This is my first SC2 custom map ever, and I started it 3 days ago. It's both my pet SC2 map project and my adventure in learning how to use the SC2 Editor. Hopefully over the months I'll be updating my progress regularly. My goal is to have a working prototype by the end of the year.
General Concept:
Teams of 3 fight to control the Grid. Each team member has a different role: Sender, Builder, or Grid Controller. First to kill the enemy Grid Core wins.
How to Play:
1. The Sender builds spawn buildings to send creeps towards the enemy Grid Core.
-Creeps that reach the enemy Grid Core reduce its life by 1.
-Creeps will engage in combat with enemy creeps, but if they take more than 20 seconds to reach their current waypoint, they will automatically die(to prevent the map from getting backed up with too many units).
-Creeps can be upgraded at their spawn buildings.
-The sender gains income from units killed by friendly creeps.
-Some units can attack enemy towers!
2. The Builder creates towers on Gridspaces to defend against creeps, and controls the Grid Core.
-Buildings can be individually upgraded.
-Buildings can only be built on friendly gridspaces. If a friendly gridspace is lost, all friendly towers on it are disabled until the gridspace is reclaimed.
-Buildings can attack the enemy Grid Core if in range, doing full damage.
-The Grid Core has some abilities for self-defense, and can be healed at a high cost, but it cannot hold off creeps or buildings by itself.
-The Builder gains income from units killed by towers.
3. The Grid Controller purchases/captures Gridspaces and directs the path of friendly creeps.
-Purchasing gridspaces allows the Builder to place towers on them, and gives sight of the centers of adjacent gridspaces.
-Each time a gridspace is purchased, the cost of repurchasing that gridspace increases.
-The Grid Controller can change the direction that creeps travel at nearby intersections. Path control is an ability of the Gridspace Overseer, which sits in the center of every gridspace.
-You cannot create infinite loops in your path or make creeps travel backwards.
-Only enemy gridspaces can be captured. Neutral gridspaces must be purchased.
-The Grid Controller can also build special towers that alter the paths of enemy creeps, and attack enemy gridspaces.
-The Grid Controller gains income from owned gridspaces. Gridspaces can be upgraded to produce more income.
4. All players on each team gets bonus income each wave equal to a percentage of the Grid Controller's income.
General expectations of each role:
Sender: The tank, the one that supports the Grid Controller and enables the Builder to defend.
Builder: The defender, the one that keeps the team alive.
Grid Controller: The attacker, the one who delivers the team to victory.
Flow of the Game:
Waves last 30 seconds each and begin one in-game second after the previous one ends. The game lasts for 90 waves(exactly 47 in-game minutes) before reaching sudden death. Sudden Death mode resets the creeps on the field, disables new buildings and path changes, and causes a constant stream of each team's units with a double speed, damage, and attack speed buff(note, towers do not get this buff). The first team to lose all of its towers or the Grid Core in Sudden Death loses the game.
- - - - - - - - - - - - - - - - - - - - - - - - -
Here's what I have so far:
Making the terrain was much easier than I expected it to be, and it is already complete, minor tweaks notwithstanding.
Detail of the three players and UI components. Probe is the Sender, Drone is the Builder, and SCV is the Grid Controller.
If you like what you see and you're interested in helping/seeing this come to fruition, I could use massive quantities of help on the data portion of this, as well as massive quantities of playtesting once the working prototype is ready. I am still very, very new with the SC2 editor, but my experience with other game editors is proving invaluable in figuring this out. I am currently working on this entirely by myself, and am open to sharing the credit for this game's creation.
Not really an update but something I'm kinda proud of relating to this. I was racking my brains trying to figure out an algorithm for pathing. The lopsidedness of the grid added several challenges that a rectangular grid would not have had. I want each unit to individually have its own path so that the path could be updated in real-time. Here is what I have, in glorious pseudo-code(also putting it here so I don't clutter the IRC :P):
Unit reaches top or bottom of column: send to next row along top/bottom path, apply "Moving Up/Down" effect.
Unit moves forward: apply "Moving Forward" effect
Unit reaches intersection:
1. If Forward, check overseer direction:
-a. If top, set effect to Moving Up; continue up
-b. If bottom, apply "Moving Down" effect; continue down
-c. If neither, check team:
- -i. If team 1, default Up.
- -ii. If team 2, default Down.
2. If Up, check overseer[x][x] and overseer[x][x+1] directions:
-a. If Top/Bottom, Top/Top, or Top/Neither, apply "Moving Forward" effect; continue Forward through next opening.
-b. If Neither/Bottom, Neither/Top, or Neither/Neither, continue up.
3. If Down, check overseer[x][x] and overseer[x][x-1] directions:
-a. If Bottom/Top, Bottom/Bottom, or Bottom/Neither, apply "Moving Forward" effect; continue Forward through next opening.
-b. If Neither/Bottom, Neither/Top, or Neither/Neither, continue down.
This is why I signed up for sc2mapster. :3
This is my first SC2 custom map ever, and I started it 3 days ago. It's both my pet SC2 map project and my adventure in learning how to use the SC2 Editor. Hopefully over the months I'll be updating my progress regularly. My goal is to have a working prototype by the end of the year.
General Concept:
Teams of 3 fight to control the Grid. Each team member has a different role: Sender, Builder, or Grid Controller. First to kill the enemy Grid Core wins.
