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BSG:GC v3.4

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This is the newest of my Galactic Conquest maps, this one themed for Battlestar Galactica. You can take command of a force of Humans or Cylons and then fight for supremacy in a region of space. Enjoy!
Now includes new models, more balance and various modes of gameplay including normal FFA with up to one ally each, Cylon Civil War, 5v5 Human v Cylon or "Survival" in which one player commands Galactica and must evade a Cylon team for 30 minutes. Includes new models.
NOTE: this map is protected.

Keywords:
Battlestar Galactica, BSG, Cylons, Galactic Conquest
Contents

BSG:GC v3.4 (Map)

Reviews
20:17, 15th Aug 2008 PurplePoot: After playing through the map on Battle.net in "Humans vs Cylons" mode, I found it to be in general slow-paced and uninteresting. The game had no defining feature to separate it from any other one of the many...

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M

Moderator

20:17, 15th Aug 2008
PurplePoot:

After playing through the map on Battle.net in "Humans vs Cylons" mode, I found it to be in general slow-paced and uninteresting. The game had no defining feature to separate it from any other one of the many space conquest maps, except perhaps the fact that units appeared at your capital ship(s), which ended up being more tedious than simple building systems.

The game started right at the four-minute mark (before then all you did was try to expand as fast as possible, as well as augmenting your force by a fighter or two), and consisted solely of one team chasing the other, depending on who won the initial battle. From there, the game was over, it was only a matter of hunting down and destroying their income and capital ships.

The ridiculously high-poly models (2,000 for a fighter!) do not agree well with FPS, especially on older computers, making this game have a problem with lag at scales in which lag should be nonexistant.

The other players except the host (who had played a few times) found it to be rather boring as well, and most left soon in, or considered maphacking to find the remaining enemies, as everyone knew the game was over, but it was rather hard to hunt down the remaining enemy capital ships, further slowing down the pace of the game.

The food limit and high health to damage ratio further meant battles were far slower than they could have been, and I found myself waiting much of the time while my fleet took a significant amount of time to take down every enemy fighter, to the point where battles were less interesting than finding new planets or moons to harvest from. This too was not particularly interesting or challenging, as the lack of black mask meant all you did was randomly scroll your screen (or do it in bars if you wanted efficiency) and stop when you saw something.

This map follows most of the site rules nevertheless, but cannot be approved since proper credits have not been given. While syc converted the BSG models to WarCraft III MDX format, the original models and textures (as said in his model posts in Models) are made by Coxxon, not himself. I didn't see Coxxon on the credits list, but correct me if I'm wrong.

As for the game type, it fits far better as Strategy (in intent), rather than Altered Melee and/or Arena, and thus I have tagged it as such.

My rating: Lacking (2).

Edit for 3.3:

-Credits seem to be correct now
-Just a tip, WILL THE ALMIGHTY is the same person as WILLTHEALMIGHTY, he just has his name spaced at wc3campaigns.

~Approved
 
Level 4
Joined
Oct 2, 2007
Messages
21
your map is cool but you have to work more on interface and icon things to make it better.

Anyway can you tell me where did you get these cool planet models I would like to use them in my map VOID WARS
 

syc

syc

Level 8
Joined
Dec 25, 2007
Messages
81
Nice use of my models and your really cool map engine. I will be releasing pegasus if you want to use that for the battlestar upgrade. I am constantly struggling to keep my map under the 4 meg cap for multiplayer. I see your doing well with that though.
 
Level 9
Joined
Nov 17, 2004
Messages
277
Zeal: I'll improve the interface when I can get my old photo editing software back, I'm stuck with Microsoft paint at the moment. The planet models can be found in the Request forums under the title "Planet Models" and started by me. The skins are from a variety of planet models posted on the site.
SYC: Thanks man, I can't wait for Pegasus.
 
