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Capture The Flag SC2 | vr2.4

This bundle is marked as high quality. It exceeds standards and is highly desirable.
2uy6108.png



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A Little Message: First, Hello to all the World, I am GhxBronie and in this chance come to present my map.

Well I'm Shy when I am new to these forums and for that reason this is my first message.

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( Map Information )


<> Max 12 Players

<> Hero Arena / Mini-Game

<> Game Modes: 2

<> Duration: 10-15 Minutes

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How to Play?


First, the Red Player will choose the Game Mode, can be:

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: Neutral Flag :

The System will create One Flag, which the Two Teams must Catching this Flag and Bring in her Base.


: Red - Blue - Flag :

The Classic Mode, The System will create Two Flags, in this Case:

The Red Team must capture the Blue Flag

The Blue team must capture the Red Flag

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After selecting Game Mode, you can choose the number of the catches which are:

1 - 2 - 3 - 4

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( Another Tips )


Q - Throw a Shockwave. Causes 80 of Damage.
E - Throw a Missile. Causes 145 of Damage. It can destroy Crates and Statues.
R - Mana Regeneration: 500%.

------------------------------------------------------------------------

Codes - Commands

Red Player: M(Z): Change the Music Theme

(Z) = 0 - 1 - 2 - 3 - 4 - 5 - 6 -> Example M1

All Players:

-clear: Clean the Screen of Text Messages
-Tips: Create a Text to Help You

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Screenshots

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iBvX4p7.png


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Credits

[ Models - Models UI ]

<> AlienAtSystem: EMP
<> Stryderzero: Science Fiction Television (SFT)
<> The_Silent: Spacemarine Statue Small & Statue Spacemarines
<> JhOtAm: Estandartes Pandaren (Alianza - Horda)
<> Deolrin: Crate
<> WILL THE ALMIGHTY: Rocket & Ground-based explosion
<> nGy: Shockwave
<> epsilon: Urban Marine & BackPacks & PlasmaDualCannon
<> Sin'dorei300: DragonmawBanner
<> Kitabatake: Backpack
<> JesusHipster: Nether Potion
<> DCrimson: Stomps & Teleport Effect
<> nhocklanhox6: Teleport (White)
<> JetFangInferno: SoundWave
<> HappyTauren: UI Target Confirmation
<> Haistrah: Stars_Lighting
<> KAIL333XZ: The_Silent's Battery
<> XGMU: Life Toss Missile

[ Skins - Skins UI ]

<> OsamaAyman: Health Bar
<> inhuman89: Orbital tile.blp & HIGH Res Orbital Cliff
<> Megrim: Space UI - Pack
<> Dragonias: Clock Custom CD UI

[ Icons ]

<> kola : Command Buttons
<> 4eNNightmare: BTNRocketFlare - BTNTaurenMarineWeapon
<> GhostThruster: BTNSC2Marine
<> JesusHipster: BTNNetherPotion
<> Stanakin: BTNKoboldRallyPoint
<> aeman [Blizzard Entertainment]: BTNInvbannerpvp02
<> The_Silent: BTNBattery
<> Palaslayer: BTNPD3WizMeditation

[ Arts ]

<> Image Map Preview: johnsonting
<> Image Loading Screen: alphanite
<> Image Cheese Sandwich: ah-darnit


Loading Screen: Made in PowerPoint ( 100% ): By Myself (GhxBronie)


[ Codes ]

<> Leave the Game: ArOn

[ Sounds ]

<> Pack Sound Space: Megrim

------------------------------------------------------------------------

Change Log

1.0

<> Create the Map

1.1

<> Add Map Preview and Loading Screen

1.2

<> Add Sounds to Capture and Victory
<> Add Cinematic to Victory

<> Change Portal -> Way Gate

1.3

<> Bug Fixed: Neutral Flag Give a Point in the case to Red Player Bring in the Blue Base

1.4

<> Add Hero Abilities

<> Change Marine's Models
<> Create New Codes (-Nombre and M(Z))

1.5

<> Bug Fixed: Active Defend Block the Slow when you Take the Flag

1.6

<> -Nombre Code change for -name
<> Added: Player's Color in Messages

<> Rocket's Damage Reduced to 300 for 200
<> Marine's Mana increased to 60 for 100
<> Command Buttons - Changed

1.7

<> The Mode, Red and Blue - Flag : Change the Style of Game. In the case of The Flags can't Return in the Circle Again. That was Boring...

