ODS Test
This map is a ground for coding practice. We are working on getting an action RPG set up within SC2. Ookami and I already have a great shooter set up in SC2 with working headshots, sprint, custom radar (halo esque), classic shooter gametypes like deathmatch with FFA or Teams (aside from the RPG part of the map), and a large map modelled after a site on Mars.
We hope to add a custom inventory system with both equipable and usable items. Work is still in progress on getting a medic and two melee classes working. A ranged class is already in place based on the marine.
Game modes can be selected via the in game lobby before being made open to public. CTF is currently broken due to actor based glitches. Deathmatch modes are working perfectly to our knowledge. The RPG mode is, at the time of this posting, a sandbox where you can explore a lush landscape while hunting zerg in the woods.
ODS Test isn't dead. I've been distracted with recent releases of games is all. I'll be getting back to ODS Test eventually.
I've been working on a new gametype. ZOMBIES! (In-game it's Zealmbies)
This will start off many players as Marines and a few as Zealots.
As Marines kill Zealots, they'll just respawn elsewhere.
As Zealots kill Marines, they'll respawn as another Zealot.
Last Marine standing wins.
Hopefully I'll get some rounds incorporated into the map so everybody gets a chance to play as a Marine.
Foundation for the gametype is in place. I just need to build a better respawn system for deathmatch in general. I've already got an Objective locator built into the game too, so no need to search forever for those Marines!
Another thing I plan on doing for this next update is to add the Objective locator to Deathmatch modes. I intend to have it always point to the closest enemy for each player. This should also keep players from getting lost unintentionally.
Something else that I've done recently is strip out the movement system from this map. It was done as a request and thought I'd just throw it out there for everybody. Check it out here if you're interested:
http://www.sc2mapster.com/maps/ods-test-stripped-movement-syste/
Note: it's listed as experimental because I intend on doing something amazing on that map. Space combat with ZERO use of trigger Key events. I hope that before I really start hammering on that project that I finish the ODS Test Zombie update.
@OneTwoSC: Go
Wow! I never knew that there was a setting I could change to fix that as I always thought it was just lag. That could really really help with another map project I started a long time ago on my Youtube channel.
I rather like the lag with the camera on this map, maybe not as much lag as there is though. I think I'll try to just turn it down so the characters are always in the camera.
Thanks for the heads up!
Hey I noticed your camera is lagging behind the hero (especially when strafing) in the video. This can be easily fixed by messing with the settings on the default camera in the data editor. Mostly stuff to do with the follow speed and whatnot. There should be several posts about it on the forums if you search (I think).
I've just updated the map:
- Mouse glitch in Quest mode, where it's always showing, has been fixed.
- Another glitch where the minimap system kept thinking there were always 8 players playing has been corrected.
- All unit based trees are removed when not playing Quest mode.
Currently players can shoot through trees in VS gametypes. I plan to change this eventually, but for now it's staying.
@Bibendus: Go
How I've hoped to reduce it is by having very short triggers where the event is called. It may not have any effect, but it's been working fine for me and players randomly grabbed from the in-game custom map chat.
Another thing I'm using instead of the Key event is the Clicked Unit event (early versions used the Unit Selected event), which I hope to make things a lot less laggy than most other maps of this type. I should mention that the Key event will be called should a player miss. I'm not sure how to work around that at the moment.
Melee units do use the key event and have a cooldown for their attacks, which keeps spamming down. Also melee units are only available in Quest mode. Should there be an issue with melee attacking, auto attack can be enabled by pressing the Q key once and forgetting all about it afterwords.
Quest mode supports 1-4 Players
All other modes support 2-14 Players
Finally this map isn't final, so I can still try to better it in anyway I can.
So you are using keys and mouse direct control, how are you going to manage the bnet online input lag?
Cool, hope to hear your feedback. Just uploaded the map to the project.
EDIT: Map file has been taken off of the project.
Maybe I could have a look at the trigger in question