You should have 1 behavior that's the aura. The aura has a periodic effect that does a search area. The search area apply a behavior on units it finds. The applied behavior should be a new behavior that does slow attack speed.
I don't think its possible for the carrier to move and launch its interceptors at the same time. Its basically the same problem as units in bunkers won't attack if the bunker is on the move. Whenever the interceptors leave the hangar to attack, the carrier must stop.
I did do a workaround tho, but its probably not what you are looking for. The workaround I did was to make an invis carrier. Then every second, I move the invis carrier to the real carrier location and give it an attack command. So its like the interceptors are flying out of the carrier itself.
Hi, its been a while since this thread is updated. I've been reading the voidcraft thread and noticed lots people making suggestions that I plan to include in this map. So I decided to make a long writeup on what this map contains.
TEAM GOAL
The gameplay plays out a bit like star battle, where two teams try to destroy each other's main base structure. In this map, the goal is to destroy Central Command located on opposite end of the map. The central command structure is protected by a fleet command building. Fleet Command launch capital ships to patrol their area of space as well as sending them to defend team assets. And during assault against central command, players will want to destroy the enemy Fleet Command first to reduce the amount of extra capital ships they'll have to fight.
Central command is also ringed by other defenses and starports. Starports launch fighters and bombers at nearby enemy units. Thor ground battalions will also re-spawn and patrol the platform around the command structure making it harder destroy.
MAP RESOURCES
Unlike star battle, players do not farm enemy fighters for money. Instead, there are assets throughout the map the players can take control. There are mineral fields. By building a supply structure near the mineral field, players will get a steady supply convoy from that resource region to refill their minerals and ammo. Certain weapons use ammo such as missiles. The more supply structures the player team has, the faster they refill.
There's two spot on the map that releases Red Energy. Red energy is a special resource that give player's special abilities. Players can only carry two red energy at a time. In the middle of the map, there's a space city. There's two spots in the city that generate cash every interval. Players needs to launch shuttles to collect these resources.
There's 3 spots on the map that contains alien vaults. Alien vaults release an artifact every once awhile. Players can build Research Stations to collect these artifacts. When the team has enough artifacts, the team gets an team upgrade. Team upgrade include overall weapon upgrade, overall defense upgrade, or a special upgrade. Special upgrades are little buffs placed on player's units. And some special upgrades are needed to activate other Fortress special abilities.
When a capital ship is destroyed, they'll often leave behind 'loots'. Players can send shuttles to pick up loots, each worth some minerals.
THE MOBILE FORTRESS
Much like voidcraft, the players control a 'ship' with many hardpoints. And players upgrade each individual hardpoints to customize their 'ship'. The player 'ship' is a command center ringed by empty modules and 6 engines modules. This collection of modules make up the Terran Battle Fortress. The protoss's Basestar configuration will be different. As will the zerg's bio Hiveship.
The engines + command center itself provides power to the entire fortress. Power is needed to move the fortress as well as providing power to modules and special abilities. Low power will slow the fortress as well as causing power conduit failures and explosions. Every 5 seconds, fortress energy is increased by the amount of power output. The command center stores the fortress energy.
Right now, only the Terran battle fortress is been built. There are many different kind of modules the players can install onto their ship..
1) heavy plating module: the toughest module the terran can install. It comes in two variety, a cheap version that contains a powerful gatling gun. And a more expensive version that contains 4 missile tubes.
2) main gun module: fires a round of ballistic shots at the enemy. These ballistic shots are designed to penetrate armor and each costs mineral.
3) laser module: fires beams of laser, great at doing sub-system damage. Each laser beam drains on-board fortress energy.
4) missile turret: fires a large very long range missile. Each missile does huge damage.
5) hangar bay: each hangar bay can store up to 25 fighter crafts. Only 4 hangar bays can be built, and they must be built on the edge for the fortress so the bay opens up into space and not the back of another module.
6) engineering bay: contains upgrades for the fortress. As well as SCVs to help contructions of Research Stations, Supply Storages, and Battle Bases. Can launch the scvs to help repair modules and ally's fortress.
7) fusion core: increases the power output of the fortress as well as upgrades to fortress's special abilities.
All installation modules comes default with two auto-turrets for point defense against enemy fighters and missiles.
SUB-SYSTEM DAMAGE
This map features sub-damages to each individual hardpoint. Every module contains sub-systems to make the module functional and weapon attacks can damage these sub-systems. Energy weapons tend to do a lot of damages to the sub-systems. When a module takes enough sub-system damage, they will acquire debuffs that reduces the module's effectiveness. This tend to be lower weapon damage/range/speed and a variety of other bad effects. Send an engineering team to quickly repair the damages; though the module crew themselves will slowly repair these sub-damages.
