i just played it, and it was impossible to dodge when i moved at one direction it keept on taking a few steps before it turned to the next direction, and it was a delay before the lasers popped out.. other then that gj, the computers arent that bad either lol!
Just an update: I've made stellar progress towards transferring all of the map's functions into the module as a giant library. If things keep working out as they are I see no problems with the final goal of the module holding the entire engine within itself to be attached to any new maps that want to use it.
It's a 1v1 map,right? Can you develop it to a multiplayer map, like 3v3 or 5v5. I think that would be more tactical.
And I haven't seen any fog of war. If it has, wouldn't be better?
anyway. Nice Job, gorgeous map
Dude its up to 6v6 :) The AI are just thrown in there to bolter the team sizes if anyone wants to play with smaller amounts of humans but still want nice big teams :) Or wait are you referring to how many teams not players? Yah this map is just two but I'm ensuring the engine supports 4 and if there is a real interest I could push the team count higher too, just you're really starting to split up the players at that point. Btw about the fog of war I'm still considering that too, I originally was trying it without and it really felt like you spent more time looking for fights then actually fighting. An interesting thought though might be put fog of war back with shared vision across the team...but anyone carrying a flag or the flags themselves are always visible.
hey now...that might be a great way to get around that whole flags aren't very apparent when they're being carried thing...
Further update: The library is complete! Its a huge mess but it does exactly what everything in the map used to, I'm now just sorting it out and making it more functional for applying to new maps (which I also tested and it works on). The idea is you'll only need two triggers in a basic map: One that contains a bunch of setup actions (pick how many teams, pick blue base region, red spawn pen region etc etc) and then one to kick start the map's init after wards and you'll be able to make fully functional maps out of that. When its ready I'll be posting a bare bones map that uses the library and should work as an example of how you'd do the same. The idea is being able to use battle.net's own map versioning system as the distribution method, you pull down the latest version of sccap.sc2mod from battle.net and hook it into a map and do your thing, then as time goes on any new features appearing in the core engine can be very easily refreshed into your own by just updating the dependency for that file through battle.net again :) I think that's pretty cool so long as it works as it seems to be able to.
Then I can start working on just developing the engine some more with new features etc.
Damn, I cant find anyone to play this map. I hope Blizzard will release chat rooms soon so we can make one for this map. I would really like to play it with some people, this map is great.
Weekend update! Been working on some new units :) The stalkers are going to be relegated to purely the reinforcements of each team as now Immortals and Goliaths are the player (and computer AI) controller units for the Protoss and Terran races. Still no luck coming up with a decent zerg unit for this sort of thing, if someone's willing to slice up a Queen to stuff a TurretZ bone somewhere between her torso and the main body beneath that'd seal the deal though and I'd be very appreciative.
Here's a short clip of the two new units in action along with a nifty almost fully functional turret tracking system I hammered out yesterday:
i just played it, and it was impossible to dodge when i moved at one direction it keept on taking a few steps before it turned to the next direction, and it was a delay before the lasers popped out.. other then that gj, the computers arent that bad either lol!
Just an update: I've made stellar progress towards transferring all of the map's functions into the module as a giant library. If things keep working out as they are I see no problems with the final goal of the module holding the entire engine within itself to be attached to any new maps that want to use it.
It's a 1v1 map,right? Can you develop it to a multiplayer map, like 3v3 or 5v5. I think that would be more tactical. And I haven't seen any fog of war. If it has, wouldn't be better? anyway. Nice Job, gorgeous map
@emulieber: Go
Dude its up to 6v6 :) The AI are just thrown in there to bolter the team sizes if anyone wants to play with smaller amounts of humans but still want nice big teams :) Or wait are you referring to how many teams not players? Yah this map is just two but I'm ensuring the engine supports 4 and if there is a real interest I could push the team count higher too, just you're really starting to split up the players at that point. Btw about the fog of war I'm still considering that too, I originally was trying it without and it really felt like you spent more time looking for fights then actually fighting. An interesting thought though might be put fog of war back with shared vision across the team...but anyone carrying a flag or the flags themselves are always visible.
hey now...that might be a great way to get around that whole flags aren't very apparent when they're being carried thing...
Further update: The library is complete! Its a huge mess but it does exactly what everything in the map used to, I'm now just sorting it out and making it more functional for applying to new maps (which I also tested and it works on). The idea is you'll only need two triggers in a basic map: One that contains a bunch of setup actions (pick how many teams, pick blue base region, red spawn pen region etc etc) and then one to kick start the map's init after wards and you'll be able to make fully functional maps out of that. When its ready I'll be posting a bare bones map that uses the library and should work as an example of how you'd do the same. The idea is being able to use battle.net's own map versioning system as the distribution method, you pull down the latest version of sccap.sc2mod from battle.net and hook it into a map and do your thing, then as time goes on any new features appearing in the core engine can be very easily refreshed into your own by just updating the dependency for that file through battle.net again :) I think that's pretty cool so long as it works as it seems to be able to.
Then I can start working on just developing the engine some more with new features etc.
Damn, I cant find anyone to play this map. I hope Blizzard will release chat rooms soon so we can make one for this map. I would really like to play it with some people, this map is great.
Cheers!
Weekend update! Been working on some new units :) The stalkers are going to be relegated to purely the reinforcements of each team as now Immortals and Goliaths are the player (and computer AI) controller units for the Protoss and Terran races. Still no luck coming up with a decent zerg unit for this sort of thing, if someone's willing to slice up a Queen to stuff a TurretZ bone somewhere between her torso and the main body beneath that'd seal the deal though and I'd be very appreciative.
Here's a short clip of the two new units in action along with a nifty almost fully functional turret tracking system I hammered out yesterday:
@essbee1337: Go
Glad you like the map & mod, stick with it I'm sure we'll get a good playerbase going soon enough :)