(8)DS Zone Control

Here is a list of features I've painstakingly included in this map to make it at least a bit different from the rest of the Zone Controls out there:

Brief:

Rock, Paper, Scissor units

Smart Mass Attack system that ignores player ordered/controlled units and can be auto cast on spawning units. You can also order your basic units to follow your mass attack unit.

Refined Random Placement for each team and player sorting in case anyone messes around with lobby teams.

The unit you build bunkers with is more meaningful than just that thanks to special abilities.

No buildings or buttons set off to the side of the map, keeping players fixed on the action for flanking units around. You can also zoom out farther than normal using the built-in camera controls.

Custom Supply limits that can be fixed for each player, based on number of controlled zones, or both.

Mineral cap that can be set to keep treasure hoarders moving to stay on top of things.

Team Balancing - Down a teammate and have a mineral cap? Things really stay balanced when lone players are agaist two player teams.

Finally, win a game by destroying all enemy bunkers. Simple as that.

Detailed:

Rock, Paper, and Scissor units may be set as the current production of any zone via the bunker. (unless map is set to marines only)

RPS units will deal 1.75 times normal damage to their weaker counterparts.

Which unit you start off with can be secretly set in the in-game lobby.

Teams are placed randomly, however you may always expect another team across from you (unless only three teams are present). If there happens to be three people on a single team in the lobby you can rest a bit easier thanks to team sorting. Any extra players on a team will be swept into other teams in the end. You also don't have to worry about team killing either as friendly fire is disabled.

If a player leaves a team the remaining player will really take control of the left over units and resources.

Upgrades are handled at any bunker, but only one bunker may research upgrades at a time. Basic +1 to armor or weapon upgrades are all that's available.

A supply limit may be enforced in three different ways: 1. A supply limit based on number of Zones Controlled. 2. A fixed supply limit for each player. 3. All of the above.

Ravens, which build bunkers, when destroyed may be built at any available bunker for minerals. Ravens also have three abilities which may help in any situation. 1. Auto Turrets which are available by default and shoot enemy units. 2. Healing drone (called Medigel Nebulizer) which needs to be installed on each Raven if commanding more than one. 3. Mass Recall that teleports a mass of units across the map to the Raven using the ability. Also needs to be installed.

A Mineral cap may also be enforced to keep players spending instead of saving up forever. Bunkers are 525 minerals each so lower mineral caps will keep players on their toes. Lone players will have same total cap of a two player team, so there isn't a huge break of balance in this case.

Mass Attack will not just ignore player selected units, but units set to hold position or partrol as well. When Mass Attack is set to auto-cast it will order all newly spawned units for you, as well as make your existing units attack-follow your observer. The observer travels only slightly faster than your basic units, but can teleport anywhere on the map with a cooldown period afterwords.

Don't forget about Hero icons for your Observer and any Ravens you have. Lastly all bunkers you own will be automatically added to Command Group Nine for easy switching of RPS unit production.

(Old) Future: I plan on taking the middle of the map and turning it into a king of the hill type zone. Whoever has the most units at the zone will control it. I feel that this objective could help early on in cases where no one wants to attack anyone else.

Right now this map is only on the US server, I'd be willing to look for someone to post it on the EU server in the future. Finally any constructive feedback would be greatly appreciated.

March 5th 2011 Update: I've just finished the King of the Hill mode. The you'll find it under the lobby option "Game Type". I've also added Rally Points to the bunkers and Hill. There is also a Cancel Rally Point ability that will clear rally points for all selected buildings. Rally points will currently override Mass Attack. I'm thinking of adding an ability to toggle the Mass Attack override.

Game Type has now replaced Starting Minerals in the lobby options. I'm now planning on adding a voting system in the future. The voting system will include an option for Starting Minerals.


Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes

About This Project

  • Project ID
    29082
  • Created
    Feb 20, 2011
  • Last Released File
    Never
  • Total Downloads
    0
  • License

Categories

Members

Recent Files

No files uploaded yet.