at the moment, the release date is probably: never. :)
What happened was I keep getting new wicked ideas and then I stop to make a new map. I've made several 'small' maps now, each taking 2-3 weeks or so to make.
But the sad part is, once I make a new map, I am totally UNABLE to play them! Due to the popularity system, no one joins my map after I host it. And if I clamor in the chat channels, I might get 1 or 2 people after hours of spamming. Not worth it.. so after each map I make, I get less and less desire to make maps.
Anyways, Starcruisers was originally a 3vs3 map. But after my experience with b.net -2.0, I decided to forgo the idea of a player vs player gameplay. I've decided to make a co-op game where I can play it solo. Then I got a new idea on making all shots colliding projectiles and players can actively dodge them. The problem is each starcruiser moves very slowly and is so large, players can't actively dodge shots.
So I made yet another new map! It was called Death-car Roundabout where players drive a little car around that shoots projectiles in all directions. And players dodge shots from other cars while trying to kill them with your shots. Dunno if its fun or not since I can't play it multiplyer .. due to b.net -2.0. And after a week, Death-car Roundabout still has zero hours played!
But the good news is, Death-cars gameplay has evolved into a mecha type game. Players choose and place weapons into slots. And it'll be a co-op game like Special Forces. Players defend against a bunch of zergs while try to upgrade their mechs strong enough to go out and kill the zerg infestations. The mechs use the same attachment triggers that is used in starcruisers, so they actually do look like giant mechs (tho kinda retarded looking imo.:P) And the mechs use colliding projectiles and the zerg Bosses will do also. So players have to actively dodge Boss attacks. That's the current project right now... tho this time around I won't be finishing a map. My plan is just to make enough to play it around and stop.
Anyways, back to Starcruisers. The testing version is released to the NA servers, and to my surprised it accumlated 45 minutes of play! And even one bookmark! The testing version let the player shoot some target dummies. And it even includes two very cool cinematic intros. I may eventually go back to add to it, but right now that project is on hold while I work on the smaller projects. After the mech project, I have yet another very cool idea on a defense map. Its so cool I can't wait to start on it, but I want to see where this mech project is going first.
Long story short, starcruisers probably won't ever be finished.
lol, liked the way you parody the Tofu teaser trailer.
The ships looks good and creative, I wouldnt mind you not finishing the map but releasing how you made those cruiser would definitely be helpful for the community :P
Volia! The secret is out! Lets see some more unit-attachment units.
Okay, I've decided to unlock this map for now. Its unlocked for the NA servers, so anyone who wants to download it, go ahead! Feel free to do whatever you like with the map, even make it playable! For the longest time, Mobile fortress was also unlocked, but I don't think anyone bothered with it...hehe
Does this use collision projectiles? I had a plan for a map kind of similar to this, but the collision shots would probably be too numerous for the game to handle.
The sc2 engine can handle hundreds if not thousands of "collision projectiles". Just make sure you make them in data and not via triggers.
the one bookmark is mine i found it after searching Starcrusiers. ITS AMAZING!!!!!!!!!!!! the only down part is i cant find statishion 101 and the AI's dont attack it they only attack if u attack. what is ur account name/friend number i want to play it with someone.
:)
I tried that at first, but it isn't nearly accurate enough because of the tick limit (projectiles are supposed to hit each other). I have to either move and execute a search area 4-8 times per tick, or limit all projectile speed to about 4. If I could figure out how malu changed the game speed I could try greatly speeding the game up, but that itself would probably cause lag.
multiple search areas per tick work just fine. I have a testmap flying around, if you need it.
Data. Attached you the testmap. Start the map and try the spells, the method used should be fairly obvious.
However, i am not sure, if this can be used easily for projectile collision. It works well for fast missile + slow target, but 2 fast missiles might still miss each other.
In case you are not aware: Make sure to never test performance in singleplayer and test modus. The test mode and especially the debug window cause the performance to drop significantly.
I CANT FIND STARBASE 101 SO I CANT WIN THE GAME.
PLEASE FIX. FULL MINI MAP DOES NOT SHOW UP AND THE MAP BOUNDARIES IS MESSED UP
IT CANT BE THAT HARD TO FIX THE BOUNDARIES AND MINI MAP
Starbase 101 is the starbase you see right next to you at the beginning. There are no enemy attacks, and the starbase itself is supposed to be disabled, but it is not. The map wasn't finished and you can't really 'play' it. The map boundaries aren't really messed up, its limited to the starting area and will be enlarged as the game progress.. Also you can't play with anyone, only player 2 gets teh cruiser. But I've unlocked the map so you can add cruisers to other players..
The map was stopped while I made a completely new map that does use colliding projectiles. This map doesn't use colliding projectiles. I don't know, I thought it might lag a lot if it does use colliding shots, each cruiser will fire a lot, but will put them in later when the map is almost done to see whether it lags or not. The map just won't have the cruisers, there'll be lots ai-controlled destroyers, fighters, all sorts of stuffs going on. Didn't want to add to lag by putting in collision shots.
