Staredit Network > Forums > SC2 Custom Maps > Topic: Invasion: Ares
Invasion: Ares
Apr 18 2013, 11:23 pm
By: DevliN  

Apr 18 2013, 11:23 pm DevliN Post #1

OVERWATCH STATUS GO



Quote from INFORMATION
// INFORMATION
  • Tileset: Korhal
  • Genre: Assault
  • Player(s): 1-6
  • Dimensions: 128 x 192

Quote from PLOT
// PLOT
Three days ago, the Korhal city Ares was invaded. You are being employed to help an allied force regain control of the city. During the course of the game, you will be facing powerful minibosses, occasional counter-invasions, and a time limit that will not be kind.

Quote from MERCENARIES
// ALL MERCENARIES
  • Maximum Level: 25
  • Items: Accessories, Weapon (and Weapon Addon), Armor (and Armor Addon)
  • Bonus Stats: Base Damage (Weapons), Attack Speed (Weapon Addon), Range (Weapon Addon), Bonus Damage (Weapon Addon), Bonus Damage Effects (Weapon Addon), Base Defense (Armor), Movement Speed (Armor Addon), Shield (Armor Addon), Bonus Armor (Armor Addon), Health Regen (Accessory), Energy Regen (Accessory), etc.
  • Abilities: There will be 6 Abilities available to each mercenary. The [T] ability will be available from Level 1, while the others will become available as the hero gains levels.
    [Q] will do 100% damage to Light enemies and 50% damage to Armored enemies.
    [E] will do 100% damage to Armored enemies and 50% damage to Light enemies.
    [R] will be a passive self-buff with an activated effect.
    [T] will be a non-combat ability meant to save or protect the mercenary. Learned automatically at level 1.
    [F] will be the mercenary's tech specialization.

// MECH OPERATIVE
  • Health: 500 (+20 per level)
  • Starting Weapon: Gatling Gun
  • Starting Armor: G1 Light Armor
  • Tech Specialization: Grenades
  • Abilities: 6 total
    [Q] Missile Array: Fires 8/10/12/14/16 missiles at the target area, dealing 5 damage per missile.
    [W] Shockwave: Emits a burst around the hero, dealing 30/40/50/60/70 damage to nearby enemies while pushing them back by 1/1.5/2/2.5/3.
    [E] Laser Cannon: Fires a laser beam in the target direction, dealing 40/50/60/70/80 damage to each unit it hits.
    [R] Self-Repair: Passive: Increases the passive health regeneration of the unit by .2/.4/.6/.8/1.0. Active: Repairs the unit for 20% if its total base health over 18/16/14/12/10 seconds. The unit is incapacitated during this time, and can still be attacked.
    [T] Flight: Flies the unit to the target location.
    [F] Launch Grenades: Launches 4 grenades at the target area, dealing 50/75/100/125/150 damage each.

// COVERT OPERATIVE
  • Health: 400 (+20 per level)
  • Starting Weapon: TBD
  • Starting Armor: TBD
  • Tech Specialization: Mines
  • Abilities: 6 total
    [Q] Sniper Round: Shoots all enemies in a line with a single bullet, dealing 40/50/60/70/80 damage.
    [W] Mark for Death: marks enemies in the target area, increasing attack damage taken and applying 20/30/40/50/60 damage over 10 seconds.
    [E] Tactical Strike: Calls down a missile strike at the target area, dealing 40/50/60/70/80 damage.
    [R] Scope: Passive: Increases the range of the unit's attacks by 1.0/1.5/2.0/2.5/3.0. Active: Increases the unit's damage by 10/15/20/25/30% for 5 seconds.
    [T] Cloak: Cloak the unit for 5 seconds. While cloaked, the unit cannot attack or use abilities other than Deploy Mines.
    [F] Deploy Mines: Places 4 mines on the ground at the target location, dealing 50/75/100/125/150 damage each.

// INFANTRY COMMANDER
  • Health: 500 (+20 per level)
  • Starting Weapon: TBD
  • Starting Armor: TBD
  • Tech Specialization: Survivalism
  • Abilities: 6 total
    [Q] Railgun: Shoots a seemingly endless stream of bullets at enemies in front of the unit, dealing 40/50/60/70/80 damage for 5 seconds.
    [W] Bull Rush: Charges into enemies at the target point, briefly stunning them and dealing 20/30/40/50/60 damage.
    [E] Cruise Missile: Fires a missile in the target direction, dealing 40/50/60/70/80 splash damage to the first enemy it comes in contact with.
    [R] Ironclad: Increases the unit's armor by 1.5/3/4.5/6/7.5. Active: Taunts all nearby enemy units and deals damage to attackers for 6 seconds.
    [T] Barrier: Creates an energy field at the target area, decreasing incoming damage by 2.
    [F] Survivalism: Increases the unit's armor by 100% for 6/7/8/9/10 seconds.