FORTRESS COLLISION
These giant fortress are way larger than any capital ship. Collision among the fortress do great damage and can halt your fotress. Be especially careful when exiting hyperspace. Hyperspace exit collision is extremely devastating to the the mobile fortress, more so to the exiting fortress.
FIGHTER and FLEET CONTROL
In this map, players can designate missions for the fighters. There's two kinds, CAP and LRA. CAP stands for combat air patrol, and basically the fighters will just fly a ring around your fotress. Attacking any enemy and shooting down missiles. LRA stands for long range attack, and the fighters are sent out into distance space to attack anything in their way. During LRA mission prep, the fighters will form up into fighter wings and fly out in formation - very cool.
In addition, players can designate extra payloads when they manually launch the fighters for missions. Extra payloads are just missiles attached to the fighter crafts themselves. Everytime the players launch a squadron, minerals will be deducted if they are using extra payload.
Players can choose to request battlecruisers to accompany their battle fortress. There are 9 formation buttons that tell the battlecruisers how to form up; otherwise the players cannot control the battle cruisers directly.
WORLD ENVIORNMENT
Lots details are put into the enviornement itself. When large structures such as fortress modules or space buildings get destroyed, they leave behind debries and bodies. When a city building gets destroyed, refugees escape and will latch on to nearby player fortress for protection.
FURTURE PLANS
There's many more features that exist for protoss and zerg that acts totally differently from the terran. For example, the protoss can hack modules and take control. The zergs use blood as a general resource to build new modules. They can also pump blood to quickly heal a structure. And zergs don't use fighter crafts, instead they can launch dragon swarms. Protoss also does space jumps instead of hyperwarp. Zerg does sub-space submerge to burrow-move 'under space' and can re-emerge anywhere.
After the player destroy the central command, additional goals will pop up for a longer game. This includes the Hyperion battlecruiser, larger than the fortress themselves warping in to take control of the battlefield. Players will now help this huge battlecruiser destroy all enemy.
Officers, players can recruit officers from Central Command. When a officer is recruited, they click on the module to place the officer. Each officer is different and they offer small bonuses to that module.
Bank file, to store player career and offer special aesthetic rewards.
Actually, #1 maps are usually 'you got suckered' into maps. Page 1 usually consists of same popular maps people love playing, but one would get up there after a reset. As much as people on the forum love to call b.net players sheep, they do want to join new maps.
So lets see, a page fill of same map + 1 new map. People will join that new map once to try it. As people keep joining to try it, its popularity gets boosted to stay on top. They usually don't return to play tho so #1 maps pretty much always disappear after a reset.
They can totaly gut out popularity system, and it would still be a total improvement. I don't see how having minutes played matter. At most, it'll reorder page one, but it'll still be the same maps up there. Big deal.
How about having tiered map system? Maps move from tier to tier, if a map is popular enough, it moves up. There should be three tiers, tier one belongs to new maps. Map listing on this lobby have a very short life, they disappear very quickily. So empty maps will tend to disappear on its own. If enough people play a map at a time, it'll move to tier 2 lobby. People who boost their maps will stay in tier one since it never gets popular enough to move into tier 2. Or it'll fall from tier 2 back into tier one when others don't join their boosted maps. Page 1 in tier one should have a different listing of games every couple minutes because games will fall off quickily if no one joins, or it gets moved into tier two lobby if there's interest.
Tier 2 is more like the current system we have now, where map listing stays for a long time. If a map in tier 2 gets very popular, it'll move into tier 3. Tier 3 belongs to all time popular maps such as nexus wars and desert strike. This way, they won't take up space in tier 2 and allow more map visibilty to other maps.
This is essentially blizzard's ladder league idea, its a competition system for maps. Copper league = tier 1 maps. Gold league = tier 2 maps. And diamond league = tier 3 popular maps.
Yeah, I think the problem is attack unit order. That will bypass any units to get at the unit targeted. If you use attack point, they'll attack everything on their way to the point.
Yup, read that post shortly afterwards. Gameplay is nearly the same. :) But the implementation is different, I'm going in a slightly different route. For one thing, I don't know a good way to attach a unit to another and have it rotate along with it. So my ships have more of a fortress feel to it. On the other hand, my plan for the protoss is they can morph the shape of their fortress due to the way I attach units to another.
Anyways, I'll add screenshots once there's more to see.
