This map is freely inspired to Dungeon Keeper 2 but all the game will be transported to the starcraft universe.
That means that all DK units, rooms and spells will be converted in SC2 units, giving them similar roles and abilities as they had in the original game.
Wanted features
- Dungeon Keeper 2 remake with some changes
- Different gameplays (Invaders defense, Versus, Coop, Training)
- Selectable premade maps
- Map editor with ability to share maps inside or outside the game
- Campaign
Awesome! Probably the most promising map I have ever seen for sc2.
By the way, as far as I know the fortification of walls was not that fast in the old dk.
Exactly, I used the same spell that I use for ground claiming.
I wanted to make another one because I would like to make a cool channeling spell with unit animation and timer bar but I suck at data editing ;)
This is getting closer and closer to epicness. (...does that word even exist? xD)
I don't know if you want to share it or not, but I'd like to know how you did some features. Well... I assume claiming ground is almost the same process as reinforcing walls (with the cube buried deep and not colliding, or something like that). But I'm not sure how you did the grab system... Is it simply an array where you store the units properties (type, owner, etc...), or is it another method? The drones AI is neat too. I hate having to do these kind of scripts... xD
Anyway, it looks really amazing so far and the UI has something really attractive (I'm not sure how you did that either, by the way). I'm pretty sure I'll enjoy playing it when the first version will be out. Keep up the good work.
I will never share the unlocked map but I have no problems to explain how I scripted some functionalities ;)
The grab system is a simple array 50x4 players and I made a function to push/pop units from it.
When the unit is grabbed it becomes invisible and stunned and it gets stored in the array, when I want to drop it I just pop the last inserted unit in the array (I keep the last used index for each player so I know where I saved the last unit).
The UI is done just placing buttons on the standard unit abilities frame ;)
To make it faster I generated the buttons inside the grid with a double for cycle, I didn't manage to use correctly the premade grid placement :|
I just don't understand why peoples don't share his map.
Why not?
Why can't all people learn from ur map to make another better map?
Icefrog take a concept of AOS to make a Dota map..
he's not going to share the map because it's still in early development.
essentially, there is a chance that someone could get hold of it, finish it, and take all of the credit D:
that is a terrible nightmare for all programmers
I do agree though... I learned half of what I know from other people's maps... the other half is from fixing all my own mistakes XD
I'd love to know how this stuff works, even without any practical use for the code itself XD
he's not going to share the map because it's still in early development.
essentially, there is a chance that someone could get hold of it, finish it, and take all of the credit D:
that is a terrible nightmare for all programmers
I do agree though... I learned half of what I know from other people's maps... the other half is from fixing all my own mistakes XD
I'd love to know how this stuff works, even without any practical use for the code itself XD
It's easy to understand why people lock their map, when you are a mapper yourself. When you spend days and days making your map, just to get it partially or entirely stolen by a poor guy with no future claiming it's his own, you're not obliged to like it... And it happens a lot.
Anyway, about the answers Bibendus gave, thanks. I was pretty sure it was done that way but wanted to make sure. It doesn't seem that hard to make the grab effect, so maybe I'll try something similar in my Smallworld map (I need to place units as pawns on the board, so it's basically the same process). I've never tried to tweak with the ability/command panels though, so I'm not totally sure how you got those tabs working, but anyway it looks good. I have no use for it yet, but if it happens I'll probably keep this example in mind.
Anyway, about the answers Bibendus gave, thanks. I was pretty sure it was done that way but wanted to make sure. It doesn't seem that hard to make the grab effect, so maybe I'll try something similar in my Smallworld map (I need to place units as pawns on the board, so it's basically the same process). I've never tried to tweak with the ability/command panels though, so I'm not totally sure how you got those tabs working, but anyway it looks good. I have no use for it yet, but if it happens I'll probably keep this example in mind.
The grab/drop is one of the easiest trigger of this map so I think you won't have problems to make it, if you have troubles just ask ;)
The tabs are normal buttons that I use to hide or show 5 arrays of buttons (1 for each panel).
Mmmmm now I have a problem with rooms graphic.
I need to somehow show that a tile is part of a room but I don't know what models I can use.
I can't use buildings models because I think they have quite big polys compared to units and I think that 1 building for each tile could be excessive.
If you search "protoss" in the doodad list you'll see a bunch of props that could fit as indicators that a place is your own. I was thinking about the "protoss summoning" in particular, which maybe could also fit for Zerg units... Or else, you can still use the "protoss decal", one of its modifications is a hexagon. You can change its color by modifying the HDR multiplier in its properties too.
If you search "protoss" in the doodad list you'll see a bunch of props that could fit as indicators that a place is your own. I was thinking about the "protoss summoning" in particular, which maybe could also fit for Zerg units... Or else, you can still use the "protoss decal", one of its modifications is a hexagon. You can change its color by modifying the HDR multiplier in its properties too.
They are too protossish (is that the word? lol)
I'm looking in zerg doodads in the meanwhile, let's see if there is something good to fill 14 types of rooms :|
I doubt that you will be able to do this only sc2 stuff. There is almost nothing that can be used as floor tiles.
On the other hand, you basically just need squares with a texture on the top. It shouldn't be that difficult to create such models. Not sure though. Maybe it would be best to create a request thread.