// MEDICAL TACTICIAN
  • Health: 400 (+20 per level)
  • Starting Weapon: TBD
  • Starting Armor: TBD
  • Tech Specialization: Beacons
  • Abilities: 6 total
    [Q] Irradiate: Applies a damage debuff on a target unit, dealing 40/50/60/70/80 damage over 5 seconds to nearby enemy units.
    [W] Leech: Steals 20/30/40/50/60 health from the target enemy, healing the unit for the same amount.
    [E] EMP Arc: Deals 50/60/70/80/90 to the target enemy, and then branches out with electrical arcs to hit nearby enemies for 40/50/60/70/80.
    [R] Siphon: Passive: Increases the lifesteal of the unit by 1/2/3/4/5%. Active: Heals nearby allies for 4/6/8/10/12 health per second for 6 seconds, at the cost of the hero's life.
    [T] Flyby: Transports the unit to the target location, dropping bombs along the way.
    [F] Deploy Beacon: Creates a beacon at the target location that drains 50/75/100/125/150 health from nearby enemies over 10 seconds, while healing nearby allies.

// ASSAULT COMMANDER
  • Health: 400 (+20 per level)
  • Starting Weapon: P-45 Gauss Pistol
  • Starting Armor: TBD
  • Tech Specialization: Turrets
  • Abilities: 6 total
    [Q] Rocket Leap: Utilizes the unit's jetpack to leap to a target area, dealing 40/50/60/70/80 damage to nearby enemies on impact.
    [W] Assault Rally: Calls down 2/3/4/5/6 Assault Reapers to aid the hero. Leveling this ability also increases the health and damage output of the Assault Reapers.
    [E] Flamethrower: Shoots flames from both guns, dealing 40/50/60/70/80 damage to enemies in front of the hero.
    [R] Speed Burst: Passive: Increases the base movement speed of the unit by .1/.2/.3/.4/.5. Active: Increases the unit's attack speed by 100% for 6/7/8/9/10 seconds.
    [T] Smoke Screen: Emits a smoke cover from the jetpack to conceal the unit from enemy attacks for 5 seconds.
    [F] Deploy Turret: Deploys 1/1/2/2/3 turret(s) as an offensive or defensive measure. Each level increases the health and damage output of the turret(s).

// PSIONIC TACTICIAN
  • Health: 500 (+20 per level)
  • Starting Weapon: TBD
  • Starting Armor: TBD
  • Tech Specialization: Storms
  • Abilities: 6 total
    [Q] Energy Bomb: Shoots a bolt of energy at the target area, dealing 40/50/60/70/80 damage on impact.
    [W] Psi Slash: Cleave attack that hits multiple units in front of the mercenary for 20/30/40/50/60 damage, and 50% of that to nearby buildings.
    [E] Void Discs: Incapacitates the enemy and deals 40/50/60/70/80 damage.
    [R] Berserk: Passive: Increases the attack speed of the unit by 10/20/30/40/50%. Active: Enrages the hero, inreasing the unit's size and attack damage for 5 seconds.
    [T] Clone: Teleports to the target point, leaving a hallucinated clone in the caster's place that taunts nearby enemies for 2 seconds.
    [F] Psi Storm: Calls down a storm at the target area, dealing 50/75/100/125/150 damage over 3 seconds.

Quote from SCREENSHOTS
// SCREENSHOTS

The loading screen.


The hero selection screen.


The in-game user interface.


Post has been edited 18 time(s), last time on Aug 29 2014, 12:13 am by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 18 2013, 11:23 pm DevliN Post #2

OVERWATCH STATUS GO

Quote from TO DO
// TO DO
  • Create 12 Weapon/Armor choices per mercenary.
  • Add minimap markers for active enemy spawn ponts, enemy counter-attacks, and the heroes.
  • Create triggers for boss fights.
  • Design mini bosses for checkpoint battles, and set up AI for the computer player.
  • Balance amount of enemies spawned based on number of active players, making sure experience gains don't suffer.
  • Figure out why the first boss cutscene takes a minute after completing to get back into the game.
  • Change the default HP/Energy bars above the heroes to something better (i.e. HotS bars).
  • Add region to tactical strike's target point for a few seconds to add experience to the Covert if anything dies that wasn't killed by the ability.
  • Change launch point on Grenades to fire 2 from each side of the Mech.
  • Maybe add a starting model effect for Deploy Beacon?