12/19/2010 -video of Stellar Converter superweapon and zerg scourge swarm
12/4/2010 -video added
hi, just start working on this map concept and pretty excited about it.
Mobile battle fortress is basically a space combat map where the player controls a space fortress. Like other ship to ship games, the fortress contains hard points where the players can upgrade individually... like laser turrets, fighter docks or armored sections. There'll be lots ship features like sub system failures, weapon controls and energy management. There's even a fleet management where the player forms a fleet formation around the fortress. There'll be three different fortress, one for each race.
The basic gameplay will be sort of like Star Battle where the player tries to destroy the other's base. It was Star Battle that got me pysched up to make this map! The base itself will be important as it supplies the players with materials and reinforcements. Instead of farming enemy units for cash, the base sends supply ships to each player. So players will want to defend/attack the supply structures. Even fighters and ammos (missiles) are supplied by the base.
In a way it does. It shows that Blizzard now no longer cares for its fanbase. Using the korea example, the leagues helped sell most(?) of starcraft 1 copies. Bliz got so greedy, they want in on the e-sport action even though the article said there's no profit in it. Its just a way for them to advertise other products.
Same situation with the mod community. The map-making fans help the popularity of starcraft 1, and now bliz is turning on the mod makers too. Just like the e-sports in korea, map-makers aren't making money either. But bliz want a share of the custom-game pie so they came up with the popularity system. B.net 2.0 is designed to kill fan-maps while help support their premium maps. When blizzard's own custom maps come out, those would be the ones being played and b.net 2.0 will forbid any challengers to their maps.
I don't think advertising works. If you advertise on a popular site, your post will just get bump off. Maybe 10 people will view it and out of those 10, 1 might try it. And that person won't be able to get anyone to join the map either.
You probably need a in-game list of friends. Then keep playing the map nonstop for a day, and hope those people who play has a large in-game friend list too. Or have lots friends that will help you bump your map to page 2.
0
These are some great ideas, and will add them in. And will make the ice bar more icy. :)
0
Video added...
0
@Selfcreation: Go
I think you are missing an extra behavior?
You should have 1 behavior that's the aura. The aura has a periodic effect that does a search area. The search area apply a behavior on units it finds. The applied behavior should be a new behavior that does slow attack speed.
0
@Ranakastrasz: Go
I don't think its possible for the carrier to move and launch its interceptors at the same time. Its basically the same problem as units in bunkers won't attack if the bunker is on the move. Whenever the interceptors leave the hangar to attack, the carrier must stop.
I did do a workaround tho, but its probably not what you are looking for. The workaround I did was to make an invis carrier. Then every second, I move the invis carrier to the real carrier location and give it an attack command. So its like the interceptors are flying out of the carrier itself.
0
Hi, its been a while since this thread is updated. I've been reading the voidcraft thread and noticed lots people making suggestions that I plan to include in this map. So I decided to make a long writeup on what this map contains.
TEAM GOAL
The gameplay plays out a bit like star battle, where two teams try to destroy each other's main base structure. In this map, the goal is to destroy Central Command located on opposite end of the map. The central command structure is protected by a fleet command building. Fleet Command launch capital ships to patrol their area of space as well as sending them to defend team assets. And during assault against central command, players will want to destroy the enemy Fleet Command first to reduce the amount of extra capital ships they'll have to fight.
Central command is also ringed by other defenses and starports. Starports launch fighters and bombers at nearby enemy units. Thor ground battalions will also re-spawn and patrol the platform around the command structure making it harder destroy.
MAP RESOURCES
Unlike star battle, players do not farm enemy fighters for money. Instead, there are assets throughout the map the players can take control. There are mineral fields. By building a supply structure near the mineral field, players will get a steady supply convoy from that resource region to refill their minerals and ammo. Certain weapons use ammo such as missiles. The more supply structures the player team has, the faster they refill.
There's two spot on the map that releases Red Energy. Red energy is a special resource that give player's special abilities. Players can only carry two red energy at a time. In the middle of the map, there's a space city. There's two spots in the city that generate cash every interval. Players needs to launch shuttles to collect these resources.
There's 3 spots on the map that contains alien vaults. Alien vaults release an artifact every once awhile. Players can build Research Stations to collect these artifacts. When the team has enough artifacts, the team gets an team upgrade. Team upgrade include overall weapon upgrade, overall defense upgrade, or a special upgrade. Special upgrades are little buffs placed on player's units. And some special upgrades are needed to activate other Fortress special abilities.