<> Add StarCraftButton - Sound - And MarineDeath - Sound

1.8

<> Change the Model of Marine.
<> Replace Defend - W to Selectable Skill (4 in Total) and Small Effect to these Learn.
<> Change the Number of Catches: (1 - 3 - 5 - 7) to (1 - 2 - 3 - 4)

<> Extend the Map.
<> Capture's Circle, increased the Size.

<> Add: Ping in Map when a new Flag is created.
<> Add: Small Regeneration's Area in the Big Circle

<> Now, When your Marine dies, reborn in the Big Circle.
<> Increase the Speed of Marines: 350 to 405
<> Decrease and Increase the Slow of the Flag:

Neutral - Flag: (-80) to (-65)

Blue/Red - Flag: (-55) to (-75)

1.9

<> Add New Spell: Plague's Potion
<> Add New Effects
<> Add AntiGamers Zone

<> Increase the Speed of Marines: 405 to 522
<> Decrease the Slow of the Flag:

Neutral - Flag: (-65) to (-80)

Blue/Red - Flag: (-75) to (-95)

2.0

<> Add New "Shop": Contains a Teleport and Mana Globe
<> Add Terrain Fog [Gray]

<> Change Effects when you Learn the New Spell
<> Decrease the Capture's Zone [The Size is 4 Marks]
<> Increase the Rocket's Speed: 1000 -> 2000

2.1

<> Replace Speed of Cosmus to Orb of Teleport

<> Add Floating Texts [Player's Name]

<> New Effects
<> New Revive System

<> Now the Marines have 0.250 of Cast Animation
<> Now when you Regenerate Mana [Spell]. You will have 0.10 of Turn Rate

2.2

<> Fixed Bug (Player 10 & 11 can't revive).
<> Now all Second Spells have a CD of 15. Except Protective Shield.
<> New Icons for Protective Shield & First Aid.
<> Orb of Teleport & Mana Battery can drop.
<> Rocket's Damage is reduced. 150 to 75.

<> New: ForceWall in Start. With 20 seconds of Expiration Time (Don't Rush).

2.3

<> Middle Space Reworked.

<> Improved Tooltips.
<>Improved all Texts.

<> SFX Leaks Fixed.
<> New SFX for Plague's Potion and Protective Shield

<> Plague's Potion
Damage: 50 -> 45
Stun Duration: 1 -> 1.2
Cast Range: 800 -> 600

<> Protective Shield
CD: 2.6 -> 2

<> Main & Second Shockwave
Damage: 75 -> 80
Missile Speed: 1050 -> 900
AOE: 150 -> 60

<> First Aid
Hit Points Restaured: 115 -> 155

<> Rocket Launch
Damage: 75 -> 145
AOE: 150 -> 155

<> Recharge Battery
No longer disables your Main Shockwave and Rocket.
New Effect: Silences your Abilities.

2.4

<> Middle Space Reworked.

<> Plague's Potion
Damage: 45 -> 50
Stun Duration: 1.2 -> 1.33
Cast Range: 600 -> 620

<> Protective Shield
CD: 2 -> 3

<> First Aid
Hit Points Restaured: 135 -> 165

<> Rocket Launch
Damage: 145 -> 150

------------------------------------------------------------------------

Author's Notes:

Yeah, Another Map of CTF...You're thinking, but well I create this Map for a contest of minigames which was canceled, and from there I started to update.

In others Case, this Map is Funny when you Play with your friends or strangers and Need a lot of Team Work to Win this Game...I Think That?

Good Luck - Have Fun

Note: The Map is Protected

Keywords:
Capture The Flag, Stacraft 2, SC2, Marine, Space, Starcraft, SC, CTF, Space.
Contents

Capture The Flag SC2 - vr2.4 (Map)

Reviews
22:03, 9th Jul 2014 Hell_Master: Map approved with a rating of 5/5, amazing! Quoting SCN's review here:

Moderator

M

Moderator

22:03, 9th Jul 2014
Hell_Master: Map approved with a rating of 5/5, amazing! Quoting SCN's review here:

StoPCampinGn00b;2552233 said:
Official THW Review

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PART 1
RATINGS
Capture the Flag - SC2 Vr1.5


Gameplay: 18/20
Terrain: 10/10
Scenery: 10/10
Consistency: 4/5
Presentation: 5/5
Total Score: 48/50



----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PART 2
FEEDBACK
Gameplay: "The fun factor is real." That's what's been going on in my head when playing, even only in 1v1. The whole way the map works flows perfectly. Like many non-auto attack maps, maneuvering, dodging, and unit position is what the map is all about. That's what makes it fun.