Quote from UPDATES
// UPDATES
  • 05/05/2013
    Redesigned my item triggers, so they no longer need to track when an item is dropped or picked up. Ultimately decided it would be easier to just prevent certain items from being dropped rather than attempt to track them. I'm still trying to figure out if I want to allow accessories or weapon/armor addons to be shared since they aren't hero specific. I imagine this could allow players pooling together minerals by giving one player all the best stuff and making it easier to win that way. I'd rather not have that imbalance.

  • 04/29/2013
    Added model animations for all abilities that were missing them. Added sounds and new models to Survivalism and Rocket Leap, as well as added sound to other abilities. Finally got around to changing Deploy Mines so it now deploys 4 mines. Updated the to-do list with the remaining cosmetic changes.

  • 04/26/2013
    Started adding all the ability work for the Assault Commander. Rocket Leap, Speed Burst, and Deploy Turret are all set. Redesigned Flamethrower and Assault Rally, so they now function correctly. Need to fix the animation that plays during Flamethrower, otherwise it's completely done. Aside from cosmetic changes (i.e. spell animations), all the base hero abilities (meaning non-augmented F abilities) are complete.

  • 04/25/2013
    Added all the abilities, checks, and ability levels for the Medical Tactician.

  • 04/24/2013
    Added all the abilities, checks, and ability levels for the Psionic Tactician. Had to rework the triggers for the Berserk Active, but overall works well. For some reason setting the attack speed multiplier to 1.5 isn't actually 50%, so I'll have to either let that go or figure out a work-around.

  • 04/23/2013
    Added all the abilities, checks, and ability levels for the Infantry Commander and Covert Operative. Also switched the Q and E on the Covert Op since that didn't quite make sense the way it was before. All the buttons and tooltips set up for the Psionic Tactician which will be put together next. I still have to make tweaks to the Assault and Medic abilities, so they'll be saved for last.

  • 04/22/2013
    Redesigned the level process, now just modifying behaviors, buttons, and effects through triggers. This also let me get rid of most of my revive check triggers. All triggers on the Mech Operative are complete, including all 25-levels worth of abilities.

  • 04/21/2013
    Completed level up triggers for all heroes. For some reason a completely unrelated trigger stops working when a hero reaches 25. I can't figure out how to fix it so I made a workaround. Hopefully that doesn't cause bigger issues later. I keep neglecting to deal with the Assault abilities that either aren't working completely (Assault Rally) or are incomplete (Flamethrower). I suppose once the few remaining triggers are copied over, I can get back into the Data side of things and jump on those.
    Turns out you can only have a maximum of 31 abilities on a unit, so this changes things in terms of how I was doing my ability leveling. Maybe I can just use Triggers to re-link things, I don't know yet.


  • 04/20/2013
    Copied over all unit info triggers to other heroes. Redesigned right unit info UI. Added ult augment UI buttons to other heroes. Added ability UI triggers to other heroes. Pretty much every UI-related trigger is finished for all the heroes. Now I have to make the triggers for the abilities of everything but the Mech, as well as fix some minor Data issues with a few of the heroes.

  • 04/19/2013
    Finished all hero selection triggers. All tooltips show accurate values for abilities, and all ability buttons properly show up on the screen when a hero is selected. Added a trigger to check if every active player has made a choice, and if so, it sets the timer to 3 seconds. I'll need to test to see if this works if a player leaves mid-selection. Also compiled a detailed list of things to do before I can release this map. Added UI triggers and revive triggers to other heroes. Finished level triggers for Mech Operative.

  • 04/18/2013
    Added soundtrack to map with the ability to change the background music. Started copying triggers and variables from the Mech to other heroes. Made minor modifications to the hero selection screen.

  • 04/08/2013
    Store art added. Allied heroes UI art done. Added triggers to randomize hero selection.

  • 04/02/2013
    Hero revive triggers finished. Lives removed, going for a timed revive system instead. Base store triggers done. Income triggers done.

  • 03/21/2013
    Work on the map resumed. All bugs from the last few patches have been fixed, and aside from needed cosmetic changes (sounds, impact effects, etc.) the abilities are all done. I decided to scrap the data experience method and went for a fully triggered method instead. I've replaced the old exp bar with a text value as well, which I think looks cleaner. Changes were made to the UI, mainly focusing on the chat bar and unitinfo. Very basic cutscenes have been made for when checkpoints are reached. I still need to make a staring cutscene to introduce the heroes, but I'm putting that off because of all the factors involved (i.e. not being a full house game). The unit spawns are working well when checkpoints are reached, and I'm working on the randomized counter-attack triggers. I still need to set up triggers to change the NPC unit health/damage/spawn count based on the amount of players in game, however.

