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Staredit Network -> UMS Showcase -> Generals Production Thread
Report, edit, etc...Posted by DoomGaze on 2005-05-12 at 00:47:48
I have no idea what this is, but considering your persistance to get this finished, I give you my blessings.

Report, edit, etc...Posted by MapUnprotector on 2005-05-12 at 15:46:11
Nice to see you still working on this map ^.^

Btw why is this in Map Showcase forum? Isn't it still in production?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-05-12 at 15:52:38
I think around this time (when the thread was posted) the Map Showcase and Maps in Production fourms were one forum.
Report, edit, etc...Posted by Moogle on 2005-05-12 at 20:39:41
QUOTE(Psi @ May 12 2005, 03:33 PM)
Actually the reason I'm limiting the map is because it IS the fullest extent possible.  StarCraft simply cannot handle the complexity of a "full" Generals map.  I would need somewhere like 3000 strings, more terrain capacity (for a while I got an error that the terrain was too complex to load), more unit capacity, and the list goes on.  Man, I wish I could continue this to the level I had aspired for, but StarCraft just won't let me.  So I'm giving you the very best thing that the game can technically allow.
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Damn kinda shame that you cannot push your map to its fullest limits. Only editor i know of that can what you want is Warcraft 3 one which im sure you dont want create you map on. Although if starcraft 2 came out im sure blizzard would increased that to hellish style so anyone could pretty much do what they wanted. Open Tactical Battle Sim sounds awesome ^_^ wouldn't class it as open rpg. 3000 strings damn that hell alot of strings for one map. Glad see that your map back on tracks and your working on it a semi-top speed till summer. Can't wait see more updates. Good luck Psi.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-05-15 at 23:38:02
Hi Psi!! Long Time no see!
HORRAY THAT PSI IS BACK!
Anyways, for all you people who just got into this 'Generals' game, here's a brief review of all things that have been put on.
QUOTE(Mr.Kirbycode774 @ Dec 5 2004, 05:17 PM)
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If you skim the pages you will find other things as well. Good luck Psi!
Report, edit, etc...Posted by Azure on 2005-05-19 at 03:00:50
Thank you, kirby, for giving us a very easy out for people asking newbie questions. ^.^

Report, edit, etc...Posted by Fastzerg on 2005-05-19 at 14:05:37
QUOTE(Psi @ Dec 9 2004, 05:31 AM)

100 - YOUR TEAM WINS THE GAME IF THE OTHER GENERAL'S MORALES ARE BOTH BELOW 75.  (The other way to win is to capture the other HQ.)

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I Don't Like That
Report, edit, etc...Posted by Azure on 2005-05-19 at 14:41:36
In reality, it's almost impossible to get your morale up to 100 without some hard-core map domination. every time you lose a command point to the enemy, your morale goes down, so the morale is basically just a way of quickening what should be inevitable by that point.
Report, edit, etc...Posted by Tdnfthe1 on 2005-05-19 at 18:52:12
Holy Crap! What an awesome mother censored.gif ing demo!

The last time i played this, it was before it was even a demo and i didn't even remember it at first. This map looks extremely thurough, well thoughtout, and fun. I had some issues understanding a few things in the demo, but i figured out that the demo just has limits for alot of things. But it was VERY fun. I played with regular b.net junkies, they all loved it. I loved the idea of the Mall, we had a very long siege inside of the mall(I emerged victorious!). We ended up agreeing on peace do to the fact we couldn't break through bunkers. But all in all I absolutely adored the demo, which means the final will be....OMG <Shivers in awe>. I rate this a 9/10 only cuz it's a demo, and i would love to be a tester. It also looks like you have gotten alot of good feedback and suggestions on skills. They all Look good, don't give this map up!
Report, edit, etc...Posted by Psi on 2005-05-21 at 03:49:36
Thank you Tdnfthe1!! I need your support to keep this moving, and I appreciate the rave review!! I'll be sure not to disappoint you or your friends. wink.gif
Report, edit, etc...Posted by Slyence on 2005-05-21 at 03:52:38
Psi, You don't know how awesome that demo was happy.gif It is freaking awesome! Good job...happy.gif

(Hopes there will be more demos)
Report, edit, etc...Posted by Azure on 2005-05-22 at 01:13:42
A new demo is probably not out of the question... although i doubt that there will be significant enough progress anytime soon to make it worthwhile.

