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    posted a message on VOID WARS - 6 Race Melee Mod

    StaCraft II VOID WARS Trailer - YouTube: http:www.youtube.com/watch?v=ux7NoPJf7vM

    Website: www.voidwars.net

    VOID WARS is a competitive melee style mod for StarCraft II. There are 6 races. Terran Space Command, Terran Mechanized, Protoss Aiur, Protoss Shakuras, Zerg Primal and The Hybrids.

    The economy system is based on the capture of control points that players fight over throughout the game. This is a fast paced mod that encourages aggressive game play. The mod contains many of the units from the campaigns. Nearly all the units have been modified/customized for enhanced game play and balancing.

    Looking for testers and gamers

    Current Map Pool

    VOID WARS - Frontier battlenet://starcraft/map/1/270465

    VOID WARS - Moonlight Madness LE battlenet://starcraft/map/1/270397

    VOID WARS - New Antioch battlenet://starcraft/map/1/270487

    VOID WARS - Sweet Rampage battlenet://starcraft/map/1/271310

    VOID WARS - Terraform battlenet://starcraft/map/1/269908

    VOID WARS - TRON battlenet://starcraft/map/1/270783

    Find me on Bnet Americas server at SteelRain#1614

    Cheers,

    Cj

    Posted in: Map Feedback
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    posted a message on How to add continuous Guardian Shield to Pylon?

    Need a little help here putting the finishing touches on a mod.

    VOID WARS

    I want to add the Sentry Guardian Shield effect to all Pylons and have it be a continuous effect that requires NO energy.

    Build a Pylon and boom, the shield effect and graphic is there until the Pylon is destroyed.

    I've played around trying to get this to work for a few days, but only managed to disable the effect more than anything, ugh.

    This is what I was told to do: "add the behavior to it, change behavior to not use energy and remove its validator" Do I also need to add the ability and change how the ability functions? I have seen others talk about a cycle that the Guardian Shield does at 0.6 seconds for 30 cycles. Is this something that needs to be modified also?

    If you have tips on how to do this can you please make sure you can get it to function on your end before giving instructions.

    Thanks, Cj

    Posted in: Data
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    posted a message on Map Editor Needed For Void Wars Mod

    VOID WARS

    Void Wars is a StarCraft 2 modification focusing on a further diversified game play experience. A revamped economy system, which gets players out into the map and away from home bases in order to capture Control Points, creates new game play strategies centered on simultaneous micro battles all over the map. Numerous units no longer require Gas for production and a players choice (in terms of the ratio of Minerals vs Gas to be harvested) also creates more dynamic unit composition options.

    General Game Play Modifications

    The Gas cost for StarCraft units is going to be changed. Low tech units will cost no Gas. This will diversify and make more extreme the unit combos and unit ratios in the game. A player will be able to rush harder with basic units or focus primarily on purely high tech units without Minerals going sky high.

    Supply Depots, Pylons and Overlords to offer 2x supply count.

    Some tier 1 upgrades do not cost Gas.

    Terran Specific Modifications

    Marauders and Reapers cost no Gas.

    Tech Lab, Reactor, Stimpack, Marine Combat Shield and Concussive Grenades upgrades cost no Gas.

    Protoss Specific Modifications

    Stalkers and Sentries cost no Gas.

    Warpgate upgrade costs no Gas.

    Twilight Council costs no Gas.

    Blink upgrade costs no Gas.

    Zerg Specific Modifications

    Hydra and Roach cost no Gas.

    Roach and Hydra specific upgrades cost no Gas.

    The upgrade to Lurker Den and Lurkers still do require Gas.

    Zergling speed upgrade costs no Gas.

    The upgrade to Lair costs no Gas.

    Economy System

    The more Control Points you claim the faster resources arrive to your Command Structure from off-map up to a maximum rate.

    Supply Line

    A Supply Line brings Minerals and/or Gas from the edge of the map to a Command Structure (Command Center, Nexus or Hatchery) that is placed in a Supply Zone location.

