This map failed to work online! When online, the unit stutters and won't move smoothly. The map has been opened so you can see the problem...
map link: battlenet://starcraft/map/1/211848
Crisis Averted!!! Reverting to a clean earlier version seemed to fix the problem. No idea what caused the stuttering, but hopefully it won't appear again. Everything needs to be rebuild, but luckily, its still early.
The map link will remain up. There's nothing to do right now, but you can move the ship forward by press W once. A and D keys turn the ship, but the ship can only turn while moving forward. Q and E keys to rotate camera.
Other details to note, there's 3 main turret and a few point defense lasers next to the bridge. There are 4 hardpoint decks where 'buildings' are placed. There's a Hell Storm Missile Turret, Nuke Silo (won't launch nuke, but will launch artillery shells), and a Hercules dropship to drop marines on enemy ships. There's a special ops dropship at the back. It won't be used, but it'll serve as an escape ship/away team dropship.
Now that the crisis is solved, will continue to add to the skycruiser. Plans include exterior nuclear cruise missile, interior ship lighting, autocannons attached to bottom of the ship, broadside weapons, and forward cannons.
If the skycruiser is ever finished, other ships will include Skycarrier, Skydestroyer, Skydreadnought, and a Skysubmarine. All ships will be different in size and function.
Thanks! I'm amazed myself too, and every time I added something new to the map, i'm like, "WOW!' That's a huge reason why i'm still working on this map. Today, I just finally added in the movement UI and the height slider. I'm like wow, that worked and it looked very cool and user-friendly (to me at least!) ...I wonder if anyone else would find it intuitive and easy to use.
It actually didn't take very long to make, this new round of update was only started on sept29 or so. I just didn't feel like working on this map and the new 3d model all those months ago when you last posted then.
But I kinda work on osmosis. Little ideas drip in bit by bit. So the longer I wait, the more ideas I gather. And while making Time Wars map, I got some new ideas which this map would need later. (basically, this map will be very complicated, and it needs a good UI to function. In time wars, there's a section where UI pops up as needed. This map will utilize that idea.)
The purpose of these mini-updates is to determine the viability of the skyrcruiser map. It needs:
a) a skycruiser model that actually looks like a skycruiser.
b) 3d turrets that can track targets with pitch rotation.
c) weapons that can fire in 3 dimension.
With these requirements satisfied, skycruisers should be a go! However, the rest of the map will require a lot of coding and artwork. So going to stop here and take a break. And to see if the skycruiser model still looks good a few weeks from now. The previous starcruisers II actually looked pretty bad and was a big reason why that map was stopped.
This project is so much better than what I've been working on. I do hope you eventually get to finish this map; it reminds me a lot of dreadnought/fractured space but with a sc2 feel and without the p2w aspect.
I do have two questions, though:
1. You say your turrets track target with pitch. Was this done through complex use of editor, or did you use Star Tools "Turret Behaviour" feature on your custom models to make them track targets in 3 dimensions?
2. You say weapons fire in 3 dimensions. One issue I've been having with my map is that range is 2D (x, y coordinate system). There's no way to make a "spherical" zone of influence for weapons or abilities via the editor as far as I'm concerned (or take into account z axis when calculating distance from target). How did you go about circumventing this?
1. It was done with "Turret Behavior" with the 3ds tools. Each of those turrets were given a look-at trigger call to make them look at the target. All turrets are custom models that has turret behavior so it actually look-at whatever its told to look at.
2. The game doesn't use starcraft 2 system. All weapons are manually done via triggers. This way, I can simulate 'misses' by making the weapon shoot at blank empty space too.
You have to manually calculate 3d range using math.
Here's the progress with sky/starcruisers, its been fully abandoned at this moment! But instead, a new map based on starcruisers has emerged!!!
This go back to the original vision of space combat with capital ships. But instead of controlling one ship, the player controls a fleet for larger scale of battle.
Right now, it looks pretty amazing the way everything appears. For those who wants a sneak peak, the latest build of the map has been uploaded to the link above.
