Although we’ve been stalking sc2mapster for ages, the time has finally come to post as our project emerged into beta release. I say finally because we initially got started on WC3, then faced roadblocks on SC2 that stopped the project dead until stubborn determination brought us back to the drawing board. We had never made any other significant custom maps and had no experience with models or triggers or textures but our team of diehards muddled through until we figured all that fun stuff out.
Point of Contention is an attempt to create the experience of the highest echelons of PvP gameplay from the essentially defunct MMORTS Shattered Galaxy. For a lot of us, SG marked the first decade of the new century and when population dwindled we sought out other alternatives but no other game provided the same incredible rush of adrenalin-pumping team-based gameplay.
In the original game, “commanders” would level up an avatar which, in turn, owned a full roster of 50+ units that would also level up. In the process, the design choices of both the avatar and units allowed for enormous depth of customization. Commanders would then take these squads of 6-12 units into battle, fighting alongside and against a dozen commanders in pitched 15 minute battles. Victors would confer ownership of that particular map to their faction, a permanent entity you and your regiment pledged allegiance to, and the source of all social and political engineering you could want in an MMO.
In PoC, that provides all players access to a full roster of every maxed unit in the game, tailored to the Commander type they selected. This closely replicates the environment of a “Regiment battle”, the apogee of PvP combat in Shattered Galaxy, when the game’s elite went toe to toe in a bid for bragging rights or a championship belt.
Because none of us have any real programming experience, we’ve mostly stayed away from custom models and other elements which we have perceived as requiring some external skills – but we keep our eyes on anything we could realistically learn about to further improve the project.
When we were satisfied with the features included, we launched our beta release, with approximately 70% of the original game’s units implemented. We intend to go full release once all units are finished and our population levels are healthier.
Our unrealistic, long-term end state goal is to bring continuity in the picture. We’re not sure if we’ll explore this through bank files or an optional external app or anything else we haven’t even imagined, but we’re willing to consider anything.
Hey guys. Not a frequent poster here but SC2Mapster's various guides have helped me tremendously when developing Point of Contention. I've only posted once on a particularly sticky issue, which ended up being resolved by one of the links that was posted as a reply. I've lurked around ever since, it's hard to find an active, productive SC2 Editing community anymore.
I appreciate that. You'll get the best experience possible if you join us this Sunday, we have a scheduled session at 8PM EST, where we hopefully will be able to fill the lobby.
There's been a lot of work going into this, but we're not nearly done yet! We've fleshed out a custom AI system to ensure all games are 7v7, which drastically improves the experience for new and experienced players alike. There's still much work to be done, but the current product is a blast nonetheless. Curious? You can either try it out on your own or add me at Peaches#533 and I'll send an invite whenever we're playing :)
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Hi everyone!
Although we’ve been stalking sc2mapster for ages, the time has finally come to post as our project emerged into beta release. I say finally because we initially got started on WC3, then faced roadblocks on SC2 that stopped the project dead until stubborn determination brought us back to the drawing board. We had never made any other significant custom maps and had no experience with models or triggers or textures but our team of diehards muddled through until we figured all that fun stuff out.
Point of Contention is an attempt to create the experience of the highest echelons of PvP gameplay from the essentially defunct MMORTS Shattered Galaxy. For a lot of us, SG marked the first decade of the new century and when population dwindled we sought out other alternatives but no other game provided the same incredible rush of adrenalin-pumping team-based gameplay.
In the original game, “commanders” would level up an avatar which, in turn, owned a full roster of 50+ units that would also level up. In the process, the design choices of both the avatar and units allowed for enormous depth of customization. Commanders would then take these squads of 6-12 units into battle, fighting alongside and against a dozen commanders in pitched 15 minute battles. Victors would confer ownership of that particular map to their faction, a permanent entity you and your regiment pledged allegiance to, and the source of all social and political engineering you could want in an MMO.
In PoC, that provides all players access to a full roster of every maxed unit in the game, tailored to the Commander type they selected. This closely replicates the environment of a “Regiment battle”, the apogee of PvP combat in Shattered Galaxy, when the game’s elite went toe to toe in a bid for bragging rights or a championship belt.
Because none of us have any real programming experience, we’ve mostly stayed away from custom models and other elements which we have perceived as requiring some external skills – but we keep our eyes on anything we could realistically learn about to further improve the project.
When we were satisfied with the features included, we launched our beta release, with approximately 70% of the original game’s units implemented. We intend to go full release once all units are finished and our population levels are healthier.
Our unrealistic, long-term end state goal is to bring continuity in the picture. We’re not sure if we’ll explore this through bank files or an optional external app or anything else we haven’t even imagined, but we’re willing to consider anything.
We’re interested in any type of help but even just feedback or playing a couple games in our scheduled sessions would be great. You can also follow our development and scheduled game sessions.
Thanks for reading!
Cres
Hey guys. Not a frequent poster here but SC2Mapster's various guides have helped me tremendously when developing Point of Contention. I've only posted once on a particularly sticky issue, which ended up being resolved by one of the links that was posted as a reply. I've lurked around ever since, it's hard to find an active, productive SC2 Editing community anymore.
This looks like a great project and it seems like you've spent alot of time on it :)
If I get a chance I will definitely check this out!
I appreciate that. You'll get the best experience possible if you join us this Sunday, we have a scheduled session at 8PM EST, where we hopefully will be able to fill the lobby.
Footage of the game
Playing some PoC this Saturday, Feb. 22nd at 10:00AM EST. Add Peaches#533 or post here for details/questions!
There's been a lot of work going into this, but we're not nearly done yet! We've fleshed out a custom AI system to ensure all games are 7v7, which drastically improves the experience for new and experienced players alike. There's still much work to be done, but the current product is a blast nonetheless. Curious? You can either try it out on your own or add me at Peaches#533 and I'll send an invite whenever we're playing :)