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I've created a flipped perspective on the final map of SC that pits 3 players against a souped-up AI script that runs Kerrigan's base. As of right now the map is not final and will continue to be updated, but I figure it functions well enough to open it up to the general public.
You can find out more about it here: http://www.staredit.net/topic/17537/
Or you can just download it here: https://mega.nz/#F!GtxzhKiC!RfKRG9AyLRGdaaNLZJVatA
Some screenshots: + Show Spoiler +
Overview of changes: + Show Spoiler +Dominion:
Firebat -> Immolator Costs 75/25. +25 hp, +1 armor. Attacks ignore armor. Can use Stim Pack.
Medic: Not available
Ghost -> Spectre Costs 100/100. +40 hp, +1 armor. Mid-range explosive missile attack. Can cast Feedback.
Vulture: Cost 75/25. +1 armor. Can attack air units. Deals normal damage.
Siege Tank -> Salvo Tank Costs 200/100. +1 armor. Can attack air units in tank mode. Explosive missile attack. Siege mode deals wide AoE with bonus range.
Goliath: Air attacks deal splash damage.
Wraith -> Phoenix Costs 175/125. +40 hp, +2 armor. Mid-range explosive missile attack. Cannot cloak.
Science Vessel: Can cast Restoration. Cannot cast EMP Shockwave. Irradiate deals bonus damage.
Battlecruiser: Attacks significantly faster with reduced damage (overall boost to DPS).
UED:
Ghost: +20 hp. +2 damage. Attacks deal normal damage. Can cast Lockdown on organic targets.
Vulture -> Scythe -5 hp, +1 armor. Permanently cloaked. AoE normal laser attack.
Goliath -> Purifier Costs 100/75. +1 armor. Attacks ground units with a flamethrower at close range, otherwise uses standard attack.
Wraith: Costs 150/75. Trains faster. +1 armor. Attacks ground units faster.
Battlecruiser -> Dreadnought -100 hp, +1 armor. Mid-range normal rocket attack. Can cast Yamato Gun.
Nukes: Not available
Protoss:
High Templar: +20 hp, +20 shields. Short-range concussive instant attack. Can attack air units.
Dark Archon: Can cast Maelstrom and Mind Control at reduced energy costs.
Shuttle: +40 hp, +60 shields. +4 transport space.
Reaver: Moves faster. +2 required transport space.
Scout -> Skywing Costs 225/125. Trains faster. +1 armor. Moves faster. Cannot receive sight range or movespeed upgrades. Can cast Disruption Web.
Corsair: Not available
Interceptor -> Interdictor Trains faster. +1 armor. Short-range normal instant attack.
Arbiter: Costs 150/250. Trains faster. +1 armor. Can cast Recall and Stasis Field at reduced energy costs. Attacks faster. Deals increased normal damage.
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Update: All heroes have received significant buffs to their attacks.
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Cool, thanks for sharing! Sounds fun, how long did it take you to create this?
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I worked on it pretty sparingly but I think about 3 days after I add everything up. Longest part now is testing, especially since observer slots desync with AI sometimes. I'll be making some more changes to the balance (modifying existing units for Dominion/UED/Protoss) and making the AI more aggressive and dynamic as time goes on.
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Big update!
Dominion: Firebat -> Flametrooper; regenerates health, enhanced survivability, attacks ignore armor Siege Tank -> Salvo Tank; air and ground attack in tank mode, longer range but more inaccurate in siege mode, friendly fire Wraith -> Phoenix; durable heavy fighter with short-range missiles vs all targets Science Vessel; casts restoration instead of EMP
UED: Battlecruiser -> Dreadnought; single-target homing rocket attacks, extra armor (more changes pending)
Protoss: High Templar; new attack vs. air and ground, concussive damage Scout; reduced mineral cost by 50, increased base armor by 1 Arbiter; reduced gas cost by 100, increased base armor by 1 (more changes pending)
Zerg: Now defends with heroic units in the late-game
Map: More ground pathways have been opened up, and more preplaced units and structures will allow the AI to interact with the player more in the early game
Open to further suggestions re: balancing and new stuff for the players.