When a capital ship is destroyed, they'll often leave behind 'loots'. Players can send shuttles to pick up loots, each worth some minerals.
THE MOBILE FORTRESS
Much like voidcraft, the players control a 'ship' with many hardpoints. And players upgrade each individual hardpoints to customize their 'ship'. The player 'ship' is a command center ringed by empty modules and 6 engines modules. This collection of modules make up the Terran Battle Fortress. The protoss's Basestar configuration will be different. As will the zerg's bio Hiveship.
The engines + command center itself provides power to the entire fortress. Power is needed to move the fortress as well as providing power to modules and special abilities. Low power will slow the fortress as well as causing power conduit failures and explosions. Every 5 seconds, fortress energy is increased by the amount of power output. The command center stores the fortress energy.
Right now, only the Terran battle fortress is been built. There are many different kind of modules the players can install onto their ship..
1) heavy plating module: the toughest module the terran can install. It comes in two variety, a cheap version that contains a powerful gatling gun. And a more expensive version that contains 4 missile tubes.
2) main gun module: fires a round of ballistic shots at the enemy. These ballistic shots are designed to penetrate armor and each costs mineral.
3) laser module: fires beams of laser, great at doing sub-system damage. Each laser beam drains on-board fortress energy.
4) missile turret: fires a large very long range missile. Each missile does huge damage.
5) hangar bay: each hangar bay can store up to 25 fighter crafts. Only 4 hangar bays can be built, and they must be built on the edge for the fortress so the bay opens up into space and not the back of another module.
6) engineering bay: contains upgrades for the fortress. As well as SCVs to help contructions of Research Stations, Supply Storages, and Battle Bases. Can launch the scvs to help repair modules and ally's fortress.
7) fusion core: increases the power output of the fortress as well as upgrades to fortress's special abilities.
All installation modules comes default with two auto-turrets for point defense against enemy fighters and missiles.
SUB-SYSTEM DAMAGE
This map features sub-damages to each individual hardpoint. Every module contains sub-systems to make the module functional and weapon attacks can damage these sub-systems. Energy weapons tend to do a lot of damages to the sub-systems. When a module takes enough sub-system damage, they will acquire debuffs that reduces the module's effectiveness. This tend to be lower weapon damage/range/speed and a variety of other bad effects. Send an engineering team to quickly repair the damages; though the module crew themselves will slowly repair these sub-damages.
FORTRESS COLLISION
These giant fortress are way larger than any capital ship. Collision among the fortress do great damage and can halt your fotress. Be especially careful when exiting hyperspace. Hyperspace exit collision is extremely devastating to the the mobile fortress, more so to the exiting fortress.
FIGHTER and FLEET CONTROL
In this map, players can designate missions for the fighters. There's two kinds, CAP and LRA. CAP stands for combat air patrol, and basically the fighters will just fly a ring around your fotress. Attacking any enemy and shooting down missiles. LRA stands for long range attack, and the fighters are sent out into distance space to attack anything in their way. During LRA mission prep, the fighters will form up into fighter wings and fly out in formation - very cool.
In addition, players can designate extra payloads when they manually launch the fighters for missions. Extra payloads are just missiles attached to the fighter crafts themselves. Everytime the players launch a squadron, minerals will be deducted if they are using extra payload.
Players can choose to request battlecruisers to accompany their battle fortress. There are 9 formation buttons that tell the battlecruisers how to form up; otherwise the players cannot control the battle cruisers directly.
WORLD ENVIORNMENT
Lots details are put into the enviornement itself. When large structures such as fortress modules or space buildings get destroyed, they leave behind debries and bodies. When a city building gets destroyed, refugees escape and will latch on to nearby player fortress for protection.
FURTURE PLANS
There's many more features that exist for protoss and zerg that acts totally differently from the terran. For example, the protoss can hack modules and take control. The zergs use blood as a general resource to build new modules. They can also pump blood to quickly heal a structure. And zergs don't use fighter crafts, instead they can launch dragon swarms. Protoss also does space jumps instead of hyperwarp. Zerg does sub-space submerge to burrow-move 'under space' and can re-emerge anywhere.
After the player destroy the central command, additional goals will pop up for a longer game. This includes the Hyperion battlecruiser, larger than the fortress themselves warping in to take control of the battlefield. Players will now help this huge battlecruiser destroy all enemy.
Officers, players can recruit officers from Central Command. When a officer is recruited, they click on the module to place the officer. Each officer is different and they offer small bonuses to that module.
Bank file, to store player career and offer special aesthetic rewards.
