Another bump, since my map is on the 100th page on the EU b.net I'm looking for a US user to upload it for me. One requirement tho is that you have to have more than 10 posts or content contributed to mapster. Pm me if you could do this for me.
I plan to do that however I first want to reach a version which doesn't need much updating, that can take some time depending how popular my map gets (how much it gets tested). Right now I didn't get the chance yet to look at a public game.
Bump, some progress update screenshots added, if everything goes well i can release the map right on the game release, tho some things will be missing it will be playable and fun.
It's 0 effort to run the decrypt function that's right in the map, it's enough if one person does it then just uploads it. Not to mention locking didn't work properly in phase 1, couldn't try it in phase 2 yet.
As I said it's not possible to convert Text to string since text is dependent on the locale you are using, so this defeats the whole system single handedly. If you say it's possible then back it up please.
Restricting technology based on your experience is bad, I don't see how any noob can have a chance against someone with full tech tree. The game isn't supposed to get easier gradually, exactly the opposite.
Unfortunately encryption is futile since the maps aren't protected themselves, anyone can just open them up and see the functions or use mpq editor. And even if the maps were properly protected (which wont happen in a while) it is impossible to gain unique data about players (no, you can't get player names because you can't convert text to string), so they could just upload a high level "account" somewhere and anyone could use it.
Also Mods don't support triggers, which are necessary for 99% of the custom maps but yeah, people can easily make their map variations once it's released.
@Cirno: Go
Platforms cost a lot so people wont be spamming them as I did. I can reproduce the same system as in netstorm but I'm gona try this out since it gives more strategical aspects to the game. The bridge destruction events will also be added except for the decay overtime since that can cause traffic issues.
I already made the thunder cannon (and sun cannon, crossbow,etc) with the change that you can turn them in different direction every 30 seconds. I like this method and as long as the new patch doesnt ruin my whole map entirely I'm gona stick with it.
I'm not entirely sure how experience worked I wasn't a big netstorm player at all just tried it for a glimpse back then. But I am against giving any kind of advantage to players with more experience, as for achievements, visual extras, well that is doable and may be implemented depending on the success and feedback of the map. But still at this point it's impossible to prevent people from cheating by simply changing their local text file where the saves are stored.
Not yet, it's impossible to create cliffs on the fly right now unfortunately. But the cliff outlining is automatic and I'm planing to make automatic islands with terrain deforming but that requires thousands of actors that I'm not sure how will work online, so for stability and equal chances for players I'm sticking to this right now until I have a playable version.
I'm pretty much done with the core elements now bug fixes and content need to be added like cannons and custom models.
I was also searching for this game cause I really liked it back then and I actually found it while talking on the sc2mapster irc. I didn't know the games name but managed to make a miraculous google search on it somehow and found it xD
Thanks for sharing your ideas.
I like the the one of enforcing aggressive play by providing resource for outposts that's definitely needed.
I also intend to use randomized roads and a small cost for roads so you cant just connect to the enemy in seconds or spam roads.
About the stalking AI I'm not so sure, it would need a really well implemented algorithm to use bridges properly, but I will surely make moving attacking units not only cannons. These will be weaker but you can control and different classes sound good, maybe some units for bridge blocking etc..
There are air units that can mine, as for attacking units, well that needs balance testing. But I don't want much randomness involved in the game, the more skill the better.
Also need a good way of countering bridges, so building 200 and cornering everything isn't enough.
This is an attempt to remake a great game with the same title released in 1997. While the gameplay was fun it didn't get enough attention so it's time to change that.
It's basically an RTS taking place on islands in the sky. You have to build bridges to approach resources and enemies while building different kind of cannons to secure your position. The core gameplay is relatively simple but the strategies available are really complex. Here's how the game looks like
You can also download the original game here for free: http:www.netstormhq.com/download.php?list.10 The bridge system is pretty much done and I've got everything in my head about how to continue it so all I need is free time now but I could use anyone's help with making the different cannons in data editor and who I would need the most is a modeller to create the different type of bridges.
If you have played this game please post your ideas about how certain things should be implemented or if you would like to help me with making them (you get credit of course). I'm also considering making a random island generator part later on but only after the more important parts are done.
@Tsurupettan:
There's a US version now thanks to deathnight so hopefully it will be popular enough to play it a few times.
Another bump, since my map is on the 100th page on the EU b.net I'm looking for a US user to upload it for me. One requirement tho is that you have to have more than 10 posts or content contributed to mapster. Pm me if you could do this for me.
Thanks in advance.
