Starcraft 2 Editor Moderator
This map is based on the Warcraft 3 custom map Cruiser Command.
== What is Cruiser Command? ==
Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.
The map plays out in space but one of the main aspects of the game is the inside of the battlecruiser. Not only can you fly around in space, you can also run around inside the battlecruiser.
This is a vital part of the game because managing a battlecruiser is not an easy task. There's a multitude of things for all the crew members to do and when you are in battle with the enemy on your heels, your shield offline and 3 crew members unconscious you will wish you had three times the crew members.
== Project details ==
The project is newly started so everything you read and see is obviously a WIP, but we have a great team working on it to make sure it's at least as fun as the warcraft 3 version was.
Unfortunately, this means we are not currently recruiting since we already have two people doing triggers and data as well as two terrainers. If you feel like you can fill another role, reply in the thread but be prepared for a no. Merging together our different versions several times per week is a lot of work as it is.
If you still wish to contribute, we would love to hear your feedback.
I will personally read all your feedback and probably comment it with what I think about and potential issues.
== Content ==
First of all, here are some WIP screenshots. Do note that most of the terrain was made in the last two days. Nothing is final and we just want to finish a placeholder battlecruiser interior so that we can start linking the triggers together with the interior.
Elevator and door to the left hangar
Some basic space battle
A mining vessel mining an asteroid
The shield core on the second floor
Corridor between the shield core and the hangar
We have several concepts that weren't in the warcraft 3 version. To list a few:
* Two floors
* Advanced AI players to make up for the lack of human players(so you don't need to find 10 friends to play it)
* Broadsides(Since battles used to consist of just ramming the enemy battlecruiser while firing all your lasers and missiles while hugging the enemy battlecruiser, we decided to add broadside lasers to try and encourage a more strategic attack plan.
Here's the current progress:
Terrain: Serious terraining started very recently. I'd say the second floor(which is smaller than the first one) is about 65-75% done(not counting the polishing and remaking stuff we dislike) First floor is not really started at all.
Estimated Terrain Done: 30%
Data: This part is probably the thing we've worked the least on. Sure, we do use a mix of the data editor and trigger editor to create the core game mechanics but things like ship upgrades/abilities hasn't been worked on at all.
Estimated Data Done: 15%
Triggers: This is the first thing we started on and we were two people working quite a lot on it. On the other hand, this is one of the biggest parts of the project so there's a lot to do. Movement is working but needs some tweaking. Exuvo(the other trigger guy) is working on some good looking shield effects. We've done some basic broadside as well. This is all mostly Exuvo's work.
Meanwhile, I've been working mostly on ship systems. In warcraft 3, this was handled mostly with abilities but since I love the dialog system I've done some nice Battlecruiser overlays to make it easier to visualize and see what you're doing.
I've done the start to a power management system but no one had worked on power stuff before I did, I couldn't make it do stuff yet so it's just started.
I've also done the damage control system. This system didn't exist in the WC3 version. Basically, this allows you to seal of doors and to drain the air from different section. Draining the air from a section kills all players in the section, disables all system in that section but also extinguishes fires that otherwise might've spread through the ship. Re-pressurizing the section takes a lot longer than draining the air. So it should be used sparingly.
This can be used to kill boarding enemies although it might not always be the best options since the systems in that section will be offline for a long while and your own team might have player's nearby that will die.
The damage control is close to being done.
I've also done some asteroid generation algorithm.
This is map with randomly created asteroid fields that it did:
The mining vessel is also functional. It has the basic abilities(mining and returning the cargo to the ship)
Estimated Triggers done: 20%