Staredit Network > Forums > SC1 Map Showcase > Topic: Z (by Bitmap Brothers)
Z (by Bitmap Brothers)
Jul 6 2010, 2:07 am
By: theleo_ua  

Jul 6 2010, 2:07 am theleo_ua Post #1



Z by Bitmap Brothers via StarCraft UMS

Game type: skirmish, FFA
Number of human players: 4 max
Game length: approx. 40 minutes.
Can be played via singleplayer: yes
Protection: open source (not protected). So everyone can see how to create grenades, hydra-scarabs, neutral unit capturing, ai etc.
Date of birth: created at 14 Jun 2010.
Hyper Triggers: standard
Map properties: Space Platform, 128x128, 701 Units, 1120 Strings, 169 Locations and 1006 Triggers.

SEN download: attachement or http://www.staredit.net/?file=2250
Official download: http://theleo-ua.livejournal.com/ (use it if you want the latest version)


Brief description: this map is the attempt to reproduce the gameplay of Z game by Bitmap Brothers. You can read more about original Z here:

http://en.wikipedia.org/wiki/Z_%28video_game%29
http://gaming.wikia.com/wiki/Z


Detailed Description


Screenshots


Youtube Video


Features


Known Bugs


Balance


Previous my maps


Future my maps


Thanks to


Have a nice playing:)

Attachments:
Z___1.43.SCX
Hits: 6 Size: 163.28kb
Z___1.39.SCX
Hits: 8 Size: 162.43kb

Post has been edited 12 time(s), last time on Nov 4 2010, 1:44 pm by theleo_ua.



None.

Jul 6 2010, 4:26 am Wormer Post #2



:lol: Ahahah, leo! <3 You've finally finished this! :cool2: Hope this isn't lagging much. :rolleyes:



Some.

Jul 6 2010, 7:11 am NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Wow, quite impressive implementation of the different aspects!
Balance wise it looks pretty good too, judging from the videos. (haven't played yet)
Except maybe the missile turrets are overpowered.

Also you need to make territories harder to capture. As long as you have units in a say 10x10 location around it, it shouldn't be possible to take it from you.

Also I'm not sure if I like how you choose what to produce. Scrolling through a long list by lifting seems tedious. Why not make it actual factories, like Stargate etc. and if you have more than 4-5 options have a 2nd or 3rd factory.




Jul 6 2010, 10:27 am theleo_ua Post #4



Quote from Wormer
:lol: Ahahah, leo! <3 You've finally finished this! :cool2: Hope this isn't lagging much. :rolleyes:

The lags are playable - sometimes it doesn't lag. I made optimizations, even sorted conditions.

And thank you for help and advices.

And hardest problem was "capturing of P9 units": I need to give his units to p10 and back every second (or every 2 seconds) - I spent a lof of time to fix lags of this giving:)

Quote from NudeRaider
Wow, quite impressive implementation of the different aspects!

Thanks

Quote from NudeRaider
Balance wise it looks pretty good too, judging from the videos. (haven't played yet)

I want to create balance much same as original Z as possible, but some things look overpowered, so I changed them. Main problem is that in original Z units can miss the target, in SC - can't.

Quote from NudeRaider
Except maybe the missile turrets are overpowered.

Hydras and Missile Turrets shoot with very long cooldown - thats why they has a lof of HP (if you mean this).

Quote from NudeRaider
Also you need to make territories harder to capture. As long as you have units in a say 10x10 location around it, it shouldn't be possible to take it from you.

I will try to implement this

Quote from NudeRaider
Also I'm not sure if I like how you choose what to produce. Scrolling through a long list by lifting seems tedious.

Yes, I will think about this. Currently I think that all of the solutions has big disadvantages or hard implementation.

Quote from NudeRaider
Why not make it actual factories, like Stargate etc. and if you have more than 4-5 options have a 2nd or 3rd factory.

Take to much of space on the map. I will try to change selection to "moving zergling" later (maybe).

Anyway - thanks for the constructive opinion.



None.

Jul 25 2010, 12:16 am theleo_ua Post #5



Post updated
Detailed description added



None.

Oct 26 2010, 4:22 am theleo_ua Post #6



Quote from NudeRaider
As long as you have units in a say 10x10 location around it, it shouldn't be possible to take it from you.

Tried to implement this (ver 1.43 is attached to the start post)



None.

Nov 2 2010, 6:23 pm StarBlue Post #7



I'm sorry, but I can't understand half of the stuff in the description @_@ So many spelling errors :massimo:



None.

Nov 27 2010, 4:44 am theleo_ua Post #8



Quote from StarBlue
I'm sorry, but I can't understand half of the stuff in the description @_@ So many spelling errors :massimo:

Fixed some errors - please try again.

If you still not understand - please quote the sentenses which you dont uderstand.

Also you can watch youtube movie - you will see the most about of this map:)

Thanks



None.

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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
Please log in to shout.


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