just, if you feel like getting your hopes up, don't expect psi to put something up that isn't there for a reason that helps develop the map.

right now it's more of a matter of seeing what needs to be kept and what we can tone down so that the map is finishable. ^.^'
Report, edit, etc...Posted by Psi on 2005-05-22 at 20:28:43
Azure is correct, and I will address the issue at this time with my solutions. They're being done right now (I've been working on the map for the past hour). I am adding abilities at this time as well. The map needs reduction, simplification, and less units, so this is what I'm doing:

- No P5 "Mercenaries." These were the orange units on the map posing a threat to both factions. They have been removed from the game completely. P5 may still appear in the game as "out of control" units that attack everyone and everything, but they are the result of abilities.

- There is no longer a difference between "neutral" or "civilian" units. That was a confusing concept for many people, and it is a lot better to have one neutral team for a few reasons. One, you can capture ANY player 8 unit or building on the map with the Capture ability (500 authorization, 300 minerals. Captures all neutral units within 2 squares of your general. All generals have this ability). Two, the map is less complicated and I save a multitude of units, strings, and triggers.

- Less reinforcements. You will get 3 units every 30-40 seconds or so, at any rank (they will be better units of course). Previously the reinforcement count was around 12 units per 30-40 seconds. This reflects the change in gameplay from massive numbers to massive strategy. Of course if you still want a large army, there are more than a few ways to amass one.

- Command Points no longer spawn men automatically. I find it unfortunate that the limitations of StarCraft and Battle.net generate too much lag with this feature. Instead I will be implementing a per-usage command point spawning action that has much greater strategic potential than constant spawning. This new system is fairly simple but I won't install it until the other updates are done.

Combined with the reduction in reinforcement count, the main method of generating men is now construction. Construction technology goes in three stages: Terran at level 5, Zerg at level 10, and Protoss and level 15. Don't be fooled; there are Terran and Zerg technologies that cannot be accessed until higher levels, but Protoss tends to be stronger than Zerg, and Zerg tends to be stronger than Terran. Be mindful of your construction units, you do not recieve many from reinforcements, and if you fail to sustain your SCVs or Drones or Probes, and all of them get killed, you can no longer build structures. Of course that is a very rare situation but it's possible.

These changes are the basis of a better, more efficient Generals map. Expect another demo soon, loaded with all of the General's on-field powers and at least 2 abilities per General (plus the 8 normal and reinforcement abilities available to all the generals.)

That's all for now! I'll update again when these changes are done. holiday.gif


EDIT: I'm going to have the Capture ability only work on P8 structures. There will be different ways to capture P8 units, the easiest being the Psi General's in-field power of constant nearby mind control.

EDIT 2: Computer bases now attack eachother directly from one base to the other. This balances the map in a few important aspects.
Report, edit, etc...Posted by Ultimo on 2005-05-22 at 20:35:30
When I was playing the demo, and I was the Sniper General, I managed to kill a Command Point, is that supposed to happen?
Report, edit, etc...Posted by Psi on 2005-05-22 at 21:01:22
QUOTE(Ultimo @ May 22 2005, 07:35 PM)
When I was playing the demo, and I was the Sniper General, I managed to kill a Command Point, is that supposed to happen?
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lol That would be a bug actually, and I have seen it happen before. The "Command Point Markers" are actually units and not buildings, so they get destroyed by kill-all abiltiies like the sniper rifle or bombardment cannon. The revision I'm making completely removes "Command Point Markers" so that won't happen anymore. Thank you for your concern Ultimo smile.gif
Report, edit, etc...Posted by Psi on 2005-05-30 at 23:00:26
I'd like to take this chance to double post and say absolutely nothing is new because I'm too busy. And I don't want my thread to get automatically locked from inactivity. What a stupid mechanism.
Report, edit, etc...Posted by Rantent on 2005-05-30 at 23:25:21
lol, what a great way to save it.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-06-12 at 21:45:04
Huh? Did I miss something here? Tdnfthe1 could NOT be talking about the very first demo you released. When I got the first demo it lagged horribly from all the troops sad.gif. Did you update the demo or something? confused.gif
Report, edit, etc...Posted by Psi on 2005-06-16 at 23:41:29
Well, no, but the game actually runs fine when all the players have fast connections.

