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.
ugh where's FF3 man whats the point of even living anymore
In reply to Anteep:
In reply to Hookah604:
you need to add a difficulty setting to the gayliens, cause right now, the only way i can defeat them (on my own) is to take their homeworld early on
sadly many abandoning sc2. I am still here and one day I will make Final Frontier 3 :D
so your the creator of the game my friend loved... who then turned around and abandoned sc2 without a goodbye... sigh...
2.0 is out! http://forums.sc2mapster.com/resources/project-workplace/22405-release-the-final-frontier-2-video/
a month later.... How about now? Lol xD haha sorry but cant wait for 2.0 to come out.
This page wont be updated anymore!!!
My map's discussion is now hosted at here: http://www.sc2goa.com
Also forum here now deleted and moved to the now site.
Zaothra
I think 3 more week until, I finish it. I try to release it, when its really polished.
Sounds like 2.0 is going to be amazing. Keep workin at it guys, im trying to help by increasing the playerbase haha :D is there an estimate to when 2.0 will be out? i dont care how long, just curious.
I am planning to add research theories to 2.0, which can be increase by researching it and it will stuck, so each research will increase the last one. It will bit like science stats in the current version.
The question is:
1.,Should I make a theory for each tech or just for tech groups (like ship parts, ship hulls, buildings) ,
2, or for special things in tech (like the costs or the energy drain of the new technology).
3, or for each tech.
My concerns:
1, there are only 3 tech group maybe 4 in 2.0, so it wouldn't be many research theories.
2, I plan to add, that you can set how much to focus on which part in research, like setting 50% on weapon's damage and 20% on cost and 15% mass and 15% on energy drain. So that would be really similar to research theories. (however I can still not make this and make research theories like this)
3, If I set it for each tech, that would really painful to manage for players. (there will be at least 30+ technology to research in 2.0)
Buildings almost done:
http://www.sc2mapster.com/maps/warring-factions/images/31-colony-facilities-2-0/
Building them now will take time.D
I think its at least 1 month before I publish 2.0, but it will much more user friendly.D So hopefully lots of people will start to play it.
I really want to play version 2. The map is practically dead in the NA server, and that really bums me out. I try to use channel TFF and The Final Frontier, but we don't really have a community anymore.
Ohh fucking yeah:
Patch 1.3:
Added armor to the Unit Property and Unit Type Property triggers.
Added Weapon Damage and Weapon Speed Multiplier triggers.
Seems like I could change weapons speed / weapon in the map with path 1.3.
But I dont know if I should I.
I might make test map first.
If I wouldnt think I could make a full true 3D map than I wouldnt make the poll.
I think I can implement everything which is in homeworld 2 expect fog of war (visual) and minimap. I cant even make fog of war right in 2D as with no terrain it is always lower visually than units height, In 3D I couldnt make units undetectable under units as I see. (there is Field - Unit - Vision Height but I guess that works only upwards:))
I can however detect units each time when it starts moving and calculate their target distance, than change speed according to that, than change its height while its moving there.
I can also make good move command where you select the target point height by moving mouse up or down after choosing its x.y coord. I can also display x,y,z axis by text tags at any point.
I can also change camera according units height, when you select a unit. (you can make many stuff with camera...)
But I guess I will finish 2.0, than make a test map with 3D RTS engine.
Short answer: No.
Long answer: No.
That was quick... Let's elaborate a bit. First off, there are generally two ways that "3D gameplay" gets implemented. The first is the gimmicky 3D. That's what Sins of a Solar Empire did. Sure, it's a fully 3D engine, and the various planets and stars and all that have various positions, and ships move in a three-dimensional space. But the core of the game is completely unchanged by the fact that it's 3D; ships still move on a 2D plane, their distance is calculated on this plane, and the game would still be exactly the same if it would be displayed on a 2D screen with silly hand-drawn icons. There is nothing, I repeat, nothing, wrong with this approach, since it remains more fun to play than if they had attempted to implement here the next form: Full True 3D. In True 3D gameplay, there is no "up" and "down", or if they are they're simply tools to help the player actually play the game and they're completely arbitrary. Homeworld 2 has, in many cases, this approach. Sensor range is a sphere in space. Ships can move as far "up" or "down" as they can "left" or "right". Two ships at the same 2D position but out of range in terms of their difference in height simply can't see nor attack eachother. The entire game is designed around fully three-dimensional gameplay, and using all the positioning advantages you can gain from this actually matters.
Don't worry, I didn't go and type this wall of text just to look smart. The thing is, let's face it, gimmicky 3D in Starcraft II just looks and feels bad. There's this giant slew of problems that arise in selecting units, manipulating the camera, units too "low" being too small to select comfortably, and so on and so forth. Then, why not implement true 3D? Well, simply because Starcraft II isn't designed to support it. Starcraft II units move on a 2D plane. Their movement speed is always according to the 2D plane, so no matter how fast (or slow) they're moving vertically, they'll always move at the same speed horizontally.
If there's a unit within 4 distance from them on the horizontal plane and they have 6 sight range, then even if that unit is 12 distance above them, they can still see it. Vision range is a gigantic cylinder with a radius of sightRange and a height of (maxMapHeight-minMapHeight). That's just how the engine works.
Thus, an attempt at implementing true 3D would require a major plugin engine to be coded into the map/mod, and would require completely customized and engine-independent handling of sight, range, movement, position, control, and so on.
The question is, is this all really worth it? Is the effort involved in implementing non-gimmicky 3D worth the gameplay effects - and more importantly, will it be that much more fun to play? Would gimmicky 3D or partially-implemented somewhat-almost-true-3D-without-the-above-features give substantial and worthwhile to the current gameplay? Is this (or are these) feature(s) more important to the core of the game itself than other, easier-to-implement features? Would it actually make us want to play this game more?
My own answer to those questions is a confident, resounding "No!"
This is exactly the reason, as far as I know, why Sins of a Solar Empire decided to go with a gimmicky 3D approach instead of full true 3D. It would have given nothing more to the game, and gimmicky 3D works well with their interface and engine and gameplay (since it was probably all designed with it in mind).
Again, apologies for the wall of text of critical eyehurt +2. I simply felt that this was a point that had to be made, and had to be made early and clearly.
New poll.
I was thinking about making the map to 3D. Everything would be placed in 3d. You could read units x,y,z coord in their info. When you set, where to move your unit you could also set the height (z) of the point where you move your unit just by moving your mouse up or down. Camera height would be set according the unit you select.
I looked into the how could I make it and its seems easier than I expected.
edit:
Also there is 4 free slot for new building ideas.
Seems like the number of weapons was buged in version 1. It was not displaying the number of missiles correctly or even the damage wasn't right. Anyway in 2.0 I will make weapon for each number of weapons. That will be about 64 weapon:D
I plan to add some kind of score system for ffa play.
Also about spells, I may add ability to add spells similar way that you add drive to ship, however that wont come with 2.0, it maybe really hard to set spells stats by triggers.