Staredit Network > Forums > SC2 Assistance > Topic: Shooter Map
Shooter Map
Aug 18 2010, 10:17 pm
By: Sand Wraith  
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Aug 18 2010, 10:17 pm Sand Wraith Post #1

she/her

Attached is a proof of concept map.

Hey all, Hydro here. I'm bringing in a proof-of-concept, yet conceptual, map project.
Straight-off, it's a vertical/horizontal shooting game system I'm working on, which presently is tooled for single-player use. That said, it's inspired by Blizzard's Lost Vikings and the Touhou project games (which it also borrows heavily from).

In it's current state, the map is just a square of terrain that has enemies spawning on it periodically, and the player can run around shooting stuff.

At this time of posting, some key features are:
  • 8-way movement
  • Complete keyboard input
  • triggered player and bullet movement
  • holding Shift for "precision" (slow) movement
  • upgrading attack in the spirit of Galaga, Lost Vikings, and Touhou combined
  • bombs (and deathbombing)
  • powerups, including +power, +1up, +points, +bomb
  • custom leaderboard containing gameplay-relevant info
  • i dunno


All in all, the map is a bit primitive and quite a improvisation, seeing as how I made it on a whim and kept updating it for some time.
At the same time, I also consider it approaching it's implementation stage; that is to say, soon enough, I can consider the system "finished" and I can start trying to modify it for a more practical map-game.

At this point in its development, I would really like input from testers on the system and map in general. This would include a whole slew of things, from bug reports to suggestions to whatever; even whether or not you found it fun running around shooting stuff (one person collected 100 power when upgradable weaponry wasn't even implemented; LOL).


-

old post


-

LATEST ATTACHMENT DOWNLOAD

at the bottom of this post :)

-

Change Log (oldest first)


Screenshots (oldest first)


:)


Attachments:
rampage.SC2Map
Hits: 1 Size: 187.96kb

Post has been edited 38 time(s), last time on Sep 11 2010, 5:42 am by Sand Wraith.




Aug 18 2010, 11:57 pm payne Post #2

:payne:

Quote from Sand Wraith
cliff walking: HOW THE HELL DO I KEEP MY UNITS IN THE PLAY AREA?
Try using the Pathing layer to add "No grounds" painting everywhere but inside your arena.



None.

Aug 19 2010, 4:47 am Sand Wraith Post #3

she/her

Quote from payne
Quote from Sand Wraith
cliff walking: HOW THE HELL DO I KEEP MY UNITS IN THE PLAY AREA?
Try using the Pathing layer to add "No grounds" painting everywhere but inside your arena.

I tried that a few minutes after uploading the map, but to no avail. T_T
UUUUUGGHHH, it's this stupid shit that always make me quit mapping/modding!

okay whatever if I ever release anything using this system it's going to be broken as Hell zzzz
(not that I ever will OTL)

The cleanest way I've come up with is to use straight borders with as few edges as possible; seems like edges are vulnerable to units, letting them "jump" down/up them.




Aug 20 2010, 2:44 am Sand Wraith Post #4

she/her

UPDATE YEA UP YOURS

HERE, HERE, I UPDATED IT

UPDATE
-increased missile collision accuracy
-implemented the bomb (costs 1 vespene)
-implemented "tips" for new players
-changed all projectile units to be flyers
-made all projectile units to be invulnerable on spawn
-implemented a rudimentary leaderboard
-made changes to the camera settings
-Marauder spawning

I would like more data on how smoothly the systems work and stuff. Especially with the implementation of the bomb, which uses inefficient triggering methods; I need to know if GE leaks memory like WE did.

Post has been edited 2 time(s), last time on Aug 20 2010, 8:14 am by Sand Wraith.




Aug 20 2010, 3:55 am payne Post #5

:payne:

First of all, please trigger the Ultralisk's walk-animation when we press arrow keys?
Secondly, the way we're supposed to aim is really, really shitty, though I do not have any idea at the moment on how to improve it without affecting your gameplay.
Thirdly, your key-detection for shooting zergling/infestors doesn't trigger every time you press a key.
Lastly, at start, I found it cool to see you had smoothed the camera pan, but in the end, I ended up disliking it: it prevents you from seeing what you're running into. Bad thing.

I'm not sure this helped since those are all obvious things, but you wanted feedbacks so...



None.