There's not much in the game except moving around. Press R/F to move up and down. Press O to spawn some mutalisks. Although there's not much right now, it looks pretty amazing!
Maybe you can help the community out of Star Battle?
There is still a group (competetive players) + its still one of the top played games.
Maybe you got interest to make a new Ship:
With all a unique ability!
For the rest I say keep up the good work:D One of the best looking Space ships!:D
Else I hope you will eventually make a game out of it? Kinda like SB:D Love the effects !!! and firing of missles even the shield adapt you got implented:)
Keep your mind fresh eat enough fruit:D So we can see soon a map with Objective:)
Maybe work as a team: 3 (vs Boss). For example a Big Leviathan if you want to keep it close to SC2. Kinda like a raid with space ships would be Wonderfull:D
Keep up the wonderfull work!:D Cant say that enough!!!
Shortly after the post announcing Skycruisers has been fully abandoned, I went back and continued it. And I can't believe the result!
Originally it was stopped after making the 3d model and a basic movement was put in. But honestly, it didn't really feel that great. Part of the reason for coming back to this map was the release of Dreadnought beta. That inspired me continued this map.
Now, 3d shots have been put in and a better movement system have been set up. Weapons now shoot in 3d space with range and collision detection in 3d. Originally, I was going to use the 'highlight unit' system to simulate 3d attacks. That's where the user highlight a unit with cursor and the ship will shoot at the highlighted unit. That way avoids the use of 3d collision. Now with 3d collision detection, the weapon attack system is so much better.
While moving, the ship will tilt up and down and roll sideways. That also changes the angle of each weapon, so when the ship is tilting down, weapon pitch also tilts down allowing it to shoot further downwards. Tilting the ship makes movement feel so much more fluid. It was an important step because originally, the ship movement was very stiff.
The next phase in map development is damage states. Each ship is covered with tons of invisible hit boxess which will determine the damage state of the ship. Once the ship is heavily damaged, it'll eventually get a chance to be destroy. Each hit box is also tied to a ship function such as engines and weapons. So a heavily damage ship isn't just a ship with low health bar, it'll actually be 'heavily' damaged!
After putting in damage states, the map will need a terrain system for ships to move and hide around in. That's a very important part of this map, but it could potentially lag the map to death... we'll see what happens...
Anyways, if you read all that and want to see the current progression, you can search for Starcruisers test map in NA to see it. Map is periodically uploaded to test for online latency. WASD for movement, right click to shoot. Space/Shift to move ship up and down.
Small update in case the couple of you following this thread is wondering about the progress.
Progress has been stalled!!! Blame Stellaris and Total War Warhammer. :)
But its still going slowly and weapon systems are almost all finished. Just need to add missiles for the current build. Damage states are mostly in, the ship will blow apart piece by piece. Currently working on the terrain so the map won't be bland. Then need to add in a HUD and UI. Then it'll be ready for testing!
This was actually going to be just a quick project to see the capability of the sc2 editor. The sc2 editor is amazing! This map is mostly for myself to see. I don't think it'll work online due to lag. There's so much calculation to make the 3d aspect work. After the testing map is finished, hopefully other people will spend time trying to get a full group to see if it lags. It'll likely lag with 4+ players...but who knows. If it doesn't lag, maybe more stuffs will be added to it.
is this uploaded in your latest map so I can test it:D
Love flying big space Ships:D
You are getting motivated again by Stelaris? Maybe for nice space maps:D Or you should have a look at the two maps that Dreadnought got now:D
Maybe outdated that trailer of 2014, but I liked the fact when you do for instance that ability: of nuke. You see appear a little portrait then you got the feeling there is someone actually inside of it.
Okay, looks like I probably won't finish this map after all. Sorry!
In the end, the map just didn't look as good as I had envisioned it. But I've decided to unlock the both the map and the mod file. The map name is "Starcruisers II Test", so if anyone wants to continue it, go ahead!