Staredit Network > Forums > SC1 Map Production > Topic: State Wars
State Wars
Jun 1 2011, 1:48 pm
By: Wormer  

Jun 1 2011, 1:48 pm Wormer Post #1



State Wars


Take control of cyborgs army to win the battle for the island! Or whatever, because this one doesn't have a fancy sci-fi story and terrain... but it has gameplay!

Latest version: BETA 1 (01.06.2011)
Players: 4-8 human players suggested
Game speed: Whatever
Tileset: Twilight
Size: 196x196
Terrain picture:


Some Technical Info
Filename: State Wars vBETA1.scx
Size: 58,8 KB (compressed with TinyMap 2)
Triggers: 466
Locations: 75
String Capacity: 5%
Time Spent: ~26 human-hours


Game Mechanics
The game starts with 1 Probe, 2 Zealots and a Dragoon for each player. Players can establish towns by placing Nexus. Town is represented as a Pylon with Gantrithor on top of it. There is a minimal distance at which towns may be build. Towns are expanded with protoss buildings. Players can build Cybernetic Cores to gain additional minerals income, Gateways and Stargates to produce military units, Shield Batteries and Photon Cannons for defence. Shield Batteries protect all other buildings nearby by the invulnerability field. Towns may be destroyed (by killing Pylon) or captured (by eliminating all enemy ground units and Shield Batteries with Photon Cannons). Players get gas for establishing a new town or capturing the existing one. Units that allowed for production are Zealots, Dragoons and High Templars at Gateway, Scouts and Corsairs at Stargate. The one who controls the most towns (and has at least 3 of them) and holds the advantage for 6 minutes wins the game.


Updates
01.06.2011 - Made this thread. Version BETA1.


Downloads


Credits

Thanks for LuckyGuy, FoxWolf1, Tank_7 and JerrySloan @UEast for help in testing.

My standart set of tools includes:
SCMDraft 2, StarForge: Ultimate, MacroTriggers, Notepad++, TinyMap 2, DatEdit, PColor, MapStats, TortoiseSVN.

- Wormer Productions -



Post has been edited 4 time(s), last time on Jan 18 2013, 10:31 am by Wormer. Reason: Added links to my other projects



Some.

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[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
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