Couple concerns however: Unit Scale and Collision. Dungeon Keeper 2, if I remember correctly, allowed units to pretty much infinitely stack, but this was offset by no two creatures shared the exact same movement speed, and dropping stunned creatures for various lengths of times.
The second concern is about Collision. I would like to see the units living in the dungeon become larger, but this would raise issues since unit collision in SC2 is quite limiting in how it can be affected. Units either path though each other, or forge a path through friendly idlers.
Final point, is regarding the User Interface. I like the button placement for Creatures/Traps/Spells etc, but I really think a UI over-haul will elevate the playability of the map. Look up Helral's tutorials on XML editing of SC2Layout files. If you would like, I have a bunch of 'templates' I created during the learning process which might be of use (they should be saved somewhere on my PC still.)
My goal for units collision would be to apply sc2 air collision to ground units, however I don't know if it's possible. In DK you could stack all units in the same spot, however they used to spread immediatly when the fight started. This behavior is similar to groups of mutalisk for example.
For the moment I decided to give a small collision radius to units, let's see if it works well (4-5 units should be able to walk in a corridor without colliding). Obviously the air collision would be better, however giving air pathing would screw all terrain collisions that units must have.
What do you have in mind for the UI? I think standard SC2 UI seems perfect for this map, I understand a revamp would give more appealing but I don't feel it as necessary at the moment.
My goal for units collision would be to apply sc2 air collision to ground units, however I don't know if it's possible. In DK you could stack all units in the same spot, however they used to spread immediatly when the fight started. This behavior is similar to groups of mutalisk for example.
For the moment I decided to give a small collision radius to units, let's see if it works well (4-5 units should be able to walk in a corridor without colliding). Obviously the air collision would be better, however giving air pathing would screw all terrain collisions that units must have.
What do you have in mind for the UI? I think standard SC2 UI seems perfect for this map, I understand a revamp would give more appealing but I don't feel it as necessary at the moment.
That would be so easy in wc3, because we actually had an air layer for pathing. But the rest would be impossible in wc3, so yea.
My goal for units collision would be to apply sc2 air collision to ground units, however I don't know if it's possible. [snip]
What do you have in mind for the UI? I think standard SC2 UI seems perfect for this map, I understand a revamp would give more appealing but I don't feel it as necessary at the moment.
Should be able to edit movers so that the 'mutalisk spread' / 'boxing' effect will occur naturally amongst 'stacked' units.
With regards to the UI, mere simplification. Removing the center bar. Moving the Minimap to top-right or top-left. Removing unit portrait - or, moving it elsewhere. Minimizing the Command Card into a 2x6 bar of buttons in the center-bottom of screen. Housing the 5 'Keeper' buttons above the modified commad card. And so on, and so forth.
Such UI changes would give more space to render the 'world' in. Allowing the player greater freedom to survey their dungeon, inspect their creatures behaviour etcetera.
I cant wait for posession to come into a dev diary :)
Actually, i just realized. Apply a behavior that suppresses collision, and remove it during combat. That ought to work nicely. A similar effect is used in the map Infested arena, with the bursters (they allow infested to stack and move insanely fast, generally wiping someone out, and spread back out, similar to vortex's effect afterwards.)
Should be able to edit movers so that the 'mutalisk spread' / 'boxing' effect will occur naturally amongst 'stacked' units.
Nope, I just tested it again and the property that makes unit stack and then spread (air boxing) is the Movement Collide with any of the air / flying flag set. Movers seems to be uneffective for this purpose.
The problem is that fly units collide only with other fly units and only with the boxing behavior. They would be always able to pass a flying obstacle but they won't be able to stay on the same spot. However I'm using ground buildings for dungeon walls so it seems that is completely ignored by flying collision, even if I checked all collision flags for them.
With regards to the UI, mere simplification. Removing the center bar. Moving the Minimap to top-right or top-left. Removing unit portrait - or, moving it elsewhere. Minimizing the Command Card into a 2x6 bar of buttons in the center-bottom of screen. Housing the 5 'Keeper' buttons above the modified commad card. And so on, and so forth.