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Release video
Quick Description
This map is freely inspired to Dungeon Keeper 2 but all the game will be transported to the starcraft universe.
That means that all DK units, rooms and spells will be converted in SC2 units, giving them similar roles and abilities as they had in the original game.
Wanted features
- Dungeon Keeper 2 remake with some changes
- Different gameplays (Invaders defense, Versus, Coop, Training)
- Selectable premade maps
- Map editor with ability to share maps inside or outside the game
- Campaign
Progress
My project page contains a fully detailed list of single features
SC2Mapster Project Page
Awesome! Probably the most promising map I have ever seen for sc2.
By the way, as far as I know the fortification of walls was not that fast in the old dk.
Exactly, I used the same spell that I use for ground claiming.
I wanted to make another one because I would like to make a cool channeling spell with unit animation and timer bar but I suck at data editing ;)
@Bibendus: Go
Looks cool. I'd make the drones play an animation when they are claiming a tile.
Wow this looks interesting. Hopefully you will also deliver exciting gameplay.
Can't wait to play this. Loved Dungeon Keeper. Keep up the good work! :)
Quote from Ultimaswc3:
@Bibendus: Go
Looks cool. I'd make the drones play an animation when they are claiming a tile.
As i said in the previous reply I want to make it but I suck at data editing ;)
Edit:
I finally completed the project page with all features progress, check it out
This is getting closer and closer to epicness. (...does that word even exist? xD)
I don't know if you want to share it or not, but I'd like to know how you did some features. Well... I assume claiming ground is almost the same process as reinforcing walls (with the cube buried deep and not colliding, or something like that). But I'm not sure how you did the grab system... Is it simply an array where you store the units properties (type, owner, etc...), or is it another method? The drones AI is neat too. I hate having to do these kind of scripts... xD
Anyway, it looks really amazing so far and the UI has something really attractive (I'm not sure how you did that either, by the way). I'm pretty sure I'll enjoy playing it when the first version will be out. Keep up the good work.
@ZealNaga: Go
I will never share the unlocked map but I have no problems to explain how I scripted some functionalities ;)
The grab system is a simple array 50x4 players and I made a function to push/pop units from it.
When the unit is grabbed it becomes invisible and stunned and it gets stored in the array, when I want to drop it I just pop the last inserted unit in the array (I keep the last used index for each player so I know where I saved the last unit).
The UI is done just placing buttons on the standard unit abilities frame ;)
To make it faster I generated the buttons inside the grid with a double for cycle, I didn't manage to use correctly the premade grid placement :|
I just don't understand why peoples don't share his map. Why not? Why can't all people learn from ur map to make another better map? Icefrog take a concept of AOS to make a Dota map..
Incredible map. Keep this great work.
he's not going to share the map because it's still in early development.
essentially, there is a chance that someone could get hold of it, finish it, and take all of the credit D:
that is a terrible nightmare for all programmers
I do agree though... I learned half of what I know from other people's maps... the other half is from fixing all my own mistakes XD
I'd love to know how this stuff works, even without any practical use for the code itself XD
If you want to know how this work you can read this loooong thread were I and redmarine talked about the workers AI:
http://forums.sc2mapster.com/resources/project-workplace/11150-dungeon-keeper-proof-of-concept/
If you have other doubts you are free to ask ;)
P.S.
I'm not going to start another discussion here about map locking, the forum is already full of these type of threads.
It's easy to understand why people lock their map, when you are a mapper yourself. When you spend days and days making your map, just to get it partially or entirely stolen by a poor guy with no future claiming it's his own, you're not obliged to like it... And it happens a lot.
Anyway, about the answers Bibendus gave, thanks. I was pretty sure it was done that way but wanted to make sure. It doesn't seem that hard to make the grab effect, so maybe I'll try something similar in my Smallworld map (I need to place units as pawns on the board, so it's basically the same process). I've never tried to tweak with the ability/command panels though, so I'm not totally sure how you got those tabs working, but anyway it looks good. I have no use for it yet, but if it happens I'll probably keep this example in mind.
The grab/drop is one of the easiest trigger of this map so I think you won't have problems to make it, if you have troubles just ask ;)
The tabs are normal buttons that I use to hide or show 5 arrays of buttons (1 for each panel).
Mmmmm now I have a problem with rooms graphic.
I need to somehow show that a tile is part of a room but I don't know what models I can use.
I can't use buildings models because I think they have quite big polys compared to units and I think that 1 building for each tile could be excessive.
Any idea on that?
you can always ask if someone is willing to make you something (model etc). since it is a nice project peep are faster to help you
If you search "protoss" in the doodad list you'll see a bunch of props that could fit as indicators that a place is your own. I was thinking about the "protoss summoning" in particular, which maybe could also fit for Zerg units... Or else, you can still use the "protoss decal", one of its modifications is a hexagon. You can change its color by modifying the HDR multiplier in its properties too.
They are too protossish (is that the word? lol)
I'm looking in zerg doodads in the meanwhile, let's see if there is something good to fill 14 types of rooms :|
I doubt that you will be able to do this only sc2 stuff. There is almost nothing that can be used as floor tiles.
On the other hand, you basically just need squares with a texture on the top. It shouldn't be that difficult to create such models. Not sure though. Maybe it would be best to create a request thread.