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UPDATE: Map has been released! Click here to download! ( ~4 MB ) Go forth and play!
The map has also been localized! This means that you can play it regardless of your gateway (e.g. US, EU, ASIA)
(NOTE: When you are in the Lobby for this map, please remember to order yourselves in HOT COLD HOT COLD team order because Starcraft still doesn't read Custom Map Team settings in the Lobby!)
To learn how to play Custom maps on Starcraft 2, visit the first quoted section in the original post of my previous Turret Defense thread!
Edit -- Since someone below said that they weren't familiar with this map, which I actually found to be VERY surprising, I'll explain how it works:
The game is essentially Capture the Flag, but you control one Ghost. Each match is 30 minutes long and your score (kills) are recorded in the Leaderboard. Truth be told, that's all there is to it. Its a very simple game, however its very difficult to be good at it. In Brood War, there were clans, forums, communities, and Leagues/Tournaments dedicated to this map. It was only fitting to remake it for SC2.
Hooray!
Right on time, like clockwork, when my Turret Defense thread begins to die down a bit, I pull off another mapping binge and crap out another gem!
(but don't worry -- I'll be adding hero units to Turret Defense right away!)
I'm so happy right now :')
![[image loading]](http://img291.imageshack.us/img291/8314/screenshot000pw.jpg)
Now you may be asking yourself, "Okay fine... so you resurrected yet another [AWESOME] legendary map from Brood War so that we can continue to enjoy it here in Starcraft 2. Have you added anything new?"
![[image loading]](http://img185.imageshack.us/img185/4092/screenshotmt.jpg)
This little baby is probably a nice example. When you click it, the camera does a full 180 degree turn and up becomes down! This is very helpful for people who have a preference for attacking direction.
But to really put the icing on the cake for this map, I've done something amazing. No, I didn't do it by adding something new. Rather... I added something old      
Since my computer isn't good enough to record videos, I'll just tell it to you in words: I ripped all of the original Brood War Ghost sounds and put them onto this map so that you can just DROWN in the nostalgia! I know I did when I first got the map to work!
![[image loading]](http://img9.imageshack.us/img9/8486/screenshot001nl.jpg)
And yes, the CTF rules work perfectly!
Also, credit and special thanks to Skizot from sc2mapster for volunteering to make me the classic Brood War flag unit when he learned that I was working on the map!
And to finish things off, here's an overhead view of the area where most of the action in Sniper Paintball took place, traditionally speaking.
![[image loading]](http://img198.imageshack.us/img198/1919/terrain001.jpg)
Please feel free to tell me of any bugs and suggestions for better map balance like with Turret Defense!
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Any chance of describing the map for those of us that didn't play the original ? Turret Defence is timeless but I have no idea what this involves
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I knew this would come eventually... Nice
I used to play this and ONLY this (A long with laser tag) years ago.. I was horrible at melee. xD
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Nice job!
I used to be in Clan MesH, 3oD, and cS!
this excites me.
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Can you explain what Bald and + Locks mean? I did not play that many UMS games in SC1. Thanks!
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On May 20 2010 21:27 Hold-Lurker wrote: Can you explain what Bald and + Locks mean? I did not play that many UMS games in SC1. Thanks! Bald Locks is the name of the map, I don't know where Bald came from, but Locks (in bw) was pretty much A clicking to shoot (You were allied to your enemies, so you had to A+Click them)
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This map is for 2 to 4 players.
I'll edit the original post with a description of the map. I assumed that this map was timelses as well because like Lethargic a few posts up, I played ONLY this map for a good year or so a long time ago.
edit - done!
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Ok this may be a stupid question but in what folder do you put the maps so you can play them?
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Nice try Whistling, because that's exactly what I did here and that's exactly what +Locks means in the name, both in Brood War and here.
Update on the map: I've setup the Anti-Camp timer and the A+Click. I'm just going to test play it to make sure it runs smoothly and then I'll update!
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On May 21 2010 02:33 WhistlingMtn wrote: my one problem with paintball in broodwar was that ghosts autofire. I think you should have to target them. Was thinking, what if you turned off regular firing, gave them permanent full energy and made it so you had to use snipe.
Funny how you had to target in bw.
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omg HUUUGE nostalgia rush haha.
I remember back then I used to get dormant hacks for games because anti-cheat in games was so lax back then. AVP Gold for example had no anti-cheat so when I faced an Alien that could headbite people from across the map and be invincible I'd turn mine on too and make him rage. I had a maphack for SC just for THIS SPECIFIC UMS because maphacking in this game got really bad haha.
Ooh the memories. Thanks for bringing back this awesome classic!  Too bad there's no 50% cover bonus from trees anymore. Anyway to re-implement that?
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On May 21 2010 02:33 WhistlingMtn wrote: my one problem with paintball in broodwar was that ghosts autofire. I think you should have to target them. Was thinking, what if you turned off regular firing, gave them permanent full energy and made it so you had to use snipe.