Such UI changes would give more space to render the 'world' in. Allowing the player greater freedom to survey their dungeon, inspect their creatures behaviour etcetera.
I'm actually using the center bar for unit infos (something that in DK wasn't good enough). The command card requires 15 buttons so I can't minimize it to a 2x6. The small 5 tab buttons need sure a revamp, however I would need to remove completely the zerg UI frame and I prefer to not do it. About the minimap it seems fine in that position, check the original DK interface:
I cant wait for posession to come into a dev diary :)
I already made 3d fps controls for another map but at the moment I'm not going to add it on DK. Maybe for the multiplayer version it will be out but I can't assure it.
Actually, i just realized. Apply a behavior that suppresses collision, and remove it during combat. That ought to work nicely. A similar effect is used in the map Infested arena, with the bursters (they allow infested to stack and move insanely fast, generally wiping someone out, and spread back out, similar to vortex's effect afterwards.)
Mmmm this should work, are you sure that units automatically spread when you enable collision back?
Edit:
OMG I just read the stupid message on the screenshot, I forgot about them xD
Weirdest thing I found in dungeon keeper was in the final mission if you took too long all creatures both good and evil on the map would start dancing disco inferno for about 20 mins.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
No Idea, there was alot of hidden content in that game. Allegedly there was a hidden mission that only appeared one day a year based on the date set on your computer's clock. Still do not know how I triggered it, had been going round as a vampire abusing the mind control ability in first person mode to recuit enemy units and getting them to fight each other then everyhting started dancing including my own units. Still it sort of ruined the mission because you could still kill stuff in first person mode and they would not fight back.
Oh yeah also had it happen in the mission where you got the hidden door in.
Unlucky it's the first time I do some real video editing and I had to learn from scratch to use windows live movie maker :|
It's kinda nooby and I had no time to find a good music but I hope that it will be appreciated anyway :D
EU and US published, yesterday I tried to find where the hell maps are downloaded from bnet to publish the file on curse but it seems that the directory moved :|
Man, good game, but after 2nd wave they come to fast, and it's really really hard to hold them off, and because my creatures are always fighting, they r unhappy and leave
Actually the first 4 waves should be enough slow because they need to dig their way out to your hive.
Then I saw that the following are really fast, I'll probably increase the delay between them.
BTW there is a bug that sometimes freezes creatures after combat, that should cause the problem you are talking about! A temporary fix is to grab and drop them with your keeper hand.
@Bibendus: Go
aww, spoilers
@PirateArcade | I make games | Ask me things on Discord
Korea has all the best maps :( lol
@greythepirate: Go
Yes... and the good heroes at the end will die :D
As from the PM message:
Couple concerns however: Unit Scale and Collision. Dungeon Keeper 2, if I remember correctly, allowed units to pretty much infinitely stack, but this was offset by no two creatures shared the exact same movement speed, and dropping stunned creatures for various lengths of times.
The second concern is about Collision. I would like to see the units living in the dungeon become larger, but this would raise issues since unit collision in SC2 is quite limiting in how it can be affected. Units either path though each other, or forge a path through friendly idlers.
Final point, is regarding the User Interface. I like the button placement for Creatures/Traps/Spells etc, but I really think a UI over-haul will elevate the playability of the map. Look up Helral's tutorials on XML editing of SC2Layout files. If you would like, I have a bunch of 'templates' I created during the learning process which might be of use (they should be saved somewhere on my PC still.)
@Nardival: Go
My goal for units collision would be to apply sc2 air collision to ground units, however I don't know if it's possible. In DK you could stack all units in the same spot, however they used to spread immediatly when the fight started. This behavior is similar to groups of mutalisk for example.
For the moment I decided to give a small collision radius to units, let's see if it works well (4-5 units should be able to walk in a corridor without colliding). Obviously the air collision would be better, however giving air pathing would screw all terrain collisions that units must have.
