Turf Wars is a tug of war style map, in which you will find many elements of the great game „Plants Vs Zombies“. The difference to the latter game is that two teams can compete against each other. A solo mode is available for those players that don´t want to jump into competitive mode right away.
The main goal of the game is to defend your home against incoming Zerg attack waves. You prevent that by building various defensive structures, which can be placed on the battlefield from a construction menu at the bottom of the screen. Of course they cost resources, but the good news is that the sole resource in this game is Vespene. It can be harvested from Refineries by clicking the continuous dropped Vespene Pallets.
What sets Turf Wars apart from other games is that the player can only interact with the world through the constructors menu. You don’t control units, they act on their own.
Atm only one terrain. I´ll upload the map here so you can use it with other terrains if you like. I had no time to clean up triggers and data so it´s a little bit messy €: The latest version of the map will always be available on battle.net - unlocked.
SC Lane Action a melee mod with tug of war elements. It was inspired by the SC flash game Starcraft FA (Flash Action).
Game Modes:
2v2 (with computer player possible)
1v1 (vs computer or human player)
FEATURES
Tutorial available
Hatchery (aka Kraken) is a hero. Several unique abilites can be learned to turn the battle to your favor.
Boost your mineral or gas income with Proton Catalyst (ability at Hatchery. Targets Minerals or Extractor)
Place defensive structures on top of the creep tumors.
Place units instantly on the battlefield from the protoss stone inlay
Your kraken will gain higher energy regeneration rate and increase its maximum energy at each level
I would appreciate some constructive feedback.
PATCH NOTES
The Kraken´s abilities cost no longer money, but experience points gained with each level.
The new experience level for the Kraken is 25.
New XP bounty system for the Kraken (Hatchery):
0.5x XP: If a unit is killed by some other unit, you get a 0.5x bounty in XP of the killed unit.
1.0x XP: Units that were killed by the Kraken are awarded with a 1x XP bounty.
1.5x XP: Building units gives you a 1.5x XP bounty of that unit,
Neuron Profileration and Myelin Amplification are now attributes (Intelligence, Dexterity) of the Kraken.
Intelligence: Increases maximum energy by 50 at Level 2, 6, 10 and 14
Dexterity: Increases energy regeneration rate by 1 at Level 4, 8 ,12 and 16
If one of your units gets killed, you get 1/2 of the mineral and vespene costs refunded.
The continuous spawning marines are not affected from this change.
To better distinguish the latter marines from the ones that you place on the battlefield,
the model was changed to the XP reward marine, stats are the same.
UNIT STATS
Unit
Cost (Minerals)
Cost (Vespene)
XP
Drone
50
0
10
Marine
50
0
10
Roach
75
0
15
Medic
50
10
15
Zealot
100
0
20
Sentry
50
50
25
Hydralisk
100
25
30
Mutalisk
125
25
35
Ghost
150
50
45
Siege Tank
125
75
50
Banshee
150
75
55
Immortal
200
75
65
Ultralisk
250
100
80
Colossus
250
150
95
UGRADES ADDED TO NEURAL NETWORK
Upgrade Medic to Merc Medic (higher hitpoints and healing rate)
Great news! I think with the ton of stuff we can do with the editor, it would be a shame to just make a remake of it. So I totally agree with your point.
If I´ll take a 256 x 256 map, the largest possible, and add nodes (distance between nodes = 1) I would need an array size of 65536 oO. The limit on arrays is 8190 iirc, so yes its impossible. anyways I´ll had fun creating it. :)
I am currently thinking about how the found path could be delivered to the unit. I want to avoid adding waypoints on every found node. At the moment the marine is still using the SC2 pathfinding.
Not a library, but a proof of concept for anyone interested in how to implement this algorithm in a SC2 map
What is A* (A-Star)?
It is a pathing algorithm used in SC:BW and many other games. To not just copy and paste walls of text here is a good introduction: A* Pathfinding for Beginners
How can this be useful?
I am trying to recreate the pathfinding system of the old game , where units prefered some terrain over others, like roads over desert. At the moment I can´t promise if it´ll work.
VERSIONS
v1.2 I managed to recreate the found path. It is marked with the FeedbackImpact model.
v1.3 The found path is deliverd to the unit with waypoints. I made the waypoint model invisible, so its a little prettier.
v1.4 I added a "TriggerTookTooLong" protection. So more complex paths can be calculated. The drawback is that the trigger is more time-consuming.
v1.5 Roads now have priority over usual terrain.
v1.6 I´ll think this version is as close as it can get to the original pathfinding algorithm of Z. Only thing left to do is apply a speed buff, when a unit enters the road.
v1.7 Just polished the code and the map; including smart waypoints. There should be no more trigger errors, so hopefully the last version I uploaded.
v1.6
Bugs
until v.1.5 If the while loop in the "pathfinding" action is executed too long, calculating a more complex path, it can cause a "Execution took to long" error.
