InsaneMonster Assets
InsaneMonster Assets
A collection of libraries and mods made by InsaneMonster.
InsaneAI - v1.2
InsaneAI is a tool library which allows, with ease, to make fully customizable, bug free and competitive AIs for computer players.
Make your enemy great again!
InsaneCredits - v1.0
InsaneCredits is a tool library which allows, with ease, to make professional scrolling credits for your map, mod or campaign.
Giving credits has never been more fun!
InsaneDebug - v2.0
InsaneDebug is a tool library which allows, with ease, to manage complex and multi-level debug messages for your map, mod or campaign.
Don't stress yourself, catch them all with ease!
InsaneTransmission - v1.0
InsaneTransmission is a tool library which allows, with ease, to make custom talking portrait with moving lips and other nice features.
Give your characters the portrait they deserve!
InsaneUI - v1.0
InsaneUI is a collection of layout assets templates and a small tool library for simple UI interfaces, like Brood War styled interludes, and more.
User interface power in the palm of your hand!
InsaneBriefing - v1.0
InsaneBriefing is a tool library which allows, with ease, to make high quality Starcraft themed briefings with tons of customization and options.
Bring back good old briefings in all their glory!
Download
To download all files, click on the Files in the up left corner, after Overview. Otherwise you will only download the last file!
Battle.net
All the files published on Mapster are also published on Battle.net (as long as the version is greater than 1.0).
All of them are further downloadable in the editor itself by Battle.net and this procedure is required to publish them in the Starcraft 2 Arcade.
By downloading the file from here, you get the best of possible worlds, since the Battle.net dependency is also included in the download.
In any case, the license terms fully apply.
Update
If not statet otherwise, upgrade is completely seamless and one just need to download the new version and overwrite the existing one. This allows for easy integration even in a large campaign.
License
Everyone is free to use for personal and public non-commercial use.
Copying or republishing this materials is not allowed.
When this materials is used in a custom mod or map a link to this page must be given and credits must be given, possibly in game.
About Me
I'm an Italian Computer Engineer which loved doing maps for Starcraft and Warcraft III when was a boy.
I actually never came up to have enough free time to learn the Galaxy Editor but now, after many years since Starcraft II release, I decided to start some projects of my own.
One of this project was the RTC 2017 Mercenary Business map that ended, to my great surprise, in the top ten of the 2017 RTC contest. You can play the map on Battle.net or look at it in the editor here.
I really really hope you might find them both useful and inspiring. Keep up the good work everyone!
Question about the transmission tool—have you found a way to get the female dominion officer to talk?
It's not in the currently supported portraits, so not tried yet. But for sure I'll try with the next update (will happen more or less at the end of the month, exams right now).
The precise name of the model is "Female Dominion Offcer"?
men, you are awesome!
Thanks, this is very nice of you! :)
i need youre help i have a mod that is for all melee maps it allows you to pick a faction from the race you picked each with different units and build orders i need the ability to make a button to turn ai on and off and the ai to switch build orders when you pick that faction its really complex and i cant write ai could you help me
I see this only just now... I actually do not understand well what do you want to do... Do you want to use my AI or not? Care to explain better?
currently i am new with ai dont use it i need help writing an ai for my mod also can having to many assets cause lag
What does you AI need to do?
@Anteep: Go
My AI is a tool, something like an interface which actually code the campaign AI of SC2 to do things in a correct and bug proof way, not a plug and rule them all magic AI... ;)
Explain me better what you want to do and I can answer better to your question. In general, if your AI needs to use custom units but still play Starcraft it should be fine, if used in the appropriate manner.
Do you think your AI can be used in maps that use totally different units, have different economies (e.g. don't use minerals)?
I bet it could probably be modified a bit by the user to do it, just wonder if you know for sure.
@Musketmarine: Go
No version in BNET right now, I'm afraid. Can you even publish a library on BNET? I'm rather new to SC2 modding...
@Miles07: Go
Look, regular units are defined just like custom one. For example, if you want a zergling as a warrior unit, just use the following:
- Units - Add Unit and select the preset Unit - Warrior, then put the unit Zergling. If you want the Zergling to wander around, just put True in the right parameter. If you want the Zergling to use an ability (with no target, but even custom one) just put it in the Ability parameter (e.g. Zergling - Burrow). If you want your Zergling to do both, put there both and choose a probability for the ability, in percentage. 100 - percentage is then the probability of wandering around. This behaviour can be modified at any time after the unit is defined with appropriate actions.
While this does seem long, it's very easy to implement with just one action in the Trigger Editor. For example, if you create via Data Editor a detector Zergling, you can use the preset Unit - Detector. Then, if detection is enabled for the player (by default it is, you can change this), the nearest Zergling will run towards the non visible attacking enemy unit.
I hope I've been clear, just look at the example map for the implementation details.
Interesting idea for a tool. Might look into this more.
Also, with regards to unit roles, does it have official units as pre-defined "roles" for, say, custom units I want to add to my mod, or is the library basically a clean slate? Like, do I have to code a Zergling's behavior from scratch, for example? Or are those behaviors predefined, but modifiable?
I will get straight away to using this, as my mod needs AI support direly.
Thank you for creating this.
Is there also a version of this on BNET? (For publishing reasons)