Civilization : Zero State
Civilization : Zero State is made heavily based on sc1 diplomacy and civilization maps, attempting to capture what many sc2 versions did not.
This map is currently in beta testing, the large majority of it is done but unit stats are not balanced, there are possibly a few bugs or issues I have overlooked as well, if you play this map please report any suggestions or bug fixes here.
I'm always open to suggestions to make this map look, feel, and play better.
Features:
- 5 Native difficulties (No Natives, Natives Age +0 to +3, Natives do not attack bases, so this mostly affects the game length of capturing Outposts)
- Native units upgrade age based on the difficulty whenever the first player reaches each new Age
- 10 Nations (2 Unique Units per Nation, All Random can be chosen on top of picking a Nation which will randomize all Nation picks)
- 7 Ages which offer new units, upgrades, monuments, governments each advancement
- 5 Wonders (one per player, first come first serve)
- Wonders: The Pyramids, Hanging Gardens, Logistics Network, Manhattan Project, Cure For Cancer
- 5 Governments: Anarchy (Default), Dictatorship, Monarchy, Democracy, Technocracy
- You can switch government by constructing the associated Government Building
- Civil Disorder based on Population, Revolutions and Disaster Tokens gained if Disorder reaches 80-100%
- Monuments which reduce Civil Disorder
- Loyalty Monument is the control panel for using Disaster Tokens to strike other Nations with Disasters
- Disasters: Faith in the Unknown, Plague, Locusts, Genocide, Nuclear Strike
- Market monument allows you to trade Gold for Oil, and Oil for Gold in bulk amounts
- 51 Outposts which can be captured for Gold income
- 16 Oil Wells for Oil income and gathering Oil
- Numerous Gold Mines which Gold can be gathered from as well
- Unit upgrades up to 100 armor/weapons (with max upgrades all units Age 1 to 7 have competitive stats)
Planned/Possible:
- Banks that store games played/stats/possible achievements
- Terrain changes/improvements
How to play:
Pick Natives (Determines game length)
Pick Nation (Determines location, and unique units)(All Random requires 1/2 of players to vote for it before all Nations are picked)
After everyone has picked players will start their conquest with a single worker, and 4 hunters, you can choose to build farms, hunt Bears and Pheasants for pelts and Oil, attempt to be the first and build The Pyramids which provides benefits to your Farms, immediately start working on setting up your Population and Government, or start building a military of hunters to capture Outposts.
There are countless ways to play the map, and a few hidden tricks similar to the original ones in Civilization World (Hint: Spine Crawlers), conquer all Nations or create a major alliance!
Known Issues List:
- Banks are a work in progress and not fully functional yet
If your issue isn't listed, or even if it is report it in comment or PM so I can try to determine a cause, thanks. Also, willing to consider custom Wonders/Disaster suggestions, if anyone has any good ideas on more of these.
There were a lot of pretty bad issues when I tried multiplayer again the other day, I always check to make sure my updates work solo, but I'm lacking in multiplayer testers, and since my primary helper was away a lot of bugs went unnoticed...
My friend is back now, and I figured out the cause for the dialogs issues, and a ton of other stuff, so hopefully the worst of them are fixed...
I'm still having issues with the victory conditions (or mostly the remove player conditions), why does it just not want to remove all units for players who left the game?
I've tried all sorts of conditions and events, IE player leaves game tie/defeat, if picked player does not equal Playing, if picked player = left the game, and none of them are removing properly.
A number of functions have been added since the previous versions, Walls Block Air and can be upgraded, the AI Mode (which doesn't attack yet just makes game harder and streamlines native/nation voting), and Maritime Trade Routes. 2 of 8 buttons of the new menu bar are working as well.
I really appreciate anyone reporting multiplayer bugs because if they exist it means the game works for me single player 100%, and I will never be able to figure the bug exists until other players report it.
Edit: figured out the issue with the remove player trigger it was because I wasn't using status of player in the condition, removing players and thus the victory conditions now work for the most part, allied victory still needs some work.
@TwoDie: Go
Hmmm, maybe I'll change the background story (more like add one), where you're members of the Human race colonizing a remote planet, initially you don't have many members (if it's needed I can just make a single Civilian guy to be your human starter dude), and you join with the indigenous people (zerg), and start making use of human and indigenous technologies to expand.
After a while more of your people (terran) join and population evens with indigenous tribes, and even more advanced races (protoss) join your civilization, then I could make names related, though if I just made it so the humans are using historical name references for their weapons and military it can still make sense even if I didn't change the naming...