There being four simple abilities you can use in one set, it makes it very
easy for new comers to play. The only problem I have with them is that, the rocket/missile can shoot anywhere, even in the spawn. Even though it's not insta-kill (2-3 hits), it will just make it unfair if no one heals.

I find it quite odd for you to respawn where you die, there are other ways to avoid spawn kill such as spawns more spread out on your teams side. It's no a bad thing, I'm sure most are just not used to it.

Both game modes are extremely fun.
Teamwork is the key to win, covering the flag carrier actually is a factor in this CTF game. The way the carrier is slow actually isn't annoying, it makes it very intense. Playing in 1v1 is only a game of push and pull though, I don't recommend it.

I was thinking there would be a dash like move do to the nature of the game, maybe you want to think about that.
Almost flawless gameplay, 19/20



Terrain: The terrain is great. Since it's an arena type map, most people would know arenas don't really need a lot of tile variation or height difference. But these downloadable tiles are great, you mixed them well. Do the crosses under the barricades do anything? There are 2 more red ones than blue ones in the middle.

The layout of the map is a lot more strategic than other CTF's also. At first, I though it was way to small. But you can actually flank the edges, go straight up the middle, or stay back and fire.

10/10



Scenery: I feel like I'm playing a Battlefield 2142 mini-game in Warcraft. The way the doodads are set up, and how they have death animations are pretty awesome. Something about the lighting makes it seem futuristic, I think it's the screen lights. Really nice decorations everywhere.

The
interface is really impressive as well. All of the buttons and the edges of the screen makes it seem like I'm not not playing Warcraft 3.

I know this isn't scenery, but those sounds are really fun to listen too. From capturing a flag to casting spells, they make the map better. Explosions could be more Michael Bay like though ;D (Explosions could be bigger)

10/10



Consistency: No bugs found, I played for around 15 minutes. I think you should hide vision from the spawns and maybe the hallway where you capture the flag to avoid the rockets over the map if you still want to keep it's unlimited range.

4/5



Presentation: Great description, especially without a template! You explained how to play, included all the credits, screenshots, and features. It also grabs attention. You are missing if the map is allowed to be edited. See the end of the review for more info.

4/5 (FIXED, 5/5)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PART 3
VERDICT
For the map to be put out for public, it must follow the http://www.hiveworkshop.com/forums/rules-information-710/map-submission-rules-228244/ All but one of the rules are met. For this map to be approved, you must state if the map is protected, unprotected, or open source in the description.

SCORE: 4.8/5.0 VOTE FOR APPROVAL

(+2) Reputation GhxBronie for uploading! This is rep: (http://www.hiveworkshop.com/forums/site-discussion-97/reputation-faq-94520/)
-Map review by SCN

EDIT: I actually haven't given a 50/50 on a pending map yet. Go go go!
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
Official THW Review

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PART 1
RATINGS
Capture the Flag - SC2 Vr1.5


Gameplay: 19/20
Terrain: 10/10
Scenery: 10/10
Consistency: 4/5
Presentation: 5/5
Total Score: 48/50



----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PART 2
FEEDBACK
Gameplay: "The fun factor is real." That's what's been going on in my head when playing, even only in 1v1. The whole way the map works flows perfectly. Like many non-auto attack maps, maneuvering, dodging, and unit position is what the map is all about. That's what makes it fun.

There being four simple abilities you can use in one set, it makes it very
easy for new comers to play. The only problem I have with them is that, the rocket/missile can shoot anywhere, even in the spawn. Even though it's not insta-kill (2-3 hits), it will just make it unfair if no one heals.

I find it quite odd for you to respawn where you die, there are other ways to avoid spawn kill such as spawns more spread out on your teams side. It's no a bad thing, I'm sure most are just not used to it.

Both game modes are extremely fun.
Teamwork is the key to win, covering the flag carrier actually is a factor in this CTF game. The way the carrier is slow actually isn't annoying, it makes it very intense. Playing in 1v1 is only a game of push and pull though, I don't recommend it.

I was thinking there would be a dash like move do to the nature of the game, maybe you want to think about that.
Almost flawless gameplay, 19/20



Terrain: The terrain is great. Since it's an arena type map, most people would know arenas don't really need a lot of tile variation or height difference. But these downloadable tiles are great, you mixed them well. Do the crosses under the barricades do anything? There are 2 more red ones than blue ones in the middle.

The layout of the map is a lot more strategic than other CTF's also. At first, I though it was way to small. But you can actually flank the edges, go straight up the middle, or stay back and fire.

