The Final Frontier
This page wont be updated anymore!!!
My map's discussion is now hosted at here: http://www.sc2goa.com
The Final Frontier is a complex space strategy map.
Based on: http://www.war-facts.com
Published on EU and NA server. (If you want to publish it on other server, than contact with me)
My EU id: Goa.558
EU channel: final frontier (all low cases)
Fun fact, the map has 13700 line code, however I dont use galaxy.
Features:
-A completely open technology research system, with millions of combinations and a unique result every time.
-Map generator with randomly generated planets and stars based on H-R diagram. With this you will never play on the same map.
-Customizable space ships with 8 type of hull, weapons, drives, hull plating and shield.
-Time based alliance system, where both side have to agree in a pact.
-Focusable colonies on economy, production, research or mining.
-Unique ship building, where production time per ship is less if you build more ship. Also ships quality counts in the production time too.
-8 type of building for your colonies.
-3 custom resources, which you can only spend on other colonies, if you transport it with a transport ship.
Version 2.0 in the work!!!
Far future plan:
The Final Frontier MMORPRTS (REAL TIME)
http://us.battle.net/sc2/en/forum/topic/2046737505 if they implement what I suggested there with "Goa" name!
-Some of the stuff made in 2.0 will make me easier to make the map into a mmorprts.
New video about the map's guide system:
(videos made on low quality starcraft 2 settings, but the videos still looks nice, if you choose high quality and full screen as they are well encoded)
Old video about research and ship designing:
Very old video about colony management, shipyard and map generator:
map on sc2ranks.com (its rarely updated and inaccurate)
EU link: http://www.sc2ranks.com/map/27577/the-final-frontier
NA link: http://www.sc2ranks.com/map/27530/the-final-frontier
Any idea is welcomed.
That's certainly good to hear! I've had loads of fun with TFF a few days back when people were actually joining it. The open research system is particularly fun to play with, though having some degree of "control" over the results of a research project would sometimes be wished for. It's a tricky point, though, since the complete lack of research memory (or "research stacking" as the tooltip calls it) makes "improving previous designs" kind of difficult if you decide to change the focus of your research.
One possible way of doing this I've thought of would be "intermediary research", where a player could, for example, research "New Construction Materials", "Power Generators", "Ship Design Theory", and so on, and then when starting e.g. a new Drive research project the player would, on the "funding" screen where they choose how much to invest in the project (or maybe even a separate screen, though that could be clumsy/troublesome) also choose which "model" or "design" (just like ship components) of its intermediary techs to use, and these would each boost a specific aspect of the resulting component. For example, a high-level Construction Materials design used for a Drive component or a ship hull or whatever would increase the effective quality level of the item being research only for the purposes of determining size (i.e. the other stats would not be affected).
This is just something I've come up with while playing, but I'm sure there are dozens of other ways to make research even more interesting and slightly less random.
Hehe, I mostly remaking the whole map because that, In version 2.0 you will be able to name planets and designs, I am not sure on naming tech however (dont know how much trigger space will I have for that.) Also from next week I will work on this map hardcore.
Also good suggestion with facilities, I dont really have high eduction from English language. (most I learned is from the net)
I have a recommendation / suggestion that I believe would be a huge help: renaming stuff. See the ticket I made about it for more details and explanations.
Also, if it hasn't been suggested already, "buildings" would probably be better if they were called "facilities".
hmm interesting. In the past it was that only after tick 50 could the game ended.
edit:
Hmm it was set to 60 tick that means 3 minute, anyway I set it to 10min and I sent it to my NA uploader.
Hi! I love this game! But the new population victory trigger needs to be fixed so that the trigger is not enabled until 10 minutes in or so. Currently, the first person to colonize a planet often auto-wins within a few seconds due to the trigger, causing the game to end with a glitch. This has caused the map's popularity to tank on the US server, so please fix it ASAP before the damage is permanent! Would hate to see this map die. Thanks! :)
you can transport all. there is button for it. Also expect now many bugs cause 1.2. ( and cause I sometime lazy to duplicate data...)
edit: yeah transport all disappeared cause 1.2 patch
1.2 is out, and this map is recieving more traffic than ever before, which is great news. This is a great map, and it's fantastic that you're consistantly updating it.
I have only a minor suggestion. Transport ships need to go back to the way they were: able to transport all types of resources simultaneously with a single ship, instead of having to build 1 for each resource. Its rather painful on the wallet to have to subject 3 ships to stimulate each planet, especially now that there is a pop-cap on them.
