Each player starts with 500 points. To win the game you must be the first player to reach 0 points.
Points are deducted for controlling the most zones. 1 point is deducted per game second for the leading player.
The player who currently is controlling the most zones is displayed at the top of the screen.
Scoring starts when 21 zones have been captured by the players.
Untill then, it will display the amount of zones that still need to be captured before scoring starts at the top of the screen.
Capturing Zones
Capturing zones is easy. Order (right mouse click) any infantry, or viking in assault mode, to capture the zone.
Some infantry capture faster, some slower. You can cancel capturing by moving away.
Zone Assets
Zones contain buildings and resources. When you capture a zone you gain control over all buildings (even static defenses other players have built)
and resources in that zone. The buildings behave similar to vanilla SC2. You can buy upgrades at the armory and engineering bay etc...
Resources are gathered automatically. Mules spawn near mineral patches, harvest the minerals and return them to your fortress.
Since you have no control over them make sure you defend your mules and destroy those of other players.
Unit Producing Structures
Units do not cost anything, only build time. All structures automatically train units and repeat the current build queue.
Protoss
There is a protoss temple in the center, capture it to build Protoss units. You can build more advanced Protoss units by capturing the zones on the outskirts of the map.
These contain other protoss buildings.
Mercenary Compound
Each player starts with a mercenary compound. You can use this building to drop down static defenses from orbit. You can build everywhere provided you have vision.
Other stuff
Thors also require a fusion core.
Supply depots give less supply, don't forget to upgrade them.
I'm pretty sure I've forgotten something here... pew pew.
Building placement is quasi random.
-Killing a player fortress ends the game in victory for the player who killed the fortress. It ends the game in defeat for the rest, even if they have a fortress.
Changelog:
17-09-2010: version 2.4
-Fixed win conditions again. Players should really be able to win when their score reaches 0.
-Volume of the new leader sound raised
16-09-2010: version 2.1
-Fixed win condition. Players should win then their score reaches 0.
We're currently writing an indepth tutorial on how we made our capture system. Here are the basics:
-We copied the pylon power radius actor and model (requires changing texture paths in the model file with an hex editor)
-Since sc2 has problems with big projector textures we had to cut it into 5 pieces, 4 actors for each corner and one for the center glow. Siteoperator actors were used to change the offset and rotation
-Use send message to actor in the trigger editor to change the colour of the actors.
The minimap tiles were made by placing a dialog window over the minimap and adding images where each flag is. The colour changes each time a player caps a flag.
Have you tried uploading it to NA or SEA servers after patch 1.10? The patch fixed some localization issue so possibly fixed the problem you mentioned as well.
Zone wars
Current version: EU: 2.4
Overview
Each player starts with 500 points. To win the game you must be the first player to reach 0 points.
Points are deducted for controlling the most zones. 1 point is deducted per game second for the leading player. The player who currently is controlling the most zones is displayed at the top of the screen.
Scoring starts when 21 zones have been captured by the players. Untill then, it will display the amount of zones that still need to be captured before scoring starts at the top of the screen.
Capturing Zones
Capturing zones is easy. Order (right mouse click) any infantry, or viking in assault mode, to capture the zone. Some infantry capture faster, some slower. You can cancel capturing by moving away.
Zone Assets
Zones contain buildings and resources. When you capture a zone you gain control over all buildings (even static defenses other players have built) and resources in that zone. The buildings behave similar to vanilla SC2. You can buy upgrades at the armory and engineering bay etc...
Resources are gathered automatically. Mules spawn near mineral patches, harvest the minerals and return them to your fortress. Since you have no control over them make sure you defend your mules and destroy those of other players.
Unit Producing Structures
Units do not cost anything, only build time. All structures automatically train units and repeat the current build queue.
Protoss
There is a protoss temple in the center, capture it to build Protoss units. You can build more advanced Protoss units by capturing the zones on the outskirts of the map. These contain other protoss buildings.
Mercenary Compound
Each player starts with a mercenary compound. You can use this building to drop down static defenses from orbit. You can build everywhere provided you have vision.
Other stuff
Thors also require a fusion core. Supply depots give less supply, don't forget to upgrade them. I'm pretty sure I've forgotten something here... pew pew. Building placement is quasi random.
Created by RoboTronic and Inreal on EU battlenet
The custom flag model and textures can be downloaded from: http://www.sc2mapster.com/teams/teammoustache/pages/downloadable-custom-content/
Bugs:
-Killing a player fortress ends the game in victory for the player who killed the fortress. It ends the game in defeat for the rest, even if they have a fortress.
Changelog:
17-09-2010: version 2.4 -Fixed win conditions again. Players should really be able to win when their score reaches 0. -Volume of the new leader sound raised
16-09-2010: version 2.1 -Fixed win condition. Players should win then their score reaches 0.
What weapon did you use to make the marine lasers?
It's a projectile weapon with a reskinned wraith laser model. Inreal made some custom pew pew sounds for them too.
Map should be on the SEA server soon, still working on NA.
wow that map looks really really sweet, best contest submission that ive seen so far
what makes me a little bit envious is that this looks way better than my Z - mod, which is also kinda zone control :o
could you tell me
- how did you make the borders of the sectors
- how did you make the sectors switch color - i guess its lightning? does this automatically also affect minimap?
thanks :)
Can you upload this on the US servers? I would LOVE to play it.
@YeahWhiplash: Go
+1 Heck ya, this is VERY well done I am absolutely amazed and astonished at the quality of this zone wars map. Can't wait to play.
@Tinnenmannetje: Go
Played it a bit earlier. Kinda cool!. Thumbs up!
Can't wait to try this out on the NA servers. :3
I want to know how u made those awesome borders ! It drives my crazy ;)
Beautiful Map
We're currently writing an indepth tutorial on how we made our capture system. Here are the basics:
-We copied the pylon power radius actor and model (requires changing texture paths in the model file with an hex editor)
-Since sc2 has problems with big projector textures we had to cut it into 5 pieces, 4 actors for each corner and one for the center glow. Siteoperator actors were used to change the offset and rotation
-Use send message to actor in the trigger editor to change the colour of the actors.
The minimap tiles were made by placing a dialog window over the minimap and adding images where each flag is. The colour changes each time a player caps a flag.
doh, thats harder than i hoped :(
how did you make the lines at the borders between the sectors? is that a doodad?
I'm not a map maker, but I think that's the "Pylon Power Radius" thing that he was talking about. Looks like a similar effect.
In any case I'm still very eager to play this on the NA servers. Need any help with hosting?
Phew.. but thank you very much for your answer Tinnemannet ;)
I liked this map a lot. I think it has a lot of potential. It feels a lot like Z.
@summerloud: Go
Take a look at the protoss pylon power radius decal thing. We basically copied it and used a different texture.
Some problems with getting it up on the other battlenet servers. Seems that the triggers don't work properly when publishing in a different region.
:\
wow fuck that shit how can triggers stop working
i mean the text regionalization is bad enough but what breaks triggers :(
Nooo!! Still anxiously awaiting this map. It looks like so much fun.
This map looks great! I want to play it!
Have you tried uploading it to NA or SEA servers after patch 1.10? The patch fixed some localization issue so possibly fixed the problem you mentioned as well.
@Tinnenmannetje: Go
any update on the tutorial on how to make those borders?