@ZenoFrozen: Go
I plan to do that however I first want to reach a version which doesn't need much updating, that can take some time depending how popular my map gets (how much it gets tested). Right now I didn't get the chance yet to look at a public game.
Bump, uploaded an early version to Battle.net EU, please try it out with friends and give feedback.
Bump, some progress update screenshots added, if everything goes well i can release the map right on the game release, tho some things will be missing it will be playable and fun.
It's 0 effort to run the decrypt function that's right in the map, it's enough if one person does it then just uploads it. Not to mention locking didn't work properly in phase 1, couldn't try it in phase 2 yet. As I said it's not possible to convert Text to string since text is dependent on the locale you are using, so this defeats the whole system single handedly. If you say it's possible then back it up please. Restricting technology based on your experience is bad, I don't see how any noob can have a chance against someone with full tech tree. The game isn't supposed to get easier gradually, exactly the opposite.
@Iggyhopper: Go
Unfortunately encryption is futile since the maps aren't protected themselves, anyone can just open them up and see the functions or use mpq editor. And even if the maps were properly protected (which wont happen in a while) it is impossible to gain unique data about players (no, you can't get player names because you can't convert text to string), so they could just upload a high level "account" somewhere and anyone could use it.
Also Mods don't support triggers, which are necessary for 99% of the custom maps but yeah, people can easily make their map variations once it's released.
@Cirno: Go Platforms cost a lot so people wont be spamming them as I did. I can reproduce the same system as in netstorm but I'm gona try this out since it gives more strategical aspects to the game. The bridge destruction events will also be added except for the decay overtime since that can cause traffic issues. I already made the thunder cannon (and sun cannon, crossbow,etc) with the change that you can turn them in different direction every 30 seconds. I like this method and as long as the new patch doesnt ruin my whole map entirely I'm gona stick with it.
@Quirriff: Go
I'm not entirely sure how experience worked I wasn't a big netstorm player at all just tried it for a glimpse back then. But I am against giving any kind of advantage to players with more experience, as for achievements, visual extras, well that is doable and may be implemented depending on the success and feedback of the map. But still at this point it's impossible to prevent people from cheating by simply changing their local text file where the saves are stored.
@vjeux: Go
Not yet, it's impossible to create cliffs on the fly right now unfortunately. But the cliff outlining is automatic and I'm planing to make automatic islands with terrain deforming but that requires thousands of actors that I'm not sure how will work online, so for stability and equal chances for players I'm sticking to this right now until I have a playable version.
Bump: added sneak peak vid
still looking for modeller for the bridges and data editor guys for the different cannons
Here's the automatic cliff edge outliner I made.
I'm pretty much done with the core elements now bug fixes and content need to be added like cannons and custom models.
I was also searching for this game cause I really liked it back then and I actually found it while talking on the sc2mapster irc. I didn't know the games name but managed to make a miraculous google search on it somehow and found it xD
Thanks for sharing your ideas.
I like the the one of enforcing aggressive play by providing resource for outposts that's definitely needed.
I also intend to use randomized roads and a small cost for roads so you cant just connect to the enemy in seconds or spam roads.
About the stalking AI I'm not so sure, it would need a really well implemented algorithm to use bridges properly, but I will surely make moving attacking units not only cannons. These will be weaker but you can control and different classes sound good, maybe some units for bridge blocking etc..
There are air units that can mine, as for attacking units, well that needs balance testing. But I don't want much randomness involved in the game, the more skill the better.
Also need a good way of countering bridges, so building 200 and cornering everything isn't enough.
Edit: Some screenshots from the latest build, got the sun barricade done as well (thx to Phaos for the beam help:p)
Progress update galery:http://img801.imageshack.us/gal.php?g=ss1y.jpg
Here's my progress so far
This is an attempt to remake a great game with the same title released in 1997. While the gameplay was fun it didn't get enough attention so it's time to change that.
It's basically an RTS taking place on islands in the sky. You have to build bridges to approach resources and enemies while building different kind of cannons to secure your position. The core gameplay is relatively simple but the strategies available are really complex.
Here's how the game looks like
You can also download the original game here for free: http:www.netstormhq.com/download.php?list.10
The bridge system is pretty much done and I've got everything in my head about how to continue it so all I need is free time now but I could use anyone's help with making the different cannons in data editor and who I would need the most is a modeller to create the different type of bridges.
If you have played this game please post your ideas about how certain things should be implemented or if you would like to help me with making them (you get credit of course). I'm also considering making a random island generator part later on but only after the more important parts are done.
http://www.sc2mapster.com/maps/netstorm-islands-war/ (map page)