Staredit Network > Forums > SC2 Custom Maps > Topic: Astrogears...?
Astrogears...?
Jul 19 2010, 4:28 pm
By: LoveLess  

Jul 19 2010, 4:28 pm LoveLess Post #1

Let me show you how to hump without making love.

We all know it. We all love it. I started on it, but lost a lot of work that I had done. Anyone want to join arms with me and make the map in all it's glory? I am looking at Wormer with ready eyes.



None.

Jul 19 2010, 7:39 pm payne Post #2

:payne:

What are you looking for?
Terrain, Units, Data, Triggers, Doodads, etc. ?



None.

Jul 19 2010, 11:42 pm LoveLess Post #3

Let me show you how to hump without making love.

Alright, well let's go into detail I suppose. I am looking for people who have learned to work their way through the editor, as I have some knowledge of it's workings and how to get desired effects, but I am looking for the best possible way to display and produce a more engaging gameplay. Let's be honest, AG was a great game, but there were things it lacked to make it a true hit (revives, more players, greater customization).

Anyone who is willing to add new ideas, help with the production or just give an overall outlook are very much appreciated.

Currently, I have nothing past some of the Units and Commands designed as I had the map roughly 70-80% recreated, nothing new added from version 1 of AstroGears, before the map file was corrupted and it didn't display shit. I have started work back on it.

If anyone wants to help out and take a look, feel free. Here are some images from what I had created a while back, it's working the way back to where it was, but I lack the motivation to redo everything I had already done and decided to improve on what once was.









None.

Jul 21 2010, 2:53 am payne Post #4

:payne:

Those images looks epic.
When you'll be at the terrain stage, I swear you should try to talk to Mokse or Mozared from sc2mapster: they are awesome.



None.

Jul 23 2010, 4:35 am Wormer Post #5



LoveLess! LoveLesss!!!! :wub:

I usually don't read topics in SC2 section, but when I saw "Astrogears" I couldn't resist =)

I am really, really interested in this project. I am willing to assist. However what up to my SC2 mapping skills, they are at zero level ATM. You know, I'm not dumb or something, but we all also know it takes time to go all through the learning curve.

I have got some ideas but I think before we will post these we need a good ground for tracking bugs, ideas, changes and etc. How about using a google code for this? Or anyone got a better suggestions?

IMO, the second vital thing is to accomplish a simple playable map and polish it. When core gameplay is done one then can polish it, make experiments, add features and make improvements.

Quote from name:Tuxedo-Templar
I'd plan to start with as conservative a design as gets the job done, with ample iteration and testing as I go along. Making a gajillion options is not the way I'd want to do it, to start.

The other vital thing I believe is that a normal game shouldn't last long (~15-25 minutes). I believe the length of the game is the key factor to it's popularity. Of course the game might be designed to allow long games sometimes, but it should be an exception from the rule.

I believe the other key factors of a popular game include the design ideas which lead to the player's instant and constant involvement into taking decisions and the routine work reduction to the minimum level.

P.S.
Also, probably we shouldn't remake Astrogears. Let's leave the loud name aside. Let's leave Astrogears for Tux. I mean that Astrogears is one and the only with all it's good and bad. There can't be the other Astrogears. LoveLess, you also don't want to repeat everything one in one. SC2 is completely another game after all. Hence I suggest making a map with an Astrogearish gameplay but name it differently, make a bit different story and such. We are not Tux after all, and IMO shouldn't use the fame of the Astrogears title.

Post has been edited 7 time(s), last time on Jul 23 2010, 5:23 am by Wormer.



Some.

Jul 23 2010, 5:34 pm stickynote Post #6



Just ask Tux for the rights to use the name. Astrogears is just a plain badass name. I think your game length target should be 35-45 minutes long. To be honest, 20 minutes is like a longer mini game. Another thing. The big problem with the original astrogears was that the learning curve was steep; it was really hard to pick up. I suggest that the main menu be accessible from your gear's command panel. Final suggestion. Make it really flashy. People love eye candy. You can't get games going without a player base.



None.

Jul 30 2010, 5:18 pm UnholyUrine Post #7



Quote
Let's be honest, AG was a great game, but there were things it lacked to make it a true hit (revives, more players, greater customization).

Nix. The problem with AG was that it was way, way, WAY too complicated for pubbies. The amount of hotkeys and units to look after is so overwhelming that people often overlook the thinking and strategies that's nestled inside Astrogears. The thing that you should try to do first is make the gameplay AS SIMPLE AS POSSIBLE, but yet still implement all the thinking and strategies that was in the first game...