10/10



Scenery: I feel like I'm playing a Battlefield 2142 mini-game in Warcraft. The way the doodads are set up, and how they have death animations are pretty awesome. Something about the lighting makes it seem futuristic, I think it's the screen lights. Really nice decorations everywhere.

The
interface is really impressive as well. All of the buttons and the edges of the screen makes it seem like I'm not not playing Warcraft 3.

I know this isn't scenery, but those sounds are really fun to listen too. From capturing a flag to casting spells, they make the map better. Explosions could be more Michael Bay like though ;D (Explosions could be bigger)

10/10



Consistency: No bugs found, I played for around 15 minutes. I think you should hide vision from the spawns and maybe the hallway where you capture the flag to avoid the rockets over the map if you still want to keep it's unlimited range.

4/5



Presentation: Great description, especially without a template! You explained how to play, included all the credits, screenshots, and features. It also grabs attention. You are missing if the map is allowed to be edited. See the end of the review for more info.

4/5 (FIXED, 5/5)


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PART 3
VERDICT
For the map to be put out for public, it must follow the http://www.hiveworkshop.com/forums/rules-information-710/map-submission-rules-228244/ All but one of the rules are met. For this map to be approved, you must state if the map is protected, unprotected, or open source in the description.

SCORE: 4.8/5.0 VOTE FOR APPROVAL

(+2) Reputation GhxBronie for uploading! This is rep: (http://www.hiveworkshop.com/forums/site-discussion-97/reputation-faq-94520/)
-Map review by SCN

EDIT: I actually haven't given a 50/50 on a pending map yet. Go go go!
 
Last edited:
Level 8
Joined
Jun 26, 2014
Messages
62
As I told you in the Private Message, Thanks for the Review.

In other Cases: Regarding the Red and Blue Cross in the Field (Middle)

It is like Decoration, for Example:

This is the Red Team's Zone or Blue Team's Zone. Only in the Middle, I forget Delete the Cruces, Up and Down of the Circle.

I will Reduce the Rocket's Damage but the range will Remain in Global, because if an User Throws the Rocket at Red Base, and its location in the Blue Base.

He has a chance of 70% to Fail. Since the missile is Slow and their Sound will be hear Far or Near.

Regards :goblin_yeah:
 
Last edited:
Level 5
Joined
Aug 8, 2012
Messages
153
This is a solid map. Models and terrain are a perfect match. Gameplay is smooth and responsive.


Map
However I think a larger and/or more interactive environment would be better according to me and the people I played with. Expand the map, make it longer, wider, add side alley ways etc. Add a few dynamic traps or triggers that activate a trap, or ever put some explosive barrels or something that can be shot. Would really make this game shine.

Items/skills
Add a shop on each team's side where heros can purchase items. I think including items would really make the game interesting and fun, such as a potion that increases speed for 10sec, or a potion that gives you increased firing rate for 15secs etc... Of course, each time a player gets a kill, they get gold, so they can purchase these items.
Also I think you could add/replace some skills with better and more interesting ones. Defiantly add some more skills though.

Gameplay/mechanics
I think once a player dies, they should spawn back in their main base (where the flag is) because otherwise it can get way to chaotic and confusing. Its also very annoying when you spawn and your hero is not auto selected (Please fix this). Finally I think you zoom out the camera a bit more. It seems a little too zoomed in, making it inconvenient to look ahead.

Overall, solid map with a a ton of potential. 5/5
 
Level 8
Joined
Jun 26, 2014
Messages
62
Thanks Captivate for the Comment and Rate :D

Well, Responding to the suggestions that you have given me.

Map

Yeah, I think the Same Idea. Enlarge Map and Add Traps, but the Players I've with played are Noobs and Leave. And I Think:

If the Map without these Traps and Enlarge the Map and still find it so Difficult and leads them to the desicion of Standing Out of the Game. Better No

Items/Skills

I could made this, but the Capture's Score wouldn't show in the Game.

And if You will be write: Get a MultiBoard.

The Problem is...I can't configure that MultiBoard to the Game's System

And I'll see if I can add more Skills. It would be more Entertaining.

Gameplay/Mechanics

I'll Think about for the next version.
 
Level 5
Joined
Aug 8, 2012
Messages
153
Your very welcome. Do what you can, and we'll see how it progresses. Im sure over time you'll learn a lot more new things to help improve the map :D I look forward to testing updated versions.
 

sentrywiz

S

sentrywiz

Wow. This looks amazing. Downloading, lets try it out
 
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