Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Rush 2 & UMS Mod
Rush 2 & UMS Mod
Mar 13 2008, 3:32 pm
By: The Starport  

Mar 13 2008, 3:32 pm The Starport Post #1



Alright, I'm not yet done with AG (like I'd hoped to have been first), but I suppose I'll go ahead and announce this anyway and gauge the reaction.



My next major project is, in fact, Rush 2. This won't be a sequel or anything like that, though. The namesake is only there to roughly indicate that this is still action/adventure, shooter-style gameplay. Beyond that, it'll feature a brand new story, characters, weapons, locales, gameplay features... you name it. No details yet, though. Except that I plan to start on the map after AG is finished.


Now, more important than the map itself, however, is the framework I'll be implementing it with: A thing I've been working on called UMS Mod. Since Starcraft modding has become prevalent enough lately to warrant semi-official adoption into formal mapping, I figure this ought to be something I should do.

UMS Mod is designed to enable map makers to have access to advanced trigger-based functions without all the ridiculous overhead and complexity involved. Moreover it'll allow a number of things current not possible with triggers in any practical way.


My plans for the mod are as follows:
  • Keeps most of the normal functionality of Starcraft intact; ordinary UMS maps should run just fine under this.
  • "Effects" Things such as pylon auras, attack animations, projectiles, sprites, sound-only units, etc. will now be available via. trigger-controllable units.
  • Mobile Grid units A set of special units will be available in various sizes for use with Mobile Grids. These should not displace against existing air or ground units, remain consistently aligned each time, etc. Still researching exact unit sizes and properties to best achieve these effects, though.
  • Proper Map Revealers Getting tired of those dumb Map Revealers? Well mine will come in a wide variety of sizes and allow things such as detection, ground-only vision, movability, etc. Everything that Map Revealers should have been from the start.
  • AI Options There will be new AIs added to allow things like conning a factory to build a specific unit, prompting SCVs to repair a unit, etc. I'll have to do a lot of research on this field before I know what kinds of stuff I can do via. AIs. Rest assured, a lot of you guys will love this feature in particular!
  • Blockers & Damagers Obvious, huh? A unit that ONLY blocks other units or ONLY hurts units that come near (no blocking). Perfect for bounds, RPGs, etc., or just mappers tired of trying to use DTs, Lurkers, etc. for the clumsy approximation of this.
  • "Pointers" A new, powerful type of unit that will work as the backbone of UMS Mod. They have abilities such as:
    • Invisibility and Super Speed They can move almost instantly to any point on the map and can never be seen by human players (but they're not cloaked, mind you... though I could allow that as an option). Utterly useful for targeting and selection systems.
    • Auto-following These units can be set to automatically follow a given unit around without need of Center Location + Order Unit. A handy way to "mark" a given unit to allow it to be individually identifiable for trigger purposes (to a degree).
    • Stackability These units are not bound by terrain and can be stacked over other units. They will not displace air units.
    • Transports They can hold units inside like transports. This can have various uses, including allowing them to be marked individually themselves.
    • Detectable Death Using the property of units (such as the Overmind) that leave behind another unit upon death, deaths can be detected by triggers. This will probably be another invisible unit, but won't have any functionality except to indicate the death position of a given pointer. Handy tool for VHP and other uses.
    • Factory I'm still looking into this, but what I want to do is map the standard WASD keys (and maybe Q, E, R, F, and others) as hotkeys for buildable units (units that probably won't do anything except be detectable by triggers), and then set this unit to allow the player to be able to build them via. those hotkeys as if the unit were its own Factory. This is the best way I can think of to give the player readily available keyboard controls for map functions (in conjunction with Factory Select, of course).

That's only part of the list, too. I'll add more later. I'm open to requests, too.



Anyway, again, this all takes place after AG is done. I've already started on the mod, though, but for now I've nothing substantial to report yet except a lot of research and tidbits of implementations. I'll formalize progress on it separately soon.

Since Rush 2 will be running off of this mod, hopefully we'll get to see some truly epic gameplay out of it this time around without all the annoying Starcraft limits gumming up the works.


Feedback?