I also Think That a Talk with Tux will yield Terrific ideas. XD XD



None.

Jul 30 2010, 8:56 pm The Starport Post #8



Aw hell naw. I swear my old maps are going to haunt me even after I draw my terminal breath. :P


I actually had a really neat idea for a SC1 remake of this (was gonna call it something like Ultragears or even recycle Space Dogs or something :lol: ), but I think I'm saving this one for later :P. Basically it borrows elements of Astrogears, my earlier Cannon Balls map, what Space Dogs was going to be, Tank_7's StarQuest, the Gods of Starcraft map I'm working on now, that one AG-like map FoxWolf was working on (I forget the name), and various other ideas I've collected here and there. Sounds complex, but it's actually a dumbed-down version of what I was going to do for Space Dogs, but with some new and updated core mechanics. Gameplay should be a lot more accessible than Astrogears, though.



As for this? Go ahead and ask any specific questions and I'll give you whatever advice I can. I don't plan on doing anything myself with SC2 for now.

Post has been edited 7 time(s), last time on Jul 30 2010, 9:41 pm by Tuxedo-Templar.



None.

Jul 30 2010, 9:26 pm Falkoner Post #9



Redoing this map in SC2, or at least the basic concepts of the map would be epic. For example, Propulsors and other controls could be hit without having to select another unit, and they wouldn't have to be cludges either, propulsors could actually increase the speed of your CC.

One thing I'd like to see in the newer version is some sort of increased base defenses, the defenses of the old bases were a joke, and even returning your gear to your base at low health didn't mean you could have time to heal, the enemy could just blow past defenses and own you anyway. Starcraft II will allow the learning curve to be decreased drastically, while still holding onto the same gameplay, because you won't have to understand all the workarounds, it will simply make sense.



None.

Aug 1 2010, 11:29 am payne Post #10

:payne:

What are the progress made so far on this project, Lovel ?



None.

Aug 6 2010, 11:37 pm LoveLess Post #11

Let me show you how to hump without making love.

It's been a while since I really did any hard core work on it, but I currently have pressing the Shift Key to enable your propulsors and pressing it again to disable. I was going to do things like this with all the actions and commands.

I had working gear bits before and they would group via... annoying triggers, but after having read up on the civilian data scripts that were used in the first mission of the SC2 Campaign, it would be much easier to group bits like I had them before, not to mention fully automated. People may be against this, but really, it's enough in my opinion to be managing your Gear, its options, deplyoing/withdrawing bits and watching your enemies' actions across the map.

I haven't really been touching up on the map much since. It really demotivated me when I lost all my work... TWICE.



None.

Aug 10 2010, 1:19 am payne Post #12

:payne:

Quote from LoveLess
I haven't really been touching up on the map much since. It really demotivated me when I lost all my work... TWICE.
Why don't you do backups? -.-



None.

Aug 10 2010, 2:32 am Alzarath Post #13

Praetor

I remember when I was beta testing for Tux. Good times. ^.^

I'd love to see this in SC2. With all the new features, it should be a lot simpler to actually play it. Not that I had too hard a time in the first place. :P



None.

Aug 13 2010, 9:13 pm Owrtho Post #14



Well, I'd be willing to help. I haven't really found my way around the SC2 map editor yet, but I'm ready to learn.
Also, do we have a list anywhere of all the features from Astrogears MKII that we could work toward (along with possible updates for SC2)?

Owrtho



None.

Aug 14 2010, 1:53 am LoveLess Post #15

Let me show you how to hump without making love.

Quote from payne
Quote from LoveLess
I haven't really been touching up on the map much since. It really demotivated me when I lost all my work... TWICE.
Why don't you do backups? -.-
It's not an issue with backups, its a problem with the fact that once in the beta and on it's release, tons of the map was corrupted. There is nothing I could do to prevent this.



None.

Aug 14 2010, 1:58 am payne Post #16

:payne:

Now that the game is released, for sure Blizzard will put effort into not raping creations.
:O

Quote from Owrtho
Well, I'd be willing to help. I haven't really found my way around the SC2 map editor yet, but I'm ready to learn.
Also, do we have a list anywhere of all the features from Astrogears MKII that we could work toward (along with possible updates for SC2)?