    Supply Zone

    The location that a Command Structure must be placed to receive resources from a Supply Line.

    Control Point and Control Points

    A Control Point can be captured by occupying a circle of power (Control Point) with a friendly unit (it take a few seconds to capture; 10 seconds depending on game play balancing). This gives the player "Control Points" as a resource. Control Points regulate the rate that worker units enter the map with resources. Each Supply Line can reach a max rate of workers.

    After a Control Point is captured a defense structure will automatically appear at the Control Point. As an example: For Protoss this will be a special Photon Cannon with 3x the Hit Points with a slightly longer range of attack than the original Photon Cannon.

    Example.

    A player has 3 Control Point locations captured. Each Control Point location offers 5 Control Points for a total of 15 Control Points as a resource for the player. The player has 1 Supply Line running which requires 15 Control Points to run at maximum rate. Each Command Structure offers 5 Control Points when located at a Supply Zone. Each worker unit then enters the map at the maximum rate allowed for a Supply Line.

    The resource score board would read 20/15 for the Control Points resource. Meaning 5 Control Points resources are not being used yet and the Supply Line will be running at maximum rate.

    Now the player builds a second Command Structure at the Supply Zone of a different Supply Line. This would take an additional 15 Control Points to fully run at max rate so the Control Point score board would read 25/30 (5 from the Command Structure plus the original extra 5). Then what happens is the rate at which "all" workers enter the map would be reduced by the ratio of 25/30.

    Workers auto bring supplies to the Command Structure at the Supply Zone and do not have to be purchased. When the player wants a worker unit in the game the player purchases the unit from any Command Structure. Meaning, the Supply Line workers are never player controlled. Worker units on a Supply Line can be killed and will be auto replaced at the time that the next worker unit should enter the map.

    Workers carry 50 Minerals or 50 Gas per trip.

    The number of workers per Supply Line can be increased by an upgrade that can be gained at each Supply Zone structure (Command Center, Nexus or Hatchery) either to bring in 1/3 additional workers per supply line or to bring Vespene Gas with 1/3 of the current workers on that supply line.

    Original Supply Line, 20 Mineral Workers per minute with 50 Minerals per trip = 1000 Minerals per minute.

    Upgraded Mineral Supply Line, 27 Mineral Workers = 1350 Minerals per minute.

    Upgraded Gas Supply Line, 12 on Minerals and 8 on Gas = 600 Minerals per minute with 50 Gas per trip = 400 Gas per minute.

    Example 1.

    If 20 workers per minute are on one Supply Line this would be a worker entering the game every 3 seconds. Upon upgrading the Supply Line to bring in additional Minerals it would go to 27 (the 1/3 increase) workers per minute. If the player upgrades to have the Supply Line to bring in Gas it would then be 12 workers on Minerals and 8 workers on Gas.

    Example 2.

    For instance a gamer can make the choice to go all Minerals on their initial Supply Line then, on a second Supply Line, upgrade the Supply Line to bring in Gas, then make a choice about a third Supply Line if they want additional Gas or just additional Minerals. A Supply Line can be upgraded back and forth also. If a Supply Line was bringing in only minerals with 27 workers per minute the player can choose the Gas upgrade and switch it to 12 on Minerals and 8 on Gas, then again back to all Minerals if desired (each time paying for the upgrade which is not very costly but does take one minute to upgrade). Above each Command Structure on a Supply Line visual text indicates the current functional status of the Supply Line. Such as "Mineral Icon" and "20" or "Mineral Icon" "12" and "Gas Icon" "8".

    Project Details:

    I am looking for a map editor/coder to create the economy system. I am the designer and can only do minor map editor work. My location is USA. You can contact me on this site or at [email protected] Website: http:glhfgg.com/VoidWars/SplashPage.html

    Cheers, Cj

    Posted in: Team Recruitment
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    posted a message on Void Wars: Small Mod Recruitment.

    @SomniumTheater: Go

    Image to help understand the Economy System

    The worker unit on a Supply Line cannot be brought into the game, workers from a Command Structure (Command Center, Nexus and Hatchery) can build worker units for building structures.

