istan2224
I'm sure we can do all of those mechanics. They only thing we're missing are art assest. Other than that gameplay are all feasible.
A lot of the current assets are suitable models for the new units. Goliath->Warhound, Lurker->Swarm Host, Robot Critter->Shredder, Firebat->Battle Hellion, Guardian->Viper, etc.
I'm not sure how far you've gone (I don't notice any progress on the public file), but I think I can help you out here. This map as published as "HoTS in WoL - Tal'Darim Altar" on NA Bnet.
Here's mine. As of right now, I'm only missing Arc Shield and Preordain on Zerg (I think I'm going to need to rework how larva spawns Zerg units in order to get the data I need for this), and general aesthetics. After that I think Preordain deserves a UI implementation... maybe some other things I'm forgetting. Just be careful, it's a jungle in there.
Most abilities use both the data editor and triggers - I imagine that's how most maps work.
tl;dr I'm almost done.
Rollback Post to RevisionRollBack
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I would like to begin production of a Heart of the Swarm map that has all of the unit characteristics that were found in the heart of the swarm beta demo at blizzcon 2011. I was at blizzcon and watched every panel that was about HOS, and played HOS 4 times! (Never waited in line more than 20 mins!)
Anyone who wants to help me who has any knowledge the editor is free to help out! :D
here are the changes I aim to make on the map: http:www.reddit.com/r/starcraft/comments/lm7e8/a_complete_list_of_all_multiplayer_hots/
Of course, some things like the models, maps, tile set, lighting etc. We cannot mimic, WE CAN RECREATE the core gameplay is available for us to tinker with!!
Add me, InterSteller.513
LETS PLAY HOS BEFORE BLIZZ HAS A CHANCE TO!
@InterSteller: Go
I'm sure we can do all of those mechanics. They only thing we're missing are art assest. Other than that gameplay are all feasible.
Hm, after taking a closer look at those abilities I began to have questions:
Replicant:
Clones unit, unit will have all tech upgrades.
Oracle: Preordain.
Basically, building starts to treat us like we're it's allies (can see what it's researching).
Oracle: Phase Shift.
This also disables supported tech. Thus if it's casted on Hydralisk Den, Zerg player won't be able to morph Hydras. Unless he has another unaffected Hydra Den.
Oracle: Entomb.
Creates a block on minerals. Block prevents minerals from being mined. Block is destroyable. Apparently, these blocks have shared health.
Is shared health possible in data?
Quite troublesome. And probably not within my capability to make them. Anyone knows a better way to implement these abilities?
yes. especially those Battle Hellions. wont be the same without the morphing animations of course.
HELLIONS! Roll Out! =P
@DuckyTheDuck: Go
Replicant:
Morph ability that morphs it into each unit and a switch effect in its ability to decide which unit it is.
Add a behavior to the Replicant, modify the requirements of all unit abilities to be "(original requirement) || (CountBehavior.ReplicantBehavior.CompletedAtUnit > 0)"
Oracle
The seeing what the building does... Maybe an interact ability can be set up that way.
Phase shift: make it invulnerable, stop everything, and change its owner to neutral for the duration (Possible through behaviors and effects I believe)
Entomb: Conjoined behavior for the shared health.
Well, some of the stuff will hopefully provide some new functionalities. For example the Viper's "Grappling Hook": As seen in the video, it can pull units across cliffs (it conveniently pulled a colossus, which we can pull across cliffs as well, though). Pulling normal units smoothly across unpassable areas is impossible in data currently, afaik. You could use force effects, which stop at impassable locations or teleport effects, which would not look smooth.
So the only data way to do this right now would be to give every unit a morph ability to a flying or no collision unit for the time of the pull. But I hope, they will add either disabling collision completely with a buff, change movers on the fly, or add a "Blend" option to teleport effects, like the trigger function has.
@DuckyTheDuck: Go
"Oracle: Preordain.
Basically, building starts to treat us like we're it's allies (can see what it's researching).
Data way: not possible?
Trigger way: use dialogs and click detection? "
Sure it can be done. Behavior buff can change owner easy and give it back when it is disabled/removed.
"Oracle: Entomb.
Creates a block on minerals. Block prevents minerals from being mined. Block is destroyable. Apparently, these blocks have shared health.