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New patch has hit. AI expands better, uses heroes to greater effect, defends better with guardians and devourers, and has access to new units: -Infested Zealot (fast-moving melee) -Skitterer (cloaked scourge)
Various tweaks to the players' new tech are in and building armor is now on the engineering bay and forge.
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Looks really interesting, brilliant that you managed to make it run on Remastered. Looking forward to it!
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Thanks! I went ahead and added some screenshots to the OP, but still images don't do the AI justice. And it looks nicer on SEN anyways.
I'll be making more maps in this vein sometime soon, and updating this one as time goes on. Anyone who's interested in playing can find games at the StarEdit Network discord, which you can join by clicking here: https://discord.gg/yNJWhJ4
Looking forward to hearing your thoughts!
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New patch has hit.
Dominion: -Now build Spectres instead of Ghosts; explosive damage, can cast Feedback.
UED: -Now build Scythes instead of Vultures; normal aoe damage, permacloaked. -Now build Purifiers instead of Goliaths; same as normal but with an added flamethrower for close range targets. -Now can cast Lockdown on biological targets and buildings. (reduced duration)
Protoss: -Can now cast Disruption Web from Scouts. -Can now use modified Interceptors for increased air superiority. (corsair splash) -Can no longer build Corsairs.
AI: -Cycles through various defense profiles. Will definitely need tweaking to ensure performance isn't hit too hard. -No longer sends attacks to players that have lost the majority of their base. Resets after all players have lost the majority of their base and checks again for any would-be roaches. -Has enhanced targeting for dark swarm. -Researches plasma shields for infested zealots. -Takes back mind controlled torrasques after a few minutes. -Has frailer queens (120 -> 90 hp) but casts spawn broodling more frequently. -Harasses in lesser-traveled locations. -Attacks slower in the early game, faster in the late game, and with a generally more dynamic army composition. -Probably something else
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Not sure where you got those ramps from, though they look suspiciously like an early draft of my own space ramps. Anyway, the inverted ones have quite a lot of bugged terrain levels. These are my more advanced and bug-free versions (should look a bit better, too). For improved reverse low platform ramps I have not created any brushes yet, but this map uses them.
I'm not gonna comment any more about the terrain design I guess, since it is basically just as senselessly convoluted and ugly as the original map, albeit cleaned up a bit and with some more modern elements (like wide the ramps).
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Your first link is to map unprotectors (ty btw) and a desert map doodad blend.
The reverse ramps in your second link look significantly goofier than the ones already in the map. To confirm, you were talking about reap the storm?
Yeah, the terrain design is intended to be convoluted and dumb, just as blizzard left it. I changed a bit about the layout and the idea is to get into scrappy fights all over, which so far has been a great success. Top left and a few other areas could use more work I think, but I'm out of ideas atm.
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On January 19 2018 03:21 Pr0nogo wrote: Your first link is to map unprotectors (ty btw) and a desert map doodad blend. Uh oh. Well… Wrong folder… Link is fixed now.
The reverse ramps in your second link look significantly goofier than the ones already in the map. To confirm, you were talking about reap the storm? You probably took the current ones from Lilac Unicorns? The Reap the Storm ones have the advantage of not having any elevation bugs though. If you prefer the look of the dark platform edge blend, you can easily create a hybrid version, though.
Yeah, the terrain design is intended to be convoluted and dumb, just as blizzard left it. I changed a bit about the layout and the idea is to get into scrappy fights all over, which so far has been a great success. Top left and a few other areas could use more work I think, but I'm out of ideas atm. I think you should do something about the following problems at least, to improve the overall flow of the map: It looks like red has a particularly sucky time expanding (expansions are far away and there are always so many paths to defend; I would probably take the top left island first…). And the island at the right-hand side should be used to create another path from white to the centre, I think.
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Somehow I downloaded the wrong map? I got reap the storm instead of lilac unicorns. I'll see about reworking them.
Dominion is designed to be able to turtle much easier than other factions. I'll probably increase their starting resources so they don't need to expand as much, but as long as you aren't a slouch in the opening moments you can easily take and hold the bottom expo.
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Just look at the ramps from Lilac Unicorns and Reap the Storm in ScmDraft with terrain level minitile flags activated and you'll see what I mean.
Could you put an overview over all the customizations for into the OP?
