Capture the Flag, or CTF for short, is a classic team game wherein two or multiple teams try and capture an enemy flag and return to their on base with the flag safely.
WC3 had it's style of CTF's which were great, but still stand to needing improvement due to imbalances in the game. i.e. (Gold farming, camping the flag, "feeding")
My ultimate goal is the recreate a CTF game for SC2 that will implement a need for more strategy and teamwork while minimizing imbalances that may make the game unfair.
Progress:
Flag System - ♫♫♫♫♫♫♫♫♫♫ 100%
The Flag System consists of a "flag" for both teams. Any member of the opposing team can capture the "flag" thus causing the "flag" to follow them (I used the Point Defense Unit). When the player is killed the "flag" is dropped then being able to be picked up again by an opposing team player or returned by an ally.
Revived Units - ♫♫♫♫♫♫♫♫♫♫ 100%
-> Prison - ♫♫♫♫♫♫♫♫♫♫ 0%
Class System - ♫♫♫♫♫♫♫♫♫♫ 0%
Terrain - ♫♫♫♫♫♫♫♫♫♫ 0%
____
Please, if you have any comments or criticisms then post them. Likewise, if you'd like to help out albeit I am still working out the details.
Also, I'd make a team/map on here, but I'm not really sure which I would have to do. If someone could clear the details up on that, that would be great.
Give them the usual class, but make the engineer class important to prevent and protect the flag.
A limited range of turrets and the ability to build barricades can help.
Since it's an engineer, it probably can't shoot, thus is just your regular SCV.
But it needs an offensive perk, like a 10 (+40 to structures).
Summary:
SCV becomes your Engineer: 10 (+ 40 to structure) / Builds / Range 1
Marines becomes your Scout: 5 (+10 to light) / Rapid Attacks / Range 6
Marauders becomes the Soldier: 15 (+15 to armored) / Armored / Range 6
Zergling is a Berserker: 5 (+5 to light) / Very Fast, Rapid Attacks / Range 1
Ghost is a Sniper: 15 (+15 to light) / Snipe ability / Range 7
Dark Templar is a Spy: 15 (+25 to structure) / Cloaked from a range / Range 1
Medivac is your Medic: Can't attack / Heals + Buffs units / Range 3 / Detects Cloaked
DT is cloaked from a range is to show that you can notice it from afar, but need to be very close up to hit it. This makes the berserker useful in engaging spies.
I like that idea, dra6o0n. Tbh, I wasn't even thinking about class units.
I updated the top post with progress info. It'd still be nice to have someone fill me in on how the map/team thing works here.
Well, at the moment the Point Defense Unit flys behind the carrying unit. I could instead set its position and have it always above the carrying unit, but then the moment is choppy.
Remember to allow the flag carriers to reveal themselves on the map, maybe a ping every few seconds and everyone gains visibility of that unit (Although the visibility should be tiny).
OTHERWISE....
Use the sensor beacon's way of detecting those enemies as red circles, and use that effect for revealing the flag carrier, so the other team doesn't know what class the carrier has, but knows his location.
For the map, be sure to add safe zones (for spawning) with shortcuts so the team can protect their base, and add defenses to these safe zones, like turrets.
Might help if you can adjust the 1x1 movement blocker, to block only opponents.
Your quite full of the ideas, dra6o0n. Anyways, I'll keep those things in mind when I start making the actual terrain. I still need to get use to a few new things. - Currently I have the flag (Point Defense Unit) with a "0" sight radius, so basically you see the unit on the mini-map and the unit on the map, but it doesn't reveal any of the fog of war around it.
__
I also went ahead and added it here as a "Map". Hope I did it right (http://www.sc2mapster.com/maps/sc2-capture-flag/).
Since you've given several ideas, would you like me to add you as at least a contributor, dra6o0n?
___
Pass: SC2ctf
Yhea, I'm kinda weird like that.
Sorry about the flashing, assuming its a fullscreen issue.?
Nah, I'm just like that, going to forums and sources, and suggesting ideas.
Been doing that for years to if I think about it...
I'm just not into long term heavy modding unless there's a big team to work with efficiently, since I'm lazy at times. I get better at doing something if there's more people doing it too.
@dra6o0n Very well. I understand what you mean. ____
I'm working on a sorta "Power Plant" style terrain that I plan to make a bit tight and maze like. I could use some suggestions terrain wise, also if anyone would like to make up one just let me know.
Not sure how you got those bridges to work. o_O
But my laptop can't handle too much stuff so I can't work with big maps.
I could try drawing a simple template for you to look at, but since this is SC2, you could ask someone to help you create a UI.
In SC1, you couldn't modify the user interface, but in SC2, you can add stuff like labels, buttons, and even new elements for your HUD.