Level 3
Joined
Oct 17, 2006
Messages
38
Zeal: I'll improve the interface when I can get my old photo editing software back, I'm stuck with Microsoft paint at the moment. The planet models can be found in the Request forums under the title "Planet Models" and started by me. The skins are from a variety of planet models posted on the site.
SYC: Thanks man, I can't wait for Pegasus.

Hey Sauron, its Eru. I'll post a good free software for picture editing on our forum.
 
Level 11
Joined
Nov 12, 2006
Messages
765
I have played 2.0 a couple times, and so far its pretty great. however a few things that would improve this map would be for..

1. A zoom in/out system. one you have a couple or more baseships youd like to spread them out. however its diffuclt to manage them due to the camera forced to be so close to the map. and all mappers know that camera systems are easy to make, so if you could slap one of those in that be great.

2. A reasorce counter to show how much gold (or whatever that reasorce you have is) you get each income round. This also is another easy thing to make. Just turn lumber (because ive noticed your not useing that) into how much gold you get each round, and edit the description for clarification. This would make map income easier to understand.

3. When i first played i was hooked into the game (hearing music and seeing models), however i was very confused. after asking many questions i got the hang of it, however that was sort of a pain. so if you find the time, maybe you could input a very quick tutorial for players to activate (and/or put in quests).

4. As previously stated here, income is a little slow. After doing the math it seems you get very little reasorses per planet you inhabit. Maybe for each moon you get 25 gold an income round and for a planet you get 50. You obviously know the game/cost of units much better then i. but just take note this really slowed the game down.

4. Adding different modes set by host could greatly increase this maps replayability. At the very start a dialog menu would appear, and red (the host) could choose from several game modes.
-Cylon Civil War, all players are cylons and can ally/unally. however goal is to be ultamite cylon. Another addition to this would be like player one will be the first cylon model, player 2 will be the "twos", player 6 will be the "sixes" ect. And you could even add newly discoverd cylon humanoid models like Tigh, anders, galen, foster.
-Humans vs. Cylons, sort of self explanitory. half players can be cylons, other half is humans.
-free for all, choose whatever you want, ally whoever you want. ultamite goal is to be last player
-human extinction, not sure exzactly how this goes but be humans and wait for the cylons to destroy themselves (seeing how in the series right now, the cylons are on a path of self destruction)
-first cylon/human war, maybe do a little research (i could help if you want) and try to remake the first cylon/human war.

5. this isnt that important, but it would really suck me into the battle if there was BSG gun sounds. the cylon raider flyby, viper gun sounds. In addition maybe you could give the cylon basestar Dark Ranger sounds. seeing as how the Hybrids that control the basestars are sort of cryptic sounding. Obviously that might just be too weird, which incase dont put it in. the last part of the sounds would be to add undead building noises to cylon raiders. im not sure if you have done this yet, ive only played the map twice.

6. When the map is being hosted, the teams are named Players 1-5, Players 6-10. Different ideas for names would be "Teams dont matter" "Made by Lord_Sauron" "Battlestar Galactica" "BSG". use any combination of those names in whatever order, just for my personally i did not like Players 1-5, Players 6-10.

So i hope this is helpful to you in makeing the map more fun. Ived enjoyed many of your maps and this is just another fun one i can host. keep up the good work man.
 
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Level 9
Joined
Nov 17, 2004
Messages
277
Thanks for the feedback Anti-Bodies. There is a zoom command already, "-zoom out". But as for your other ideas, they sound really good and I'll look at implementing them as soon as I can. I'm not that good with dialogue boxes, so the mode feature will take me a while, but I'll give it a go.
 
Level 11
Joined
Nov 12, 2006
Messages
765
alright well dialog boxes would just be a nice touch, but you can still effectivly use regular chat commands (only fuctional to host/red) like
-HVC (humans vs cylongs)
-CVC (cylons vs cylons aka cylon civil war)
-HVH (humans vs humans aka colonial civil war "War of the Colonies")

mentally the seperate triggers for the modes could get a little complicated (in your brain), but if you organize them properly in your game im sure they will be fun to make :)

id consider myself a pretty creative person, especially when it comes to warcraft III game design (which is very unhelpful in real life btw), so if you want any feedback on anything just let me know. im pretty into this sort of stuff.

