My expectations for the final release of StarCraft 2 was high.
I acturally thought that the slight lag that maps were affected by in the beta would be greatly reduced in the final product, but sadly it just got much worse.
And with that i kinda canned my in-progress AC130K maps since the only way to play is via Battle.net and that is just not good enough for maps that require per milli sec response.
But one could hope that Blizzard would eighter fix their latency problems or simply add support for LAN / Private hosting.
But hey, its hard not to get tempted by all the stuff that was added with the final release of the game so i made a total-makeover of my "The Temple" map just to see how far i could get and just make something that was fun to play around with.
And maybe something that can help others trying to achive what i have been working on.
"for your own sake, hit the HD button, select 720p HD and go fullscreen" =)
-The new map is called "Ruins"
-The map design have been optimized for TPS style camera and have even framerate across the entire map.
-I now use spectre as main unit enstead of marine
-Added support for up to 8 players. (not to much use untill Blizzard fixes the insane lag on Battle.net)
-As you can see in the video i have added bulletshells that drop out of the gun when you shoot
-I have added bullet impact holes in the ground
-I have added a toggleable flashlight
-I have added powerups that come down in drop pods
-Enemies also spawn from droppods
-The aim, reload and change weapon animations is now alot smoother.
Once i get the time to clean up the code and add some comments in there, i will release it in the maps section (not on Bnet!).
Can you make a tutorial or upload the file so we can see how you did it?
This would be good for a map like cod 5 zombie mode. its my favorite multiplayer co op ever. You could only need support for 4 players if you wanted it multipayer. Perhaps something you could in your spare time?
Fantastic work, I have been sceptical to TPS maps until I saw this, the camera movement is smooth, and the movement seems great.
Looks like you nailed this one :)
Can you make a tutorial or upload the file so we can see how you did it?
This would be good for a map like cod 5 zombie mode. its my favorite multiplayer co op ever. You could only need support for 4 players if you wanted it multipayer. Perhaps something you could in your spare time?
Well...I got the camera for my TPS working, but its very very clunky looking. Because Im panning it instantly every 0.001 seconds, it looks really bad. And you might want to include something about the HUD. But seriously, do you have any quick tips for getting smooth camera movement?
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Feel free to Send me a PM if you have any questions/concerns!
Try use the "follow unit group" function and set your main unit as the unit to follow, as long as your unit don't move too fast its by far the smoothest camera move you can get.
Woa thats much better, thank you! Sorry for all the questions, but for the flashlight, did you have to do anything special? I cant get it to work. I have the flashlight behavior on my unit but there is no light showing, or at least, I cant see it.
Woa thats much better, thank you! Sorry for all the questions, but for the flashlight, did you have to do anything special? I cant get it to work. I have the flashlight behavior on my unit but there is no light showing, or at least, I cant see it.
Alright, but will you cover that in your tutorial? Im not sure how to even start..Im thinking of doing it with just triggers but now Im not sure If I should do it with missiles instead.
Alright, but will you cover that in your tutorial? Im not sure how to even start..Im thinking of doing it with just triggers but now Im not sure If I should do it with missiles instead.
I too hope that this latency issue will eventually be resolved, for this looks to be able to entertain plenty on battle net.
Also
Quote:
Well...I got the camera for my TPS working, but its very very clunky looking. Because Im panning it instantly every 0.001 seconds, it looks really bad. And you might want to include something about the HUD. But seriously, do you have any quick tips for getting smooth camera movement?
Any seconds or milliseconds are automatically rounded up to the upper 1/16 of a second, is it not? Hence the shortest interval you can have is 0.0625 seconds. Using loops quicker than that (say 0.001 as in the quote) will only round it up to 0.0625 seconds. Right? Back in Warcraft 3 I believe this number was even smaller or it worked some other way. I don't know why it works like this now but it's mighty annoying when trying to make a proper TPS camera.
Wow...I cant wait for the tutorial, keep up the good work!
edit- somebody should put this on the news page, its very cool. Im just shocked that we are able to d othis kind of stuff with an RTS ENGINE!!! Seriously, galaxy editor is crazy powerful.
What animation did you use for reload? right now Im just having my guy put the gun on his back and take it back off, but I sort of wanted to use that for weapon swap. By the way Im using both the specter and ghost (At least, Im going to try to use both) since they seem to have the same animations.
edit- hey I was right! they did add it to the front page!
sorry to blatantly interrupt here and ask such a n00b question, but will there be any way to play this soon? It does not seem as though its uploaded to this website. I know from posts above that the new crappy Bnet is keeping you from releasing it there, due to some bugs.
he said he would release it soon on sc2mapster. But hey are you going to make a tutorial? (you said it would be out soon, not sure if you were referring to that or the map) There is only one tutorial on mouse aiming and its very complicated...
I have a bit of a question on the shooting system, How are you showing the bullet move across the traceline? I have a nice TPS system set up where it runs my traceline and then creates the effect at the target point, but other then my snipe weapon, you cannot see the bullet. Are you just using a modified damage effect that shows the bullet or is it integrated into the traceline?
My expectations for the final release of StarCraft 2 was high. I acturally thought that the slight lag that maps were affected by in the beta would be greatly reduced in the final product, but sadly it just got much worse. And with that i kinda canned my in-progress AC130K maps since the only way to play is via Battle.net and that is just not good enough for maps that require per milli sec response.