Possible UIs:
- Basic Scoreboard
- Ally indicator (to show where your ally is offscreen)
- Extra functions like changing the cameras etc.
Also, as for maps...
Try to make it not so linear, use cliffs and try to make it look like a professional environment, rather than a blocky area...
What we do need to get blizzard to do, is a "mirror" function when drawing terrain, so we can mirror it on the other side to get a similar or balanced terrain.
Also, make use of doodads and destructible environments.
I like that Ally Indicator idea. I'd be much better then trying to see a little dot on the minimap.
Anyways, no need to make a template map. I'm still trying to get use to some of the terrain improvements over SC and WC3 (I have a good bit of WC3 experience).
As for the bridge, it isn't really a bridge as the doodad itself doesn't allow units to walk on top of it and just fall through. Basically its just raised terrain below the bridge because I managed to find out that unlike most doodads in WC3 its height based on the terrain isn't in the center, but on one of the sides (south side in the screenshot) so since that is level with the terrain the rest of the terrain below the bridge can be raised to make the unit seem as if it is walking on the bridge with no weird effect (like falling through in some places).
A content filled bump or update, however you look at it.
This isn't the map nor the terrain, but a general idea of what I'm thinking of for the UI. A circle of buttons for attack/spells depending on the unit and then "Boss Bars" positioned around the screen to show the general position of your teammates. I need to find something to use for displaying the direction of the "Flag Unit", maybe a screen image so I can make it flash.
@Bobby5589:
Easier if you have 3 symbols for your ally indicator, because you don't seriously need to make it so you can see their hp...
Have 3 colored circles:
Green = Healthy (100% ~ 70%)
Yellow = Wounded (79% ~ 50%)
Red = Critical (49%~)
It'll appear offscreen, meaning your ally could be off camera, so the indicator will tell you how much hp he has, and this can be for base defenses too, as seeing the base defenses' hp going down will change it's color, thus telling you it's under attack.
It can also be used for enemy indicator, and whilst it does not show their hp, it does show the general direction of the flag taker if your offscreen.
But! It can be useful if you can input the player name on the side of the screen, in a leaderboard kind of idea, and the hp % they got left.
Think of it like a Party window in mmorpgs, where you can see your member's name, health, and energy.
I'll leave the boss bar's for now while I code some of the other things up, but I'll work on it. Perhaps take the units btn icon and tint it based the the % of hp. What do you think about making them clickable for extended information so as to keep the screen clean? I suppose I could always make a hotkey for the team info.
I meant as a leaderboard alternative. Being able to get extra information if you click on the icons around the screen. So say if I click an ally location icon I'll get a little window with name and hp and it could either hide in a second or two or on a second click.
The last bit there was just saying I could just make a leaderboard link to a hotkey for show/hide.
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Capture the Flag, or CTF for short, is a classic team game wherein two or multiple teams try and capture an enemy flag and return to their on base with the flag safely.
WC3 had it's style of CTF's which were great, but still stand to needing improvement due to imbalances in the game. i.e. (Gold farming, camping the flag, "feeding")
My ultimate goal is the recreate a CTF game for SC2 that will implement a need for more strategy and teamwork while minimizing imbalances that may make the game unfair.
Progress:
Flag System - ♫♫♫♫♫♫♫♫♫♫ 100%
The Flag System consists of a "flag" for both teams. Any member of the opposing team can capture the "flag" thus causing the "flag" to follow them (I used the Point Defense Unit). When the player is killed the "flag" is dropped then being able to be picked up again by an opposing team player or returned by an ally.
Revived Units - ♫♫♫♫♫♫♫♫♫♫ 100%
Class System - ♫♫♫♫♫♫♫♫♫♫ 0%
Terrain - ♫♫♫♫♫♫♫♫♫♫ 0%
____
Please, if you have any comments or criticisms then post them. Likewise, if you'd like to help out albeit I am still working out the details.
Also, I'd make a team/map on here, but I'm not really sure which I would have to do. If someone could clear the details up on that, that would be great.
Sounds like a good idea to me. Upload some pics when you finish it.
@mrklaus1986: Go
I'm already working on one myself. I've got a respawn, flag, camera, and movement system already in place. The map is balanced on both sides.
Give them the usual class, but make the engineer class important to prevent and protect the flag.
A limited range of turrets and the ability to build barricades can help.
Since it's an engineer, it probably can't shoot, thus is just your regular SCV.
But it needs an offensive perk, like a 10 (+40 to structures).
