Musical Races is a game mode, which starts off like melee. After several minutes, each players' units will be randomly changed to its equivalent in a new race.
Thanks to currdevil, Ugrana, and HeyRevolver for testing.
Thanks to RodOfNOD for trigger suggestions.
Thanks to onetwo for suggestions regarding the video.
This has been developed from the start as a Trigger Library, rather than a stand-alone map. As such, it can be ported to any map by any player relatively easily. Yes, I understand this will hurt my "map"'s popularity. Sucks for someone who cares.
The maps demonstrated in the video were (unintentionally in order) 1v1, 2v2, and 3v3. The first map was HeyRevolver's "Blood Gulch" map. Nag him if you wish to see more (the "to melee" conversion of the map was done by me, it's not his fault the resource placement is stupid).
I'm looking for anyone to test this map, rate it, comment on it, and/or provide feedback and/or help of any kind. At this time, I am considering the map "Closed Beta", meaning I am only handing it out for people to play by request. Because the "gamemode" can be published on any map, I figure that people can play privately (for now), hosting the library on their favorite melee map(s) with various names.
PM me if you want into the Beta, and/or reply to this thread. I'll make sure that (unless you request otherwise) everyone in the beta is mentioned on this thread.
The current state of the map, and triggers and features within is "in development". The core mechanics have been tested quite a bit, and I am satisfied with their stability.
The following features are currently being debugged:
-Unit construction after change
-Unit research after change
(It is intended that any units that you were building continue to be built in their new race form, but this is currently very buggy)
The following features are planned for the future:
-Completely custom ruleset. Change how often change occurs, whether or not players see a timer to the change, which players are affected, and more.
-Regional Randomization. Rather than picking whole players, the game will change all units controlled by affected players within a given region (can be either explicitly defined, or random, and size is definable).
-Per-unit randomization. Each unit will pick a random new race.
I have honestly been listing away from SC2 mapping, so I am hoping that some hype infusion into this project will draw me back.
Feel free to ask any questions, even to troll me, as bolstering of any kind to this thread will be appreciated (wtb thread subscription, vjeux).
Below is a list of all unit conversion tables in the format
Protoss -> Terran -> Zerg
Any units or structures not listed are considered implicit (Vespene geysers, workers, etc.)
I'm happy to discuss any alteration suggestions, but I'd prefer to keep it simpler, and "equally unfair for everyone" if possible.
Oh, no, I failed to mention: all of the units move as laterally across the build tree as I could muster.
Battlecruisers would turn into Brood Lords,
and Zerglings would turn into Space Marines.
It's not the fairest scenario, but the point is to make it equally unfair for everyone.
Thank you for your enthusiasm. The map is not currently on battle.net, as it needs some testing before it's ready to be released.
"I'm looking for anyone to test this map, rate it, comment on it, and/or provide feedback and/or help of any kind. At this time, I am considering the map "Closed Beta", meaning I am only handing it out for people to play by request."
That being said, I have sent you a PM with the map in its current state.
Thank you for your enthusiasm. The map is not currently on battle.net, as it needs some testing before it's ready to be released.
"I'm looking for anyone to test this map, rate it, comment on it, and/or provide feedback and/or help of any kind. At this time, I am considering the map "Closed Beta", meaning I am only handing it out for people to play by request." That being said, I have sent you a PM with the map in its current state.
mass 300 lings . wait and watch em all go chargelot. u win game
I put a catch into the conversion code. Since building "one" zergling produces two, zerglings are reduced by half when converted to another race.
However, when converting to zerglings, units are doubled, so that 1 marine or zealot becomes two zerglings.
Equivalents are posted above.
I did the best I could muster, but part of the beauty of Starcraft is that the race trees aren't that similar, that equivalent. Unfortunately, that means it doesn't lend itself well to this type of project.
My goal in the end is to successfully throw all of the players off-guard, without leaving any of them completely screwed / defenseless.
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Musical Races is a game mode, which starts off like melee. After several minutes, each players' units will be randomly changed to its equivalent in a new race.
Thanks to currdevil, Ugrana, and HeyRevolver for testing.
Thanks to RodOfNOD for trigger suggestions.
Thanks to onetwo for suggestions regarding the video.
This has been developed from the start as a Trigger Library, rather than a stand-alone map. As such, it can be ported to any map by any player relatively easily. Yes, I understand this will hurt my "map"'s popularity. Sucks for someone who cares.
The maps demonstrated in the video were (unintentionally in order) 1v1, 2v2, and 3v3. The first map was HeyRevolver's "Blood Gulch" map. Nag him if you wish to see more (the "to melee" conversion of the map was done by me, it's not his fault the resource placement is stupid).
