StarCraft: Big Game Hunters

StarCraft: Big Game Hunters

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Artanis186
Posts: 22
Joined: 03 Sep 2009, 23:32

StarCraft: Big Game Hunters

Post by Artanis186 »

For those of you that have played Spring RTS, you probably know it's a pretty good game. I like it, and I love StarCraft. And considering how I work with things, everything I make relates to StarCraft. (Ya, I'm in school and most of my projects revolve around it).

So.... I decided to port the map The Hunters to Spring. I am personally satisfied with its current progress.

Download

Screenshots:
Overview:
Image


Player 1:
Image


Player 2:
Image


Player 3:
Image


Player 4:
Image


Player 5:
Image


Player 6:
Image


Player 7:
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Player 8:
Image
Last edited by Artanis186 on 01 Oct 2009, 23:12, edited 2 times in total.
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Re: StarCraft: Big Game Hunters

Post by RogerN »

FYI, there is already a Spring map for Big Game Hunters. However, if I remember correctly it wasn't implemented all that well, so there's still some room for improvement.

The file link you posted didn't work for me.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: StarCraft: Big Game Hunters

Post by knorke »

it seems you are trying to place features? but there are not objects included in your zip.
i think the only .bmp's ones you really _must_ have are height, metal & texure, did you try with only these?



also, lol:

Code: Select all

	[TEAM6]
	{
	S	tartPosX=384;
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: StarCraft: Big Game Hunters

Post by CarRepairer »

There's already a "The Hunters" map. To make it into Big Game Hunters, turn up the metal multiplier in the mod options (CA).
Artanis186
Posts: 22
Joined: 03 Sep 2009, 23:32

Re: StarCraft: Big Game Hunters

Post by Artanis186 »

I am well aware that there is already a The Hunters map. I have it. I was just hoping to start off modding with one of my favorite maps. I have the terrain directly from the map itself, it took me about a day to edit all the terrain so it'd look decent. I just really wanna see what my hard work would amount to.
knorke wrote:it seems you are trying to place features? but there are not objects included in your zip.
i think the only .bmp's ones you really _must_ have are height, metal & texure, did you try with only these?



also, lol:

Code: Select all

	[TEAM6]
	{
	S	tartPosX=384;
I'll try it out that way.
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Re: StarCraft: Big Game Hunters

Post by hrmph »

Artanis186 wrote:I am well aware that there is already a The Hunters map. I have it. I was just hoping to start off modding with one of my favorite maps. I have the terrain directly from the map itself, it took me about a day to edit all the terrain so it'd look decent. I just really wanna see what my hard work would amount to.
knorke wrote:it seems you are trying to place features? but there are not objects included in your zip.
i think the only .bmp's ones you really _must_ have are height, metal & texure, did you try with only these?



also, lol:

Code: Select all

	[TEAM6]
	{
	S	tartPosX=384;
I'll try it out that way.

What errors are you getting when you try to compile the map? Or does it compile and it is just whacked out when you open it in spring?

Just taking a ten second glance at your smd everything looks okay except that S tartPosX=384; make it StartPosX=384; If it still errors try using a smd from another map (just to see if that is indeed where the problem is). You could also try using completely black feature/typemap and see if that works.

Making a BGH inspired heightmap instead of copying it exactly would probably yield better results. Especially when it comes to the texture. With a tiny bit of effort someone could render you one that looks much better.
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Karotte
Posts: 72
Joined: 03 Aug 2009, 17:30

Re: StarCraft: Big Game Hunters

Post by Karotte »

if you have problems wih compiling, then you have reading the tutorials again!
Artanis186
Posts: 22
Joined: 03 Sep 2009, 23:32

Re: StarCraft: Big Game Hunters

Post by Artanis186 »

Hmmm, the player placement thing worked. It is now playable. One strange thing occured though. Everything is fine, but the height map in-game is.. inverted? I'll try re-compiling it upside down. Hopefully that'll get it.


EDIT:

Alright, inverted and it looks great. I'm really satisfied with what I've created.

Though... I have 2 problems

First of all, I believe the features thing is for making grass and gas.. things. Yet neither show up.

Second, there is no metal. None at all. I made sure to put my metal bmp thing in and it didn't work.

(FYI I'm using TASMapMaker to compile stuff and I've been testing with both Balanced Annihilation and Expand and Exterminate).


EDIT2:

Alright, got the gas done and I added a type map. Now I have some other problems.

I discovered the metal seems to be there. But when I try to make a metal extractor, the green patches don't show up. Yet, when I hover over the spots that should give them metal, they show up with a number beside them. If I build an extractor near it, it gives me +0.1 boost to metal. I know for a fact that they're bright enough red to give a decent amount. The lowest red I have is 125.

Also, the type map seems to only dot the terrain type around for 1 of the types instead of filling the entire area with it. Otherwise, it just says default.
Artanis186
Posts: 22
Joined: 03 Sep 2009, 23:32

Re: StarCraft: Big Game Hunters

Post by Artanis186 »

All I need right now is the ability to make unbuildable terrain, anyone know how I could do that?
Artanis186
Posts: 22
Joined: 03 Sep 2009, 23:32

Re: StarCraft: Big Game Hunters

Post by Artanis186 »

Moderators/Admins, please lock this topic. I have no further need for it and I see noone posting in it further.
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: StarCraft: Big Game Hunters

Post by maackey »

I don't really see a need to lock it. If there isn't any more going on it will fade away like all the other threads.

