I meant as a leaderboard alternative. Being able to get extra information if you click on the icons around the screen. So say if I click an ally location icon I'll get a little window with name and hp and it could either hide in a second or two or on a second click.
The last bit there was just saying I could just make a leaderboard link to a hotkey for show/hide.
I'll leave the boss bar's for now while I code some of the other things up, but I'll work on it. Perhaps take the units btn icon and tint it based the the % of hp. What do you think about making them clickable for extended information so as to keep the screen clean? I suppose I could always make a hotkey for the team info.
A content filled bump or update, however you look at it.
This isn't the map nor the terrain, but a general idea of what I'm thinking of for the UI. A circle of buttons for attack/spells depending on the unit and then "Boss Bars" positioned around the screen to show the general position of your teammates. I need to find something to use for displaying the direction of the "Flag Unit", maybe a screen image so I can make it flash.
I like that Ally Indicator idea. I'd be much better then trying to see a little dot on the minimap.
Anyways, no need to make a template map. I'm still trying to get use to some of the terrain improvements over SC and WC3 (I have a good bit of WC3 experience).
As for the bridge, it isn't really a bridge as the doodad itself doesn't allow units to walk on top of it and just fall through. Basically its just raised terrain below the bridge because I managed to find out that unlike most doodads in WC3 its height based on the terrain isn't in the center, but on one of the sides (south side in the screenshot) so since that is level with the terrain the rest of the terrain below the bridge can be raised to make the unit seem as if it is walking on the bridge with no weird effect (like falling through in some places).
@dra6o0n Very well. I understand what you mean. ____
I'm working on a sorta "Power Plant" style terrain that I plan to make a bit tight and maze like. I could use some suggestions terrain wise, also if anyone would like to make up one just let me know.
Your quite full of the ideas, dra6o0n. Anyways, I'll keep those things in mind when I start making the actual terrain. I still need to get use to a few new things. - Currently I have the flag (Point Defense Unit) with a "0" sight radius, so basically you see the unit on the mini-map and the unit on the map, but it doesn't reveal any of the fog of war around it.
__
I also went ahead and added it here as a "Map". Hope I did it right (http://www.sc2mapster.com/maps/sc2-capture-flag/).
Since you've given several ideas, would you like me to add you as at least a contributor, dra6o0n?
___
Pass: SC2ctf
Yhea, I'm kinda weird like that.
Sorry about the flashing, assuming its a fullscreen issue.?
Well, at the moment the Point Defense Unit flys behind the carrying unit. I could instead set its position and have it always above the carrying unit, but then the moment is choppy.
I like that idea, dra6o0n. Tbh, I wasn't even thinking about class units.
I updated the top post with progress info. It'd still be nice to have someone fill me in on how the map/team thing works here.
Capture the Flag, or CTF for short, is a classic team game wherein two or multiple teams try and capture an enemy flag and return to their on base with the flag safely.
WC3 had it's style of CTF's which were great, but still stand to needing improvement due to imbalances in the game. i.e. (Gold farming, camping the flag, "feeding")
My ultimate goal is the recreate a CTF game for SC2 that will implement a need for more strategy and teamwork while minimizing imbalances that may make the game unfair.
Progress:
Flag System - ♫♫♫♫♫♫♫♫♫♫ 100%
The Flag System consists of a "flag" for both teams. Any member of the opposing team can capture the "flag" thus causing the "flag" to follow them (I used the Point Defense Unit). When the player is killed the "flag" is dropped then being able to be picked up again by an opposing team player or returned by an ally.
Revived Units - ♫♫♫♫♫♫♫♫♫♫ 100%
-> Prison - ♫♫♫♫♫♫♫♫♫♫ 0%
Class System - ♫♫♫♫♫♫♫♫♫♫ 0%
Terrain - ♫♫♫♫♫♫♫♫♫♫ 0%
____
Please, if you have any comments or criticisms then post them. Likewise, if you'd like to help out albeit I am still working out the details.