So far, since this thread was bumped, the testing map collected 5+ hours and 3 bookmarks! One reason I stopped it because I'm not sure it'll be fun playing against the AI. And I wanted to make a map where the player shoots shots and can dodge them... (my current mecha project) And I have so much planned for Starcruisers, it would take months to complete. I have so many ideas on different type of cruisers, not just the 4 that's in game right now..
what do you mean by
.. Also you can't play with anyone, only player 2 gets teh cruiser. But I've unlocked the map so you can add cruisers to other players
oh, what i meant was this map wasn't complete. Its not even playable, I didn't think people would even find the testing version. :) So far, everything is done just for testing the triggers and stuffs..
But if you know how to edit maps, you can probably make it playable. It 'is' kinda playable since the basic weapons are finished. A few triggers need to be cleaned up and a few more fixes have to be made to make the fighters/destroyers work. And the command cards have to be cleaned up..
As for EU servers, anyone who has both account feel free to upload to EU if you like...tho its really just a test version and there's really nothign to do but fly the starcruiser around shooting at target dummies.
since there's so much interest in this map (8 bookmarks collected!), i may go back and finish enough of the map to make it playable after I'm done with the current map. For further news, the current project is working out great! Its really lots fun to use colliding shots where the players have to manually aim their weapon. Its very satisfying to aim and actually hit a mass of zombies, blowing big chunks into the them!
Tried the map and I really like the idea behind it! Maybe you could lower the size of the ships in whole to a size that is maybe twice the size of a normal battlecruiser, but make a UI when combined with triggers selects the parts of the ship?
That way you don't have a giant ship that takes up a players screen and you'll be able to use less objects lowering the graphics load.
You could make it a pull-down menu on the right-hand side of the player's screen that via buttons selects all of the unit type clicked owned by the player, or a button for each module of the ship with health and energy, although that would be harder to do and keep constantly updated.
This map is very unique and I would really like to see something come of it, i know if you were to make a working 3v3, 4v4, 5v5 or what have you you'd have my vote as a tester.
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@zZBlackhawkxZz: Go
at the moment, the release date is probably: never. :)
What happened was I keep getting new wicked ideas and then I stop to make a new map. I've made several 'small' maps now, each taking 2-3 weeks or so to make.
But the sad part is, once I make a new map, I am totally UNABLE to play them! Due to the popularity system, no one joins my map after I host it. And if I clamor in the chat channels, I might get 1 or 2 people after hours of spamming. Not worth it.. so after each map I make, I get less and less desire to make maps.
Anyways, Starcruisers was originally a 3vs3 map. But after my experience with b.net -2.0, I decided to forgo the idea of a player vs player gameplay. I've decided to make a co-op game where I can play it solo. Then I got a new idea on making all shots colliding projectiles and players can actively dodge them. The problem is each starcruiser moves very slowly and is so large, players can't actively dodge shots.
So I made yet another new map! It was called Death-car Roundabout where players drive a little car around that shoots projectiles in all directions. And players dodge shots from other cars while trying to kill them with your shots. Dunno if its fun or not since I can't play it multiplyer .. due to b.net -2.0. And after a week, Death-car Roundabout still has zero hours played!
But the good news is, Death-cars gameplay has evolved into a mecha type game. Players choose and place weapons into slots. And it'll be a co-op game like Special Forces. Players defend against a bunch of zergs while try to upgrade their mechs strong enough to go out and kill the zerg infestations. The mechs use the same attachment triggers that is used in starcruisers, so they actually do look like giant mechs (tho kinda retarded looking imo.:P) And the mechs use colliding projectiles and the zerg Bosses will do also. So players have to actively dodge Boss attacks. That's the current project right now... tho this time around I won't be finishing a map. My plan is just to make enough to play it around and stop.
Anyways, back to Starcruisers. The testing version is released to the NA servers, and to my surprised it accumlated 45 minutes of play! And even one bookmark! The testing version let the player shoot some target dummies. And it even includes two very cool cinematic intros. I may eventually go back to add to it, but right now that project is on hold while I work on the smaller projects. After the mech project, I have yet another very cool idea on a defense map. Its so cool I can't wait to start on it, but I want to see where this mech project is going first.
Long story short, starcruisers probably won't ever be finished.
lol, liked the way you parody the Tofu teaser trailer.
The ships looks good and creative, I wouldnt mind you not finishing the map but releasing how you made those cruiser would definitely be helpful for the community :P
@progammer: Go
http://forums.sc2mapster.com/resources/tutorials/928-trigger-attaching-unit-to-each-other/
Volia! The secret is out! Lets see some more unit-attachment units.
Okay, I've decided to unlock this map for now. Its unlocked for the NA servers, so anyone who wants to download it, go ahead! Feel free to do whatever you like with the map, even make it playable! For the longest time, Mobile fortress was also unlocked, but I don't think anyone bothered with it...hehe
The sc2 engine can handle hundreds if not thousands of "collision projectiles". Just make sure you make them in data and not via triggers.
