Yeah I do not plan on adding heroes, just mentioning it could be done. The base game will be pure SC2.
I will be recreating the map, I lost it totally. My local version was corrupted and I had published it as Locked, so I have no working copy at the moment.
It should only take an hour or so to recreate this evening.
As far as conflicting selection goes, players should be able to see their ally's selection circles, so hopefully that will be enough. If not I can use triggers to prevent it.
Mephs' post is childish and self-fellating.
Smashcraft is well produced, but missing an essential element: fun.
Edit: Mephs, I don't have anything against you, and your post has many valid complaints, but kicking over other people's sandcastles is not the way to make your voice heard.
One (starting location) base per team, aka 6 workers and 1 town-hall per team
Multiple players per team
Shared control
Shared spending of resources
Shared vision
Default SC2 melee rules otherwise
Custom work
Some things require a little faking due to each player not having their own base, but I have attempted to replicate the UI as much as possible, and will continue to do so where necessary.
Custom dialogs for displaying resources and supply
Custom dialogs for idle worker selection
Most alerts have been flagged "share with allies" rather than merely "self"
Planned improvements
Entire team votes for the race of their base
More maps than Shakuras Plateau!
(Possibly) Addition of AI to a team - may run into conflicts here
(Possibly) Chat messages of ally activity, such as selection of units (e.g. "hyperrift has selected 12 roaches" or "hyperrift has built a Roach Warren")
Known issues
Can't get allied chat to be the default... I see no way to address it. For now, players have to use ctrl+enter to use ally chat
Currently no button for selecting warp gates, for now players will have to bind them to access them (like the other races :P)
Changes v1.3 (most recent)
Added idle worker button for all players
Removed the lobotomized computers that served as a shell for the team, now using the first two players in the lobby as the starting bases.
Streamlined the lobby interface, removing things such as handicap setting
Changes v1.1
Modified alerts to work for allied players
Fixed position and width issues with resource dialogs
Release v1.0
Map foundation released with custom resource dialogs, team choice and assignment, ruleset implementation, etc.
Original post
Hey everyone, just released a map as a *proof of concept* that I spent this evening throwing together.
I always thought it would be awesome to have multiple players control a single base, so some teammates can be fighting and microing units while other teammates manage the macro, etc. Squads of units wandering around the map.
All for one, one for all. By your powers combined, etc.
Basically it is like a single player having (# players) * (average player APM) actions per minute!
I took Shakuras Plateau and modified some team options, replaced the resource panel with a custom dialog, and enabled shared control and shared spending.
There are two teams, Red and Blue. Each team shares control of a lobotomized computer player (disabled AI), and can spend resources, create units, etc.
If anyone has a better name for the map I am open to suggestions!
It's SC2 meets DotA, minus heroes. (Though a hero-type thing could be added as a variant)
Possible improvements
Multiple different maps could be voted upon
Players vote on the race of their shared team instead of host picking
I need a way to prevent an Auto-Turret from targeting something that is blocked by a cliff.
My personal approach started with
event : "unit acquires target"
condition : "line between triggering unit and target crosses cliff"
action : ....?
I can't figure out the appropriate action.
Basically I want the Auto-Turret to never even face the target, never acquire, just ignore anything that has a cliff between them. The best I have been able to do is prevent the attack, but the turret stays "locked" and faces its target without firing, which is not appropriate.
Hah, I have the opposite problem. I have Weapon objects granted by picking up Item objects, but my unit will only use its turret if the turret/weapon were linked under the unit's Weapons+ field.
I want them to always use the turret no matter what.
Yeah, a lot of questions that clog up the forums are ones that have been addressed 100x before, or that have a tutorial. Basic things like "why is my unit a white orb" and such.
make a behavior of the buff type the unit has on permanently set Behavior - Modification - State Flags to cloak and give it the Behavior - Validators (Disable) Caster Not Attacking and Caster Is Stationary.
This will work perfectly, I use the same in my map.