Post has been edited 2 time(s), last time on Mar 13 2008, 6:37 pm by Tuxedo-Templar.



None.

Mar 13 2008, 4:39 pm ClansAreForGays Post #2



Personally, I've never had a ums map touch me in so many places as Rush did. I would pay good money for another experience like it.


My I suggest the title subtext?
Rush 2 : Me love you long time




Mar 13 2008, 4:43 pm The Starport Post #3



The beauty of having something like UMS Mod around (along with my latest methods for making triggers) is I'll be able to pull it off in a fraction of the time of the original. Plus I could go to town with a lot of extras.



None.

Mar 13 2008, 5:15 pm ClansAreForGays Post #4



I'd just like to say that your loop background music didn't make the game, but it was a big part of it. It really got me pumped to get through the level after dying 99 times consecutively(part with archons and exploding science vessels). Would it be too greedy to ask for a completely new score, but of the same quaility?


Would you be willing to look at some sound stuff I come up with at a later date?




Mar 13 2008, 5:19 pm The Starport Post #5



I'm never greedy. I've a whole fresh new batch of copyrighted music for the sequel. ;)



None.

Mar 13 2008, 10:22 pm lil-Inferno Post #6

Just here for the pie

Cool, Rush II :D .

P.S. - Is the mod thing like, an actual mod maker, or a new way to make triggers.




Mar 13 2008, 10:30 pm Symmetry Post #7

Dungeon Master

Quote from lil-Inferno
Cool, Rush II :D .

P.S. - Is the mod thing like, an actual mod maker, or a new way to make triggers.

It's a mod.



:voy: :jaff: :voy: :jaff:

Mar 13 2008, 10:30 pm The Starport Post #8



It's a mod. You use it to do stuff that are a royal pain in the arse to do with ordinary triggers. It's designed to keep ordinary Starcraft intact, though, so that other UMS maps can run just fine, while still giving map makers the power of its extra functionality if they choose.



None.

Mar 15 2008, 11:36 am Daedalus Post #9



I am not entirely sure how I feel about this, to be honest.

My first reaction was: GREAT! While I have never completed a map I have been busy for years working on efficient and reliable systems for a lot of the things you want to want to intergrate in your mod. A mod like that would make things dramatically easier.

But then came my second reaction. It makes things easier... crap. I love puzzles and I have always been fond of editing in Starcraft because of all its limitations. Those limitations challenge me to overcome them and think of new and unique ideas. So making it easier would spoil it for me.
Of course I would not have to use the mod and go on triggering and brainstorming like I've always done before... but the idea that other people will/can do the exact same thing within mere hours doesn't really attract me, not at all.

However, I think that if I would have thought of this idea and have the skill to do it I would have done it myself. So I just want to wish you good luck! :)
I just got one thing to ask though. If you finish it please notice me beforehand so I can protect myself from the idea that what I am working on is in fact not all that shockingly unique ^^.


Good luck with both your projects! And if I ever can be of any assistance, I would love to.



None.

Mar 15 2008, 3:53 pm Impeached Post #10



Quote
But then came my second reaction. It makes things easier... crap. I love puzzles and I have always been fond of editing in Starcraft because of all its limitations. Those limitations challenge me to overcome them and think of new and unique ideas. So making it easier would spoil it for me.
Of course I would not have to use the mod and go on triggering and brainstorming like I've always done before... but the idea that other people will/can do the exact same thing within mere hours doesn't really attract me, not at all.
To be frank, that is a really stupid attitude.

This will bring new limits, and within those limits, more possibilities and with that more potential creativity.



None.

Mar 15 2008, 4:07 pm Falkoner Post #11



Actually, Impeached, you'll find that not having the limitations of SC is what makes mapping in WC3 incredibly hard, I think I'll almost miss them myself, the main thing is to remember not to get too deep, just come up with an idea, and follow it.



None.