1v1 mode is out, I also made the camera much better!
you cant download it, Its only for play, if I stop working forever on the map than I will make it unprotected.
wow only 3 people beat this game on EU... dang it must be hard
when can we download it?
I think I would kill the game with telling you exactly how stuffs exactly work. But I can tell you that most of it uses population under square root.
I wanted to add planetary defenses, but than I reached the trigger limit, but since than my triggers are much more space efficient so I make add your suggestion.
Ship regen currently isnt increased by better tech, but I will probably change it. (if I am right, shield has more delay than hp regen)
I dont remember exactly what formula did I use for calculating ship's speed.D I probably used the shield's energy's as mass, when ships speed calculated.
I used map background: (quote:)
I found an easy way to make a great background for your map, if you are using no terrain only the background image.
if you are using space platform: data editor - models - Braxis Alpha Sky Parallax - change its model to Assets\Skyboxes\BraxisAlphaSkyParallax\BraxisAlphaSkyParallax_Low.m3 and you get your map background with stars and dust and no planets and no asteroids.D
also you can remove the dust too: data editor - terrian texture sets - Braxis Alpha (Space Platform) - Background Model (Fixed) - none
If you use other terrain set than change Background Model (Fixed) - none and Background Model (Not Fixed) - to Braxis Alpha Sky Parallax
problem is with that that fog of war isnt placed right.
I personally would want info on exactly how research works, exactly what determines how fast production goes, how fast resources are gathered, researched, ect. along with tool tips that show that in-game.
Another possibility would be satellite defenses for planets, which would be another ship type, which has no engines, or is required to stay with a planet, that has both laser type attacks, for planetary defenses.
I would like clarification of how shield/hp regen for ships work, as in, when and how fast do they regen.
What determines ship speed? I would assume Thrust/mass, but shields dont have mass, at least no mass stat, but reduce speed. Is the excess energy used to power the drives at higher power? Or does the shield generator have mass?
What method did you use to make the map appear to take place in space? I know several methods, but I would like to know which one you used.
finally empire overview is done:
http://www.sc2mapster.com/maps/warring-factions/images/25-empire-overview/
I will start working on 1on1 mode.
Yeah it was suggest before, that investing in tech give you bonuses for later research. I will probably implement it.
I cant set weapon speed, weapon range, unit turn rate, unit acceleration and shield regeneration with tiggers. This means I would have to make a behavior or a new weapon or a new unit for adding for every change from those you mentioned, which would be really lots of work. But maybe in the future....
Good idea, I will make a little button on the research scene which tool tip will contain the effects.
Yeah, I know its hard to divert resources for buildings. I didnt come up with any idea jet which would make it easier. Any idea is welcomed about it, I might make a poll on it.
Pretty nice game. Also, it got on Page 5 of the NA server, even with the popularity system being weighted against it.
I'd like to see a more linear progression of technology. IE, you invest 1000 into a tech, and then 100 later, and the second gives you the equivalent of a 1100 research. You would probably have to make some kind of disadvantage for putting almost no money into a research, but still, I'd prefer it over having to spend a lot of money each time.
Also, you should make things like ship parts and stuff have more variety. For example, weapons could have various ranges and attack speeds in addition to their damage, drives could affect turn speed and acceleration, shielding could have different regeneration rates based on what level of shielding you have.
Adding the science effects to the research screen would be nice. Its kinda hard to switch between that and the help menu a lot, and this way it would be in a place that is more accessible.
I dislike the transport system, it generally supports just hauling all of the resources to one planet at a time. It can be pretty tedious to divert a few transports to hauling resources from that planet to another one just so that you can actually build something on there, and repeating this for every planet you own (especially since planets get more build locations over time). Maybe just having some way to evenly distribute resources across your planets or something :o
OHHH MY GOD.
"The popularity system is changed to reflect map playtime in PTR server. Stay tuned for any updates."
If this happens on the real servers, than this map will be on the top.D
I started working on a complex space alien ai which adapts to your ai score, which is stored by banks and gained by every victory over ai:D
As map is really down on the popularity list, next I will add ai, also I will try to make that it will use ur bank file and it will adapt to your skill game by game.)
Thx,
Yeah, cruisers will be get a bit less powerful.
You can read which science stats effects what more in F12.