Summary:
SCV becomes your Engineer: 10 (+ 40 to structure) / Builds / Range 1
Marines becomes your Scout: 5 (+10 to light) / Rapid Attacks / Range 6
Marauders becomes the Soldier: 15 (+15 to armored) / Armored / Range 6
Zergling is a Berserker: 5 (+5 to light) / Very Fast, Rapid Attacks / Range 1
Ghost is a Sniper: 15 (+15 to light) / Snipe ability / Range 7
Dark Templar is a Spy: 15 (+25 to structure) / Cloaked from a range / Range 1
Medivac is your Medic: Can't attack / Heals + Buffs units / Range 3 / Detects Cloaked
DT is cloaked from a range is to show that you can notice it from afar, but need to be very close up to hit it. This makes the berserker useful in engaging spies.
Any word yet on how to noticeably carry a flag or beacon or something like that?
@Bobby5589:
Remember to allow the flag carriers to reveal themselves on the map, maybe a ping every few seconds and everyone gains visibility of that unit (Although the visibility should be tiny).
OTHERWISE....
Use the sensor beacon's way of detecting those enemies as red circles, and use that effect for revealing the flag carrier, so the other team doesn't know what class the carrier has, but knows his location.
For the map, be sure to add safe zones (for spawning) with shortcuts so the team can protect their base, and add defenses to these safe zones, like turrets.
Might help if you can adjust the 1x1 movement blocker, to block only opponents.
Your quite full of the ideas, dra6o0n. Anyways, I'll keep those things in mind when I start making the actual terrain. I still need to get use to a few new things. - Currently I have the flag (Point Defense Unit) with a "0" sight radius, so basically you see the unit on the mini-map and the unit on the map, but it doesn't reveal any of the fog of war around it.
__ I also went ahead and added it here as a "Map". Hope I did it right (http://www.sc2mapster.com/maps/sc2-capture-flag/). Since you've given several ideas, would you like me to add you as at least a contributor, dra6o0n?
___
Pass: SC2ctf
Yhea, I'm kinda weird like that.
Sorry about the flashing, assuming its a fullscreen issue.?
@Bobby5589:
Nah, I'm just like that, going to forums and sources, and suggesting ideas.
Been doing that for years to if I think about it...
I'm just not into long term heavy modding unless there's a big team to work with efficiently, since I'm lazy at times. I get better at doing something if there's more people doing it too.
@dra6o0n Very well. I understand what you mean.
____
I'm working on a sorta "Power Plant" style terrain that I plan to make a bit tight and maze like. I could use some suggestions terrain wise, also if anyone would like to make up one just let me know.
@Bobby5589:
Not sure how you got those bridges to work. o_O
But my laptop can't handle too much stuff so I can't work with big maps.
I could try drawing a simple template for you to look at, but since this is SC2, you could ask someone to help you create a UI.
In SC1, you couldn't modify the user interface, but in SC2, you can add stuff like labels, buttons, and even new elements for your HUD.
Possible UIs:
- Basic Scoreboard
- Ally indicator (to show where your ally is offscreen)
- Extra functions like changing the cameras etc.
Also, as for maps...
Try to make it not so linear, use cliffs and try to make it look like a professional environment, rather than a blocky area...
What we do need to get blizzard to do, is a "mirror" function when drawing terrain, so we can mirror it on the other side to get a similar or balanced terrain.
Also, make use of doodads and destructible environments.
I like that Ally Indicator idea. I'd be much better then trying to see a little dot on the minimap.
Anyways, no need to make a template map. I'm still trying to get use to some of the terrain improvements over SC and WC3 (I have a good bit of WC3 experience).
As for the bridge, it isn't really a bridge as the doodad itself doesn't allow units to walk on top of it and just fall through. Basically its just raised terrain below the bridge because I managed to find out that unlike most doodads in WC3 its height based on the terrain isn't in the center, but on one of the sides (south side in the screenshot) so since that is level with the terrain the rest of the terrain below the bridge can be raised to make the unit seem as if it is walking on the bridge with no weird effect (like falling through in some places).
A content filled bump or update, however you look at it.
This isn't the map nor the terrain, but a general idea of what I'm thinking of for the UI. A circle of buttons for attack/spells depending on the unit and then "Boss Bars" positioned around the screen to show the general position of your teammates. I need to find something to use for displaying the direction of the "Flag Unit", maybe a screen image so I can make it flash.
Gotta say I'm glad your here.
I'll leave the boss bar's for now while I code some of the other things up, but I'll work on it. Perhaps take the units btn icon and tint it based the the % of hp. What do you think about making them clickable for extended information so as to keep the screen clean? I suppose I could always make a hotkey for the team info.
@Bobby5589:
No need to expand the info tab, seeing how the allies may die from time to time...
It's to keep tab on important tasks and persons.
I meant as a leaderboard alternative. Being able to get extra information if you click on the icons around the screen. So say if I click an ally location icon I'll get a little window with name and hp and it could either hide in a second or two or on a second click.
The last bit there was just saying I could just make a leaderboard link to a hotkey for show/hide.