Staredit Network > Forums > SC2 Custom Maps > Topic: Basketball
Basketball
Jun 15 2010, 5:44 am
By: MillenniumArmy  

Jun 15 2010, 5:44 am MillenniumArmy Post #1



Basketball will be my first sc2 map.


I figured i ought to start with something simple, especially if i'm just learning the galaxy editor. Basketball was and is one of my most successful maps of all time for sc1 so I think it is a good map to remake.

So

I've planned out everything about this game. Once I fully learn how the trigger and data editors work I believe I can get a map done. The only thing I'm really stumped is probably the most important part: shooting the ball. IAs you guys know in the sc basketball map i made back in 2003 it implemented the patrolling aimer system which was quite revolutionary and ingenious for an sc1 map. Now I think I can go for more.

To shoot the ball you have to click on the hoop itself. This will initiate an X meter/gauge of some sort. Click again and you'll shoot the ball. The better X is, the more likely you are to make the shot. Only problem is I don't know what X will be. Here are the two possibilites of X:

1) Accuracy meter
When you click on the hoop, an accuracy meter will pop up. It will oscillate from 0% to anywhere up to 100%. The speed at which it oscillates and the maximum accuracy it will reach will depend on your location relative to the hoop when you shoot the ball. So for example if you are trying to shoot a ball from beyond half court your accuracy meter will oscillate very fast and the peak accuracy will only be like 20%, but if you attemp a shot from say in the paint the meter will oscillate at a very slow pace but the peak accuracy can possibly go as high as 100%. Here's an illustration of what I'm hoping to achieve:
[attach=6749]
These only show half the cycles. The X axis is the time it takes to complete half of one up and down cycle and the Y axis is the accuracy at a given time. The blue curve would be an example of when you are trying to shoot a full court shot but the red one would be one from inside the paint. Notice how the curves slowly transition from concave up (far) to concave down (near); essentially the closer you are to the hoop the larger the margin of error when trying to get a higher percentage shot.

(The numbers are only estimates of what an accuracy meter would be like.)

Pros:
- Relative ease; a player simply has to have the right timing to get an accurate shot
- Statistically realistic.
Cons:
- Very lucked based. It's not fair for someone who always gets <50% shots in when someone never makes his >50% shots.

2) Power meter
This is another thing i was thinking about. Like the accuracy meter, click on the hoop to initiate the power meter. This will also go from 0 to 100%. The power level dictates how far the ball will land when shot so your distance relative to the hoop matters very much. In the paint you'll only need like a 5 to 15% power level for the shot to go in, a 30 to 40% power level around the 3 point line, and at least a 75% past center court. Here's the catch though, getting too low a power level will give you an air ball or something but too high a power level you'll probably throw the ball out of the map! So the key is to know exactly what power level is needed at certain spots on the court.

Pros:
- Pure skill. No luck involved, simply positional memory (knowing which locations on the court require what power levels).
- Physically realistic
Cons:
- Very very little room for error (power levels must be exact or within a certain range in order for a shot to go in.)
- Strict learning curve.


I like both methods equally but I'm not sure which one would be better fit for my basketball map. Or if you have another method, I'd love to hear from you. Any comments, objections, or criticism are welcome.

Attachments:
graph.jpg
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Jun 15 2010, 9:42 am Demented Shaman Post #2



I think you should include both, have an accuracy component and a power component. I also think you should take into account the direction the shooting unit is facing. Put more emphasis on skill rather than luck, because it will help the competitive aspect of the map which is what will keep people playing.

Also, unless you want being able to click the hoop to take skill, I think it is unnecessary. You could give the players' units a custom ability and detect when that ability is used, which would take the place of clicking the hoop. This would let players maintain selection of their unit as well as giving them the ability to use a hotkey for shooting.



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