My map is based heavily on sc1 civ world, and all the nations names I used are the same ones from that, wonders are mostly the same wonder names, ages, some units, etc... my ideal for this map is the "look and feel" of sc1 civilization world, which is largely different from any sc2 civ map I've played.
On that end the naming doesn't matter much to me, though I was originally going to try to stick to the original sc1 naming as much as I could (which also uses swordsman/etc... names for zerg, terran, and protoss units) if it bothers people I'll make naming match some sort of story.
The achievement system is more a long term goal, first I want to get games played/wins/loses setup, and after everything else works, I'll work on a sort of achievement point system similar to the ones in Kobold or PvZ, with mostly visual benefits, not anytime soon though....
I disagree on the map not being good right now though, I can agree there's still a lot of balance polishing left to do.
Its not the problem with names its problem with Units with Those Names. Starcraft dont have place for medieval and other models like it to make that feel of those ages and units that would have connection with age.
Yes, for a first map made at all in SC2 is great and all but that map is really have problems and isnt enjoyable to spend time in..
Just dont do that achievement system, as it really wont make map better. Just focus on improving the ideas, game mechanics.. Maybe try to compare your game with really games that have something in their gameplay and think how to make something similar or better experience overall. I just want you to make a decent map as now its just nothing good enough..
Also, since the map is meant to cover Ages roughly XXXX BC to XXXX AD in date range, there will be a wide gap in unit names, like Swordsman/Warriors, Cavalry, up to Snipers, and high powered/gunships, etc...
Though the naming will probably match up a bit better with the age once I finish making the basic game mechanics.
Oh yeah and I need to add bank functionality to the planned list as well, was hoping to add some sort of achievement system, though that will probably be #9 or #10 after naming/visuals.
@TwoDie: Go
Gathering is like a third or fourth method of income and I only really bother putting workers on gas, gold gathering isnt even worth it until probes, primary income is intended to be capturing Outposts, so primary focus should be on expansions and map control, those provide the best long term gold income, as well as oil wells which provide passive oil income/second.
Initial income comes from the farms (which is how sc1 civ did it) and building population/government which also doesn't require workers, gathering from mines and refineries actually sucks pretty bad until probes since I made scvs take 7 seconds per 1 gather.
I just finished adding another alternate source of income Maritime Trade Routes, which are basically ocean based Outposts, and they have invulnerable Trade Ships with perma patrol routes around the map.
I'm pretty really bad with originality when it comes to graphics, naming, models, art, etc... when I was making the map as you can tell I was REALLLLY general with unit naming, descriptions, icons, etc... I do still intend to change the icons, like all those Blink icons, and rename a lot of the X age unit names to proper units, getting the basic game mechanics down was just my first priority... since I'm terrible at visuals aspect.
I actually do have a plan for more interactive dialogs, I'm going to make mini-buttons above the command card that open Help, Disasters, Market, Stats, current Age unlocked window/disable pop-up notification option, and offer basically all the -help commands, thats just still in the works for now.
Just a for the record, I've only been working on this map for a bit over a month, and this is my first sc2 map and learning experience, though I made maps for sc1 way back. Once again thanks for the suggestions though...
Currently Planned List: 1. Confirm victory conditions working 2. Add AI mode attack waves 3. New dialog menu buttons that control all the -help commands, disasters, market options (instead of having them on Market/Loyalty Monuement), and stuff related to the F12 menu and age advance dialogs all in one 4. random spawn Relic system 5. Marco Polos Wonder 6. Market improvements 7. Updates to leader board and an economy leader board 8. Update button icons, tooltips, unit descriptions, etc...
@KaitoYami: Go
Well in my experience the SC2 gathering system isnt enjoyable. And in that map it takes out that not necessery gathering management. In my AgeOfKnights map i created decent system that works like SC2 gathering system while workers arent stacking and gathering nearest resource stash and multiple workers able to do gather same resource stash..
What customization you have in mind? Well the setting you want to remake the models and everything we see on the screen we cant relate to the unit names that represent reality. Warcraft3 having such map would just fine as it have those swordsmans and stuff while the magical units can be overlooked. For make map enjoyable in the things the marines zerg units cannot represent those ages as the game experience is just waste. Its all about game setting, emersion.
Yeah, supply works somehow.. Fine.
Not closing is the problem but to open again, and see those notes. Dialogs really requires more work. All the chat comments, commands could be done in dialog, all the info could be made in pages. Like in Age of Knights getting started button is pressed and gives display of some tips for gaemplay.
I was actually trying to make something largely different from Civilization Sapphire so maybe I can consider that a good thing if that wasn't how it ended up, I hate how everything is automated on that map, and the reason why you have to build buildings for things is related.
