This project is abandoned and its default file will likely not work with the most recent version of StarCraft II. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
Overview
You control a single unit, pitted against opposing specalists on a space platform labyrinth. Your goal is to eliminate the competition before they eliminate you. You have an array of special abilities at your desposal and weapons on the map. Good Luck!
A new version will be coming up soon that'll mostly just iron over any wrinkles in v0.3, and add a few of the upcoming changes. I've got the loading screen text back, didn't even realise it had dissapeared till I started working on v0.4 lol, I think there's a bug with the loading screen panel in the editor if you go over the available text space.
In terms of new features that'll be appearing in this update - I've given flares to the medic which will allow them to spot cloaked units if they're in range of the flare. Team mates names will appear in green above there heads as opposed to it just saying generic - ally. I've also added in the ability to recognise players that repeatedly play the game, rewarding people who play a fair few times with a custom leaderboard icon, and rewarding those that win a lot with not only a specific custom leaderboard icon thats different to the repeated play one but also a special custom model for the unit they picked. Currently those custom models are Stettmen if you chose a medic, Tosh if you chose a Spectre and Nova if you chose a Ghost.
Finally managed to get an update up lol, kept wanting to tweak it further :P
This release is pretty redesigned from the previous one, it should feel a lot faster, hopefully not too fast though lol. The maps been reworked a fair bit, and is a lot smaller, then the original which might have been a bit too big for its design :P
I added in a support unit for team play, I'm hoping that might make a more cohesive kind of focus for teams, and if it works out ok, a nice starting step toward my later aimed CTF mode. I've reduced the number of health packs when people use medics to allow them to have more of a use, and more health packs if people decide not to use them.
The map as it stands now just needs testing and feedback, I hope you all enjoy it :)
Instructions for testing v0.3
Editor testing:
Just load it up in the editor, press test and you can test the map by yourself to get a feel of the map, there'll be no other players as standard.
To add players - You can add computer players by going into player properties and adding "computer" for players 2 through to 8. Don't worry about difficulty levels or any other specific settings as there's only 1 AI difficulty level at the moment.
To change the unit you play with or the units you verse - go to Game Attributes - (Player) DM Unit Selection, select the defaults tab and just change the player 1 value, there's a drop down menu.
Just wanted to do a quick update on how things are progressing for v0.3 release, as it's been a while since I've done an update.
Ok so far I've fixed up all the bugs/issues from version 0.2, which involved converting all the active but dodgily pathed bridges into now destroyed bridges until I can find a solution for bridges.
The computer players now have a better AI, and will actively use abilities in an offensive and defensive nature. To be honest they're a bit scary now lol, and I may look at further tweaking them.
I've started map renovation/redesign based on the advice given from a friend, to give the map a more central focus so players are more likely to interact with each other, instead of on occasion running in circles just trying to locate each other. More-so I've began structuring the map better into phases based on the number of players, where the map will dynamically compress with the use of raising doors to keep players interacting and to hopefully add different flavors with the various phases - more details on that later. For the 0.3 release I'll be revealing a much more tighter map space, which should feel more like a meat grinder deathmatch, this is to do a combination of testing the raw map mechanics as they currently stand, to speed up the pace for testing purposes, and to test out one phase concept and just to see how fun it is :p
I've done some separate proof of concept work on adding the ability to pick up grenade ammo and spider mines to replenish used stocks, as well as dynamically raising/lowering doors and the ability of a unit to pick up and carry a flag. This has all turned out really well and I hope to add these features into my map at some stage as they have future planned use, a couple you'll be seeing pretty soon.
Thanks :) Hope you enjoy it. From reading your comment I quickly added Spectre's in, and the ability to now select between either a Ghost or Spectre from the Battle.net lobby screen. I've also uploaded the new version, it has a series of various fixes and small updates. You should check it out if you get a chance!
...Although I'm afraid you wont be able to select between a spectre or ghost or win the game if you try testing through the editor at the moment :s The win issue is because of an unexpected discrepancy between battle.net and editor mode, and the selection issue is because there's no lobby screen in editor testing. You can still play the game testing through the editor though, but you'll always default to using a Ghost, and you'll have to activate computer players manually.
