Staredit Network > Forums > SC2 Custom Maps > Topic: Capture Points
Capture Points
May 16 2010, 1:55 am
By: Temp  

May 16 2010, 1:55 am Temp Post #1



I have decided to start working on this again :D Ideas/feedback from others are always welcome
A few bug fixes since things have changed a bunch since beta

New ideas/bugfixes that need to be done:
-Implement races (see below)
-Fix capture auto casting so it works for SCV's
-Fix morphing to not clear host
-Fix scv's auto turret abil
-Think of new races (ideas are welcome)
-Balancing
-Think of names for races

Quote
  • Race 1
    • Description: Uses capture points only for resource collection. Has a few different types of unit production buildings. Each building can produce 1 unique unit a certain number of times. Every additional building of that type allows more units of that type. Can research upgrades for all captured points from a central research building. Units range from very powerful to very weak. Balancing is done in terms of number of units that can be created per production building.
    • Buildings: TBD
    • Units: TBD
    • Research: TBD

  • Race 2
    • Description: Uses capture points for every production/research building. Must upgrade basic captured points into more advanced structures to access research/production. Can construct additional defencive buildings. Each captured point gives points into food for production. Consists of mostly cheap light units with a few heavy support units.
    • Buildings: TBD
    • Units: TBD
    • Research: TBD

  • Race 3
    • Description: Captured points become a series of connected nodes where units can use one to travel to another. Mix of separate production buildings and upgraded nodes.
    • Buildings: TBD
    • Units: TBD
    • Research: TBD

Latest, Mod file goes in your Mods/ folder:

[attach=7542]
[attach=7549]

Ignore the broken attachments :/

Post has been edited 8 time(s), last time on Nov 1 2010, 5:27 pm by Temp.



None.

May 16 2010, 2:00 am Jack Post #2

>be faceless void >mfw I have no face

Sounds interesting, can you perhaps make and post a tutorial about SC2Mod files? I haven't had time to check them out personally, although I understand the theory behind them.

Oh, and welcome to SEN!



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 16 2010, 2:05 am Temp Post #3



I guess I could do that; it is basically just a map but with only the data editor.

Also it looks like I have been here longer than you have :bleh:



None.

May 16 2010, 2:07 am Jack Post #4

>be faceless void >mfw I have no face

Quote from Temp
I guess I could do that; it is basically just a map but with only the data editor.

Also it looks like I have been here longer than you have :bleh:
That'd be sweet.

Heh, I guess you have. 2 activity though :P



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 27 2010, 8:37 pm Biophysicist Post #5



I'd like to point out that in the wiki article you wrote (http://www.staredit.net/starcraft2/Built_On), there's a mistake... I once made the Evolution Chamber need to be built on a Mineral Field (for teh lulz/testing) and it didn't crash when I built one. ;o



None.

May 27 2010, 11:15 pm Temp Post #6



When did you test that? It might be fine with the latest patch.

EDIT: The tutorial is only slightly wrong. It requires a resource behaviour on the bottom unit or it crashes.



None.

May 27 2010, 11:16 pm Biophysicist Post #7



It was on patch 10. I'll test it again, but I'm kinda talking to some people right now so I can't.



None.

May 27 2010, 11:22 pm Temp Post #8



I edited the tutorial to reflect that the reason is because a resource behaviour is required.



None.

Nov 1 2010, 2:17 pm Temp Post #9



Update with pictures (check OP for new info)







None.

Jan 3 2011, 6:26 am payne Post #10

:payne:

lol, is this dead?
(/was curious as of the only project started by Temp)



None.

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