Author Topic: Outpost 3 Alpha Testing Commencing  (Read 322 times)

Offline Zhall

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Outpost 3 Alpha Testing Commencing
« on: September 29, 2017, 11:42:55 PM »
It's been 2 weeks of development, and I've put in 40+ hours (my wrists hurt lol)

Let's get some testing going.

Also,
I won't be doing any updates until a solid month goes by and we see if Blizzard flags the mod for copyright infringement or not.



*from the video description

Download StarCraft 2: http://us.battle.net/arcade/en/
Our Discord: https://discord.gg/9sxbvEs
Link to map: battlenet:://starcraft/map/1/291798
« Last Edit: October 01, 2017, 12:51:00 PM by Zhall »
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Offline Hooman

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Re: Outpost 3 Alpha Testing Commencing
« Reply #1 on: October 01, 2017, 12:52:07 AM »
Nicely done

I noticed the video had mention of where to download and try this out. Might I suggest adding links below the video?

Offline Vagabond

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Re: Outpost 3 Alpha Testing Commencing
« Reply #2 on: October 01, 2017, 01:09:41 AM »
Zhall,

Looks like you have made a lot of progress.

Does this require purchasing StarCraft 3 to play?

-Brett

Offline Zhall

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Re: Outpost 3 Alpha Testing Commencing
« Reply #3 on: October 01, 2017, 12:51:38 PM »
The links were in the description of the video, but I added them to the post.

StarCraft 2 for arcade purposes is free.
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Offline fistoz

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Re: Outpost 3 Alpha Testing Commencing
« Reply #4 on: October 04, 2017, 10:54:17 AM »
Hey, seems interesting :)
Is it available on SC2 or not yet ? Didn't find it in Arcade.

Offline Zhall

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Re: Outpost 3 Alpha Testing Commencing
« Reply #5 on: October 04, 2017, 11:34:41 AM »
Hey, seems interesting :)
Is it available on SC2 or not yet ? Didn't find it in Arcade.

It should be here battlenet:://starcraft/map/1/291798

Outpost 3 - OPU

I checked if it's public and it is.. Let me know if you still cant find it
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Offline fistoz

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Re: Outpost 3 Alpha Testing Commencing
« Reply #6 on: October 04, 2017, 11:40:14 AM »
battlenet:://starcraft/map/1/291798
Hmm, how am I supposed to.. use that 'link(?)'

oh.. maybe it isn't available in Europe realm ?

Offline Zhall

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Re: Outpost 3 Alpha Testing Commencing
« Reply #7 on: October 04, 2017, 02:25:06 PM »
I just realized i only published it to the Americas,  ill publish it to all of them later.

Hop on discord and we'll get a game going.

Edit: The map has been published to Americas, Europe, and Southeast Asia
« Last Edit: October 04, 2017, 04:21:22 PM by Zhall »
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Offline Hooman

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Re: Outpost 3 Alpha Testing Commencing
« Reply #8 on: October 04, 2017, 11:15:43 PM »
Hmm, curious, any reason why they segregate the regions?

I noticed the SC2 installer is available for Windows and Mac. I tried installing the Windows version on Linux using Wine, but the installer threw an error and quit.

Offline lordpalandus

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Re: Outpost 3 Alpha Testing Commencing
« Reply #9 on: October 05, 2017, 12:03:53 AM »
Blizzard has different server hubs in those regions; for all their games, character accounts and forums. Diablo 3 for example, if you create a character on an EU account, it can only play on EU servers with its EU characters.
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Offline fistoz

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Re: Outpost 3 Alpha Testing Commencing
« Reply #10 on: October 05, 2017, 10:21:02 AM »
Yeah BliČ separates his game servers in regions.
Couldn't find the map on EU, but tried it on 'murica :)

As posted as game review IG :
Quote from: fistoz
Still alpha, not much to say ofc, but at least there's already one thing every Outpost 2 players dreamed about : vehicles fluidity and efficiency on movement !
So many years of improvements from OP2 to SC2 ^^

Few things I could mention even though it's only starting :
- cargo trucks are stopping their mine-smelter route when path is a bit block (ex. if your vehicle factory create some in the path, or if you hold position on it)
- laser lynx a bit OP atm. Shooting everything from afar while moving xD
- not sure if they aim correctly at manual target, seems like they prefer tubes or near vehicles first
- a separation between fighting and utility vehicles could be useful later on (F2 army selection, hehe)
- AI not working yet (well.. have fun to make it adapt to the new gameplay somehow :p)