Mar 15 2008, 6:34 pm The Starport Post #12



Quote from Daedalus
But then came my second reaction. It makes things easier... crap. I love puzzles and I have always been fond of editing in Starcraft because of all its limitations. Those limitations challenge me to overcome them and think of new and unique ideas. So making it easier would spoil it for me.
Of course I would not have to use the mod and go on triggering and brainstorming like I've always done before... but the idea that other people will/can do the exact same thing within mere hours doesn't really attract me, not at all.
Well that's fine and dandy, but for the few people who are actually trying to make maps, the limits aren't quite as fun as you guys make out. And frankly, we've explored just about all of them by now. I think it's time to move things up now.

This is all shit Blizzard should have added years ago, besides.

Quote from Impeached
This will bring new limits, and within those limits, more possibilities and with that more potential creativity.
Exactly. Starcraft is still a rickety, decade old game engine. Even with modding, we'll still be bashing our heads against an all new set of limits. :P

Just now they'll be slightly less annoying.



None.

Mar 16 2008, 11:13 am Daedalus Post #13



Hey Impeached, I just shared my feelings on the subject as asked and ended my post with nothing but support; no need no to call that really stupid, is there?

I know there will be new limitations and new boundries and that this mod will help a lot of mappers who don't enjoy to work for weeks on 1 part of a map. It's just that I do like that and because of that I am not sure if I would use UMS Mod. I love puzzles and problems, currently Starcraft Editing is filled with those in such a manner it gets really addictive. When UMS Mod will give me the same satisfaction then I'll be the first to use it, but if not then I might just stick with ScmDraft2.
Just like Falkoner says, WarIII mapping is completely different from Starcraft mapping because you can do pretty much everything with World Edit. I still like World Edit but I find Starcraft mapping way more challenging and satisfying.


Just to not make things confusion I have to say again that I do think that you are doing something great! I have no critisism on your project but only some reservations if I personally will use it.

Post has been edited 1 time(s), last time on Mar 17 2008, 12:41 pm by Daedalus.



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Mar 16 2008, 5:53 pm The Starport Post #14



You have no damn clue what you're talking about.



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Mar 17 2008, 12:03 am Vi3t-X Post #15



Might I suggest adding music to overlap the current ZergMusic-1, ZergMusic-2, ProtossMusic-1, etc...?
I will also be assuming that all the spells will be on one building to factory select now?

R U S H 2
A Legacy of Shooters
Bring Enemies To Their Knees

->Lawlz



None.

Mar 17 2008, 1:50 pm Daedalus Post #16



I have a couple ideas I would like to see added.

Detectable Attacks
Change the attack of all the units into something comparable with Reavers/Carriers in the sense that they actually 'shoot' an unit. The unit would be like a pointer: very fast or instantly, independent of terrain, etc. While it might go to fast even for hyper triggers but this would make attacks detectable through triggers. Then we can finally make a realistic ammo system, for example. It would also help greatly with VHP systems.
Update: Maybe it would be better to leave the attacks intact and instead create an after-attack unit for a sec or 2, something like you want to do with deaths.

FoW creators/vision blockers
For RPG's and Haunted House type of maps (for example) it would be great to be able to create Fog of War and/or block vision to areas. It would be great if you could stop flying units from looking over walls and such.


I have got a question about Pointers. Would you also be able to control some of them yourselves? Then we wouldn't need to use Disruption Field or Dark Swarm for targeting and we could use it to quickly target places on the other side of the map.

EDIT: Updated detectable attacks.

Post has been edited 1 time(s), last time on Mar 18 2008, 10:25 am by Daedalus.



None.

Mar 17 2008, 2:26 pm Falkoner Post #17



I think another good one, would be Play WAV at Location, just like SC does when playing unit sounds, of course, don't go through any extra trouble for me, since I don't plan on using it.



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Mar 18 2008, 6:00 am Paravin. Post #18



Rush I was way too hard for my ordinary battle.ness ass. The forest owned me hard.



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Mar 18 2008, 1:22 pm Oyen Post #19



I had a bit of trouble with forest as well, but then I just decided to stop conserving my gas and start using grenades. Grenades helped me survive against multiple DTs and infesteds.



None.

Mar 18 2008, 3:01 pm Falkoner Post #20



Lol, you play it about 4 times, memorize where the Infested Terrans are, come in with a shotgun, blow them up before they even unburrow :P



None.

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