I prefer just giving the unit its behaviour in the very beginning, and simply adding the validator to the behaviours 'disable validator' block. But thats just me
The cut-scenes are annoying after the first time. Does anyone really enjoy the "lets get the hell out of here!" civilian, or the screaming ones? Also, I have died due to them jacking control away at a critical moment.
The XP needed for to access higher level classes is ludicrous. Grinding is necessary. Which sucks because of..
The limited replay value. Other than grinding for access to new classes, you have no reason to come play again once you've beaten it. The map always plays the same.
So to echo others, you need more game-play paths, more weapons and equipment, etc. Otherwise good job, well produced.
0
@ZealNaga: Go
Yeah I do not plan on adding heroes, just mentioning it could be done. The base game will be pure SC2.
I will be recreating the map, I lost it totally. My local version was corrupted and I had published it as Locked, so I have no working copy at the moment.
It should only take an hour or so to recreate this evening.
As far as conflicting selection goes, players should be able to see their ally's selection circles, so hopefully that will be enough. If not I can use triggers to prevent it.
0
Mephs' post is childish and self-fellating. Smashcraft is well produced, but missing an essential element: fun.
Edit: Mephs, I don't have anything against you, and your post has many valid complaints, but kicking over other people's sandcastles is not the way to make your voice heard.
0
@morfois1986: Go
I created a map last night and after the game patched this morning, everything I had done was reset and stripped out.
0
Basics
Custom work
Some things require a little faking due to each player not having their own base, but I have attempted to replicate the UI as much as possible, and will continue to do so where necessary.
Planned improvements
Known issues
Changes v1.3 (most recent)
Changes v1.1
Release v1.0
Original post
Hey everyone, just released a map as a *proof of concept* that I spent this evening throwing together.
I always thought it would be awesome to have multiple players control a single base, so some teammates can be fighting and microing units while other teammates manage the macro, etc. Squads of units wandering around the map.
All for one, one for all. By your powers combined, etc.
Basically it is like a single player having (# players) * (average player APM) actions per minute!
I took Shakuras Plateau and modified some team options, replaced the resource panel with a custom dialog, and enabled shared control and shared spending.
There are two teams, Red and Blue. Each team shares control of a lobotomized computer player (disabled AI), and can spend resources, create units, etc.
If anyone has a better name for the map I am open to suggestions!
It's SC2 meets DotA, minus heroes. (Though a hero-type thing could be added as a variant)
Possible improvements
0
This is an insanely useful tool and I thank you for the effort you are putting into it.
0
I need a way to prevent an Auto-Turret from targeting something that is blocked by a cliff.
My personal approach started with
I can't figure out the appropriate action.
Basically I want the Auto-Turret to never even face the target, never acquire, just ignore anything that has a cliff between them. The best I have been able to do is prevent the attack, but the turret stays "locked" and faces its target without firing, which is not appropriate.
0
@silvermage: Go
Hah, I have the opposite problem. I have Weapon objects granted by picking up Item objects, but my unit will only use its turret if the turret/weapon were linked under the unit's Weapons+ field.
I want them to always use the turret no matter what.
0
Did you try... the "visible" check where the "snapshot" check is?
0
Yeah, a lot of questions that clog up the forums are ones that have been addressed 100x before, or that have a tutorial. Basic things like "why is my unit a white orb" and such.
Would be nice to have an extremely visible FAQ.
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@DaFranker: Go
There was a mapper by the name of WarRaptor in SC1 and WC3, he did some very similar style things.
One was his "one room RPG" or something, where he created dynamic rooms using invincible supply depots to create the "walls".
He was an amazing mapper, really pushed the boundaries of the editors in SC and WC3, but never seemed to finish a project, haha.
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@jangsy: Go
Personally for a single unit I would use a "Specialize" ability rather than Research.
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Everything that is Freespace 2, and a few concepts from other games like EVE online, etc
0
This will work perfectly, I use the same in my map.
0
This is your best bet.
0
@Ability1: Go
So to echo others, you need more game-play paths, more weapons and equipment, etc. Otherwise good job, well produced.