Promising/interesting :D

Didn't test it in multiplayer yet. Just tested 5-10min vs an (afk ^^) AI

If you want to try things, I'm kinda connected 24/7 so feel free to ask ;) (I'm in France though, may not always be ready at your hours, but try anyway)
My Bnet tag : fistoz #2528
e/ Seems like Bnet app uses separated friend lists as well :/ Oh well, I'll keep an eye on it anyway !
« Last Edit: October 05, 2017, 10:32:51 AM by fistoz »

Offline Zhall

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Re: Outpost 3 Alpha Testing Commencing
« Reply #11 on: October 05, 2017, 02:17:58 PM »
I'll hit you up on American and Europe battlenets.

lasers are op, and they use a hacky work around in order to operate.

Cargo trucks cannot even be selected once they are on route, giving any commands at so will remove them from the route.
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Offline Zhall

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Re: Outpost 3 Alpha Testing Commencing
« Reply #12 on: October 07, 2017, 12:41:43 AM »
Fistoz and I had a match.



We found some issues, and ill be working on them eventually.
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Offline fistoz

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Re: Outpost 3 Alpha Testing Commencing
« Reply #13 on: October 07, 2017, 01:20:24 AM »
Oh, forgot it was recorded, should've crushed you >D

Btw fog of war will be better I think ^^ IDK how it was in OP2 multi, but here and with such quick lynx units, you can erase enemy and chase extra bases real fast.

A pleasure to play with all the sounds, quotes and musics and textures of OP2 too ^^

Offline Zhall

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Re: Outpost 3 Alpha Testing Commencing
« Reply #14 on: October 07, 2017, 09:19:56 AM »
Op2 multiplayer always has the entire map revealed.
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Offline lordpalandus

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Re: Outpost 3 Alpha Testing Commencing
« Reply #15 on: October 07, 2017, 10:22:37 AM »
There was never any "shroud" in Outpost 2, but there was essentially "fog of war" caused by the day/night cycle. By ordering the vehicles to turn their lights off, you could sneak an army into the enemy's base. However, that is likely a complex beast to get in and should be only bothered with late-project development. Probably.
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Offline fistoz

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Re: Outpost 3 Alpha Testing Commencing
« Reply #16 on: October 07, 2017, 12:40:24 PM »
Yeah, that was mostly to point out how fast you can rush the enemy but better start with the basics ^^

Few things I noticed today :
- you've fixed the duplicate structure kit exploit, right ? hehe
- If the Structure factory is full and you build a 7th kit, you get a "Kit storage full" message but aren't refunded in metal.
- To be more precise about cargo trucks beeing stopped, they seem not to be affected and continue their route unless they're still on your control while loading/unloading
- Buildings don't need a connection to the CC to keep working, only to get built. For exemple a smelter far of the based linked by long tubes, if one gets destroyed, it still provides metal.
- Same goes with Energy from CCs/Tokamaks, like usual supply in SC2. Once you get many units and get depots destroyed, your units don't disappear ofc. Yet there's not harm as in OP2 yet ^^
- Would be usefull to be able to cancel a construction (like if you missclick and place it one tile too much on one side ^^)
- Autodestruct, because a red button with "do not press" is all we need !
- A way to destruct a structure kit, eventually.
- You can hear OP2 sounds (like cargo unloading on smelters, or laser lynx shooting) from everywhere on the map. Not sure about enemies sounds or only personnal though, if so, a 3v3 must be noisy.
- Are you supposed to destroy every units, including vehicles ? Dunno about OP2 as once you lost most of your buildings it's an auto loss ^^ But that means you can build a huge army at the cost of the base and still win afterward.

- About laser Lynx, here's how it seems to work : when you select the target, it tries to reach it in melee, stopping periodically to execute automatic order of shooting enemy units near. Primary targets are always vehicles, then the closer building, thus if you're on melee with your building target but stepping on tube, it'll take down the tube
first.
Also when ordering to fire at allied target, after it's first hit, it stops following the order.
Ofc course not a priority but it should have a closer range (which goes with it's actual melee movement), or I don't wanna imagine how far the rail gun will snipe xD


Don't feel too overwhelmed though, I'm putting things I find out but some may not be important for now.
« Last Edit: October 07, 2017, 12:45:24 PM by fistoz »

Offline Zhall

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Re: Outpost 3 Alpha Testing Commencing
« Reply #17 on: October 08, 2017, 11:26:19 PM »
ya.. like i said the laser is a hackyb work around that screws up the combat interaction, ill have to find a better way.

i noticed the sounds playing across the map, that should  be an easy fix.
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