And besides, if it is locked you couldn't come back and edit/add your finished map to it :-) (unless you were to make another topic about the map but in that case my first point still stands.)

Also, it hasn't been too terribly long (3 days?) since someone has posted here. Interest wanes and grows in a very fickle manner. Someone may have useful input sometime in the near future.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: StarCraft: Big Game Hunters

Post by Forboding Angel »

Stop using CA to test maps. Use BA or Evo or anything that doesn't have 50 billion modoptions that no one has the tiem to go through that could be messing up your process.

Secondly, read this: http://springrts.com/phpbb/viewtopic.php?f=13&t=3941

It has a lot of the info that you've been asking for already.

And third, just cause no one posts in this topic doesn't mean that they aren't interested.

I know the guy that made the original hunters map, and taking a heightmap from one map, sticking it in another without any credit is really really bad form. WHile I doubt he would care, or is even involved with spring anymore, it's common courtesy to give credit for others work.

Inverted hm... That's what the -i parameter in the compiler is for.

Also, you're going to need a proper texture, that's pretty much unavoidable. That said, there are prolly quite a few people around that are willing to render one for you if you ask somewhat nicely.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: StarCraft: Big Game Hunters

Post by Otherside »

Forboding Angel wrote:Stop using CA to test maps. Use BA or Evo or anything that doesn't have 50 billion modoptions that no one has the tiem to go through that could be messing up your process.
Disregard this comment he has no clue what hes talking about
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: StarCraft: Big Game Hunters

Post by Forboding Angel »

in your smd:

AutoShowMetal=1;
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: StarCraft: Big Game Hunters

Post by CarRepairer »

Sorry for my earlier post, may have come off like a discouragement. Truth is that hunters - great map that it is - could use a makeover. It's very popular in CA (#1 FFA map by far, we play it all the time) so it makes perfect sense to test it in CA as we're its biggest fans.. maybe.

Forb is right that ripping the heightmap from the current hunters would be impolite. Just make it on your own, it's not that complicated a map. And it doesn't have to be exact.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: StarCraft: Big Game Hunters

Post by Saktoth »

ITT forb doesnt know that Hunters is based on a Starcraft map (even though the OP said so). Also, test with CA, because nobody plays Evo, Forb is just a grouchy pants.

A new hunters with steep non-hover-traversible shores would be great.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: StarCraft: Big Game Hunters

Post by Forboding Angel »

@sak, yes I do know about hunters. Considering I taught the guy who made the current map how to do it over teamspeak about 4 years ago. Yeah, whatever.

Actually, this guy is a newbie, and there is a good chance that if he were using CA to test, his metal map values could be all kinds of messed up.

BA and Evo use the same base metal value. That is to say, if a mex spot produces 2.0 in a BA mex, it will produce 0.5 in evo. It's very standardized. CA does a lot of really funky crap with metal values, and that makes it a horrible platform for testing to see if you did it right.

I fail to see how this correlates to me being grouchy about a pre-alpha of a game that hasn't even been officially released not being played often. Someone needs to lay off the drugs.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: StarCraft: Big Game Hunters

Post by Regret »

Forb is quite right about CA having tons of overrides that can screw with (albeit some can be disabled). OP is most likely a newbie and having to mess with modoptions to disable mex overdrive / wind override (if possible?) would be quite hard imo.

So yea, test with some not so overcomplicated game.
Saktoth
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Re: StarCraft: Big Game Hunters

Post by Saktoth »

You are always grouchy regardless of circumstance, forb, but the point is that he shouldnt test with Evo because nobody plays it (its not relevant to anyones play experience of the map), not that you are grouchy because nobody plays it.

Really forb, dont be talking smack when you're hopelessly out of date. CA uses the same base extraction rates as BA etc. We have for utterly ages. You're the one who doesnt- the fact that you cut metal rates by 4 in Evo is the confusing bit! It is the reason we use the same rates as BA. Still, you shouldnt and probably wont be messing with metalmult if you are a newbie, and if you use Spring Test, then you CANT mess with metalmult, anyway. Overdrive is clear what its doing: it tells you just how much is going in and coming out in the tooltip.

Mappers should set their wind rates to sane values, yes. But we override wind precisely because new mappers dont know how to set sane wind values. That way, we can still play their maps if the heightmap is good. Its hard to make a new map afterall, you have to get a lot of things right, especially with the economy. This makes things easier on them.
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Forboding Angel
Evolution RTS Developer
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Re: StarCraft: Big Game Hunters

Post by Forboding Angel »

Regret wrote:Forb is quite right about CA having tons of overrides that can screw with (albeit some can be disabled). OP is most likely a newbie and having to mess with modoptions to disable mex overdrive / wind override (if possible?) would be quite hard imo.

So yea, test with some not so overcomplicated game.
This is exactly what I was saying.

@saktoth, down fanboi, down. Btw hopelessly out of date? That one actually made me laugh, considering it's coming from someone making use of models and textures from 1997.

Relax, You might try re-reading what I wrote, because if you do, you'll see that I never bashed CA.
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