Customization is a work in progress, but I don't get why everyone in sc2 expects custom models and a game that looks nothing like sc2... I was a sc1 player and mapmaker and I still like those levels of graphics and customization.
Supply can hit 0/500 on this map, so not sure how far you played? Houses give 2.5 each, Skyscrapers give, 20 each, it's also limited based on Government, I've never had any issues with supply...
I'm not sure what dialog you mean is an issue, the age advance ones and the help dialogs both can be closed by pressing C, or the X button, or the Close button, and the help even has a 4th method to close it by pressing F12 which is used to open it... I was still working on that aspect so I can agree having it open at the start is a bit annoying though and I'll change that back and give it some sort of tip icon.
All in all, thanks for the review and suggestions, but a lot of what you listed was my INTENTION as I don't like those ways of doing things that are common in sc2 maps, I'll continue to work on customization and making things run and look smoother.
Wow the map is bad :( Its harsh truth. You really hard tried to make something like Civilization Sapphire.
The trigger based limitation to build more farms or houses is game breaking. There is easier and best way to do so is to add requirements to those buildings that you check the amount of the buildings of that type built already and just wont allow to build them, look up in the forums or in the requirements already existing in library (it have to have logic something like: Building AND / Less Than Constant, etc).
The limitating the buildings is dull (Farms, Houses). You give option do build it while it could be part of main building already with some upgrading. You create a illiusion that you can have some unique building placement while at the sametime its just vital to have them as soon as possible anyway just at the start of the game.
Make the buildings and other things upgradable to the next age, if you gone to next age the main building would morph to that age model, unit, building.
The income giving units around that can attack you is a bit annoying as you can lose just by miss attacking the hydra while trying to get rid of zerglings other neutral creeps and it would attack buildings and may even whip all your buildings..
Supply limitations are why to small.. Events that just happen. The notes whats available are just pops up to read while you only want to play at that moment, needs a button or dialog that would be opened or closed to view that info...
Not gone all the way up with all the tiers but it looked quite poorly done.. Quite averange stuff here. And the starcraft models is just isnt right.. You better need to adjust with what you got already make gameplay names and feel adjusted to the units, space and stuff as for now that medieval, ages stuff is just wont work. Too much of imagination you need to bring to make the Zerg units of that time be our human race appropriate representation.
Nothing really brings me want to play it again, its need better execution, rough ideas that dont really make game enjoyable for me.
Added an insane amount of things, if anyone is interested in this map watch the battle.net patch notes for changes....
Base defense can basically become impenetrable with the new Upgrade Buildings upgrades, and Walls Block Air aspects added, setup Walls all around your base, upgrade their health and build turrets, and it will become very difficult to defeat you, even with the best of units.
Also working on an Include AI mode, which gives AI players added in lobby a base, so far they don't get any upgrades, or have any orders to attack players just stationary AI bases, but I might eventually add that, just so it has more playability than requiring a full game, there is a fun event that happens around 90-105 minutes in all modes except no natives as well.
@TwoDie: Go
I'll give it a try, I could sort of imagine how it works but not sure about using it for a map like this, then again random terrain would probably look better than my current, lol.
Edit: your terrain isn't the only insane thing about your maps, those models of yours, I'm really tempted to use them since they match well with Civ, but I'm pretty graphically inept, I can't tell much difference between things that appeal to the eyes and even more so making modifications to map models/actors/animations I'm terrible at, unless they are bad enough to cause eyes to bleed I can't tell.
I might add them eventually, after I feel the map is at a good point, and give credit, but for now both of those are on the hopefuls list.
You can get the idea of random generation in my map: Age of Knights on EU or US servers.
And I meant all of it, while I was making this random generation It had some presets locations and stuff, but the more I worked on it, it just got quite good random generation map from some different preplaced things, terrain blockers, cliffs and stuff.
Everytime I play this map with a friend I get owned D:
It's pretty fun at least...some units still imbalanced.
@TwoDie: Go
Like completely Random map generation?
Or just random locations of beacons, resources, and starting locations?
I'll have to give that some thought, generally it's nice to have at least some idea of the terrain on diplomacy maps... though I hated the locked-in feel of Civilization Sapphire.
The amount of randomization and customization in this map already implodes Civilization Sapphire, though nowhere near the amount of balance yet, Normal mode feels pretty good as it is, so I think I'll release it tonight or tomorrow.
Get Random Generation of the map script to work for best replayability!
Sounds fun. Hope to see the finish project soon.