  • 11/19/2012
    Latest patch has broken some abilities. These are easy to fix in theory. Movement triggers have been redone for allies, making them continue north when a tiered barracks dies.

  • 05/05/2012
    Redesigned the mercenary selection screen. Consolidated multiple triggers. Made better use of variables. Reconfigured HP/MP bars for the UI.

  • 05/02/2012
    Finished all the abilities for the heroes. Three abilities are glitched slightly, but it shouldn't take too long to fix them.

  • 05/01/2012
    Finished the "Deploy Mine", "Deploy Beacon", "Life Leech", "Survivalism", and "Siphon" abilities. The tentacle on the Medical Tactician's "Life Leech" ability attaches to the unit incorrectly, but I'll fix that another time.

  • 10/28/2011
    Redesigned the Medic's R ability, basically giving it what the Psionic had. Psionic's R has been changed, too, to something that will hopefully be a little more fun.

  • 10/27/2011
    Changed the Medic's T and F abilities. Modified the Covert's F ability. Found a bug where using the Assault's Q ability allows the unit to walk over any terrain regardless of height. Finished the spawn triggers for the allies at the dock and the enemies at "Tier 1." Working on balancing the units at the moment. Added Veterancy levels to the regular units. For some reason sharing experience doesn't really work well at all (setting the Shared Fraction to 1 only shares .1347 or something, and setting it higher makes the heroes gain negative experience). I'm not sure how I'll fix it, or if I just end up having players killing units for their own experience without help.

  • 10/10/2011
    Finished the Railgun and Void Disc abilities. Also fixed the bugs with Flight, Clone, and Rocket Leap (though it now looks like the hero takes a face-dive into enemies, so I'll need to fix that). Found a bug where the Skybox was impossible to change or see (and if I pulled the camera back, the floor disappeared, even in game), so I had to just change the tileset but keep my current textures. So far that's been an easy solution, but still not sure where the sky went. Also working on a new trailer video for it. I realize that's jumping the gun a bit, but it has been good motivation for me to finish minor things now so they'd look better for the video.

  • 10/05/2011
    Resumed work on the map after a long break. Started with finally taking on the SC2Layout code. After a couple days, I've actually completely redone the UI from scratch, so just about everything in-game will be made just for this map (exceptions being smaller things like the various BNet menus and whatnot).

  • 04/25/2011
    Got the custom health bar display working. I'll try to post some screenshots of it, tonight. It is small and simple, but will be helpful. Finished the preliminary merchant window. Rather than doing it through Data, I'll be doing everything through Triggers. A player will still have to walk up to the building to buy and sell things, but I'll be taking care of the purchasing and all via Triggers. Finished the UI for the "F" ability augments. I decided not to give them hotkeys, for now. The one major problem I'm having is that I want to change the buttom image to something custom, but for now just putting an image over it works. Started working on the next terrain area. I ran out of space, so I had to move everything down as far as I could, and had to place the doodads over again (interestingly enough dragging them all at once was impossible. Started working on a new character selection idea. I like the simplicity of the current system, but I also kind of like the idea of seeing the unit standing there as you cycle through them.

  • 04/22/2011
    Just finished the damn "Flight" ability for the Mech Operative. I tried every way I could think of to exploit it since it uses Triggers to move rather than the Data Editor. I may need some Trigger guru help when I'm done with the rest of the abilities to help come up with a better way of possibly doing it, but for now the ability works like a charm.

  • 04/19/2011
    Finished the teaser trailer for Invasion: Ares.

  • 04/12/2011
    Finished the "Cruise Missile" ability. Apparently deleting Mover overlays crashes my editor, but ultimately they had no affect on my missile animation, so that's good. For some reason, the missile wont show an impact animation or play a sound on impact, as well, even though it did a few tests ago. I must have changed something but I'm too tired to check now. I've also finished retexturing the Psionic Tactician (Prison Zealot). The changes aren't huge by any means, but I prefer how he looks now. I can't seem to find the Prison Zealot's blade texture in the Assets, and I want to edit it if possible, so if someone knows where that might be, let me know.

  • 11/20/2010
    Finished QWER abilities on the Mech Operative and the Assault Commander. I still need an "Active" R for the Infantry Commander and a T for the Assault Commander. I'm also not too sure how I'll do "Mark for Death" just yet (without Triggers). Surprisingly despite being busier, I've managed to do more work on this map ability-wise than I have since I started it. Go figure.

