Shooter Map

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New-/Hydrolisk
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Shooter Map

Post by New-/Hydrolisk »

Attached is a proof of concept map.
Lav, are you ever going to allow SC2maps/mod/etc. files to be attached directly? :P

_CC Special Message_

My map-system/proof-of-concept is approaching the final stages of creation. All it needs now is polish and shine, and then maybe some prayers to see it be used (disregard that it's broken as Hell).

Thus, I think that at this point, it's worthy to show to the people of CC; no longer is it just a demonstration of 8-way movement (which is ezbsns anyway), but rather, it approaches a polished, awesome state.

I keep forgetting to tell the other people, but here it is: press Q to +3 bombs, W to +5 power.

At this point, what I need is as much feedback as possible to finish this quirky little system off, and a sprinkle of ego-boost so that I can push this into an actual 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).

LATEST ATTACHMENT DOWNLOAD
at the bottom of this post :)

Change log (oldest first)

UPDATE 11:27 PM August-19-10 > --
-increased missile collision accuracy
-implemented the bomb (costs 1 vespene)
-implemented "tips" for new players
-changed all projectile units to be fliers
-made all projectile units to be invulnerable on spawn
-implemented a rudimentary leaderboard
-made changes to the camera settings
-Marauder spawning

-

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

-

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

-

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)

-

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

-

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

-

UPDATE forgot > 12:52 AM August-24-10
-powerups spin on the spot
-powerups play walk animation when being dragged
-tweaked speed at which powerups are pulled
-some trigger optimizations
-fixed Zergling firing on 20-29 power
-shortened lifespan of all Overderps
-reworked power-up system
-modifed some bullet properties
-some bullet/powerup properties moved into data editor (e.g. invulnerability, no supply, etc.)

-

UPDATE 1:08 AM August-24-10 > 11:45 AM August-24-10
-more trigger optimization
-shortened CD on bomb

-

UPDATE forgot > 11:58 PM September-10-10
-Bombs to Infestors (Minifestors), instead of Drones
-Drones, RGB: 25HP, 50HP, 100HP
-No more random Probes with +10; Observers are +10 power now
-drop rates adjusted for Observers
-fixed retard Probe (sort of, not really)
-death-bomb window set to 0.3s
-reworked death-bombing and respawning mechanics
-changed a setting in creation of bullets, and changed some pathing properties
-fixed the bomb removing normal units (should only be enemy projectiles)
-more optimizations
-on bomb, all powerups and missiles in entire map are magnetized/removed
-removed bullets (through bomb) grant 1 score each
-miscellaneous data editor changes
-now tracks number of SCVs collected
-reworked power levels
*0 (1 ling)
*8 (2 lings)
*18 (side lings)
*28 (far side lings)
*42 (centre hydra)
*60 (side hydras)
*80 (lord 1)
*102 (lord 2)
*128 (seer)
-removed normal HP regen
-on death, 25% of current power is lost
-updated hints
-Stalkers spawn too now

-

QUICKFIX 1:24 AM September-11-10 > 1:41 AM September-11-10
-fixed Stalkers not dropping any Drones
-bullets travelling into untraversable ground are destroyed (possible bug: bullets sometimes don't connect. Please report if you notice this.)


Screenshots (oldest first)
UPDATE 7:34 PM August-20-10 > 8:42 PM August-20-10
Image
Image
Image
Image
:)
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Last edited by New-/Hydrolisk on Fri Sep 10, 2010 10:44 pm, edited 3 times in total.
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IskatuMesk
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Re: Shooter Map

Post by IskatuMesk »

I see a nova howd u mak dat
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New-/Hydrolisk
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Re: Shooter Map

Post by New-/Hydrolisk »

NOVA IS MY FAVOURITE CHARACTER FROM STARCRAFT: GHOST
HURRDURR

You can download the map and see for yourself; I think I'll be promoting open source for my stuff.

The gist of it is, taking a "For Integer" loop and then multiplying it with a distance and angle.

I can elaborate further, but I need to go ATM. Before the day's over, I should be able to explain the process of making a nova, which in theory, is quite simple.

(Basically, I ran a two loops with X and Y. I made a loop, "ForX", and I created a second inner/nested loop, "ForY". Now, what ForX does is run ForY a bunch of times. And what ForY does, is create pseudo-explosions at distance*X and angle*Y.
So what really happens is that ForX makes larger and larger circles, while ForY determines how many pseudo-explosions are on the circumference of the each of the circles.
I can keep ranting, but my thoughts are a mess ATM; I need a break, and while I'm off, someone else can probably elaborate further.)
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Re: Shooter Map

Post by IskatuMesk »

Oh, you triggered it? Gay, I was hoping for a data editor solution. I haven't had the chance to actually look yet, too busy.