    Posted in: Team Recruitment
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    posted a message on Void Wars: Small Mod Recruitment.

    Void Wars is a StarCraft 2 modification focusing on a further diversified game play experience. A revamped economy system, which gets players out into the map and away from home bases, creates new game play strategies centered on simultaneous micro battles all over the map. Numerous units no longer require gas for production and a players choice in terms of the ratio of minerals vs gas to be harvested also creates more dynamic unit composition options.

    Website: www.glhfgg.com

    1) What region do you play in? USA.

    2) What time zone are you, and what hours are you available? Central, most of the time.

    3) What are some methods of contact(msn, skype, AIM, etc..)? Skype, Facebook, and email

    4) What are you doing for this project? Designer and will be able to do a fair share of the coding. Mostly need help to get the economy system stuff going and I'll largely be able to take it from there.

    5) What roles do you need filled? Starcraft 2 map making/scripting is all.

    6) What do you have done on the map up to this point? Please try to include images or videos. None. I have been modding other games for years, need that intro nudge to get around the first corners and things will flow from there.

    7) A description of the project/team itself so people know what they're getting into. Read Below.

    8 ) How much time are you willing to invest in this project per week? Numerous hours. I do not think this project will require more than a week or 2 out of another coder where I would have consistant tasks, then maybe a few tasks here and there till completion a month or 2 later.

    General Game Play Modifications

    The gas cost for StarCraft units is going to be changed. Low tech units will cost no gas and higher tech units will cost a lot of gas. This will diversify and make more extreme the unit combos and unit ratios in the game.

    Defense Structures are stronger in general. Each player starts with default defense structures near their starting point. Probably use the Point Defense Drone for Terran game start defense structures.

    Give to additional spell casters the Time Warp spell. 2 types of Time Warp style spells: One that slows movement and another that slows movement and slows the rate of fire to 2/3 of original rate. Spell caster units to be determined.

    Add time warp counter spell to remove the Time Warp spell. Like EMP would do it and some other spells (not decided yet). Possibly give the EMP ability to a Zerg and a Protoss caster unit.

    Supply Depots, Pylons and Overlords to offer 2x supply count.

    Numerous tier 1 upgrades do not cost gas.

    Terran Specific Modifications

    Marines, Marauders and Reapers will cost no gas but Ghosts will still cost gas.

    Siege tank mode cannon fire will be like throwing a Widow Mine attack at the enemy and will cost more. Add slow spell area of effect to Siege tank round.

    Thor is slightly slower, stronger, higher damage output with a quicker rate of fire. Anti-Air area of effect weapon to apply a slow spell to enemy units.

    Make Ghosts and/or BC's a detector unit?

    The Armory will require a Supply Depot as a prerequisite and the Factory will require the Armory as a prerequisite.

    BC and Thor to require Fusion Core.

    Protoss Specific Modifications

    Zealots, Stalkers and Sentries will cost no gas but Templars will still cost a lot of gas.

    Add Protoss teleportation to Warpgates. Think of each Warpgate as functioning like a Nydus Worm. Make Gateways/Warpgates lower in hit points and make the upgrade to Warpgate cost Minerals and Gas.

    Zealots are 2x cost, attack 2x faster and move slightly more quickly at game start.

    Upgrade at Twilight Council to increase the sheild hit points of Zealots.

    An upgrade as a prerequisite to building the Stargate can be researched at the Cybernetics Core.

    An upgrade as a prerequisite to building a Robotics Facility can be researched at the cybernetics core.

    Pylon Defense Shield - Pylons to offer shield armor for units within service radius like what the sentry offers, consider including the graphic for this. Other options are having the field appear when a Pylon is selected or having the field only go active when a unit is within its radius and the unit is being attacked.

    The Colossus moves slower, does more damage, fires more quickly, adds a slow spell from its attack and is more costly.

    No limit to Mother Ship Core or Mother Ship unit count.

    Zerg Specific Modifications

    Hydra and Roach require no gas but Banelings will still require gas to be morphed.