Aug 20 2010, 4:13 am Sand Wraith Post #6

she/her

1) I'm gonna see what I can about this, but I really am not sure how to do this.
2) I could give the Zergling its attack back, and that would make aiming a lot easier. For what I have in mind, it's not that big of an issue (vertical/horizontal scrolling shooter; should be a lot easier, I think, to do aim). Besides that, I could also just increase the size of enemy units.
3) This issue is a bit iffy. Older versions of my map shoot the Zergling based on how fast the user can press the button. Presently, you have to hold Z to shoot. Changing this will have to go case by case, probably, although I could probably implement some sort of timing system to "fix" this. As for the Infestor; I really have no clue how I would go about to fix this. I don't have anything remotely like that of the Zergling firing system.
4) This issue will also have to be modified for different situations. I think that if I implement a "Hold Shift to Lock Camera," this could be solved (and without locking, the camera is normal). Again, for what I've in mind, it won't be much of an issue, though I'll definitely try to speed up the camera.

Thanks for your feedback, which was helpful since I'm not really good with obvious things and I don't have much of a perspective on how other people see stuff like this.




Aug 20 2010, 6:22 am payne Post #7

:payne:

1) http://www.staredit.net/starcraft2/3rd_Person_Camera_%28StarCraft_II%29
2) If it's for something like an Invaders arcade game, keep it like that. ;o
3) I wasn't holding down the key. Maybe that's why it wouldn't work all the time. :><: I in fact was spamming the key.
4) Ask players to press "Ctrl + Shift + F", it follows the selected unit and is built-in. :awesome:

EDIT:


Post has been edited 1 time(s), last time on Aug 20 2010, 7:17 am by payne.



None.

Aug 20 2010, 8:14 am Sand Wraith Post #8

she/her

1) durr (ty for link)
2) hurr
3) lolis?
4) herpes

UPDATE 11:42 PM August-19-10 > 4:13 AM August-20-10
-changed Marauder stuff
-reworked scoring system
-reworked shoot system
-implemented "precision" movement (hold shift)
-bomb now destroys enemy projectiles
-use ESC to regain 3 vespene (debug purposes)
-added Zealots and Immortals, which give bombs and lives respectively upon death
-implemented lives
-some balancing with shooting Zerglings
-changed Ultralisk size/collision
-added walk/stand animations for the Ultralisk
-reworked bomb so that it doesn't also instantly destroy normal units
-bomb uses a function to determine speed of blast
-1.2s cooldown to bomb

EDIT:

OMFG I FUCKING BROKE MY BOMB AGAIN

EDIT2:

UPDATE 4:54 AM August-20-10 > 5:23 AM August-20-10
-fixed bomb
-changed Ultralist collision
-changed unit scores around again

Post has been edited 3 time(s), last time on Aug 20 2010, 9:24 am by Sand Wraith.




Aug 20 2010, 11:15 pm DavidJCobb Post #9



  • Ultralist? :awesome:


On a more serious note, do you have any screenshots you can post? Granted, this is Miscellaneous and not Map Showcase, but it'd be cool for those of us whose lousy computers can't run SCII... if we could see what awesome things you've engineered.

Quote from payne
4) Ask players to press "Ctrl + Shift + F", it follows the selected unit and is built-in. :awesome:
Is there no way to simply fake the keypress in such a way that the game engine detects it and activates the appropriate function? Like, in JavaScript, I can fire a fake mouse click event on an object, and for all intents and purposes, it works exactly as though the user had clicked the object. Is there no way to do the same in SCII, but with a key combination instead of a click?



None.

Aug 21 2010, 12:44 am Sand Wraith Post #10

she/her

I UPDATED AGAIN

UPDATE 7:34 PM August-20-10 > 8:42 PM August-20-10
-added on resurrect invulnerability (2s)
-fixed bomb AGAIN
-fixed walk/stand animations a bit
-(a previous update: enemies wander)
-converted all timers to Game Time

screenshots


Post has been edited 1 time(s), last time on Aug 21 2010, 4:45 am by Sand Wraith.




Aug 21 2010, 2:33 am TiKels Post #11



For the pathing blocking you wanna use "No Pathing" not "No Ground"... Unsure as to what "No Ground" even does... Water does not block units' movements. You have to use pathing restraints to stop units from moving into water. Brb testing map.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Aug 21 2010, 4:37 am Sand Wraith Post #12

she/her

A big update comes around this time, featuring new features! :wtfawesome:

UPDATE 9:14 PM August-20-10 > 12:35 AM August-21-10

-implemented "death bombing" (PHOBOS IS COOL)
-SCVs (points), Probes (powerups), Drones (bombs), and Mini-Ultralisks "Minilisks" (lives) have been implemented
-running over any of the above units will give you the associated bonus
-Zealots drop Drones on death instead of giving a bomb
-Immortals drop Minilisks on death instead of giving a life
-added metadata
-some more tweaks to everything
-corners of the play area forbid ground movement now
-changed up movement process (now faces, and then moves)




Aug 21 2010, 5:30 am Alzarath Post #13

Praetor

What does power do...? I got to 100 and feel like I wasted a good chunk of my life. :|



None.

