- Lots of customization.
- Powerful abilities that needs the player to use them properly in order to impact the enemy, for example linear attacks or slow seeking nukes.
- Meteorites, black holes, ... that makes you interact with the enviroment.
- ...
I've ended up doing something similar. If someone else is interested on it:
- I created the unit train ability. This ability trains a dummy unit which cost the same as the upgrade.
- I created a trigger that executes when the the dummy unit is trained. This trigger removes the dummy unit and orders the struture to morph. Note that when you use the train ability, you will spend your resources so you will have to return back the resources to the player before morphing the structure.
In my map, buildings apart from training units can also be upgraded. To upgrade buildings I use the morph ability. However morph abilities won't allow you to use them until the building stops training units. I want to make this morph ability queueable, so you can order the building to upgrade after training all the units.
I'm having the same problem. As I can see this is a widespread problem. Hope blizzard give us a way to control this.
@ mark8264:
Your solution could work. But my main problem is that after a player leaves the game, every resource given to the left player won't be added to its resources, but instead will keep splitting between its team mates. So I can't make my AI control this player as it will never get resources.
Anyone has found a workaround? Anyone knows if Blizzard is working to give us some function to change this behaviour?
PD: click on my signature and give me feedback on my map.
Added information on the tips about how to upgrade structures.
AI will synchro their structures.
Cleaned up the end game code.
Score is round based now.
Bunker attack nerfed.
Added custom descriptions for minerals and vespene gas.
Fixed score not showing for some players since last version.
Lowered max number of rounds to 3.
AI now will synchronize its units. This should make it harder to beat the AI.
I need your feedback to confirm this version is stable and has no bugs. Then I'll start working on next major version (2.0) which will add the zerg race. I've also added a poll about the map in the main post.
Version 1.1 is out. It just fixes some minor bugs:
v1.1:
Increased the score you get when playing more than one round.
AI won't take control over players after the game ends.
Fixed players respawning and causing the camera to look at them after the core is destroyed.
Bunker attack buffed.
Fixed ability buttons dialog not hiding when a round ends.
Fixed AI deactivating for afk players when a new round starts.
Hidden some UI panels that aren't used in the game.
Keep playing the map and let me know if you have some suggestion or have find some bug. Remember that you can play against AI if you don't find enought players to fill the lobby.
CoreFight can be classified as a Tug of War game. It's inspired by two of my favorite wc3 games: Castle Fight and Missile Wars. I've tried to mix both game concepts by including some of their basics, as well as adding some new features.
This game is currently available to be played in the following regions of bnet:
There are two opponent teams, the red team and the blue team. Each team controls one base on opposite sides of the map. The main objective of the game is to defeat the enemy team by destroying the Core at their base.
To do so, you start the game by taking control over a single unit, your builder. Your builder has the ability to make structures inside your team base, which will continuously train units and send them to attack towards the enemy team base. Every 10 seconds, you will receive some mineral income, allowing you to keep expanding your base and growing up the size of your forces.
Additionally, every time you kill an enemy unit, you will be granted a small amount of energy. This energy will allow your builder to cast powerful artillery abilities at the enemy team base, inflicting direct damage to their builders and structures, and helping you to overthrow their defenses.
- PlayerNameString().
- Fix changes in the sound data editor not allowing you to save the game.
- Monospaced fonts or indentation in text.
- Allow share control over allied units spending only your own resources, not theirs.
- Some option to disable players from distributing their resources when they leave the game.
- Easier way to import galaxy code.
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I want bugged popularity system back.
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- Lots of customization.
- Powerful abilities that needs the player to use them properly in order to impact the enemy, for example linear attacks or slow seeking nukes.
- Meteorites, black holes, ... that makes you interact with the enviroment.
- ...
0
I've ended up doing something similar. If someone else is interested on it:
- I created the unit train ability. This ability trains a dummy unit which cost the same as the upgrade.
- I created a trigger that executes when the the dummy unit is trained. This trigger removes the dummy unit and orders the struture to morph. Note that when you use the train ability, you will spend your resources so you will have to return back the resources to the player before morphing the structure.
0
In my map, buildings apart from training units can also be upgraded. To upgrade buildings I use the morph ability. However morph abilities won't allow you to use them until the building stops training units. I want to make this morph ability queueable, so you can order the building to upgrade after training all the units.
How can I do this?
0
Just if you didn't know, I've released the map in EU. Check this post: http://forums.sc2mapster.com/player-zone/map-feedback/17809-core-fight-1-3/#p4
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Version 1.3 is out!! You will also notice that I've added some screenshots to the main post.
v1.3:
I'm still waiting for some feedback. :(
0
I'm having the same problem. As I can see this is a widespread problem. Hope blizzard give us a way to control this.
@ mark8264:
Your solution could work. But my main problem is that after a player leaves the game, every resource given to the left player won't be added to its resources, but instead will keep splitting between its team mates. So I can't make my AI control this player as it will never get resources.
Anyone has found a workaround? Anyone knows if Blizzard is working to give us some function to change this behaviour?
PD: click on my signature and give me feedback on my map.
0
Version 1.2 is out!!
v1.2:
AI now will synchronize its units. This should make it harder to beat the AI.
I need your feedback to confirm this version is stable and has no bugs. Then I'll start working on next major version (2.0) which will add the zerg race. I've also added a poll about the map in the main post.
0
Version 1.1 is out. It just fixes some minor bugs:
v1.1:
Keep playing the map and let me know if you have some suggestion or have find some bug. Remember that you can play against AI if you don't find enought players to fill the lobby.
0
1.- Introduction:
CoreFight can be classified as a Tug of War game. It's inspired by two of my favorite wc3 games: Castle Fight and Missile Wars. I've tried to mix both game concepts by including some of their basics, as well as adding some new features.
This game is currently available to be played in the following regions of bnet:
- Europe: CoreFight (starcraft://map/2/124662)
- Americas: CoreFight NA (starcraft://map/1/235573)
- Korea and Taiwan: CoreFight (starcraft://map/3/78964)
- Southeast Asia: CoreFight (starcraft://map/6/20867)
2.- Gameplay:
There are two opponent teams, the red team and the blue team. Each team controls one base on opposite sides of the map. The main objective of the game is to defeat the enemy team by destroying the Core at their base.
To do so, you start the game by taking control over a single unit, your builder. Your builder has the ability to make structures inside your team base, which will continuously train units and send them to attack towards the enemy team base. Every 10 seconds, you will receive some mineral income, allowing you to keep expanding your base and growing up the size of your forces.
Additionally, every time you kill an enemy unit, you will be granted a small amount of energy. This energy will allow your builder to cast powerful artillery abilities at the enemy team base, inflicting direct damage to their builders and structures, and helping you to overthrow their defenses.
0
- Custom tips on loading screen.
0
- PlayerNameString().
- Fix changes in the sound data editor not allowing you to save the game.
- Monospaced fonts or indentation in text.
- Allow share control over allied units spending only your own resources, not theirs.
- Some option to disable players from distributing their resources when they leave the game.
- Easier way to import galaxy code.
0
I also need this. Any help?
0
Great!! A Ragnarok rpg...
...mmm wait. As I read on your response above that won't be so similar to Ragnarok. :(
Anyway good job with the UI.
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9.8mb on EU