0
@iooz: Go
@FarCube: Go I want to thank both of you for your feedback!
Bug fix:
0
Turf Wars
Turf Wars is a tug of war style map, in which you will find many elements of the great game „Plants Vs Zombies“. The difference to the latter game is that two teams can compete against each other. A solo mode is available for those players that don´t want to jump into competitive mode right away.
The main goal of the game is to defend your home against incoming Zerg attack waves. You prevent that by building various defensive structures, which can be placed on the battlefield from a construction menu at the bottom of the screen. Of course they cost resources, but the good news is that the sole resource in this game is Vespene. It can be harvested from Refineries by clicking the continuous dropped Vespene Pallets.
What sets Turf Wars apart from other games is that the player can only interact with the world through the constructors menu. You don’t control units, they act on their own.
Map Links
US: starcraft://map/1/236069
EU: starcraft://map/2/164173
Summary
0
Here is a list of hotkeys that can be set with custom script code. NA... not available (I couldn´t find a code for those keys)
0
@Gradius12: Go
lol no i referred to this guy
@Zolden: Go
Atm only one terrain.
I´ll upload the map here so you can use it with other terrains if you like. I had no time to clean up triggers and data so it´s a little bit messy€: The latest version of the map will always be available on battle.net - unlocked.0
BGH with the flavor of Zod.
Features:
Game Modes:
starcraft://map/2/160458 (EU)
starcraft://map/1/230651 (US)
or search for Big Game Hunters: Zod Edition on battle.net
Enjoy!
0
So now it´s possible to place buildings with dialog items?
Btw thx Renee for working your ass off, just to show us galaxy noobs how to use the new functions!
0
SC Lane Action a melee mod with tug of war elements. It was inspired by the SC flash game Starcraft FA (Flash Action).
Game Modes:
FEATURES
I would appreciate some constructive feedback.
PATCH NOTES
UNIT STATS
UGRADES ADDED TO NEURAL NETWORK
ABILITIES
DEFENSIVE STRUCTURES
Minerals
Vespene
(Bonus Dmg)
(Bonus DPS)
0
@Oneiros333: Go
<d ref="Effect,YOUREFFECT,VitalArray[Life].ChangeFraction[0]"/>
You can always make a test upgrade and change the desired field. Then go to XML view and you´ll find your desired reference.
0
Great news! I think with the ton of stuff we can do with the editor, it would be a shame to just make a remake of it. So I totally agree with your point.
If you need a beta tester I am in :)
0
Just played this awesome flash game . In fact its just a towerdefence with some twists. Does anybody know if this map has been remade for SC2?
Here´s a footage:
0
updated first post + vid
I think I got it as close as it can get to the pathfinding system of Z. :)
0
@Frizi: Go
Well, I am a A* noob. What you mean with custom nodes? Could you be a little bit elaborate about it or guide me to a tutorial.
btw I uploaded v1.3. The found path is now delivered to the marine.
edit: v1.4 with "TriggerTookTooLong" protection is up
edit edit: v1.5 roads have higher priority than usual terrain.
0
@SouLCarveRR: Go
If I´ll take a 256 x 256 map, the largest possible, and add nodes (distance between nodes = 1) I would need an array size of 65536 oO. The limit on arrays is 8190 iirc, so yes its impossible. anyways I´ll had fun creating it. :)
@rpc190: Go
I am currently thinking about how the found path could be delivered to the unit. I want to avoid adding waypoints on every found node. At the moment the marine is still using the SC2 pathfinding.
0
credits go to maverck for his pioneering work
Not a library, but a proof of concept for anyone interested in how to implement this algorithm in a SC2 map
What is A* (A-Star)?
It is a pathing algorithm used in SC:BW and many other games. To not just copy and paste walls of text here is a good introduction: A* Pathfinding for Beginners
How can this be useful?
I am trying to recreate the pathfinding system of the old game , where units prefered some terrain over others, like roads over desert. At the moment I can´t promise if it´ll work.
VERSIONS
v1.6 I´ll think this version is as close as it can get to the original pathfinding algorithm of Z. Only thing left to do is apply a speed buff, when a unit enters the road.
v1.6
Bugs
0
yes! you can use the closest unit to point action