How to Play:
1. The Sender builds spawn buildings to send creeps towards the enemy Grid Core.
-Creeps that reach the enemy Grid Core reduce its life by 1.
-Creeps will engage in combat with enemy creeps, but if they take more than 20 seconds to reach their current waypoint, they will automatically die(to prevent the map from getting backed up with too many units).
-Creeps can be upgraded at their spawn buildings.
-The sender gains income from units killed by friendly creeps.
-Some units can attack enemy towers!
2. The Builder creates towers on Gridspaces to defend against creeps, and controls the Grid Core.
-Buildings can be individually upgraded.
-Buildings can only be built on friendly gridspaces. If a friendly gridspace is lost, all friendly towers on it are disabled until the gridspace is reclaimed.
-Buildings can attack the enemy Grid Core if in range, doing full damage.
-The Grid Core has some abilities for self-defense, and can be healed at a high cost, but it cannot hold off creeps or buildings by itself.
-The Builder gains income from units killed by towers.
3. The Grid Controller purchases/captures Gridspaces and directs the path of friendly creeps.
-Purchasing gridspaces allows the Builder to place towers on them, and gives sight of the centers of adjacent gridspaces.
-Each time a gridspace is purchased, the cost of repurchasing that gridspace increases.
-The Grid Controller can change the direction that creeps travel at nearby intersections. Path control is an ability of the Gridspace Overseer, which sits in the center of every gridspace.
-You cannot create infinite loops in your path or make creeps travel backwards.
-Only enemy gridspaces can be captured. Neutral gridspaces must be purchased.
-The Grid Controller can also build special towers that alter the paths of enemy creeps, and attack enemy gridspaces.
-The Grid Controller gains income from owned gridspaces. Gridspaces can be upgraded to produce more income.
4. All players on each team gets bonus income each wave equal to a percentage of the Grid Controller's income.
General expectations of each role:
Sender: The tank, the one that supports the Grid Controller and enables the Builder to defend.
Builder: The defender, the one that keeps the team alive.
Grid Controller: The attacker, the one who delivers the team to victory.
Flow of the Game:
Waves last 30 seconds each and begin one in-game second after the previous one ends. The game lasts for 90 waves(exactly 47 in-game minutes) before reaching sudden death. Sudden Death mode resets the creeps on the field, disables new buildings and path changes, and causes a constant stream of each team's units with a double speed, damage, and attack speed buff(note, towers do not get this buff). The first team to lose all of its towers or the Grid Core in Sudden Death loses the game.
- - - - - - - - - - - - - - - - - - - - - - - - -
Here's what I have so far:
Making the terrain was much easier than I expected it to be, and it is already complete, minor tweaks notwithstanding.
Detail of the three players and UI components. Probe is the Sender, Drone is the Builder, and SCV is the Grid Controller.
Progress:
Overall: approx. 4% -
Map:
- Terrain: COMPLETE -
- Points: COMPLETE -
- Default Units: COMPLETE -
- Regions: 10% -
- Doodads: NOT STARTED -
Triggers:
- Initialization: COMPLETE -
- Endgame: COMPLETE -
- Class Selection: COMPLETE -
- User Interface: 40% -
- Unit Spawning: 50% -
- Abilities: NOT STARTED -
- - Pathing: NOT STARTED -
- Waves & Sudden Death: 40% -
Data:
- Buildings: 1% -
Towers Completed: 1
Spawners Completed: 0
Grid Core Completed: N
- Units: <1% -
Creeps Completed: 0
Non-Creep Units Completed: 0
- Abilities: <1% -
Abilities Completed: 0
If you like what you see and you're interested in helping/seeing this come to fruition, I could use massive quantities of help on the data portion of this, as well as massive quantities of playtesting once the working prototype is ready. I am still very, very new with the SC2 editor, but my experience with other game editors is proving invaluable in figuring this out. I am currently working on this entirely by myself, and am open to sharing the credit for this game's creation.
Contact me:
-Skype: saltpetertaffy
-Steam: SaltpeterTaffy
This post reserved for additional info as needed.
Not really an update but something I'm kinda proud of relating to this. I was racking my brains trying to figure out an algorithm for pathing. The lopsidedness of the grid added several challenges that a rectangular grid would not have had. I want each unit to individually have its own path so that the path could be updated in real-time. Here is what I have, in glorious pseudo-code(also putting it here so I don't clutter the IRC :P):
Unit reaches top or bottom of column: send to next row along top/bottom path, apply "Moving Up/Down" effect.
Unit moves forward: apply "Moving Forward" effect
Unit reaches intersection:
1. If Forward, check overseer direction:
-a. If top, set effect to Moving Up; continue up
-b. If bottom, apply "Moving Down" effect; continue down
-c. If neither, check team:
- -i. If team 1, default Up.
- -ii. If team 2, default Down.
2. If Up, check overseer[x][x] and overseer[x][x+1] directions:
-a. If Top/Bottom, Top/Top, or Top/Neither, apply "Moving Forward" effect; continue Forward through next opening.
-b. If Neither/Bottom, Neither/Top, or Neither/Neither, continue up.
3. If Down, check overseer[x][x] and overseer[x][x-1] directions:
-a. If Bottom/Top, Bottom/Bottom, or Bottom/Neither, apply "Moving Forward" effect; continue Forward through next opening.
-b. If Neither/Bottom, Neither/Top, or Neither/Neither, continue down.