Back to the drawing board...

btw sc2 doesn't support mods so lav can't have an upload option for them. :)
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Re: Shooter Map

Post by Ricky_Honejasi »

IskatuMesk wrote:Oh, you triggered it? Gay, I was hoping for a data editor solution. I haven't had the chance to actually look yet, too busy.
I wouldn't surprised if most custom abilities on various maps are triggered especially that local variables (important for temporally stuff or triggered abilities) are a lot less pain in SC2 to manage compared to WC3. In WC3, you needed JASS just to poke local variables in WC3.

And as you know the SC2 Data editor is a pain so the path of least resistance is really obvious there.
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Re: Shooter Map

Post by Lavarinth »

I need a list of actual extensions to make them attachable.
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Re: Shooter Map

Post by UntamedLoli »

.SC2Map
.SC2Replay
.SC2Mod

Only ones that don't need to be compressed beforehand unlike .SC2Lib/galaxy files.
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Re: Shooter Map

Post by Lavarinth »

Should be set.
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Re: Shooter Map

Post by RazorclawX »

IskatuMesk wrote:Oh, you triggered it? Gay, I was hoping for a data editor solution. I haven't had the chance to actually look yet, too busy.

Back to the drawing board...

btw sc2 doesn't support mods so lav can't have an upload option for them. :)
I have a pretty good idea how to do it in the Data Editor, but I have no pressing need for a Nova effect like that. If I need a Nova effect I'd copy the Queen's Shockwave ability.
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Re: Shooter Map

Post by IskatuMesk »

Ricky>

Galaxy is very slow and map-specific in many instances, I want to avoid using it whenever possible.

RCX> I think I have a very vague idea how to do it but... yeah. I'm sure it's doable, you'd need to use a persistent effect to point projectiles in a direction and go from there, I think.

There's a lot of heavy use of nova effects in many of my spells and random attack ideas. You can go from the basic fire nova of the Pit Lord to Eclipse, casted by Mal`Ash, that effects around 1/4 of a big map. But in sc2 you can make them go even further, like coming back to the caster unit, throwing units off the ground, changing the terrain textures (maybe?), effecting map lighting, ect. You can make meteors spawn shockwaves when the hit the ground and all that...
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Re: Shooter Map

Post by New-/Hydrolisk »

IskatuMesk wrote:There's a lot of heavy use of nova effects in many of my spells and random attack ideas.
no kidding

Back in WC3, which also has the stupid dickery of having no mod support, I've seen a semi-mod (which added a Creep race) that used an installer to ram files and scripts down a map's throat and make it work with the "mod."
That's the closest I've seen to a mod in WC3.

Maybe something like that can be done for SC2. But, honestly, that's fucking stupid and inconvenient. I dunno why Blizzard won't just fucking do something like that. Now we need to break SC2 and shove in custom files ourselves. I wonder if it'll be made easier through the exploitation of SC2Mod files and MPQDraft though. Maybe mod data can be transferred from SC2Mods to actual mod files.

Eh.
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Re: Shooter Map

Post by IskatuMesk »

You can run a mod with sc2. But the ALWAYS CONNECTED EXPERIENCE and RAM monitoring + achievements no doubt means you'll be banned if they find out.
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Re: Shooter Map

Post by Lavarinth »

Stay on topic.
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Re: Shooter Map

Post by New-/Hydrolisk »

UPDATE forgot > 11:58 PM September-10-10
-Bombs to Infestors (Minifestors), instead of Drones
-Drones, RGB: 25HP, 50HP, 100HP
-No more random Probes with +10; Observers are +10 power now
-drop rates adjusted for Observers
-fixed retard Probe (sort of, not really)
-death-bomb window set to 0.3s
-reworked death-bombing and respawning mechanics
-changed a setting in creation of bullets, and changed some pathing properties
-fixed the bomb removing normal units (should only be enemy projectiles)
-more optimizations
-on bomb, all powerups and missiles in entire map are magnetized/removed
-removed bullets (through bomb) grant 1 score each
-miscellaneous data editor changes
-now tracks number of SCVs collected
-reworked power levels
*0 (1 ling)
*8 (2 lings)
*18 (side lings)
*28 (far side lings)
*42 (centre hydra)
*60 (side hydras)
*80 (lord 1)
*102 (lord 2)
*128 (seer)
-removed normal HP regen
-on death, 25% of current power is lost
-updated hints
-Stalkers spawn too now

Go download the map and test it out! I'm just about finished with this testing ground, and I'll be moving into a real game soon enough, so feedback would be greatly appreciated.

EDIT:

QUICKFIX 1:24 AM September-11-10 > 1:41 AM September-11-10
-fixed Stalkers not dropping any Drones
-bullets travelling into untraversable ground are destroyed (possible bug: bullets sometimes don't connect. Please report if you notice this.)
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Re: Shooter Map

Post by IskatuMesk »

real game = diablo 2?????
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