No we are in the Oceanic region or whatever its called for SC2, but to my knowledge Blizzard has never built an overseas server so regardless of the region you play on you are still using US servers (This was at least the case for WoW).
Correct me if I am wrong.
My point was that there's a good reason for this enforced latency. Or at least I think its a good reason ;)
<<quote 175068>>but instead they set
the bar so high that no one should be tripping above it even on a 28K
modem and a watery line several miles from the closest switching
station.
(Disclosure: I'm a budding network tech and dealing with latency,
synchronization and routing etc is kinda what I do :P)
<</quote>>
Just as a heads up, out here in Australia a 250ms ping to the US is exceptionally good on the best retail internet lines. Mostly due to our crap infrastructure. And Blizzard never actually puts servers for any of their games based locally to compensate despite having millions of oceanic users across their games :(
I can tell you that playing any sort of game against Americans where that small amount of latency is an issue affects performance a lot to the point where its borderline pointless to try and compete. In WoW PvP for instance there was little point playing against players in the US because you just couldn't react fast enough.
So you can take your 30ms and shove it :P (Just kidding). More to the point, I'm glad Blizzard decided to do that so that we can have a chance of competing out here.
I do however support the cause to make FPS and TPS maps viable!
It works like you say it does. If not for wanting it to deselect the unit with a left click, you could have just added an into the left click trigger to select the unit at that point for the current player.
I found a few things frustrating with it - you can't click and drag and if you have your unit selected and then left click to rotate the camera, it deselects the unit. I guess its not an issue if you are using a different control system though.
The FPS one was very rough as noted and I walked to the top of the ramp and got stuck on a wall.
In the Hellion one the camera was really jerky. You can just set the camera to follow that unit in the map init trigger so there's no need to constantly update its location (Which seems to be creating the jerkiness).
The control system was smooth though and making the Hellion move and turn faster could make for a bit of fun.
There were a few cool Zerg units in the campaign too, though not necessarily useful (Like the Spore Cannons and the thing that infests the civilian buildings).
It would make more sense to put in all the SC1 units as well for Zerg and Protoss, which would even it up a bit more. Would take a bit more work though I imagine.
What about the massive Zerg creature that spews out Mutalisks? That would be awesome for Multiplayer ;)
I've had an idea for a game like this for a while now and I have been experimenting a bit to make it work with the SC2 editor. I haven't got very far and I'm not a good mapmaker by any means.
However I have knocked up the basics of a control system. It uses the "Player selects unit" event in a trigger, then turns a variable on to indicate you have the target unit selected.
From there you can make another trigger for when they click the right mouse button while they have the unit selected and create a region at the point they clicked.
That's as far as I've got so far, but...
You could make that click put a ping/waypoint/something for the 2nd player and when they reach that destination have another one dealing with them completing the order.
I was thinking of something like "Orders Followed" as a custom resource to indicate how many orders each player has followed, then tie that into whatever upgrade system you implement. It has some problems with it though - a player may ignore the commander and get rambo syndrome, run in and die or generally cause havoc for the "strategic commander". This is why I think some sort of obediance system is needed - to encourage the other players to follow orders. However that could be abused by the commander constantly feeding them easy orders to complete and hence let them earn lots of points, thus allowing them to level up faster.
Let me know how you progress because I am interested in this idea as well!
Incidentally, this control system lets you control units from other players/AI players if you then use the "Issue order to unit" action within a trigger! And if you make the trigger find if there's a unit where the player clicked, you can use the SmartCommand function to issue context sensitive orders as well.
0
Nice work. I really want to see this made into realistic physics for the banshee :P
0
No we are in the Oceanic region or whatever its called for SC2, but to my knowledge Blizzard has never built an overseas server so regardless of the region you play on you are still using US servers (This was at least the case for WoW).
Correct me if I am wrong.
My point was that there's a good reason for this enforced latency. Or at least I think its a good reason ;)
0
<<quote 175068>>
but instead they set the bar so high that no one should be tripping above it even on a 28K modem and a watery line several miles from the closest switching station.(Disclosure: I'm a budding network tech and dealing with latency, synchronization and routing etc is kinda what I do :P) <</quote>>
Just as a heads up, out here in Australia a 250ms ping to the US is exceptionally good on the best retail internet lines. Mostly due to our crap infrastructure. And Blizzard never actually puts servers for any of their games based locally to compensate despite having millions of oceanic users across their games :(
I can tell you that playing any sort of game against Americans where that small amount of latency is an issue affects performance a lot to the point where its borderline pointless to try and compete. In WoW PvP for instance there was little point playing against players in the US because you just couldn't react fast enough.
So you can take your 30ms and shove it :P (Just kidding). More to the point, I'm glad Blizzard decided to do that so that we can have a chance of competing out here.
I do however support the cause to make FPS and TPS maps viable!
0
Thanks Huesy.
dra6o0n - Cool idea. It sounds like Battlezone - First Person RTS.
0
@Huesy: Go
It works like you say it does. If not for wanting it to deselect the unit with a left click, you could have just added an into the left click trigger to select the unit at that point for the current player.
I found a few things frustrating with it - you can't click and drag and if you have your unit selected and then left click to rotate the camera, it deselects the unit. I guess its not an issue if you are using a different control system though.
0
The FPS one was very rough as noted and I walked to the top of the ramp and got stuck on a wall.
In the Hellion one the camera was really jerky. You can just set the camera to follow that unit in the map init trigger so there's no need to constantly update its location (Which seems to be creating the jerkiness).
The control system was smooth though and making the Hellion move and turn faster could make for a bit of fun.
0
There were a few cool Zerg units in the campaign too, though not necessarily useful (Like the Spore Cannons and the thing that infests the civilian buildings).
It would make more sense to put in all the SC1 units as well for Zerg and Protoss, which would even it up a bit more. Would take a bit more work though I imagine.
What about the massive Zerg creature that spews out Mutalisks? That would be awesome for Multiplayer ;)
0
I've had an idea for a game like this for a while now and I have been experimenting a bit to make it work with the SC2 editor. I haven't got very far and I'm not a good mapmaker by any means.
However I have knocked up the basics of a control system. It uses the "Player selects unit" event in a trigger, then turns a variable on to indicate you have the target unit selected.
From there you can make another trigger for when they click the right mouse button while they have the unit selected and create a region at the point they clicked.
That's as far as I've got so far, but...
You could make that click put a ping/waypoint/something for the 2nd player and when they reach that destination have another one dealing with them completing the order.
I was thinking of something like "Orders Followed" as a custom resource to indicate how many orders each player has followed, then tie that into whatever upgrade system you implement. It has some problems with it though - a player may ignore the commander and get rambo syndrome, run in and die or generally cause havoc for the "strategic commander". This is why I think some sort of obediance system is needed - to encourage the other players to follow orders. However that could be abused by the commander constantly feeding them easy orders to complete and hence let them earn lots of points, thus allowing them to level up faster.
Let me know how you progress because I am interested in this idea as well!
Incidentally, this control system lets you control units from other players/AI players if you then use the "Issue order to unit" action within a trigger! And if you make the trigger find if there's a unit where the player clicked, you can use the SmartCommand function to issue context sensitive orders as well.
Hope that helps :)