Aug 21 2010, 5:48 am Sand Wraith Post #14

she/her

Quote from name:Artanis186
What does power do...? I got to 100 and feel like I wasted a good chunk of my life. :|
you win the game forever congratulations LOL WHAT A NERD /jksort of

It'll make pressing Z funner, since you'll be able to shoot more Zerglings and maybe bigger things like Hydralisks or something. Or something.

maybe...
(+10) at 10 you shoot 2 zerglings
(+10) at 20 you shoot 1 hydralisk
(+10) at 30 you shoot 1 hydralisk and 2 zlings to the sides
(+10) at 40 you shoot 1 hydralisk and 4 zlings to the sides
(+10) at 50 you shoot 3 hydralisks (2 to the sides)
(+12) at 62 you also shoot 1 overlord that flies in one direction towards nearest unit
(+12) at 74 you shoot an extra overlord
(+12) at 86 you shoot a homing overseer
(+14) at 100 you run any enemy over and nearby powerups go toward you

Yea, that sounds good.

TO BALANCE, I'LL MAKE ZLINGS HAVE SMALLER HITBOXES AND GIVE HYDRALISKS BIGGER HITBOXES.




Aug 21 2010, 2:34 pm TiKels Post #15



Are you even gonnna comment and be like
Quote from Sand Wraith
OH THANK YOU TIKELS FOR TELLING ME HOW TO USE PATHING, YOU ARE MY GOD

You should include a bonus or something that regens your health faster, like increased zerg regen.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Aug 21 2010, 2:35 pm Sand Wraith Post #16

she/her

no the pathing didn't actually work as it should (the Ultralisk would breach the corners despite it), so I just triggered it

UPDATE 3:40 AM August-21-10 > 10:33 AM August-21-10
-increased powerup pickup radius
-decreased Zergling impact radius
-Immortals and Zealots may drop more powerups at once now
-POWERS IMPLEMENTED
*at 10 Power, you shoot 1 Zergling to each side, high angle
*at 20 Power, you shoot 1 more Zergling to each side, low angle
*at 30 Power, you shoot 1 Hydralisk straight instead of 1 Zergling straight, and you don't shoot Zerglings to sides at low angle
*at 40 Power, you shoot 1 Zergling at each side, low angle, again
*at 50 Power, you shoot 1 Hydralisk at high angle instead of Zerglings
*at 62 Power, you shoot 1 Overlord toward random enemy's location; stops only for its timer;does not fire unless there is at least 1 enemy in play
*at 74 Power, you shoot 2 Overlords total
*at 87 Power, you shoot 1 extra homing Overseer; stops only for its long timer; can pick up powerups; max 3
*at 100 Power, you can run over enemies
-increased grace period
-increased death bomb window slightly (0.2s)
-fixed death bombing a bit
-some stuff I forgot
-when collecting power, there is a 1/10 chance for a x10 bonus
-hints made less empirical so that I don't have to change them all of the time
-fixed animation again
-bombs will cause powerups in the blast to go towards you




Aug 21 2010, 2:38 pm TiKels Post #17



That's weird, it works perfectly fine for me, maybe you should try again, make the brush wide to see if that was the problem.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Aug 21 2010, 2:50 pm Sand Wraith Post #18

she/her

The issue is/was that the Ultralisk was moved by use of triggers regardless of pathing settings (and thickness) when there was a right-angle vertex. It's been solved well enough, and to be frank, I don't think I even need the pathing wall anymore.

QUICKFIX 10:49 AM August-21-10
-start at 0 power you bitch
-removed pathing stuff

EDIT:

At this point, I would really like optimization, aesthetic, etc. suggestions/fixes/helps or whatever so that I can prepare the map data for porting into an actual map (versus just this testing ground).

E.g. terrain blocking my bullets, making powerups spin, etc.

Balance suggestions also welcome.




Aug 21 2010, 11:04 pm Alzarath Post #19

Praetor

I say make Minilisks drop 25%-50% and add hp items.

EDIT: Oh, and I also suggest making it easier to shoot at a unit if you're right up against them.

EDIT2: Played the updated version. For the power the Hydralisks have, I think they should fire every other shot.

Post has been edited 1 time(s), last time on Aug 21 2010, 11:22 pm by Artanis186.



None.

Aug 22 2010, 2:16 am Sand Wraith Post #20

she/her

Minilis will be case-dependent. Most likely, it will never drop except at scripted places in an actual game.

HP items sound like a good idea. I think I'll make Immortals drop Medics to heal. How much should I heal though? 25, 50, 100, 300? Hmmmm...

I think I might nerf the Hydralisk damage. I don't think I uploaded the version in which you shot 2 Zerglings at once; at that point, Hydra's were more or less balanced to compensate for how higher power gave boosts to Z. But, now, I think I might nerf Hydra damage and/or area.




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