  • 11/04/2010
    Finished the ability lists for all the existing mercenaries aside from the Assault Commander. Work is still slow on this project due to real life necessities, but I am again confident that I will see this completed in the future. Once I figure out why the hell my abilities wont level properly, I can finally add everything.

  • 10/31/2010
    Added 3 abilities, thus completing the Psionic Tactician 's list. Work on this map has slowed down as I seek employment. Not to fear, it will be finished.

  • 10/21/2010
    Added 6 new abilities. Moved the Psionic Tactician's "Charge" ability to the Infantry Commander, and renamed to "Ironclad" while adding a passive buff to it. Still having issues with the ability leveling, and not sure why. Perhaps it is because I'm missing requirements? I have no idea.

  • 10/18/2010
    Added a screenshot of the mercenary selection. Reworked 2 abilities and added a new one for the Assault Commander. Considering adding 4 more mercenaries. Having trouble with the ability leveling in the data editor.

  • 10/12/2010
    Added 6 more screenshots of the terrain. I'm starting to add the abilities in a level-up fashion (similar to LoL or DotA), but haven't done more than the Infantry Commander yet.

  • 10/11/2010
    Added new abilities to current mercenaries, and added 2 more mercenaries to the group. Also changing this to a 6-player co-op rather than 4-player.

  • 10/05/2010
    Added basic abilities for each Mercenary. I may have each of them have one ability that has upgradeable qualities, i.e. the grenade for the Commander and turret for Covert Op. Maybe the Mech's seeker missiles can be upgradeable in that you can learn to shoot more at once? I'm not sure what I'd do with the Medic, though. Would anyone even want to play a healer?

  • 10/05/2010
    Original thread created. Still planning the various upgrades and stats for each unit. I want to finish the terrain before I start doing the data editor stuff for the abilities. Looking to Panzer_Kavalier's Normandy Invasion for inspiration. My interest in this map is high, so hopefully this doesn't become yet another incomplete and unreleased project. The triggering seems simple enough, so I doubt I'll have an issue there. Hopefully I can come up with at least 6 techniques per Mercenary, though.


Post has been edited 19 time(s), last time on May 5 2013, 9:50 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 18 2013, 11:25 pm DevliN Post #3

OVERWATCH STATUS GO

Reserved.




\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 10 2013, 9:44 am payne Post #4

:payne:

So... I was wondering...

Any progress? :awesome:



None.

Dec 12 2013, 7:35 am DevliN Post #5

OVERWATCH STATUS GO

Unfortunately no. Shortly after my last update I started a new job that has happily taken up all my free time. I may do some work on this over the holiday break, but I just lack motivation knowing that most likely no one will play it. A majority of the groundwork for this is done, so if I do find the time to work on it I can't imagine it would be much longer before I release something. Sadly I'm the type of person who wants everything polished before even releasing a beta, so that's the hold up at this point.

Come to think of it, I did do a small test with friends right after BlizzCon and found a few bugs in the process. I guess that's where I'd start if I do pick it up again.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 12 2013, 8:19 am payne Post #6

:payne:

You shouldn't just abandon the project. If you think you won't touch it again, I believe you should publish it (open source, if possible).



None.

Dec 12 2013, 4:19 pm DevliN Post #7

OVERWATCH STATUS GO

I don't plan on abandoning it, I just haven't had the time or motivation to finish it. Either way I'm not going to publish it before its done and definitely not open source.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

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[09:53 am]
Suicidal Insanity -- Were you able to enter arbitrary AIScript IDs?
[09:53 am]
Suicidal Insanity -- Its not that important, text trigedit apparently parses one of the files to verify AIScript IDs, but I dont think the code is used
[09:52 am]
Suicidal Insanity -- I know that. But if AIScript has 'multiplayer-simple' does BWScript have 'multiplayer-simple-ex' or 'multiplayr-simple'?
[05:19 am]
Pr0nogo -- aiscript has vanilla AI, bwscript has expansion AI
[11:38 pm]
Suicidal Insanity -- Hmm, it doesn't store string names does it?
[11:27 pm]
Suicidal Insanity -- Does the bwscript.bin file just replace the aiscript.bin file with AIs that use BW units, or is the union of both files used by the game?
[10:15 pm]
Suicidal Insanity -- Cool, I have french unit names in my unit tree
[09:03 pm]
Suicidal Insanity -- Either that or the installer wasn't really korean
[09:02 pm]
Suicidal Insanity -- Hmm, I had an old SC 1.15 anthology installer lying around for korean starcraft, but the unit names and so on don't seem to be localized?
[08:05 pm]
Suicidal Insanity -- And there are way too many threads complaining about staredit not working - why aren't they using scmdraft ;(
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