Is shared health possible in data?"
Conjoined Behavior I think distributes damage.
Saw the thread on reddit. Would be happy to help :). In fact, I have already started on the Swarm Host.
Edit: I mean the Viper. I have the muta model for it atm, and the Ocular Parasite spell.
@TheAlmaity: Go
Thanks Almaity, I managed to create a half working replicant prototype(which only clones marines for now).
Any Idea on what to do with upgrades (combat shields, ghosts energy buff and alike)? Only answer I could find was to remake all upgrades(talents) into behaviors with validators. These new behaviors will do same things that upgrades did and will kick in when upgrade is completed or if unit is a replica.
It seems that in order to recreate Replicator following things must be done for copyable units:
+ability itself (Larva-like train ability with every unit trainable + switch effect which orders Replicator to train itself into new unit).
Is it correct or something could be improved?
Edit:
But giving building from one player to another would stop(steal?) research or make affected building hostile to it's original owner. And what is required is to simply know what building is researching while it's under spell.
Didn't get to work with interract/conjoined. When adressing data editor there always seems something new to learn =P
Edit2:
Is it possible to change units wireframe/group icon in-game? (needed for Marines combat shields and Zerglings wings upgrades)
Edit3:
Is it possible to mimic this?
@DuckyTheDuck: Go
Wow I was not expecting so many responses! It looks like you guys have really started to make some good progress!
I was thinking that you guys could keep at it and later(probably tonight, 6pm or so mountain time) I will post a public map were you all can implement your changes :D
@InterSteller: Go
Could be a bit late for me :/. I'm british and have school tomorrow :(.
Replicant is just too much fun, so I decided to recreate him after all xD. We'll see how far I get today.
Replicant is just a switch effect or two unless it is a flag in the Modify Unit effect that has not yet been used. All it needs to do is create the clone unit and destroy the old one (unless it can swap back).
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 was attempting to create the mineral entomb ability by making a build ability that builds a unit on top of mineral and rich mineral patches and uses the force field model, how ever because the force field model has no hit tests this did not work, there is a work around but i would rather try to add hit tests to the force feild model rather than hack it.
Edit: I have it working with the TaldarimPrisonCrystal model!
Edit2 2 Hours Later i have also finished an analog of the representation of the swarm host.
@vailreth: Go
Ok, well I have posted a public file that I will be working from in the coming days. I encourage you to make any successful changes that you may have made earlier and implement them on this map.
The map is currently posted as "000010" (2 in binary, as in StarCraft 2.0, a joke from a blizz dev panel at blizzcon)
To find the map go to: file -> open -> in source select "Map/Mod Name" then type in "000010" then press go.
I will be making some changes later tonight after I study for exams glhf folks! :D
BTW! ADD ME ON SKYPE SO WE ASSEMBLE AS A TEAM! Skype: istan2224
A lot of the current assets are suitable models for the new units. Goliath->Warhound, Lurker->Swarm Host, Robot Critter->Shredder, Firebat->Battle Hellion, Guardian->Viper, etc.
@Goliath->Warhound, Lurker->Swarm Host, Robot Critter->Shredder, Firebat->Battle Hellion, Guardian->Viper, etc.:
:) thats what I was hoping to use.
Was anyone able to edit and repost their file? I would like it if we just could revise that map I posted and then repost it.
Don't worry, you all will get credit where its due, as of now i actually haven't done anything because of exams, but I hope to soon :)
Thanks guys! :D
Is the "000010"-Map only available for NA-Server? Can't find it on EU.
@neko581: Go
I currently do not have a EU acc. Add me on Skype and I can send you the latest files.
I'm not sure how far you've gone (I don't notice any progress on the public file), but I think I can help you out here. This map as published as "HoTS in WoL - Tal'Darim Altar" on NA Bnet.
Click
Here's mine. As of right now, I'm only missing Arc Shield and Preordain on Zerg (I think I'm going to need to rework how larva spawns Zerg units in order to get the data I need for this), and general aesthetics. After that I think Preordain deserves a UI implementation... maybe some other things I'm forgetting. Just be careful, it's a jungle in there.
Most abilities use both the data editor and triggers - I imagine that's how most maps work.
tl;dr I'm almost done.