I've based this map off of the original Zone Control Ultra from the original Starcraft. I didn't add any new flashy units (Hydras, Stalkers, etc.), upgrades or anything that dramatically changed the gameplay from the original. I feel the simple design on the original was a great credit to its success. I'm very happy with the way I implemented the massing tool (See top left on the screenshot). Unfortunately, I do not have any videos or more screenshots at this time, I'll hopefully add some later. Please let me know what you think, or if you haven't played it yet, go on and give it a try! Enjoy!
The map is divided into 60 different zones. The person in control of a zone always has a bunker in the middle of it. To gain control of a zone, you will need to bring a Bunker Dispenser into it. If the zone is controlled by someone else, you will need to kill the bunker in the enemy zone and have more marines in the zone.
Killing enemy marines grants you minerals.
You can upgrade your weapons at the Engineering Bay to level 40; armor to 40, and you can upgrade Stimpacks and Marine Range at the Engineering Bay.
If all your bunkers are all destroyed, you will get 250 minerals to get another. For every bunker that you destroy, you will get 150 minerals. Eliminate opponents by killing ALL of their units.
Whoever owns a bunker in a zone owns that zone.
Marines are created at zones you control.
To gain control of a zone bring a Bunker Dispenser to the middle of it when it's empty.
Upgrade your army and control zones to defeat your enemies.
I've recently made some updates to this map, nothing major, but I think they add to a more balanced game play. Specific changes can be found: Changes up to version 1.11
Fixed some bugs and added some new features that should add more variety to the game! Check them out:
Version 1.12
Added back in the ability to salvage bunkers. Salvaging will return 100 minerals to the player.
Added a dialog box at the top of the screen so that players can more easily track how many minerals they need for their next Bunker Dispenser.
Fixed a trigger error with the AI that happened when they finished a player off.
New Feature!
Players can now change the map size! Game Options will appear at the beginning of the game allowing players to vote for map size and choose AI difficulty, if applicable. Players can choose between:
Fixed AI bug where the AI would sometimes stop attacking when winning.
Fixed bug where armor upgrades were not counting towards Achievement Marines.
Changed the amount of marines that spawn per bunker so that they scale with how many bunkers are on the map. They will increment from a max of 50 per bunker and change to a max of 25 per bunker once there are more than 55 bunkers on the map. This dramatically reduces unit count in game and thus dramatically reduces lag in late game. Tweaks will be made if balance is thrown off too much because of this.
I've been working on an AI for my map Zone Control Ultra. Since my map isn't high on the popularity list, the AI has proven to be a nice feature to have, whether you want to fill those last (or many) empty slots for a full game, or just want something to practice against. The AI system so far isn't too bad off, definitely not perfect, but I would love to make it better! Here's a list of some of what it currently can do:
Makes decisions on who to attack based on an 'army scoring' formula
Has some *limited* micro features such as:
Automatic Stimpacks (but won't stim to death)
Moving wounded units behind the front line so they can still stay in the fight and not die.
Retreating from losing battles
Moves all units in range so they can all attack.
Something I like to call 'Bunker Charging' - Units surround a bunker, use stimpacks, and focus fire that bunker down.
Decides on its own the best purchases to make (Purchase a new zone, upgrade weapons or armor) to overcome whatever its enemies have done.
If anyone would like to give the AI a try, Zone Control Ultra is live on the NA server. All you need to do is add computers in the lobby, select their difficulty (The only difference in difficulty right now is how much upgrades/bunkers cost for the AI) and the AI will take over from there! If you find anything wrong with the AI please post here or PM me with some basic information on what happened, map size, how many different players (Computer and Human) in the game, etc. Or similarly if you can think of things that the AI can try to do to be better, please list the same type of information.
Thanks to anyone who tries help or gives any sort of feedback. Good or bad, it will be much appreciated! As I mentioned, you can find the map on the NA server or here.
Lowered costs on upgrades and bunkers to speed up the pace of the game.
Bunkers now cost 225 + (25 * Number of current bunkers)
Weapons/Armor start at 25 and increment by 25 (was 50/increment 50)
Bunker kills will now give more minerals. Late game was proving that the reward to kill a bunker didn't match its effort. Killing a bunker now grants the same amount of minerals it will cost the enemy player to replace it. Since this system scales, players dominating the map will not gain as many minerals as a losing player taking zones from a winning player.
Mostly just cosmetic changes, finally created my own custom Preview Image and Loading Screen.
Also added a 'fight scene' to play in the background while voting is still going on. I thought that it might be slightly more entertaining than staring at gray fog while waiting for the vote to be over.