EDIT: btw, another mode you could add would be "fast mode". where you dont collect reasorses, you periodicly get misc ships (like every 2-3 minutes maybe?) at your base, and you go out hunting for other ships. this would be good for players who are quick-to-battle.

EDIT2: not that i mean to swarm you with suggestions (i dont want to be too overwelming), but something that might add flare to Cylons would be to add a smokey trail to its missiles. When looking at cylon basestars attacking, they leave behind this trail of dust in space. If you could add this to the projectiles it would just be just another cool thing added to the map :)
An example of this:
http://www.siliconera.com/wordpress/wp-content/uploads/2007/10/sxbg.jpg

A projectile u can add/replace:
http://www.hiveworkshop.com/forums/resource.php?t=66427&prev=page=2&r=20&status=g
 
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Level 5
Joined
Jan 13, 2008
Messages
173
another thing... maybe make the mercury class have another ability? Because a mercury isnt realy worth 2 battle stars since... 2 battle stars = 2 barrages to stop cylons. Also 2 bstars>mercury
 
Level 11
Joined
Nov 12, 2006
Messages
765
hey lord im a very capable map maker, if your willing to share this project with me i could put in some cool things (like what ive already said previously). but if you want to keep this map toatally yours, i understand (maps can be very special to their creators :) )
 
Level 1
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May 27, 2008
Messages
4
Also, somebody I was playing with chose cylons. Well he had two base stars and a resurrection ship. I destroyed his resurrection ship and one of his base stars but in the building area it took out his two base stars so he couldn't make anymore capital ships as he was left with just the res ship production.
 
Level 11
Joined
Nov 12, 2006
Messages
765
ah i see. well if you/your friend are ever willing, im sure people here on the hive (including me) would appreciate the model being posted up for public use. But i understand if u want to keep it "special" to your map for now.

btw: its a been a month since the last version, whens the next one comming out?
 
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Level 2
Joined
May 24, 2008
Messages
11
i just played as cylon in 2.6 and saw that 1 basestar cant land a single hit on the battlestar becourse of the flak cannons u need atleast 2 if u want to have a chance since 1 basestar can fire until it dies without hitting once maybe u could make the basestar fire more missiles or make flak cannons weaker?
 
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Level 11
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Nov 12, 2006
Messages
765
yeah i agree, i had a real tough time against battlestars with the flak cannons. i really, really tough time, to the point where i had to "scare" this guy off by showing up with 2 basestars. he was a n00b, so he fled. but he could have killed me because of those flak cannons. i could barley touch him.
 
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Level 9
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Nov 17, 2004
Messages
277
yeah i agree, i had a real tough time against battlestars with the flak cannons. i really, really tough time, to the point where i had to "scare" this guy off by showing up with 2 basestars. he was a n00b, so he fled. but he could have killed me because of those flak cannons. i could barley touch him.

I have fixed that problem. There are now two types of flak, one designed to hit enemy fighters, the other (which is less numerous and has a slower attack speed) is designed to only hit missiles. Currently about 50-60% of a Basestars missiles will hit a Battlestar in a 1v1 combat between the capital ships. I think that balances out with their respective costs. Of course I always recommend having a Raider escort for Cylon Basestars in order to both protect the ship, and launch their own missiles, which en masse can be very deadly.
 

syc

syc

Level 8
Joined
Dec 25, 2007
Messages
81
Awesome work! Im at work but plan on downloading when i get home. I agree with Anti_Bodies, that rez ship model would be handy. I myself am working on some space stations for each race but I could use the rez ship. I have the Earth Force fighter and frigate almost complete too.
 