I'll hopefully have time soon to look into creating a work around for the win issue and a few other updates in another patch :)
A new version will be coming up soon that'll mostly just iron over any wrinkles in v0.3, and add a few of the upcoming changes. I've got the loading screen text back, didn't even realise it had dissapeared till I started working on v0.4 lol, I think there's a bug with the loading screen panel in the editor if you go over the available text space.
In terms of new features that'll be appearing in this update - I've given flares to the medic which will allow them to spot cloaked units if they're in range of the flare. Team mates names will appear in green above there heads as opposed to it just saying generic - ally. I've also added in the ability to recognise players that repeatedly play the game, rewarding people who play a fair few times with a custom leaderboard icon, and rewarding those that win a lot with not only a specific custom leaderboard icon thats different to the repeated play one but also a special custom model for the unit they picked. Currently those custom models are Stettmen if you chose a medic, Tosh if you chose a Spectre and Nova if you chose a Ghost.
I'm hoping also to make v0.4 Battle.net ready :)
Finally managed to get an update up lol, kept wanting to tweak it further :P
This release is pretty redesigned from the previous one, it should feel a lot faster, hopefully not too fast though lol. The maps been reworked a fair bit, and is a lot smaller, then the original which might have been a bit too big for its design :P
I added in a support unit for team play, I'm hoping that might make a more cohesive kind of focus for teams, and if it works out ok, a nice starting step toward my later aimed CTF mode. I've reduced the number of health packs when people use medics to allow them to have more of a use, and more health packs if people decide not to use them.
The map as it stands now just needs testing and feedback, I hope you all enjoy it :)
Instructions for testing v0.3
Editor testing:
Just load it up in the editor, press test and you can test the map by yourself to get a feel of the map, there'll be no other players as standard.
To add players - You can add computer players by going into player properties and adding "computer" for players 2 through to 8. Don't worry about difficulty levels or any other specific settings as there's only 1 AI difficulty level at the moment.
To change the unit you play with or the units you verse - go to Game Attributes - (Player) DM Unit Selection, select the defaults tab and just change the player 1 value, there's a drop down menu.
Just wanted to do a quick update on how things are progressing for v0.3 release, as it's been a while since I've done an update.
Ok so far I've fixed up all the bugs/issues from version 0.2, which involved converting all the active but dodgily pathed bridges into now destroyed bridges until I can find a solution for bridges.
The computer players now have a better AI, and will actively use abilities in an offensive and defensive nature. To be honest they're a bit scary now lol, and I may look at further tweaking them.
I've started map renovation/redesign based on the advice given from a friend, to give the map a more central focus so players are more likely to interact with each other, instead of on occasion running in circles just trying to locate each other. More-so I've began structuring the map better into phases based on the number of players, where the map will dynamically compress with the use of raising doors to keep players interacting and to hopefully add different flavors with the various phases - more details on that later. For the 0.3 release I'll be revealing a much more tighter map space, which should feel more like a meat grinder deathmatch, this is to do a combination of testing the raw map mechanics as they currently stand, to speed up the pace for testing purposes, and to test out one phase concept and just to see how fun it is :p
I've done some separate proof of concept work on adding the ability to pick up grenade ammo and spider mines to replenish used stocks, as well as dynamically raising/lowering doors and the ability of a unit to pick up and carry a flag. This has all turned out really well and I hope to add these features into my map at some stage as they have future planned use, a couple you'll be seeing pretty soon.
More coming soon :)
Thanks :) Hope you enjoy it. From reading your comment I quickly added Spectre's in, and the ability to now select between either a Ghost or Spectre from the Battle.net lobby screen. I've also uploaded the new version, it has a series of various fixes and small updates. You should check it out if you get a chance!
...Although I'm afraid you wont be able to select between a spectre or ghost or win the game if you try testing through the editor at the moment :s The win issue is because of an unexpected discrepancy between battle.net and editor mode, and the selection issue is because there's no lobby screen in editor testing. You can still play the game testing through the editor though, but you'll always default to using a Ghost, and you'll have to activate computer players manually.
I'll hopefully have time soon to look into creating a work around for the win issue and a few other updates in another patch :)
map sounds good.. I havent tried it yet. you should add in spectres as an optional characters to select.
If you have any thoughts, comments, notice any bugs, ideas or would like to help - I'd love to hear from you.