I'd like to make an updated version of my map, which can be found here, but I don't have the time or inclination to do it alone.
What needs changing?
The Terrain
In its initial design, I just tried to include what I felt might be relevant terrain to have on a map: some open areas, some cliffs, etc... however, now that SC2 has been played out a bit, better maps have been made and understanding of what terrain types are important has come about, I've found that my map, while not awful at presenting varied terrain, could be a lot better. I talked with CecilSunkure (a poster on TeamLiquid.Net who featured my map in a small portion of his recent guide) and he gave me some great ideas for terrain I could include in a new map, I also have some ideas of my own.
Upgrades
I'd like to allow users to easily rollback upgrades, so that they aren't forced to reload the map after taking some upgrades in order to test out what they want to test.
Unit Destruction
Right now I have "kill" zones and "portals" to kill zones. I'd like to keep the areas of the map for actual terrain variation to practice on (with the exception of spawn locations) and rather have a kill system that, say, happens with all of your selected units when you press a certain button.
I also intend to give players the ability to build buildings for free and quickly, in order to allow them to simulate base layouts in their practices (there will be a base area on the map as part of the terrain), these will also need a quick and easy way to be destroyed.
Other
I'm sure there are other small improvements I'd like to do, especially tightening up the systems to work more efficiently, etc... I could learn a lot if an experienced individual decided to take this up.
Just throwing this out there, otherwise the updates will probably be slow and filled with me coming to the forums with lots and lots of questions. The quicker this happens the quicker it can become the best, most amazing unit testing map out there.
My abilities, while not amazing, should be able to stand for themselves. I've made the map once, I'd just like to make it better and would love to learn while doing it. There's a lot of things I could eventually maybe learn to do, but, with some hands on instruction I could do them much quicker and get people exposed to the map that much faster.
What I Need: Terrain Artist:Empty
I'm looking for an individual who excels at creating terrain environments within the Galaxy Map Editor. Should know the fundamentals of terrain generation and be able to replicate terrain that is shown to them.
Data Editor Specialist:Empty
I'm looking for an individual who excels at editing and creating data within the data editor. Should be able to create new units, specifically new units that are otherwise copies of existing units (this includes buildings) with slight modifications.
Trigger Specialist:Empty
I'm looking for an individual who excels at creating triggers of all kinds. Triggers will be needed to tie all of the various aspects of the map together and will be the way in which the map can expand to even newer, better concepts in the future.
GUI Designer:Chamenas
I'm looking for an individual who excels at creating GUI elements and designing an intuitive user-interface for various aspects of the map which require a custom UI to operate.
For the upgrades stuff, You could have some upgrades that counteract the other upgrades. Like Undo Chitinous Plating would subtract 2 armor from ultralisks to counteract the chitinous plating upgrade. Just a thought. I think that the stats will still count as being upgraded (yellow) but thats the only thing I can think of.
For the upgrades stuff, You could have some upgrades that counteract the other upgrades. Like Undo Chitinous Plating would subtract 2 armor from ultralisks to counteract the chitinous plating upgrade. Just a thought. I think that the stats will still count as being upgraded (yellow) but thats the only thing I can think of.
The major issue is that it wouldn't be a true reset, and toggling between upgrades could get rather convoluted and, potentially, buggy. If there's a way to simply take an upgrade away that's probably the best bet, in the end. But yes, that was an option I had considered, still not something I have the time to really do alone right at the moment.
I figured that you wanted a true reset. But you CAN set upgrades through triggers. Maybe whenever sombebody researches an undo upgrade, it will add level 0 to the said upgrade? That is probably is the closest thing you can come to resetting upgrades.
If you really want me to, I can make this system for you. PM me in this case.
I figured that you wanted a true reset. But you CAN set upgrades through triggers. Maybe whenever sombebody researches an undo upgrade, it will add level 0 to the said upgrade? That is probably is the closest thing you can come to resetting upgrades.
If you really want me to, I can make this system for you. PM me in this case.
Well, right now what I'm looking for is one or two people to work with me on the improved map. Specifics and division of labor can come later. I'm hoping that some decent authors out there might be willing to work on a map with a solid base.
Updated the main post with specifics of what types of people I'm looking for. One person can easily fill multiple roles if they wish. I intend to help out as much as possible on the map, so I may do a little trigger, data and terrain work myself (as well as, hopefully, learning from people). I'd hardly consider myself an expert at GUI elements, but I figure that's where I am best suited to taking up a full role, if someone who excels at creating GUIs wants to help out, I have no issue backing off and simply being a team lead.