That being:
AC130K - Spaceship Gunner
AC130K - Waterworks
AC130K - The Temple
But one could hope that Blizzard would eighter fix their latency problems or simply add support for LAN / Private hosting.
But hey, its hard not to get tempted by all the stuff that was added with the final release of the game so i made a total-makeover of my "The Temple" map just to see how far i could get and just make something that was fun to play around with. And maybe something that can help others trying to achive what i have been working on.
"for your own sake, hit the HD button, select 720p HD and go fullscreen" =)
-The new map is called "Ruins"
-The map design have been optimized for TPS style camera and have even framerate across the entire map.
-I now use spectre as main unit enstead of marine
-Added support for up to 8 players. (not to much use untill Blizzard fixes the insane lag on Battle.net)
-As you can see in the video i have added bulletshells that drop out of the gun when you shoot
-I have added bullet impact holes in the ground
-I have added a toggleable flashlight
-I have added powerups that come down in drop pods
-Enemies also spawn from droppods
-The aim, reload and change weapon animations is now alot smoother.
Once i get the time to clean up the code and add some comments in there, i will release it in the maps section (not on Bnet!).
@malu05: Go
This is just awesome.... hope when blizz gets their stuff fixed there will be more modes like 4n4 Deathmatch n all that ^^
THIS IS AMAZING!! great work!
Can you make a tutorial or upload the file so we can see how you did it?
This would be good for a map like cod 5 zombie mode. its my favorite multiplayer co op ever. You could only need support for 4 players if you wanted it multipayer. Perhaps something you could in your spare time?
@malu05: Go
Fantastic work, I have been sceptical to TPS maps until I saw this, the camera movement is smooth, and the movement seems great. Looks like you nailed this one :)
It'll be out soon. Anything in particular?
Well...I got the camera for my TPS working, but its very very clunky looking. Because Im panning it instantly every 0.001 seconds, it looks really bad. And you might want to include something about the HUD. But seriously, do you have any quick tips for getting smooth camera movement?
@zeldarules28: Go
Try use the "follow unit group" function and set your main unit as the unit to follow, as long as your unit don't move too fast its by far the smoothest camera move you can get.
Woa thats much better, thank you! Sorry for all the questions, but for the flashlight, did you have to do anything special? I cant get it to work. I have the flashlight behavior on my unit but there is no light showing, or at least, I cant see it.
edit- never mind, my graphics were set to low...In the tutorial, you should explain the aiming system in good detail. Im trying to use this one http://forums.sc2mapster.com/development/tutorials/1626-trigger-how-to-target-with-mouselook-tracelines/#posts
but I am clueless...I would love a tutorial..Let me know as soon as you finish it!
you can take a look at http://forums.sc2mapster.com/development/project-workplace/4393-third-person-shooter-system/#posts but im not sure how good that one is, it seem bugged with the bullets moving along with the terrain height rather than the aim vector. I kinda made my own and i could suggest you do the same.. its very basic math.
Alright, but will you cover that in your tutorial? Im not sure how to even start..Im thinking of doing it with just triggers but now Im not sure If I should do it with missiles instead.
Do it with triggers ^^
That is one good looking video, gj!
I too hope that this latency issue will eventually be resolved, for this looks to be able to entertain plenty on battle net.
Also
Any seconds or milliseconds are automatically rounded up to the upper 1/16 of a second, is it not? Hence the shortest interval you can have is 0.0625 seconds. Using loops quicker than that (say 0.001 as in the quote) will only round it up to 0.0625 seconds. Right? Back in Warcraft 3 I believe this number was even smaller or it worked some other way. I don't know why it works like this now but it's mighty annoying when trying to make a proper TPS camera.
Wow.. as Ash4meD pointed out in the other thread it got promoted on Kotaku today http://kotaku.com/5608437/starcraft-iis-zombie-horde-mode-mod--ac130k-+-ruins
thanks
Wow...I cant wait for the tutorial, keep up the good work! edit- somebody should put this on the news page, its very cool. Im just shocked that we are able to d othis kind of stuff with an RTS ENGINE!!! Seriously, galaxy editor is crazy powerful.
What animation did you use for reload? right now Im just having my guy put the gun on his back and take it back off, but I sort of wanted to use that for weapon swap. By the way Im using both the specter and ghost (At least, Im going to try to use both) since they seem to have the same animations.
edit- hey I was right! they did add it to the front page!
sorry to blatantly interrupt here and ask such a n00b question, but will there be any way to play this soon? It does not seem as though its uploaded to this website. I know from posts above that the new crappy Bnet is keeping you from releasing it there, due to some bugs.
he said he would release it soon on sc2mapster. But hey are you going to make a tutorial? (you said it would be out soon, not sure if you were referring to that or the map) There is only one tutorial on mouse aiming and its very complicated...
I have a bit of a question on the shooting system, How are you showing the bullet move across the traceline? I have a nice TPS system set up where it runs my traceline and then creates the effect at the target point, but other then my snipe weapon, you cannot see the bullet. Are you just using a modified damage effect that shows the bullet or is it integrated into the traceline?
@GunGryphon: Go
Can anybody make a simple tutorial about tracelines. There is one already but it does not explain everything.
Please publish this anyways.......
Id play this just for the sweetness even with lag it looks bad ass.
@SouLCarveRR: Go
quote: this map is absolutely awesome, i would really like to play that on battle.net!