That's funny because people used to try every command in the game to try to get extra range or speed on their shot. Patrol moving, hold position, A-clicking the enemy ghost unit. I forgot if anything actually worked but I always A-clicked the enemy ghost and backed off if they started moving backwards because usually they'd kill me first somehow if I chased them.
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for the people who dont know,
Bald means it has no trees. Snipers in 2001-2003 had trees to block shots, people removed the trees and made all players allied so you have to "lock"
which is A CLICK. the faster you are the better. There are a lot of cool tricks that arose. I.E. angling, dlocks, snls, shs
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Hey guys, this is going to take a bit longer than I expected.
Apparently when I say "if player enters the anticamp region, set up anticamp", I inadvertently break every in the map... somehow... I don't know
Point is: give me some extra time. For now you'll have to deal with the lack of A+click and anticamp. I'm sorry, I know your heart is broken!
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On May 21 2010 03:45 wanderer wrote: Hey guys, this is going to take a bit longer than I expected.
Apparently when I say "if player enters the anticamp region, set up anticamp", I inadvertently break every in the map... somehow... I don't know
Point is: give me some extra time. For now you'll have to deal with the lack of A+click and anticamp. I'm sorry, I know your heart is broken!
anti-camp is not necessary. Just like it is BM in SC to no gg, it is BM in snipers to camp.
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Trees really made it come down a lot to luck due to the miss-chance, as well as promoting camping. this really hits the nostalgia button straight on...
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On May 21 2010 03:46 xLethargicax wrote:Show nested quote +On May 21 2010 03:45 wanderer wrote: Hey guys, this is going to take a bit longer than I expected.
Apparently when I say "if player enters the anticamp region, set up anticamp", I inadvertently break every in the map... somehow... I don't know
Point is: give me some extra time. For now you'll have to deal with the lack of A+click and anticamp. I'm sorry, I know your heart is broken! anti-camp is not necessary. Just like it is BM in SC to no gg, it is BM in snipers to camp.
One way I saw anti-camp work was to randomize where you respawned by enough that it was impossible to camp all the positions.
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On May 21 2010 03:48 Shiladie wrote:Show nested quote +On May 21 2010 03:46 xLethargicax wrote:On May 21 2010 03:45 wanderer wrote: Hey guys, this is going to take a bit longer than I expected.
Apparently when I say "if player enters the anticamp region, set up anticamp", I inadvertently break every in the map... somehow... I don't know
Point is: give me some extra time. For now you'll have to deal with the lack of A+click and anticamp. I'm sorry, I know your heart is broken! anti-camp is not necessary. Just like it is BM in SC to no gg, it is BM in snipers to camp. One way I saw anti-camp work was to randomize where you respawned by enough that it was impossible to camp all the positions.
Thats not anti camp, thats just RS. So if people flag when you spawn you have a chance to RS them.
in broodwar sniping is still big and there are active clans on east and west. The current version of snipers is 33.4% mid spawn, 33.3% left and 33.3% right :D
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In the meantime while I fix up that stuff, I'm going to redownload the original thing and just make the firing animations faster so the game doesn't feel so slow then reupload it. I'll edit this when its done.
edit - its done!
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That is an awesome idea, but if I did that, I would feel that I should make it a separate map under a different name... or at least a different version with "FPS" in the name.
I can do that later if I end up getting around to it. From what I've seen of other WASD maps, they can be pretty laggy with camera angles (although maybe its just me when I play them because my computer sucks ass)
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I know right now bnet is still having extreme latency that makes these fun reflex heavy UMS maps (which is pretty much ALL ums cept turret D) unplayable.
How does it run on bnet?
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On May 21 2010 03:02 Pokebunny wrote:Show nested quote +On May 21 2010 02:33 WhistlingMtn wrote: my one problem with paintball in broodwar was that ghosts autofire. I think you should have to target them. Was thinking, what if you turned off regular firing, gave them permanent full energy and made it so you had to use snipe.
Funny how you had to target in bw.
Maybe you played different maps, but as of 5 years ago, you didn't have to target. You could just walk around and kill.
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On May 21 2010 05:58 WhistlingMtn wrote:Show nested quote +On May 21 2010 03:02 Pokebunny wrote:On May 21 2010 02:33 WhistlingMtn wrote: my one problem with paintball in broodwar was that ghosts autofire. I think you should have to target them. Was thinking, what if you turned off regular firing, gave them permanent full energy and made it so you had to use snipe.
Funny how you had to target in bw. Maybe you played different maps, but as of 5 years ago, you didn't have to target. You could just walk around and kill.
The sniper paintball bald maps were NOT attack walkable, they were specifically made that you had to lock, minus the period of time with auto-click hacks (When you scanned over enemy unit, it would a+click for you, was pretty frowned upon)
Currently this map is on the right track. I haven't read the reply, if any, to my comment on your map page, but do you think you'll be able to work on making the fading fog? Some of the biggest skill depth of the game was based on fading fog so you could sneak behind a wall to shoot where others couldn't see you. --Luring ftw.
Just checking on your progress.