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Sure can. I'm almost done adding another few units to the zerg and still tweaking combat roles of current player-controlled units, so it may be some time before I update the OP.
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New patch up!
General: -Reworked a few ramps. -Increased supply cap to 300. -Added a 4th infested command center. -Added detection to all player heroes. -Fixed resource layout in Dominion main. -Plague and Ensnare last a shorter amount of time. -Added 500-2000 gas per geyser depending on their proximity to the zerg.
Dominion: -Vultures may now attack air targets. -Goliath air attack now does splash damage. -Phoenix attack now deals increased damage.
UED: -Scythes may no longer attack air targets. -Purifiers have a slightly smaller area of effect for their flamethrower attack. -Fixed Ghost Lockdown targeting on organic units.
Protoss: -Lowered cost of Mind Control to 125 energy.
Zerg: -Now train Infested Templar from Infested Command Centers; can cast Mind Control and will do so primarily on enemy zerg units. -Now train Psikolisks from larva; flying heroic Defilers that can cast Psionic Storm and Feedback. -Now use Spawn Broodling less frequently on SCVs. -Infested Zealots can now cast Hallucination. -Now take longer to reach maximum strength.
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Can you make a custom Goliath model for the UED that looks like the Goliaths in the Brood War cinematics (chain gun between the legs and rocket pods on "shoulders")?
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New models cannot be added to Remastered without hex editing and I would need to actually create both the SD and HD models. I don't make enough money to justify taking time off of work in order to make that sort of stuff, since it is incredibly time-consuming.
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I have reworked a significant amount of the AI script and mod. To preserve the latest version, it has been separated from this new, experimental commit. You can find links to both in the staredit.net thread. The old URL will remain valid for finding the latest version.
Additionally, I have been silently updating the MEGA link several times, which could easily lead to version mismatches and unnecessary confusion. From now own, pre-release versions will be placed in the 'Pre-release' folder in the main directory, and the main package will remain unedited until I post new patch notes.
Lastly, I plan on archiving release versions from now on, in case I need something in an older version.
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General/Zerg: -Removed most AI guards, replacing some with a separate computer player's. The new player does not have an active script and will not restock the guards. -Removed most of the AI's starting base, keeping some static defense for creep and anti-cheese. The AI will now build up its tech from a humble beginning. -Relocated the Infested Command Centers and added two total. The outlying ICCs will arm Nuclear Silos as time goes on, and the AI will use them to nuke (hopefully). -Added the framework for two new infested units. -Added an extra proxy position for the AI. -The AI will no longer target the same player with back-to-back large attacks. Harassment attacks will select as per usual. -Added a few additional prepare and target zones for the AI.
Dominion: -Their Comsat Station now scans a nearby expansion at game start. -Made a drop zone unbuildable to prevent the AI from "defending" the Dominion base.
Protoss: -They now start with an Observer overlooking a nearby expansion. -Added an extra Pylon and rearranged a few base structures. -Replaced Scouts with Skywings.
UED: -They now start with a Marine guarding a nearby expansion.
edit: added an overview of changes as per Freakling's request.
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Patched to a new version that takes care of some balance issues re: Infested Zealot and UED Scythe. Unclogged the request log for the better portion of the early game, reinstated Queens, and added a lot of code that should make the AI soft counter binary comps depending on what the players build, though it hasn't been debugged yet. Max AI expansions down from 12 to 9, and cleaned up the proxy Hatchery code.
To-do: -Improve nuke protocols (how frequently, what to target as priority) -Add more harassments -Experiment with more smaller attacks vs. less larger ones -Debug adaptation code -Audit request log, unclog if necessary (remove guards, probably) -Add counterattack protocols (will be stupid to do, as AI can not attack without micromanagement if they're in the process of defending) -Transfer ownership of P5 guards to P4 once they expand to a nearby area -Add code to increase defense strength once the main cluster is threatened, and revert to a calmer state once the threat is alleviated
Once the AI is in a satisfactory state I will see about implementing the boss battle idea I have in mind for Kerrigan. This would also shorten the macro portion somewhat significantly as the only requirement for activating it would be to destroy Kerrigan's Hive, so I'll have to keep that in mind going forward.
Thanks to everyone who has tested and chimed in with feedback!
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