I would like to present the new project that I am working on : Ctrl+eZ
In fact, this is my very first project, and I am beginner with the editor. So, some easy things take me much time… Also, english is not my mother tongue (i am french), so don't blame me for my language mistakes…
Ctrl+eZ will be a module for melee maps, which aim to give enhanced controls and UI to the players.
The SC2 multiplayer is often considered by new and casual players as too difficult, and focused on « mechanics » and APM.
Ctrl+eZ offers to anyone to play the same game as pgm (same maps, same units, same balance), but with better controls.
Current features :
Auto-cast for larvae injection enable on the queen
Auto-cast for transfusion enable on the queen
Cooldown on stimpack (marines and maraudeurs) to avoid overstim
Countdown graphic bar diplayed for the stimpack ability
Auto-cast for mule calldown enable on the orbital command
Futures features :
Customizable army selection (F2) : choose units you do not want in this selection : units in hold position and patrol mod ; observers…
Customizable grid, with a drag-and-drop system
Auto-training of units enable
Customizable priorities of sub-groups
Visual alert for approaching supply-block
Known bugs :
For the units with auto-train enable, the portrait of units are not correctly displayed in the production queue
If you have comments, questions, suggestions… do not hesitate to post here.
[NB] : I will edit this message as I progress in the development of this module.
Some of this stuff is very, very easy to create, other stuff is borderline impossible. I'm pretty good at the editor and also a diamond ladder player, here are my thoughts:
Zerg autocasts will take about 10 minutes to set up
Cooldown and duration bar of stimpack about 1 minute
Auto-cast for mule about 10 minutes, though if this is enabled players will never have energy for scan and gg them in the case of banshees/DTs, something to keep in mind
Customizing army selection is borderline impossible, or if you really, really need it, it will take about 50 hours (gross estimate). A unit is either flagged as "Army Selection" or not. In order to dynamically change this, you need to have an instant morph ability (like how the viking changes from ground unit to air unit) that morphs the unit into a mirrored version of itself that doesn't have this flag. Every unit in the game will have to be duplicated into its non-army form as well as parameters set up that instigate this instant, unnoticeable morph.
I don't quite understand your grid thing, but the the 1x1 building square grid style of sc2 cannot be modified
Auto-training would take about 1-2 hours to modify every build order into an auto-cast one. This feels very un-noobfriendly though, because people will just forget about their autobuilds and bankrupt themselves on units they don't want/need.
Subgroup stuff: If you mean like "make the marine appear ahead of the ghost" in subgroups based on dynamic user input, this could work but will be extremely complex as well because this field is not designed to be changed in-game. You'd have to set up a catalog changer that would require the player to say "i want marines to be priority 1" and "i want ghosts to be priority 2" which would work with all of those units, but most units have invisible priority levels you never see in game, so changing those 2 might throw the priority levels of other units out of wack. In able to be effective, you'd need to set up the subgroup priority of every unit before game start. This is possible, but would take a very long time for the player every time they play. You'd also have to create some sort of UI dialog imput system on the back end that makes this intuitive seeming for the player as they cycle through every unit in the game and assign a priority for that unit. Imo this just isn't worth it.