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In all seriousness though, I really do want the feedback of the Brood War competitive community on this one.
edit -- I'm not confident that I am able to edit the way fog is done in this game, however if can elaborate on what fading fog is more, I might be able to translate that into what I know about the Data tab in the editor. If I were able to create the fading fog effect, it would be with the Data editor.
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On May 21 2010 06:12 wanderer wrote: In all seriousness though, I really do want the feedback of the Brood War competitive community on this one.
edit -- I'm not confident that I am able to edit the way fog is done in this game, however if can elaborate on what fading fog is more, I might be able to translate that into what I know about the Data tab in the editor. If I were able to create the fading fog effect, it would be with the Data editor.
The way the fog worked in BW:
You would move in a direction, then pull your ghost back, and the vision in that area would linger for ~1.5 seconds or so (I cant remember exact timing, but you'll notice it when you go back to the old map). That was how the fog of war mechanics worked default in BW.
With the delay on fog like that, you could time yourself to move forward near a vision blocker (Middle cliff for example)so that you could see an open area, then walk back around behind the wall where you normally wouldn't be able to see on the other side, vision would stay for a little bit longer before greying back out.
You could use the mechanic to get a kill when nobody can see you, so a lot of the game turned into luring mind games, constantly doing forward ---backward, slightly more forward ---backward movements to see ahead safely.
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On May 21 2010 06:17 Tenshuu wrote:Show nested quote +On May 21 2010 06:12 wanderer wrote: In all seriousness though, I really do want the feedback of the Brood War competitive community on this one.
edit -- I'm not confident that I am able to edit the way fog is done in this game, however if can elaborate on what fading fog is more, I might be able to translate that into what I know about the Data tab in the editor. If I were able to create the fading fog effect, it would be with the Data editor. The way the fog worked in BW: You would move in a direction, then pull your ghost back, and the vision in that area would linger for ~1.5 seconds or so (I cant remember exact timing, but you'll notice it when you go back to the old map). That was how the fog of war mechanics worked default in BW. With the delay on fog like that, you could time yourself to move forward near a vision blocker (Middle cliff for example)so that you could see an open area, then walk back around behind the wall where you normally wouldn't be able to see on the other side, vision would stay for a little bit longer before greying back out. You could use the mechanic to get a kill when nobody can see you, so a lot of the game turned into luring mind games, constantly doing forward ---backward, slightly more forward ---backward movements to see ahead safely.
I know what you're talking about now. I've noticed that the way the fog reappears here is pretty fast. I'll try to look in the Data Editor later on for something like that. I'm a bit busy irl at the moment.
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I know what you're talking about now. I've noticed that the way the fog reappears here is pretty fast. I'll try to look in the Data Editor later on for something like that. I'm a bit busy irl at the moment.
fair enough. Can't wait to see what you can do with it. If you ever need any testing help, I'm Tenshuu.dread on the US server.
Lethargic might have some more stuff that I'm not noticing off the top of my head as well, he's just as familiar with the old sniper scene it seems and might recognize some mechanics I've forgotten about completely.
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fyi guys, I added two people to work on my map for me while I'm gone. I'll be away for at least 1 week. Hopefully they will make it work!
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Wow, mad job man! Gotta try this.
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Apparently UMS is going to be up with Patch 13! Can't wait to try this!
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Hmmm.. interesting..
Dunno how many people snipe on here for BW, but I currently make the current Sniper maps.. so anything you need let me know (info etc. etc.)
I don't have SC2.. so I can't test anything.. but I was wondering if you could test a few things for me?
I wanted to know how Dlocks, SHS and HS's work in Sc2, if at all.
Break-down on dlocks:
In Starcraft: Broodwar every 84ms the game checks if you target is in firing range, and if it is then it will fire.. but if not then you must walk closer to that unit to shoot. Now what a dlock does is resets that timer to 0-wait by doing two actions: The first can be anything more or less; Stop, Hold Position, Move, Attack-Move but the second must be the lock of the opposing unit.
Here is a video tutorial I made to help new players: YouTube Link
Notice how I don't slowly turn and shoot, I quickly do it. That's what a D-lock is.
Secondly, SHS. (Shift-Hack-Shot)
This is a glitch we snipers have discovered in Starcraft: Broodwar where you can kill an enemy without vision of him.
This is better explained in this video: YouTube Link
And lastly, HS (Hack-Shot) once again, shooting without vision but a little different.
YouTube Link
Also, is it true that the ghost in SC2 has a single-shot and double-shot option? If so, can this be used against two enemies, and not just one? For example, if you shoot a unit, you have a reload time (84ms) before you can fire again. BUT, a d-lock can nullify that timer, is this still needed or does the ghost in SC2 already fire 2x as fast with a lower cool-down rate?
As for the respawn aspect, how are you doing it, might I ask?
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It's definitely a start, Great work!
For the record, the sniping community HQ is currently at Blizzboards.com. If you have questions about the ums map, you'll find the answers there.
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nice work! gonna try it out
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