Also, I'd make a team/map on here, but I'm not really sure which I would have to do. If someone could clear the details up on that, that would be great.
I meant as a leaderboard alternative. Being able to get extra information if you click on the icons around the screen. So say if I click an ally location icon I'll get a little window with name and hp and it could either hide in a second or two or on a second click.
The last bit there was just saying I could just make a leaderboard link to a hotkey for show/hide.
Gotta say I'm glad your here.
I'll leave the boss bar's for now while I code some of the other things up, but I'll work on it. Perhaps take the units btn icon and tint it based the the % of hp. What do you think about making them clickable for extended information so as to keep the screen clean? I suppose I could always make a hotkey for the team info.
A content filled bump or update, however you look at it.
This isn't the map nor the terrain, but a general idea of what I'm thinking of for the UI. A circle of buttons for attack/spells depending on the unit and then "Boss Bars" positioned around the screen to show the general position of your teammates. I need to find something to use for displaying the direction of the "Flag Unit", maybe a screen image so I can make it flash.
I like that Ally Indicator idea. I'd be much better then trying to see a little dot on the minimap.
Anyways, no need to make a template map. I'm still trying to get use to some of the terrain improvements over SC and WC3 (I have a good bit of WC3 experience).
As for the bridge, it isn't really a bridge as the doodad itself doesn't allow units to walk on top of it and just fall through. Basically its just raised terrain below the bridge because I managed to find out that unlike most doodads in WC3 its height based on the terrain isn't in the center, but on one of the sides (south side in the screenshot) so since that is level with the terrain the rest of the terrain below the bridge can be raised to make the unit seem as if it is walking on the bridge with no weird effect (like falling through in some places).
@dra6o0n Very well. I understand what you mean.
____
I'm working on a sorta "Power Plant" style terrain that I plan to make a bit tight and maze like. I could use some suggestions terrain wise, also if anyone would like to make up one just let me know.
Your quite full of the ideas, dra6o0n. Anyways, I'll keep those things in mind when I start making the actual terrain. I still need to get use to a few new things. - Currently I have the flag (Point Defense Unit) with a "0" sight radius, so basically you see the unit on the mini-map and the unit on the map, but it doesn't reveal any of the fog of war around it.
__ I also went ahead and added it here as a "Map". Hope I did it right (http://www.sc2mapster.com/maps/sc2-capture-flag/). Since you've given several ideas, would you like me to add you as at least a contributor, dra6o0n?
___
Pass: SC2ctf
Yhea, I'm kinda weird like that.
Sorry about the flashing, assuming its a fullscreen issue.?
Capture the Flag, or CTF for short, is a classic team game wherein two or multiple teams try and capture an enemy flag and return to their on base with the flag safely.
WC3 had it's style of CTF's which were great, but still stand to needing improvement due to imbalances in the game. i.e. (Gold farming, camping the flag, "feeding")
My ultimate goal is the recreate a CTF game for SC2 that will implement a need for more strategy and teamwork while minimizing imbalances that may make the game unfair.
Progress:
Flag System - ♫♫♫♫♫♫♫♫♫♫ 100%
The Flag System consists of a "flag" for both teams. Any member of the opposing team can capture the "flag" thus causing the "flag" to follow them (I used the Point Defense Unit). When the player is killed the "flag" is dropped then being able to be picked up again by an opposing team player or returned by an ally.
Revived Units - ♫♫♫♫♫♫♫♫♫♫ 100%
Class System - ♫♫♫♫♫♫♫♫♫♫ 0%
Terrain - ♫♫♫♫♫♫♫♫♫♫ 0%
____
Please, if you have any comments or criticisms then post them. Likewise, if you'd like to help out albeit I am still working out the details.
Also, I'd make a team/map on here, but I'm not really sure which I would have to do. If someone could clear the details up on that, that would be great.