I'll be in games a lot of today and probably tomorrow. I'll be in the "Zone Control Ultra" chat channel. This could be a good opportunity to try out the map and give your feedback! But if you want to practice or just want to try the game solo, give the AI a try, they can give you a run for your money. :)
Hope to see you there!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Zone Control Ultra
I've based this map off of the original Zone Control Ultra from the original Starcraft. I didn't add any new flashy units (Hydras, Stalkers, etc.), upgrades or anything that dramatically changed the gameplay from the original. I feel the simple design on the original was a great credit to its success. I'm very happy with the way I implemented the massing tool (See top left on the screenshot). Unfortunately, I do not have any videos or more screenshots at this time, I'll hopefully add some later. Please let me know what you think, or if you haven't played it yet, go on and give it a try! Enjoy!
http:www.sc2mapster.com/maps/zone-control-ultra/
The map is divided into 60 different zones. The person in control of a zone always has a bunker in the middle of it. To gain control of a zone, you will need to bring a Bunker Dispenser into it. If the zone is controlled by someone else, you will need to kill the bunker in the enemy zone and have more marines in the zone.
Killing enemy marines grants you minerals.
You can upgrade your weapons at the Engineering Bay to level 40; armor to 40, and you can upgrade Stimpacks and Marine Range at the Engineering Bay.
If all your bunkers are all destroyed, you will get 250 minerals to get another. For every bunker that you destroy, you will get 150 minerals. Eliminate opponents by killing ALL of their units.
Whoever owns a bunker in a zone owns that zone.
Marines are created at zones you control.
To gain control of a zone bring a Bunker Dispenser to the middle of it when it's empty.
Upgrade your army and control zones to defeat your enemies.
Map created for SC2 by UDrew
I've recently made some updates to this map, nothing major, but I think they add to a more balanced game play. Specific changes can be found: Changes up to version 1.11
Fixed some bugs and added some new features that should add more variety to the game! Check them out:
Version 1.12
Added back in the ability to salvage bunkers. Salvaging will return 100 minerals to the player.
Added a dialog box at the top of the screen so that players can more easily track how many minerals they need for their next Bunker Dispenser.
Fixed a trigger error with the AI that happened when they finished a player off.
New Feature!
Players can now change the map size! Game Options will appear at the beginning of the game allowing players to vote for map size and choose AI difficulty, if applicable. Players can choose between:
Just added a new trailer for this map!
Versions 1.14 - 1.16
Fixed AI bug where the AI would sometimes stop attacking when winning.
Fixed bug where armor upgrades were not counting towards Achievement Marines.
Changed the amount of marines that spawn per bunker so that they scale with how many bunkers are on the map. They will increment from a max of 50 per bunker and change to a max of 25 per bunker once there are more than 55 bunkers on the map. This dramatically reduces unit count in game and thus dramatically reduces lag in late game. Tweaks will be made if balance is thrown off too much because of this.
AI Testers Wanted!
I've been working on an AI for my map Zone Control Ultra. Since my map isn't high on the popularity list, the AI has proven to be a nice feature to have, whether you want to fill those last (or many) empty slots for a full game, or just want something to practice against. The AI system so far isn't too bad off, definitely not perfect, but I would love to make it better! Here's a list of some of what it currently can do:
If anyone would like to give the AI a try, Zone Control Ultra is live on the NA server. All you need to do is add computers in the lobby, select their difficulty (The only difference in difficulty right now is how much upgrades/bunkers cost for the AI) and the AI will take over from there! If you find anything wrong with the AI please post here or PM me with some basic information on what happened, map size, how many different players (Computer and Human) in the game, etc. Or similarly if you can think of things that the AI can try to do to be better, please list the same type of information.
Thanks to anyone who tries help or gives any sort of feedback. Good or bad, it will be much appreciated! As I mentioned, you can find the map on the NA server or here.
Still looking for any AI testers!
Version 1.19
Fixed minor AI bugs and optimized code some.
Lowered costs on upgrades and bunkers to speed up the pace of the game. Bunkers now cost 225 + (25 * Number of current bunkers) Weapons/Armor start at 25 and increment by 25 (was 50/increment 50)
Bunker kills will now give more minerals. Late game was proving that the reward to kill a bunker didn't match its effort. Killing a bunker now grants the same amount of minerals it will cost the enemy player to replace it. Since this system scales, players dominating the map will not gain as many minerals as a losing player taking zones from a winning player.
Version 1.19.1
Mostly just cosmetic changes, finally created my own custom Preview Image and Loading Screen.
Also added a 'fight scene' to play in the background while voting is still going on. I thought that it might be slightly more entertaining than staring at gray fog while waiting for the vote to be over.
I'll be in games a lot of today and probably tomorrow. I'll be in the "Zone Control Ultra" chat channel. This could be a good opportunity to try out the map and give your feedback! But if you want to practice or just want to try the game solo, give the AI a try, they can give you a run for your money. :)
Hope to see you there!