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Staredit Network -> UMS Production -> StarCraft Tournament Prime
Report, edit, etc...Posted by yoni45 on 2006-05-13 at 00:29:51
StarCraft Tournament Prime



Gameplay

Although probably already known, the idea in StarCraft Tournament is all players are given an alotted time to build up a standing army with a set amount of resource nodes at each base. Each player starts with a standard loadout of 'town hall' and 4 workers, using their race of choice in the standard game-room slot system.

Once the timer runs out, all structures and workers are removed, and players proceed to battle each other 1v1 in the centre arena, working their way to the top of the tournament tree.

Features

- Full 8 player game.
- Choice between 5, 10, and 15 minute buildup times, and few, moderate, or many resources.
- Anti-sit system forces players to fight each other if they take too long.
- Flawless tournament system allows for even match-ups between players

Upgrades

- All units originally built by the player return to fight in every round.
- Terran Comsat available to players in battle.
- Protoss players recieve 1 observer to start with.
- Protoss Carriers & Reavers cost more but go into battle with full hangars.
- Zerg players recieve a neutral Command Center for them to infest.
- Maximum units supported by map error resolved.

*new* - Players fighting in centre lose vision of the arena for the length of their battle. Players not fighting can still see the arena...

In closing, I've worked on this map about once a year for a week or two, then getting back to normal life, last year I left a very buggy BW-X3 map, and finally, this is me making it the way it's supposed to be. Should be finished within the week. biggrin.gif

Current Beta

StarCraft Tournament Prime v1.13b
Report, edit, etc...Posted by JaFF on 2006-05-13 at 02:02:45
I've played a similar map. Seems nice. smile.gif
Report, edit, etc...Posted by DoomGaze on 2006-05-13 at 04:52:11
So, what's the difference between this map and the BW-X Tourney map? Well, make sure your version of the map doesn't have bugs. When I was playing as Zerg in that map, not all of my units were transported to the battlefield. Instead, I still had 12+ mutas and Overlords at my removed base, which could've made a difference in my match...
Report, edit, etc...Posted by yoni45 on 2006-05-13 at 20:46:30
QUOTE(DoomGaze @ May 13 2006, 02:51 AM)
So, what's the difference between this map and the BW-X Tourney map? Well, make sure your version of the map doesn't have bugs. When I was playing as Zerg in that map, not all of my units were transported to the battlefield. Instead, I still had 12+ mutas and Overlords at my removed base, which could've made a difference in my match...
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Depends on which BW-X you refer to... The first BW-X was fairly limited, the 2nd BW-X (BW-X 'squared') had more stuff with it, and when I made the 3rd, (BW-X 'cubed'), it had some new features but it was left very buggy and I never bothered finishing... considering the state it was left in, I figured I needed to "rebrand" the name heh...

Some changes from BW-X and BW-X2:

Anti sit
Each match has a timer of about 3 minutes. When the timer goes down, all players close to the sides get shot upon... another 40 second or so timer goes up, at the end of which, they get shot upon closer to center, and in another 40 seconds they get shot at everywhere on the map... basically this forces the players towards the center where they would fight incase they both sit back waiting for the other to attack...

Unit Respawn
Whenever a player goes into battle, he goes in with all the units he originally built. Units lost in previous battles come back. This eliminates the idea of an unfair game due to having certain players face less people or weaker players.

Terran Comsat
Terrans can build up to 2 comsats which will spawn in the bottom right side of the map, and that can be used in battle.

Zerg Infested Command Center
Zerg players have a P9 Command Center placed in their base for them to infest with a Queen should they want to. Infested Terrans can be used in battle.

Protoss Observer
Protoss players are given an 1 observer by default, allowing the Protoss players to avoid having to focus on teching up to observers to get minimal detection in short 5 minute games.

Protoss Hangars
Protoss Carriers and Reavers cost extra minerals to build, but go into battle with fully loaded hangars. Additional Interceptors and Scarabs are free, but build time is standard.

Larger distances between bases
I don't remember if this was fixed in BW-X2, but the distance between player bases has been considerabely increased, putting a stop to players abusing the ability to fire between bases using Siege Tanks, Guardians, and other long range units.

Preset Energy upon Battle Entry
All energy units go into battle with 80% energy, regardless of their buildup prior to the match. Eliminates advantages for players who have been waiting for longer periods of time to fight.

and yes...

Bug with large unit transfers fixed
self explanatory wink.gif

Can't think of anything else right now, if I do, I'll keep you posted happy.gif
Report, edit, etc...Posted by Zell.Dincht on 2006-05-13 at 20:57:31
Awsome seems interesting, hope you finish soon.
Report, edit, etc...Posted by yoni45 on 2006-05-16 at 03:09:09
Beta version 1.13b posted (in original post) biggrin.gif

I know of 2 particular minor bugs I still need to adress, tied games and players who make waaay too many units (like, way too many, that cannot fit with 3 move blocks)...

If anyone finds any other bugs, please, let me know happy.gif
Report, edit, etc...Posted by Raindodger on 2006-05-17 at 18:56:15
You should make it instead of killing their units if they sit make AI order to move them to other side(not attack) so then they're screweded. Good luck, i hope this is better then the one already out.
Report, edit, etc...Posted by yoni45 on 2006-05-19 at 21:06:01
QUOTE(Raindodger @ May 17 2006, 04:55 PM)
You should make it instead of killing their units if they sit make AI order to move them to other side(not attack) so then they're screweded. Good luck, i hope this is better then the one already out.
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Well, if both players move, they're both screwed really (well, neither would really attack), but either way, the anti camp works quite well to be honest as is smile.gif

When you say 'the one already out', which version do you refer to?

ADDITION:
UPDATE:

Alright, in the latest iteration of the map, players who are fighting each other at the time lose vision of the arena in which they fight (with exception of what they're own units see of course...)..., players not fighting can still see the entire arena...

The idea is to keep the suspense and element of surprise of a true melee battle...

On the other hand, players watching could potentially tell the people fighting what their competitor's doing... I wouldn't imagine this would make that huge of a difference however...

Feedback? Keep it? Leave it? Can't upload now since not home, but if on battle.net, v1.15 is the one that carries this update to try it out...
Report, edit, etc...Posted by n0b0dy- on 2006-05-25 at 21:07:53
Add some cool stuff to this, all the other ones are pretty much the same:

Build stuff, fight, kill crap, fight, build some more stuff. REPEAT! <-- NOT FUN...

cry.gif
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