Hopefully some of you will be interested, I have some great ideas and an eager attitude as well as a desire to learn.
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Hey guys.
I'd like to make an updated version of my map, which can be found here, but I don't have the time or inclination to do it alone.
What needs changing?
The Terrain
In its initial design, I just tried to include what I felt might be relevant terrain to have on a map: some open areas, some cliffs, etc... however, now that SC2 has been played out a bit, better maps have been made and understanding of what terrain types are important has come about, I've found that my map, while not awful at presenting varied terrain, could be a lot better. I talked with CecilSunkure (a poster on TeamLiquid.Net who featured my map in a small portion of his recent guide) and he gave me some great ideas for terrain I could include in a new map, I also have some ideas of my own.
Upgrades
I'd like to allow users to easily rollback upgrades, so that they aren't forced to reload the map after taking some upgrades in order to test out what they want to test.
Unit Destruction
Right now I have "kill" zones and "portals" to kill zones. I'd like to keep the areas of the map for actual terrain variation to practice on (with the exception of spawn locations) and rather have a kill system that, say, happens with all of your selected units when you press a certain button.
I also intend to give players the ability to build buildings for free and quickly, in order to allow them to simulate base layouts in their practices (there will be a base area on the map as part of the terrain), these will also need a quick and easy way to be destroyed.
Other
I'm sure there are other small improvements I'd like to do, especially tightening up the systems to work more efficiently, etc... I could learn a lot if an experienced individual decided to take this up.
Just throwing this out there, otherwise the updates will probably be slow and filled with me coming to the forums with lots and lots of questions. The quicker this happens the quicker it can become the best, most amazing unit testing map out there.
My abilities, while not amazing, should be able to stand for themselves. I've made the map once, I'd just like to make it better and would love to learn while doing it. There's a lot of things I could eventually maybe learn to do, but, with some hands on instruction I could do them much quicker and get people exposed to the map that much faster.
What I Need:
Terrain Artist: Empty
I'm looking for an individual who excels at creating terrain environments within the Galaxy Map Editor. Should know the fundamentals of terrain generation and be able to replicate terrain that is shown to them.
Data Editor Specialist: Empty
I'm looking for an individual who excels at editing and creating data within the data editor. Should be able to create new units, specifically new units that are otherwise copies of existing units (this includes buildings) with slight modifications.
Trigger Specialist: Empty
I'm looking for an individual who excels at creating triggers of all kinds. Triggers will be needed to tie all of the various aspects of the map together and will be the way in which the map can expand to even newer, better concepts in the future.
GUI Designer: Chamenas
I'm looking for an individual who excels at creating GUI elements and designing an intuitive user-interface for various aspects of the map which require a custom UI to operate.
For the upgrades stuff, You could have some upgrades that counteract the other upgrades. Like Undo Chitinous Plating would subtract 2 armor from ultralisks to counteract the chitinous plating upgrade. Just a thought. I think that the stats will still count as being upgraded (yellow) but thats the only thing I can think of.
The major issue is that it wouldn't be a true reset, and toggling between upgrades could get rather convoluted and, potentially, buggy. If there's a way to simply take an upgrade away that's probably the best bet, in the end. But yes, that was an option I had considered, still not something I have the time to really do alone right at the moment.
I figured that you wanted a true reset. But you CAN set upgrades through triggers. Maybe whenever sombebody researches an undo upgrade, it will add level 0 to the said upgrade? That is probably is the closest thing you can come to resetting upgrades.
If you really want me to, I can make this system for you. PM me in this case.
Well, right now what I'm looking for is one or two people to work with me on the improved map. Specifics and division of labor can come later. I'm hoping that some decent authors out there might be willing to work on a map with a solid base.
Updated the main post with specifics of what types of people I'm looking for. One person can easily fill multiple roles if they wish. I intend to help out as much as possible on the map, so I may do a little trigger, data and terrain work myself (as well as, hopefully, learning from people). I'd hardly consider myself an expert at GUI elements, but I figure that's where I am best suited to taking up a full role, if someone who excels at creating GUIs wants to help out, I have no issue backing off and simply being a team lead.
Hopefully some of you will be interested, I have some great ideas and an eager attitude as well as a desire to learn.