0
Actually, #1 maps are usually 'you got suckered' into maps. Page 1 usually consists of same popular maps people love playing, but one would get up there after a reset. As much as people on the forum love to call b.net players sheep, they do want to join new maps.
So lets see, a page fill of same map + 1 new map. People will join that new map once to try it. As people keep joining to try it, its popularity gets boosted to stay on top. They usually don't return to play tho so #1 maps pretty much always disappear after a reset.
0
@TheAlmaity: Go
They can totaly gut out popularity system, and it would still be a total improvement. I don't see how having minutes played matter. At most, it'll reorder page one, but it'll still be the same maps up there. Big deal.
0
@ScruffythePoltergeist: Go
I'm interesting in how to attach a unit to another too. A tutorial or just a general idea on how its done would be nice.
0
How about having tiered map system? Maps move from tier to tier, if a map is popular enough, it moves up. There should be three tiers, tier one belongs to new maps. Map listing on this lobby have a very short life, they disappear very quickily. So empty maps will tend to disappear on its own. If enough people play a map at a time, it'll move to tier 2 lobby. People who boost their maps will stay in tier one since it never gets popular enough to move into tier 2. Or it'll fall from tier 2 back into tier one when others don't join their boosted maps. Page 1 in tier one should have a different listing of games every couple minutes because games will fall off quickily if no one joins, or it gets moved into tier two lobby if there's interest.
Tier 2 is more like the current system we have now, where map listing stays for a long time. If a map in tier 2 gets very popular, it'll move into tier 3. Tier 3 belongs to all time popular maps such as nexus wars and desert strike. This way, they won't take up space in tier 2 and allow more map visibilty to other maps.
This is essentially blizzard's ladder league idea, its a competition system for maps. Copper league = tier 1 maps. Gold league = tier 2 maps. And diamond league = tier 3 popular maps.
0
Yeah, I think the problem is attack unit order. That will bypass any units to get at the unit targeted. If you use attack point, they'll attack everything on their way to the point.
0
Finally added a video. It shows what the mobile fortress is. The protoss and zerg ones will look totally different.
-edit: okay video sucks. :) Its pretty small and you can't see anything. Oh well, next time I'll remember to capture it using full screen.
0
@progammer: Go
Yup, read that post shortly afterwards. Gameplay is nearly the same. :) But the implementation is different, I'm going in a slightly different route. For one thing, I don't know a good way to attach a unit to another and have it rotate along with it. So my ships have more of a fortress feel to it. On the other hand, my plan for the protoss is they can morph the shape of their fortress due to the way I attach units to another.
Anyways, I'll add screenshots once there's more to see.
0
12/19/2010 -video of Stellar Converter superweapon and zerg scourge swarm
12/4/2010 -video added
hi, just start working on this map concept and pretty excited about it.
Mobile battle fortress is basically a space combat map where the player controls a space fortress. Like other ship to ship games, the fortress contains hard points where the players can upgrade individually... like laser turrets, fighter docks or armored sections. There'll be lots ship features like sub system failures, weapon controls and energy management. There's even a fleet management where the player forms a fleet formation around the fortress. There'll be three different fortress, one for each race.
The basic gameplay will be sort of like Star Battle where the player tries to destroy the other's base. It was Star Battle that got me pysched up to make this map! The base itself will be important as it supplies the players with materials and reinforcements. Instead of farming enemy units for cash, the base sends supply ships to each player. So players will want to defend/attack the supply structures. Even fighters and ammos (missiles) are supplied by the base.
0
@dddarrenccc: Go
In a way it does. It shows that Blizzard now no longer cares for its fanbase. Using the korea example, the leagues helped sell most(?) of starcraft 1 copies. Bliz got so greedy, they want in on the e-sport action even though the article said there's no profit in it. Its just a way for them to advertise other products.
Same situation with the mod community. The map-making fans help the popularity of starcraft 1, and now bliz is turning on the mod makers too. Just like the e-sports in korea, map-makers aren't making money either. But bliz want a share of the custom-game pie so they came up with the popularity system. B.net 2.0 is designed to kill fan-maps while help support their premium maps. When blizzard's own custom maps come out, those would be the ones being played and b.net 2.0 will forbid any challengers to their maps.
0
I don't think advertising works. If you advertise on a popular site, your post will just get bump off. Maybe 10 people will view it and out of those 10, 1 might try it. And that person won't be able to get anyone to join the map either.
You probably need a in-game list of friends. Then keep playing the map nonstop for a day, and hope those people who play has a large in-game friend list too. Or have lots friends that will help you bump your map to page 2.