ROtfl best video ever!! lmaooo
@sandround: Go
the one bookmark is mine i found it after searching Starcrusiers. ITS AMAZING!!!!!!!!!!!! the only down part is i cant find statishion 101 and the AI's dont attack it they only attack if u attack. what is ur account name/friend number i want to play it with someone. :)
Ah man, this look fantastic. Though a little disappointing for me because I have been working on something quite similar.
multiple search areas per tick work just fine. I have a testmap flying around, if you need it.
Data. Attached you the testmap. Start the map and try the spells, the method used should be fairly obvious.
However, i am not sure, if this can be used easily for projectile collision. It works well for fast missile + slow target, but 2 fast missiles might still miss each other.
In case you are not aware: Make sure to never test performance in singleplayer and test modus. The test mode and especially the debug window cause the performance to drop significantly.
**MAJOR PROBLEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I CANT FIND STARBASE 101 SO I CANT WIN THE GAME. PLEASE FIX. FULL MINI MAP DOES NOT SHOW UP AND THE MAP BOUNDARIES IS MESSED UP IT CANT BE THAT HARD TO FIX THE BOUNDARIES AND MINI MAP
@zZBlackhawkxZz: Go
Starbase 101 is the starbase you see right next to you at the beginning. There are no enemy attacks, and the starbase itself is supposed to be disabled, but it is not. The map wasn't finished and you can't really 'play' it. The map boundaries aren't really messed up, its limited to the starting area and will be enlarged as the game progress.. Also you can't play with anyone, only player 2 gets teh cruiser. But I've unlocked the map so you can add cruisers to other players..
The map was stopped while I made a completely new map that does use colliding projectiles. This map doesn't use colliding projectiles. I don't know, I thought it might lag a lot if it does use colliding shots, each cruiser will fire a lot, but will put them in later when the map is almost done to see whether it lags or not. The map just won't have the cruisers, there'll be lots ai-controlled destroyers, fighters, all sorts of stuffs going on. Didn't want to add to lag by putting in collision shots.
So far, since this thread was bumped, the testing map collected 5+ hours and 3 bookmarks! One reason I stopped it because I'm not sure it'll be fun playing against the AI. And I wanted to make a map where the player shoots shots and can dodge them... (my current mecha project) And I have so much planned for Starcruisers, it would take months to complete. I have so many ideas on different type of cruisers, not just the 4 that's in game right now..
um... you dont think you could put the map up for download or get it onto the eu server? cause i definatly want to try the map out *puppy eyes*
@sandround: Go
what do you mean by .. Also you can't play with anyone, only player 2 gets teh cruiser. But I've unlocked the map so you can add cruisers to other players
@zZBlackhawkxZz: Go
oh, what i meant was this map wasn't complete. Its not even playable, I didn't think people would even find the testing version. :) So far, everything is done just for testing the triggers and stuffs..
But if you know how to edit maps, you can probably make it playable. It 'is' kinda playable since the basic weapons are finished. A few triggers need to be cleaned up and a few more fixes have to be made to make the fighters/destroyers work. And the command cards have to be cleaned up..
As for EU servers, anyone who has both account feel free to upload to EU if you like...tho its really just a test version and there's really nothign to do but fly the starcruiser around shooting at target dummies.
@sandround: Go
is there a way to choose a starship i dont want the standard one
@zZBlackhawkxZz: Go
nope, right now the starcruisers are random.
since there's so much interest in this map (8 bookmarks collected!), i may go back and finish enough of the map to make it playable after I'm done with the current map. For further news, the current project is working out great! Its really lots fun to use colliding shots where the players have to manually aim their weapon. Its very satisfying to aim and actually hit a mass of zombies, blowing big chunks into the them!
@sandround: Go
Sounds Awesome O.o Zombies ftw! xD
But my biggest fear is that both your maps aren't gonna reach Eu server q.q
@Mirvra: Go
Aww.. :(
Okay, just finished the current project. I put it on up mapster, so you can play it! Its called Mecha Force -> kinda based from Special Forces.
@sandround: Go
what are all of your maps starcruisers was really good i want to see the other maps too
Tried the map and I really like the idea behind it! Maybe you could lower the size of the ships in whole to a size that is maybe twice the size of a normal battlecruiser, but make a UI when combined with triggers selects the parts of the ship?
That way you don't have a giant ship that takes up a players screen and you'll be able to use less objects lowering the graphics load.
You could make it a pull-down menu on the right-hand side of the player's screen that via buttons selects all of the unit type clicked owned by the player, or a button for each module of the ship with health and energy, although that would be harder to do and keep constantly updated.
This map is very unique and I would really like to see something come of it, i know if you were to make a working 3v3, 4v4, 5v5 or what have you you'd have my vote as a tester.