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Zone control

Posted: 12 Jun 2007, 15:17
by AF
In supcom theres a user made map called zone control.

Its a grid of squares, and the corners are raised.

You start with a turret in one square next to a raised square, and in the raised square you have 3 buildings and an upgrader. The turret spawns a unit every 2-3 seconds.

You can upgrade the turret and what it spawns using the units in the raised square, or by killing other units.

Every other square contains a neutral turret that fires at anybody but doesnt spawn units.

You are supposed to attack these turrets and take control of that zone before the enemy, so that a new turret spawns and starts spawning more units for you.

Theres no commander or building factories, no resources of any kind save taking control of turrets.

Posted: 12 Jun 2007, 15:42
by Agon
The same is available for warcraft 3. I think they steal it from it.
For spring it would be...not bad. It would be another thing as normal maps. :roll:

Posted: 12 Jun 2007, 17:20
by AF
It was stolen from a starcraft 3rd party map.

Posted: 12 Jun 2007, 21:18
by knorke
tic tac toe style zone control would be cool. (3 in a row = you win)
I think the problem is, the lobby has no way to select those special scripts.

Posted: 12 Jun 2007, 21:52
by KDR_11k
I think it would be mod Lua anyway but any form of territory control that doesn't require ordering builders to put a building there is cool with me.

Posted: 12 Jun 2007, 22:16
by AF
Map lua modules would do this fine.

Posted: 13 Jun 2007, 07:10
by yuritch
By your description it is just the kind of gameplay Z was famous for. And Z was released before StarCraft...
Don't they have any other Z features by chance? Like, say, the crews on vehicles that can be killed?

Posted: 13 Jun 2007, 07:55
by KDR_11k
AF wrote:Map lua modules would do this fine.
But you'd have to introduce custom units and stuff or force a specific mod to the point where you can just as well make your own mod.

Posted: 13 Jun 2007, 11:23
by AF
But then how do you make that mod work on all maps?

Id think itd be forced into a handful of maps

Posted: 13 Jun 2007, 11:44
by KDR_11k
There's a dependency either way, all you can do to reduce it is to produce some kind of fallback algorithm that improvises.

Posted: 13 Jun 2007, 14:50
by imbaczek
AF wrote:But then how do you make that mod work on all maps?
Same as Kernel Panic: you don't.