Level 11
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Nov 12, 2006
Messages
765
Lord_Sauron: sweet, later on in that game i played i massed raiders (like you did when i got stomped) and it was very effective even with the flak. but its good that you changed it because cylons were way easy in the begining parts of the game.

syc: cant wait for those models, if there small enough ill probaly use them.
 
Level 2
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May 24, 2008
Messages
11
The Blackbird should have an attack or just the ability to fire a missile(just a suggestion) like in the series. Becourse it's kinda useless to have in the game if it cant do a sneak attack...
 
Level 1
Joined
Apr 26, 2008
Messages
7
The Blackbird should have an attack or just the ability to fire a missile(just a suggestion) like in the series. Becourse it's kinda useless to have in the game if it cant do a sneak attack...

The Blackbird is very usefull, i use it all the time to scout out enemy formations/fleets to find out exactly how many ships they have so then i can jump in and kill them without any suprises.
 
Level 2
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May 24, 2008
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still atleast ability to fire a missile that stuns some secs, becourse in the series it destroy ftl and if that happened hear ship would be lost, just a stunniing missile would be nice.
 
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Level 8
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Dec 10, 2006
Messages
544
I Really liked this game,
Nice choice of heroes for the game, tho, the Cylon don't have the same nice selection area.
The nice rocket effects add a real spice to the space battles, and I can't wait to see how this will turn out even more, keep up the great work.
-Calvin
=]
 
Level 11
Joined
Nov 12, 2006
Messages
765
I Really liked this game,
Nice choice of heroes for the game, tho, the Cylon don't have the same nice selection area.
The nice rocket effects add a real spice to the space battles, and I can't wait to see how this will turn out even more, keep up the great work.
-Calvin
=]

well the reason humans have the selection area is because there should only be 1 of each human hero in the game, but for the cylons because "there are many copies", there can be multiple throughout the cylon fleets (just thought id clear that up).
 
Level 1
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There should also be a few more heroes added in the future from the pegasus crew, though some are dead now in the show.
 
Level 8
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Nov 29, 2007
Messages
371
You should add the locust ability to missiles. I tried attacking an allied refinery with my basestar [he'd left] and the missiles didn't hit [understandable, you'll have them only attack enemies]. However, I could select the missiles and move them around. It serves no real purpose, but it looks unprofessional.
Other than that, a good map, but I think it is too easy to find each other's bases, perhaps make the map a bit bigger and reduce the range of that ping ability.

I'll rate it in a few more versions if you've finished you're improvements.
Draz
 
Level 11
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Nov 12, 2006
Messages
765
hey so i played Survival, which was fun (lasted only 15 minutes thou) and humans vs cylons. there was 8 of us and 5 picked cylons, making it an unfair 5v3. so i was wondering if you plan on re-triggering the limits on how many player can join a team, so that its even? so in this 8 person situation only 4 are allowed to be cylons, the other 4 humans.
 
Level 1
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Apr 26, 2008
Messages
7
I dont like the thing that all ships have a dradis, i liked them more before, although the battlestar flak thing is better here.

well in the show every ship does have a DRADIS and thats why he added it, overall it doesnt seem like a bad thing to have.
 
Level 2
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vipers dont have dradis as far as i know and still i think id rather buy a raptor or scout raider then any refinery detects enemy ftl jumps survival mode will be impossible if the cylons build refinerys at each plabet theyll know any step the galactica make and they have longer range ftl = doomed
 
Level 1
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Apr 26, 2008
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Then i say sorry had never seen that vipers had dradis.

While they do have DRADIS i think they should definetly have a less powerfull version of it becuase the DRADIS on the vipers and raiders was more for use in combat to track enemies, not for larger area information gathering.
 
Level 1
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Jan 24, 2008
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4
hey im a new fan of BSG. why is there Pegasus and Galactica both? Which one is the main ship? btw, i like your map. Where'd you get those icons? Goodjob keep up th' good wrk.
 
Level 1
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Jan 24, 2008
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oh thanks. if he made the icon himself, where did he get those refinery ships mods from. did he made it himself? hes cool
 
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