Either way, I am half done completely re-doing my command point system (in addition to the unit stats) to be less laggy, have less units, but not to a degree that anybody will really care to notice.

AND A HUGE REVELATION THAT I REALIZED IN THE SHOWER THIS MORNING!!!!!

I'm going to STACK the abilities squares all into ONE square with only FOUR locations, instead of FORTY EIGHT. That's right ladies and gentlemen, we now have FORTY FOUR ADDITIONAL FREE LOCATIONS AND A LOT LESS UNIT LAG. BOOYEAH.

So as you can see, things are going very, very well. Expect me to be done sometime this summer, because I'm out of school TOMORROW. I'm going away for a week on saturday through saturday, so when I get back, I'm getting to work again RIGHT AWAY.

THE END IS IN SIGHT. smile.gif

Edit: Maybe not, because with all these free locations, I'll be busy adding more cool features. Bahahaha.
Report, edit, etc...Posted by Tdnfthe1 on 2005-06-16 at 23:58:30
QUOTE(Psi @ Jun 16 2005, 09:41 PM)
So as you can see, things are going very, very well.  Expect me to be done sometime this summer, because I'm out of school TOMORROW.  I'm going away for a week on saturday through saturday, so when I get back, I'm getting to work again RIGHT AWAY.

THE END IS IN SIGHT.  smile.gif
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About time, b.net needs a fresh cache of maps like this. Hurry it up already!
Report, edit, etc...Posted by Psi on 2005-07-02 at 02:45:43
[CENTER]VERSION UPDATED TO 0.6[/CENTER]

No it doesn't mean I'm releasing an updated demo. But what it DOES mean is the following:

Completed so far (today):
  • The Armorys are now operational, and all currently utilized items can be purchased. Believe it or not this addition was complex to achieve, but it's done.
  • I am redesigning my command point system to be more efficient, so that it doesn't need to be removed.
  • All of the Generals' abilities squares have been compiled into 1 square, with the reinforcement abilities on the right side and the Generals' abilities on the left. Normal abilities are at the top. Screen:
    user posted image
My two goals for the next few days:
  • 1. Finish all of the on-field Generals' abilties;
    Sniper: Sniper rifle, with 3-4 modes. (1 mode completed).
    Bio-Tech: On-field spawning, preferabley by using larvae.
    E.M. Mech: I'm considering an "Electromagnet" that attracts metallic units towards the General constantly, where the EMP ability can then be used to disable and convert them to your team.
    Infantry: Convert moderately nearby infantry units to your team?
    Technology: Dunno. Lots of possibilities.
    Nuclear: Nuke ability. (Completed).
    Black Ops: Spy drone something or other?
    Pyro: Invince if theres only 1 enemy unit nearby? That'd be nifty. And a lurk maybe. Or a P8 nuke that drops on you when no friendly units are nearby. Hmm.
    Plasma: I tried a D-Web trick with this once and it failed. Maybe a corsair that auto centers over the goon for usage wherever?
    Psi: Mind control nearby units; that's a given.
    Disease: My awesome kill-chain technique. You'll love this one, trust me.
    Bombardment: "Seismic Cannon," an observer-activated cannon that blows stuff up. And the General poops mines behind it as it moves. (Completed).
  • 2. Make the ranks slightly easier to achieve by decreasing the experience requirement. They are still hard to achieve but right now they seem kinda impossible to move through at a reasonable pace.
That's what up. As you can see, I need some ideas for on-field abilities. They must meet the criteria of "capable of being used while looking at your General on the field."

We're on the downhill now, believe it or not. It's been 2 years and I still haven't stopped production on this map. Let's make history.

ADDITION:
This thread will continue in the in the "Maps in Production" forum.

The new production thread is for version 0.6 - 1.0, and we will continue the map discussion there.

Click here.
Report, edit, etc...Posted by iamandragon on 2005-07-03 at 22:43:08
If this map doesn't get on map spotlight when it's done I'm gonna have tons of complaints...AWESOME@@!
Report, edit, etc...Posted by Psi on 2005-07-08 at 06:13:56
[center]
This thread has been closed. We will continue the development of Generals versions 0.6+ in the following thread.

user posted image

Click here.

Thank you all for your support in making this the very best StarCraft map ever made!

[/center]
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