We're currently writing an indepth tutorial on how we made our capture system. Here are the basics:
-We copied the pylon power radius actor and model (requires changing texture paths in the model file with an hex editor)
-Since sc2 has problems with big projector textures we had to cut it into 5 pieces, 4 actors for each corner and one for the center glow. Siteoperator actors were used to change the offset and rotation
-Use send message to actor in the trigger editor to change the colour of the actors.
The minimap tiles were made by placing a dialog window over the minimap and adding images where each flag is. The colour changes each time a player caps a flag.
-Killing a player fortress ends the game in victory for the player who killed the fortress. It ends the game in defeat for the rest, even if they have a fortress.
Changelog:
17-09-2010: version 2.4
-Fixed win conditions again. Players should really be able to win when their score reaches 0.
-Volume of the new leader sound raised
16-09-2010: version 2.1
-Fixed win condition. Players should win then their score reaches 0.
Each player starts with 500 points. To win the game you must be the first player to reach 0 points.
Points are deducted for controlling the most zones. 1 point is deducted per game second for the leading player.
The player who currently is controlling the most zones is displayed at the top of the screen.
Scoring starts when 21 zones have been captured by the players.
Untill then, it will display the amount of zones that still need to be captured before scoring starts at the top of the screen.
Capturing Zones
Capturing zones is easy. Order (right mouse click) any infantry, or viking in assault mode, to capture the zone.
Some infantry capture faster, some slower. You can cancel capturing by moving away.
Zone Assets
Zones contain buildings and resources. When you capture a zone you gain control over all buildings (even static defenses other players have built)
and resources in that zone. The buildings behave similar to vanilla SC2. You can buy upgrades at the armory and engineering bay etc...
Resources are gathered automatically. Mules spawn near mineral patches, harvest the minerals and return them to your fortress.
Since you have no control over them make sure you defend your mules and destroy those of other players.
Unit Producing Structures
Units do not cost anything, only build time. All structures automatically train units and repeat the current build queue.
Protoss
There is a protoss temple in the center, capture it to build Protoss units. You can build more advanced Protoss units by capturing the zones on the outskirts of the map.
These contain other protoss buildings.
Mercenary Compound
Each player starts with a mercenary compound. You can use this building to drop down static defenses from orbit. You can build everywhere provided you have vision.
Other stuff
Thors also require a fusion core.
Supply depots give less supply, don't forget to upgrade them.
I'm pretty sure I've forgotten something here... pew pew.
Building placement is quasi random.
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@summerloud: Go
Take a look at the protoss pylon power radius decal thing. We basically copied it and used a different texture.
Some problems with getting it up on the other battlenet servers. Seems that the triggers don't work properly when publishing in a different region.
:\
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We're currently writing an indepth tutorial on how we made our capture system. Here are the basics:
-We copied the pylon power radius actor and model (requires changing texture paths in the model file with an hex editor)
-Since sc2 has problems with big projector textures we had to cut it into 5 pieces, 4 actors for each corner and one for the center glow. Siteoperator actors were used to change the offset and rotation
-Use send message to actor in the trigger editor to change the colour of the actors.
The minimap tiles were made by placing a dialog window over the minimap and adding images where each flag is. The colour changes each time a player caps a flag.
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It's a projectile weapon with a reskinned wraith laser model. Inreal made some custom pew pew sounds for them too.
Map should be on the SEA server soon, still working on NA.
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The custom flag model and textures can be downloaded from: http://www.sc2mapster.com/teams/teammoustache/pages/downloadable-custom-content/
Bugs:
-Killing a player fortress ends the game in victory for the player who killed the fortress. It ends the game in defeat for the rest, even if they have a fortress.
Changelog:
17-09-2010: version 2.4 -Fixed win conditions again. Players should really be able to win when their score reaches 0. -Volume of the new leader sound raised
16-09-2010: version 2.1 -Fixed win condition. Players should win then their score reaches 0.
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Zone wars
Current version: EU: 2.4
Overview
Each player starts with 500 points. To win the game you must be the first player to reach 0 points.
Points are deducted for controlling the most zones. 1 point is deducted per game second for the leading player. The player who currently is controlling the most zones is displayed at the top of the screen.
Scoring starts when 21 zones have been captured by the players. Untill then, it will display the amount of zones that still need to be captured before scoring starts at the top of the screen.
Capturing Zones
Capturing zones is easy. Order (right mouse click) any infantry, or viking in assault mode, to capture the zone. Some infantry capture faster, some slower. You can cancel capturing by moving away.
Zone Assets
Zones contain buildings and resources. When you capture a zone you gain control over all buildings (even static defenses other players have built) and resources in that zone. The buildings behave similar to vanilla SC2. You can buy upgrades at the armory and engineering bay etc...
Resources are gathered automatically. Mules spawn near mineral patches, harvest the minerals and return them to your fortress. Since you have no control over them make sure you defend your mules and destroy those of other players.
Unit Producing Structures
Units do not cost anything, only build time. All structures automatically train units and repeat the current build queue.
Protoss
There is a protoss temple in the center, capture it to build Protoss units. You can build more advanced Protoss units by capturing the zones on the outskirts of the map. These contain other protoss buildings.
Mercenary Compound
Each player starts with a mercenary compound. You can use this building to drop down static defenses from orbit. You can build everywhere provided you have vision.
Other stuff
Thors also require a fusion core. Supply depots give less supply, don't forget to upgrade them. I'm pretty sure I've forgotten something here... pew pew. Building placement is quasi random.
Created by RoboTronic and Inreal on EU battlenet
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A slightly updated version of the map me and a friend submitted. Its a mix of Z and sc2.
We ran into quite a few engine and tool limitations but were able to hack around them.
Sadly, the map we submitted had a few bugs, an older cap system and the scoring system wasn't tweaked. :(
(watch it in HD on youtube)