Owrtho
I believe there was a website for AG.
I'm even more sure about it knowing it's TuxLar's project. :P

EDIT:
http://code.google.com/p/astrogears/wiki/MkIII_Gameplay
http://astrogears.emberquest.com/ <-- Deleted. :(



None.

Aug 14 2010, 10:57 am LoveLess Post #17

Let me show you how to hump without making love.

Alright alright... I guess a lot of people really want to see this get done. I would prefer to finish a project that I've been dabling in before I do however.

That aside, for an AstroGears remake, I am going to continue where I remember Tux leaving off at in Mk. III and remove the silliness I felt he was bringing to the game, removing some of the original essence that it had in the beginning. I will take that google page information and rape it.

Quote
Mk.III -> Mk.IV 0.1

Description of an intended gameplay and game mechanics.

Space Platform - a huge flat area of an irregular shape framed with high elevation borders and filling the most part of the map. --Subject to Change--

Headquarters - a stronghold of the military forces on the platform, situated on the horizontal symmetry line at the diametrically opposite sides of the platform.

Gear - a multipurpose machinery with a wide spectrum of applications, could be optimized to perform various specific tasks. On the platform represented as a Terran Command Center.

Tech Areas - two tiny areas (per team) on the map situated at the very edge of the map between hangars with stacked buildings inside an opaque frame; serves technical implementation purposes.

Cache Area - an area symmetrical to the logo area relative to the main diagonal; serves technical implementation purposes.

Cockpit Buttons
--Not going to bother moving these around, but they will most likely remain the same, just modified into buttons and keys.--
(A) Consume, Use Engineer, Use Vehicle (Infested Kerrigan)
(B) Land/Board NPC, Toggle NPC Embarkation, Construct Deployment Center (Sarah Kerrigan)
(C) Toggle Shields, Repair Gear, Use Special Ability (Jim Raynor)
(D) Toggle Aegis, Repair Deployment Center, Construct Energy Maker (Gui Montag)
(E) Redeemer Missile, Buy Redeemer Missile, None (Samir Duran)
(F) Seeker Droid Bomb, Buy Seeker Droid Bomb, Construct Energy Store (Infested Duran)
(G) Recall All Bits, Activate Teleport, Recall Nearby Bits (Alexei Stukov)
(H) Gear Master (Dock, Undock, Cancel Construction) (Terran Ghost)

Buildings and Structures
Headquarters (HQ)
Solar Battery
Energy Store
Power Node
Deployment Center (Spawner)
Spawn Supply- Barracks
Spawn Supply- Gene Facility
Spawn Supply- Robo. Facility
Barricades
Ground Barricades
Sky Barricades
Defensive Structures
AA Missile Turret
Automated Sentry Cannon
Anti-matter Cannon

NPC Spawn
Infantry Conscript
Manufactured War Beast
AA Bipedal Walker

Gear States
--This is a big Maybe, leaning on a 20% no withme.--
Siege State - Unable to move, 20 second cool-down, 5 second activation time, doubles bit-range
Engage State - Use of any action or entry into any state is possible.
Passive State - Forces gears who are shopping or using propulsors into the passive state. Cannot use bits, shields or anything other than those two actions, once that action is complete, they are put into engage mode.
Dead State - The command center will begin warping in your corpse if it is not too far from a quantum gateway. If it is, it can be salvaged by either team if they have the proper Gear Rig.

Gear Rigs
--This is what tux came up with to replace Gear Cores, which I actually have no problem with. We will have different looking Command Centers for each of them, with an even larger list and more percs. Maybe even have a selection from different 'starters.'--

Gear Bits
--Now these will just be Point Defense Drones customized to look different with their own attacks.--
Corsair
Mutalisk
Scout
Battlecruiser
Devourer
Guardian
Science Vessel
Queen
Valkyrie
Aegis




None.

Aug 14 2010, 8:48 pm The Starport Post #18



I never did or started an Mk. III.



None.

Aug 14 2010, 8:56 pm LoveLess Post #19

Let me show you how to hump without making love.

Quote from name:Tuxedo-Templar
I never did or started an Mk. III.
Meh, it had some decent ideas. Guessing an Aegis was a carrier aka Armor bit.



None.

Aug 15 2010, 12:43 am Owrtho Post #20



Well, off the top of my head I could think of using the Command Bio-Dome, Orbital Command, Command Center, and Colony Ship as structures all about the same size with lift off and landing for the various Gear Rig appearances. That also doesn't take into account other possible ways of modifying the appearance.

Owrtho



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