Hi,
I'm new to the Blizzard map-making community, but with the release of Galaxy I finally lost any excuse to not teach myself how to make maps. I have spent many happy hours playing Evolves in the original Starcraft, and I figured recreating that map for SC2 would be a good chance to learn the mapmaking ropes. I am aware that there are already several Evolves-type maps out there, but so far I have been unable to reverse-engineer them, and I was wondering if some more experienced members could help me with the tasks below...
So far I have been able to create the map with turrets spawners (in my case two overseers per team) siege tank starter, and center platform with SCV massers. I have made the SCVs and Overseers invulnerable. I have also placed regions for the massers on the platform and their corresponding mass regions on the playable map.
I need help with the following:
-Keeping track of scores for all players and displaying those scores on screen in a 'leaderboard'
-Making my overseers spawn a continuous stream of units.
-Making the units that spawn 'evolve' at certain point levels
-Picking four bunker inhabitants at the beginning. Ideally I would like to do the same thing as iOverflow did in their version Evolves Flow with picture choices at the map load.
I have not been able to find tutorials for these items, so if anyone could point me to a good place to learn about any of them- or if you're feeling especially helpful - post a quick explanation below, I would be eternally grateful. Also, please bear in mind that I am extremely new at this, so dumbed down explanations are much appreciated :-)
I am also making an Evolves map, after my love of it in Starcraft and also versions in Warcraft III. Mainly because i prefer a 4v4 as its carnage to the small 2v2 by iOverflow. With the spawning of units, use this tutorial on the site.Advanced Unit Spawner Its teaches about spawning units for a Tower Defense game but the same principles can be used for the evolves map as i have used a similar concept and can be changed to fit your demands. The evolving matter can also be found out from this video as his tutorial can be adapted to work perfectly for a evolves game, keeping track of scores can be found from GUI videos from the tutorials page on this website and using variables to track scores etc.Tutorials The GUI videos should help you with the first part as well and then the spawning system will help with the second part of that as when you click it, it will filter into the spawning tutorial where you just spawn the specific unit they press.
Hope this helps a bit. The spawning tutorial is pretty good and should help alot. When I get mine finished, ill post it and show you what I came up with. Making it a bit different from the Evolves Flow one and adding more scenery, 4v4, different gameplay to change it up from the original to try and make it even more fun.
Thanks Zeragon! I'm off to check out those tutorials right now. Make sure to let me know when your version is done, I've never played 4 v 4 evolves before... it sounds insane! Are there major lag issues once it gets going?
Well, im sorting out unit balance and max amount of units, to make sure people attack and to cull lag. Also trying to make my code much more efficient than other evolves games I have seen. Just played a 4v4 with 3 humans and 5 computers and with about almost 1500-2000 food worth of units i had no major lag and still getting 30-35 fps most the time. Shouldn't be long till its finished. Editting the terrain some more so it looks better, as i dont like the typical evolves which is literally just a square box, which all looks the same.
I have almost finished creating my map now, but there is one major problem. Because the way that the custom games work online. As mine is a 4v4, i got 2 teams, but when the first person joins, they are player one, but if they move to player 5, so the first one on team 2, they stay in the position of player 5 and i cant seem to sort out this issue, i think a lot of other games have this problem as well from reading on other forums and i cant seem to find a way around it. If i can sort this out, the map will be ready for release, go leaderboard and everything, and the good thing is as well, is everything is adaptable for 1v1, 2v2, 3v3 and 4v4, as all the things like leaderboard's spawns etc are all initialized at the start depending on the players. Just need to find a way to sort out this positional problem and the game will be ready to release.
I'll post a video up later to show the game in play and map layout.
Zeragon
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Hi, I'm new to the Blizzard map-making community, but with the release of Galaxy I finally lost any excuse to not teach myself how to make maps. I have spent many happy hours playing Evolves in the original Starcraft, and I figured recreating that map for SC2 would be a good chance to learn the mapmaking ropes. I am aware that there are already several Evolves-type maps out there, but so far I have been unable to reverse-engineer them, and I was wondering if some more experienced members could help me with the tasks below...
So far I have been able to create the map with turrets spawners (in my case two overseers per team) siege tank starter, and center platform with SCV massers. I have made the SCVs and Overseers invulnerable. I have also placed regions for the massers on the platform and their corresponding mass regions on the playable map.
I need help with the following:
-Keeping track of scores for all players and displaying those scores on screen in a 'leaderboard'
-Making my overseers spawn a continuous stream of units.
-Making the units that spawn 'evolve' at certain point levels
-Picking four bunker inhabitants at the beginning. Ideally I would like to do the same thing as iOverflow did in their version Evolves Flow with picture choices at the map load.
I have not been able to find tutorials for these items, so if anyone could point me to a good place to learn about any of them- or if you're feeling especially helpful - post a quick explanation below, I would be eternally grateful. Also, please bear in mind that I am extremely new at this, so dumbed down explanations are much appreciated :-)
I am also making an Evolves map, after my love of it in Starcraft and also versions in Warcraft III. Mainly because i prefer a 4v4 as its carnage to the small 2v2 by iOverflow. With the spawning of units, use this tutorial on the site.Advanced Unit Spawner Its teaches about spawning units for a Tower Defense game but the same principles can be used for the evolves map as i have used a similar concept and can be changed to fit your demands. The evolving matter can also be found out from this video as his tutorial can be adapted to work perfectly for a evolves game, keeping track of scores can be found from GUI videos from the tutorials page on this website and using variables to track scores etc.Tutorials The GUI videos should help you with the first part as well and then the spawning system will help with the second part of that as when you click it, it will filter into the spawning tutorial where you just spawn the specific unit they press.
Hope this helps a bit. The spawning tutorial is pretty good and should help alot. When I get mine finished, ill post it and show you what I came up with. Making it a bit different from the Evolves Flow one and adding more scenery, 4v4, different gameplay to change it up from the original to try and make it even more fun.
Zeragon
Thanks Zeragon! I'm off to check out those tutorials right now. Make sure to let me know when your version is done, I've never played 4 v 4 evolves before... it sounds insane! Are there major lag issues once it gets going?
-Daruuk
Well, im sorting out unit balance and max amount of units, to make sure people attack and to cull lag. Also trying to make my code much more efficient than other evolves games I have seen. Just played a 4v4 with 3 humans and 5 computers and with about almost 1500-2000 food worth of units i had no major lag and still getting 30-35 fps most the time. Shouldn't be long till its finished. Editting the terrain some more so it looks better, as i dont like the typical evolves which is literally just a square box, which all looks the same.
I'll post it up here once it is done.
Hope yours works out.
Zeragon
I have almost finished creating my map now, but there is one major problem. Because the way that the custom games work online. As mine is a 4v4, i got 2 teams, but when the first person joins, they are player one, but if they move to player 5, so the first one on team 2, they stay in the position of player 5 and i cant seem to sort out this issue, i think a lot of other games have this problem as well from reading on other forums and i cant seem to find a way around it. If i can sort this out, the map will be ready for release, go leaderboard and everything, and the good thing is as well, is everything is adaptable for 1v1, 2v2, 3v3 and 4v4, as all the things like leaderboard's spawns etc are all initialized at the start depending on the players. Just need to find a way to sort out this positional problem and the game will be ready to release.
I'll post a video up later to show the game in play and map layout.
Zeragon