What do you have in mind for the UI? I think standard SC2 UI seems perfect for this map, I understand a revamp would give more appealing but I don't feel it as necessary at the moment.
That would be so easy in wc3, because we actually had an air layer for pathing. But the rest would be impossible in wc3, so yea.
Should be able to edit movers so that the 'mutalisk spread' / 'boxing' effect will occur naturally amongst 'stacked' units.
With regards to the UI, mere simplification. Removing the center bar. Moving the Minimap to top-right or top-left. Removing unit portrait - or, moving it elsewhere. Minimizing the Command Card into a 2x6 bar of buttons in the center-bottom of screen. Housing the 5 'Keeper' buttons above the modified commad card. And so on, and so forth.
Such UI changes would give more space to render the 'world' in. Allowing the player greater freedom to survey their dungeon, inspect their creatures behaviour etcetera.
I cant wait for posession to come into a dev diary :)
Actually, i just realized. Apply a behavior that suppresses collision, and remove it during combat. That ought to work nicely. A similar effect is used in the map Infested arena, with the bursters (they allow infested to stack and move insanely fast, generally wiping someone out, and spread back out, similar to vortex's effect afterwards.)
Nope, I just tested it again and the property that makes unit stack and then spread (air boxing) is the Movement Collide with any of the air / flying flag set. Movers seems to be uneffective for this purpose.
The problem is that fly units collide only with other fly units and only with the boxing behavior. They would be always able to pass a flying obstacle but they won't be able to stay on the same spot. However I'm using ground buildings for dungeon walls so it seems that is completely ignored by flying collision, even if I checked all collision flags for them.
I'm actually using the center bar for unit infos (something that in DK wasn't good enough). The command card requires 15 buttons so I can't minimize it to a 2x6. The small 5 tab buttons need sure a revamp, however I would need to remove completely the zerg UI frame and I prefer to not do it. About the minimap it seems fine in that position, check the original DK interface:
I already made 3d fps controls for another map but at the moment I'm not going to add it on DK. Maybe for the multiplayer version it will be out but I can't assure it.
Mmmm this should work, are you sure that units automatically spread when you enable collision back?
Edit:
OMG I just read the stupid message on the screenshot, I forgot about them xD
Yes, They automatically spread when you enable collision again.
Weirdest thing I found in dungeon keeper was in the final mission if you took too long all creatures both good and evil on the map would start dancing disco inferno for about 20 mins.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Why the hell did I miss that? I used to play hours on the same mission to max my creatures :D
No Idea, there was alot of hidden content in that game. Allegedly there was a hidden mission that only appeared one day a year based on the date set on your computer's clock. Still do not know how I triggered it, had been going round as a vampire abusing the mind control ability in first person mode to recuit enemy units and getting them to fight each other then everyhting started dancing including my own units. Still it sort of ruined the mission because you could still kill stuff in first person mode and they would not fight back.
Oh yeah also had it happen in the mission where you got the hidden door in.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Best line in any game ever\
"Your nocturnal perseverance has earned you a useful gaming tip; GO TO BED!"
I worked until 5:30 AM to release the map (and the vid) in time for christmas, I hope you'll like my gift :P
<iframe width="420" height="315" src="" frameborder="0" allowfullscreen=""></iframe>Unlucky it's the first time I do some real video editing and I had to learn from scratch to use windows live movie maker :|
It's kinda nooby and I had no time to find a good music but I hope that it will be appreciated anyway :D
nice map! just played it and i must say, its very addictive :)
It released in EU?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
EU and US published, yesterday I tried to find where the hell maps are downloaded from bnet to publish the file on curse but it seems that the directory moved :|
Man, good game, but after 2nd wave they come to fast, and it's really really hard to hold them off, and because my creatures are always fighting, they r unhappy and leave
@SnyderGuy:
Actually the first 4 waves should be enough slow because they need to dig their way out to your hive.
Then I saw that the following are really fast, I'll probably increase the delay between them.
BTW there is a bug that sometimes freezes creatures after combat, that should cause the problem you are talking about! A temporary fix is to grab and drop them with your keeper hand.