    Ultralisk attack to add an area of effect slow spell onto enemy units.

    May have to make Hydra a tier 1.5 unit due to the impact that the economy system will have on game play.

    Queen to move off-Creep without speed nurf (just like any other Zerg unit).

    Tier 3 upgrade at the Hydralisk Den to again increase the range of Hyrdas.

    Build Time for Lair and Hive is doubled.

    Build Time for Spire is doubled.

    Make Zerg air units only produceable from larva that are produced from a Spire.

    Zergling speed upgrade costs no Gas.

    Economy System

    Supply Line

    A Supply Line brings Minerals and/or Gas from the edge of the map to a Command Structure (Command Center, Nexus or Hatchery) that is placed in a Supply Zone location.

    Supply Zone

    The location that a Command Structure must be placed to receive resources from a Supply Line.

    Control Point and Control Points

    A circle of power along with a turret can be captured by occupying the circle of power with a friendly unit. This gives the player "Control Points" as a resource. Control Points regulate the rate that worker units enter the map with resources. Each Supply Line can reach a max rate of workers. The circle of power holds a specific unit to it so the player cant move the unit off the control point by accident. The defense structure next to the circle of power will have a button to deactivate the held unit function and another to switch out the circle of power holding unit.

    Example.

    A player has 3 Control Point locations occupied. Each control point location offers 5 control points for a total of 15 Control Points as a resource for the player. The player has 1 Supply Line running which requires 15 Control Points to run at maximum rate. Each Command Structure offers 5 Control Points. Each worker unit then enters the map at the minimum amount of time allowed for a supply line.

    The resource score board would read 20/15 for the Control Points resources. Meaning 5 control points resources are not being used yet and the supply line is running at maximum rate.

    Now the player builds a second Command Structure at the Supply Zone of a different Supply Line. This would take an additional 15 Control Points to fully run at max rate so the Control Points score board would read 25/30 (5 for the Command Structure plus the original extra 5). Then what happens is the time between "all" workers entering the map would be reduced by the ratio of 25/30 no matter how many workers are on each supply line.

    Workers auto bring supplies to the Command Structure at the Supply Zone and do not have to be purchased. When the player wants the worker unit in the game then the player purchases the unit from any Command Structure. Meaning, the Supply Line workers are never player controlled, but can be killed but will be auto replaced via the time of the next turn for a worker unitto enter the game from a side of the map.

    Workers carry more resources per trip; something like 50 minerals or 50 gas per trip (to be balanced).

    The number of workers per Supply Line can be increased either to bring in 3/2 as many workers bringing Minerals or for 1/3rd of the workers on that Supply Line to bring in Gas.

    Example 1.

    If 20 workers per minute are on one Supply Line this would be a worker entering the game every 3 seconds. Upon upgrading the Supply Line to bring in additional Minerals it would go to 30 (the 1/3 increase)workers per minute or if the player upgrades to have the Supply Line to bring in Gas it would then be 20 workers on Minerals and 10 workers on Gas.

    Example 2.

    For instance a gamer can make the choice to go all Minerals on their initial Supply Line then on a second Supply Line upgrade the Supply Line to bring in gas, then make a choice about a third Supply Line if they want additional gas or just additional minerals. A Supply Line can be upgraded back and forth also. If a supply line was bringing in only minerals with 30 workers per minute, the player can choose the gas upgrade and switch it to 20 on minerals and 10 on gas, then again, back to all minerals if desired (each time paying for the upgrade which is not very costly, nor takes much time. Above each Command Structure on a Supply Line visual text should indicate the current functional status of the Supply Line. 20 Minerals (non-upgraded) 30 Minerals (Mineral-upgraded) 20 Minerals 10 Gas (Gas-upgraded) But use the Mineral or Gas icon, not the actual word.

    To participate in the development of this mod please contact me at the email address listed below. Please be of at least college age.

    www.glhfgg.com

    By SomniumTheater

    SteelRain on Battle.net

    [email protected]

    Posted in: Team Recruitment
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