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Working On Some BW Custom Game Ports

Blogs > [UoN]Sentinel
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[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2012-06-16 13:30:30
June 16 2012 03:32 GMT
#1
Hi guys. So one of the awesome things about iCCup compared to SC2 for me was the huge availability of custom games. If someone had the file and you happened across them or knew them, you could play any game you wanted to. And each game had like 20 versions, updated or just different maps with collective theme.

Point being, I want to port some of them to SC2, for nostalgia/quality value, because page 1 customs is getting boring.

Reason I bring this up is the resurgence of Korean Defense. I was working on a port of it with Laertes, but that kinda slowed down and we left it in early development. But luckily someone else was out there and made his own version, which turned out to be really fun, reminiscent of the original while bringing new stuff to the table.

So here's some projects I'm considering putting in some work on during the summer:



SAT Control
[image loading]

Synopsis: Each level, you get a pool of minerals which you can use to buy units of any race (vespene is just added to minerals) or research upgrades. Then all your unused minerals are set to 0 after some time (upgrades do carry over from level to level) and you and your teammates are individually pitted against the computer's forces. Then the surviving forces are combined and pitted against a larger computer force.

Pros: I've looked at this map in old editor, made a Brood War SAT of my own based on existing designs, so I know exactly how it runs and have a good idea of what to do.

Cons: The mineral thing in SC2 editor pisses me off. In SC1 it was easy, now I have a hard time manipulating the amount of minerals, so I need more practice (or some help?) to get this to work. Given that mineral costs are a big part of SAT, might slow down the project.



Impossible Scenarios
[image loading]

Synopsis: This is a collection of multiple maps on all BW tilesets and different unit compositions, but the main goal is the same - there are a number of small stages where each user controls certain units, and the team is pitted against a large computer force. The team must cooperate and use each player's unit strengths to take down the computer force. Some involve a lot of micro (6 marines, 1 per player, versus 3 lurkers), others just require positioning (blue's guardians pick off photon cannons while orange's corsairs defend blue against air attacks)

Pros: This one will be easier to make. The units are all there (no new units to create), it's just a matter of creating/destroying them as needed and making dialogs for users (to consolidate 20 scenarios into one map, for example)

Cons: Dialogs. A shitload of them. Depending on how the map works, this is either a big problem or not. I was thinking maybe a map with 4 different types of terrain where users vote on which one they want to complete, but as the terrain types and stages grow, this may become more of a nuisance.



Individual Lurker Defense
[image loading]

This defense out of all defense games in particular because of how it's made.

Synopsis: Six players each make lurkers in their base, which are positioned in the "U". Lurkers kill units, which are moving from the left, down, and up to the right. What's interesting here is that the game is very fast paced (usually the two top right players must rush to get one lurker or else game is lost) and requires thinking in terms of economy. Also the enemy scales up in armor which means you have to have a steady stream of upgrades to the lurkers in order to remain effective.

Pros: Fairly easy to make, even easier if you can pull stuff from the Brood War mod since tech tree is already there. Game is very minimalist, only drones, hydras and lurkers are made, and few bells and whistles. The beauty of the game already comes from its difficulty.

Cons: I have a bit of a problem with making upgrades. So past level 3, there might be problems and I might not have it all streamlined out.



These are the three kinds of maps I'm interested in making through July and August, hopefully I'll have something completed by the end of the latter, and with luck they'll gain some traction and spread around.

So I'm asking you, which ones would you like to see, which ones would be easiest/hardest to make, and if there's anyone out there willing to help, which ones would you guys be willing to work on?

Also, if there's any other fun UMS maps from Brood War you think I should port, be sure to tell me! I'll definitely consider adding them to the list!

Poll: Which one should I start with?

Impossible Scenarios (2)
 
40%

Lurker Defense XYZ (2)
 
40%

SAT Control (1)
 
20%

Other (specify below) (0)
 
0%

5 total votes

Your vote: Which one should I start with?

(Vote): SAT Control
(Vote): Impossible Scenarios
(Vote): Lurker Defense XYZ
(Vote): Other (specify below)



*****
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
ghrur
Profile Blog Joined May 2009
United States3787 Posts
June 16 2012 05:38 GMT
#2
Ahhh, I absolutely love Impossible Scenario. I have tons of those maps. I'm glad you're going to try and port that. Although, I guess the dialogue part would be a bit tedious to do. Nonetheless, those are so fun. Especially the new ones like continuum. ^_^
darkness overpowering
noveyak
Profile Blog Joined August 2010
United States35 Posts
June 16 2012 06:19 GMT
#3
SAT defense was probably one of my favorite customs in BW. We used to get together and try all sorts of stupid stuff, although I am not sure how it would work in SC2 since the units in SC2 seem to have much weaker hard counters. Would be really cool to see an SC2 version though.
aike
Profile Blog Joined July 2010
United States1629 Posts
June 16 2012 06:30 GMT
#4
Work on all the maps Panzer Cavalier made. kthx. bai.
Wahaha
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 16 2012 06:36 GMT
#5
HOLY SHIT.
SAT control was the shit in BW, possibly one of my favorite maps of all time! Impossible scenarios were really fun too. I think someone already made one Impossible map but its not very popular atm.
133 221 333 123 111
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2012-06-16 13:40:04
June 16 2012 13:36 GMT
#6
Apparently Panzer's on Wikipedia too

I'll think of something along those lines, out of all the maps he made Starship Troopers was my favorite, and Normandy already exists in SC2 (existing version is kinda meh).

For SAT, I think it might be the opposite in SC2, it's gotten a bit more rock-paper-scissorsy. I think it's manageable, especially towards the end where the unit combos get more complex and you have more to kill them with.

For Impossible, maybe I'll start out with a more straightforward one like Red, and gradually add in more or create a newer, more complex one as I finally figure things out?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2012-06-16 19:14:40
June 16 2012 19:12 GMT
#7
I don't know if someone successfully ported it to SC2 (I doubt it), but why not Mole Hunt! Make a balanced version. Basic idea is that there are creep colonies and 2 teams. one team is the team of Ultralisks(Moles, die in 1 or 2 hits to the firebats, can easily kill creep colonies in 1 hit) that have to run away from the team of Firebats(Invincible, never ending stim, Farmers, can't easily kill creep because its their farmland so Ultra attack damage > Farmer attack damage > Ultra HP) while killing the creep colonies (Dirt, Farmland, w/e u wanna call it lol).

Also, check this thread for more BW UMS maps :D
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
June 16 2012 20:44 GMT
#8
A lot of those have actually been implemented. Team Micro exists IIRC, so does Normandy, Zone-style maps, Phantom, and others.

I've started making my first Impossible Scenarios map. It'll have 21 levels, right now is linear but I might make it user's choice of levels later on, and is 256x256 size map.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
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