I'm looking for anyone to test this map, rate it, comment on it, and/or provide feedback and/or help of any kind. At this time, I am considering the map "Closed Beta", meaning I am only handing it out for people to play by request. Because the "gamemode" can be published on any map, I figure that people can play privately (for now), hosting the library on their favorite melee map(s) with various names.
PM me if you want into the Beta, and/or reply to this thread. I'll make sure that (unless you request otherwise) everyone in the beta is mentioned on this thread.
The current state of the map, and triggers and features within is "in development". The core mechanics have been tested quite a bit, and I am satisfied with their stability.
The following features are currently being debugged:
-Unit construction after change
-Unit research after change
(It is intended that any units that you were building continue to be built in their new race form, but this is currently very buggy)
The following features are planned for the future:
-Completely custom ruleset. Change how often change occurs, whether or not players see a timer to the change, which players are affected, and more.
-Regional Randomization. Rather than picking whole players, the game will change all units controlled by affected players within a given region (can be either explicitly defined, or random, and size is definable).
-Per-unit randomization. Each unit will pick a random new race.
I have honestly been listing away from SC2 mapping, so I am hoping that some hype infusion into this project will draw me back. Feel free to ask any questions, even to troll me, as bolstering of any kind to this thread will be appreciated (wtb thread subscription, vjeux).
Thank you.
Below is a list of all unit conversion tables in the format
Protoss -> Terran -> Zerg
Any units or structures not listed are considered implicit (Vespene geysers, workers, etc.)
I'm happy to discuss any alteration suggestions, but I'd prefer to keep it simpler, and "equally unfair for everyone" if possible.
Zealot -> Marine -> Zergling (x2)
Stalker -> Marauder -> Roach
Dark Templar -> Reaper -> Hydralisk
High Templar -> Ghost -> Infestor
Sentry -> Hellion -> Baneling
Immortal -> Siege Tank -> Queen
Colossus -> Thor -> Ultralisk
Warp Prism -> Medivac -> Overseer
Observer -> Raven -> ???
Phoenix -> Viking -> Corruptor
Void Ray -> Banshee -> Mutalisk
Carrier -> Battlecruiser -> Brood Lord
(Buildings)
Pylon -> Supply Depot -> Overlord
Gateway -> Barracks -> Spawning Pool
Forge -> Engineering Bay -> Evolution Chamber
Robotics Facility -> Factory -> Baneling Nest
Robotics Bay -> Factory Tech Lab -> Ultralisk Cavern
Cybernetics Core -> Armory -> Hydralisk Den
Twilight Council -> Barracks Tech Lab -> Roach Warren
Stargate -> Starport -> Spire
Fleet Beacon -> Fusion Core -> Greater Spire
Templar Archives -> Ghost Academy -> Infestation Pit
Dark Shrine -> Starport Tech Lab -> Nydus Network
Photon Cannon -> Bunker -> Spine Crawler
Photon Cannon -> Missile Turret -> Spore Crawler
that sure looks hilarious, but not sure if its good when you actually play it and your battlecruisers turn into zerglings :D
Oh, no, I failed to mention: all of the units move as laterally across the build tree as I could muster.
Battlecruisers would turn into Brood Lords,
and Zerglings would turn into Space Marines.
It's not the fairest scenario, but the point is to make it equally unfair for everyone.
I'm going to bump this. But just once.
WOW! This is awesome! Is it on bnet? Any info? EU? US? I WANT TO PLAY! :D
@yukaboy: Go
Thank you for your enthusiasm. The map is not currently on battle.net, as it needs some testing before it's ready to be released.
"I'm looking for anyone to test this map, rate it, comment on it, and/or provide feedback and/or help of any kind. At this time, I am considering the map "Closed Beta", meaning I am only handing it out for people to play by request." That being said, I have sent you a PM with the map in its current state.
mass 300 lings . wait and watch em all go chargelot. u win game
I put a catch into the conversion code. Since building "one" zergling produces two, zerglings are reduced by half when converted to another race. However, when converting to zerglings, units are doubled, so that 1 marine or zealot becomes two zerglings.
What is the equivalent of a cyber core? Terrans have engine bay, but...thats like a forge. There are some high end units that wont change properly.
Equivalents are posted above.
I did the best I could muster, but part of the beauty of Starcraft is that the race trees aren't that similar, that equivalent. Unfortunately, that means it doesn't lend itself well to this type of project.
My goal in the end is to successfully throw all of the players off-guard, without leaving any of them completely screwed / defenseless.