Populous is a custom map for Starcraft 2, inspired by legendary Populous III game by Bullfrog. Use your Artifact to cast spells and shape the world. Fires, plagues, epidemics, tornadoes, floods, earthquakes, volcanoes... Protect your tribe from your enemies and use your powers to wipe them out.
As you can see on these videos, this game will make use of a randomly generated terrain. The same way, you will be able to shape the terrain by using your spells.
Note that it's more of a "proof of concept" than a game. It's uploaded on EU servers, so you can help me testing it.
Are the terrain heights just estetic? I know that terrain deformer actors don't actually modify the terrain, it's just a graphical effect and you can't use it to edit pathing.
So I understand why your map is lagging, I have the same problem with my Hive Keeper.
The game starts to heavy lag when there are a lot of units in game!
Each cell of the terrain is an unit. This way I can edit the pathing by making these cells collide with ground units.
Why don't you just make all the terrain pathable and add unpathable units only on borders? You would increase the efficiency a lot but obviously it's harder to trigger.
Why don't you just make all the terrain pathable and add unpathable units only on borders? You would increase the efficiency a lot but obviously it's harder to trigger.
Even if you are able to change the pathing with catalog field consider that this pathing will be shared with each unit of the same type in the map.
Still I don't think it's possible because blizzard said that pathing can't be changed during gameplay for optimization problems (I suppose for the units pathing AI)
If you want to reduce the lag you should do what I said, optimize using pathing blocking units only on borders (like I did in Hive Keeper).
If you are actually attaching the terrain deformer actors directly to the units then you should create these actors as standalone.
Actors alone are really cheap in term of performance compared to units
Many people have asked me about how to use terrain deformers. I've decided to release an early alpha version of my map, so people can get a look at it. I haven't worked on it for a long time. 1.5 patch may have introduced some bugs, but it seemed to work last time I checked.
Populous is a custom map for Starcraft 2, inspired by legendary Populous III game by Bullfrog. Use your Artifact to cast spells and shape the world. Fires, plagues, epidemics, tornadoes, floods, earthquakes, volcanoes... Protect your tribe from your enemies and use your powers to wipe them out.
As you can see on these videos, this game will make use of a randomly generated terrain. The same way, you will be able to shape the terrain by using your spells.
Note that it's more of a "proof of concept" than a game. It's uploaded on EU servers, so you can help me testing it.
Are the terrain heights just estetic? I know that terrain deformer actors don't actually modify the terrain, it's just a graphical effect and you can't use it to edit pathing.
Each cell of the terrain is an unit. This way I can edit the pathing by making these cells collide with ground units.
So I understand why your map is lagging, I have the same problem with my Hive Keeper. The game starts to heavy lag when there are a lot of units in game!
yeah your prob have hundreds of units..... :( I bet high end pcs could still play i dunno...
Bibendus have you tested your map with people that have better comps?
@Ash4meD: Go
Yep, people that have better comps lag less then me. Mine is like 3 years old...
Why don't you just make all the terrain pathable and add unpathable units only on borders? You would increase the efficiency a lot but obviously it's harder to trigger.
That would be cheating :p
Mmm... just wondering:
Can we edit footprints data using catalogfieldvalueset function?
PD: I'm failing at making terrain deformers without attaching them to an unit. It seems like terrain deformers on doodads don't overlap correctly.
@IliIilI: Go
Even if you are able to change the pathing with catalog field consider that this pathing will be shared with each unit of the same type in the map. Still I don't think it's possible because blizzard said that pathing can't be changed during gameplay for optimization problems (I suppose for the units pathing AI)
If you want to reduce the lag you should do what I said, optimize using pathing blocking units only on borders (like I did in Hive Keeper). If you are actually attaching the terrain deformer actors directly to the units then you should create these actors as standalone.
Actors alone are really cheap in term of performance compared to units
I've been able to reduce the number of units on the map. Now it's not laggy anymore. :D Thanx Bibendus.
I've created a new video showing the random terrain generator.
You're welcome :P
Amazing work you've done there
Many people have asked me about how to use terrain deformers. I've decided to release an early alpha version of my map, so people can get a look at it. I haven't worked on it for a long time. 1.5 patch may have introduced some bugs, but it seemed to work last time I checked.
Link: http://www.sc2mapster.com/maps/populous/files/1-populous-demo/