Resuming progress. Current version on battle.net is in development and undergoing some large restructuring, so it will often be in an unplayable state, though usually testable.
Natural Selection is a famous mod for Half-Life. This is an attempt to implement it as a Starcraft 2 map, given the RTS nature of NS.
Currently about 80% complete.
Project Workplace forum thread
Progress (I'm sure that I'm missing some things in each category)
Working
- Defense chamber healing in area
- Movement chamber energy restoration
- Sensory chambers cloak
- Alien morphing between lifeforms (skulk to lerk or gorge, etc)
- Automatic resource collection by towers / chambers (based on automated refinery)
- Drop med-kits from command console
- Most basic stats and models (health, damage, build time, etc)
- Siege cannons splash and target only buildings
- Observatory scanner sweep (same as normal SC) and motion tracking research (radar)
- Siege cannons and sentry turrets require an active turret factory nearby
- Kharaa basic attacks require energy
- Marine spawning at infantry portals, queued properly
- Place buildings from command console, but requires marines to build them, multiple marines speeds progress
- Alien spawning at hives, queued properly
- Gorge (alien worker) construction working, multiple gorges speeds progress
- Chamber specific upgrades for Kharaa with 3 levels (Carapace, Speed, Focus, Regeneration, Scent of Fear, Adrenaline)
- Lerk: Acid spores, umbra, primal scream
- Skulk: Xenocide
- Fade: Acid rockets, Blink, Metabolize
- NS armor system rather than SC2's armor system
- Ability for marines to notify commander with "need ammo", "need resource tower" etc
- Allow marines to elect to become the commander by loading into the Command Console building
- Phasegates warping to next gate in the chain for Frontiersmen
- Movement chambers work properly porting you to a hive
- One resource pool for all Frontiersmen (only usable by commander)
- Repair armor via welders for Frontiersmen
- Repair buildings via welders
- Armor damage absorb % for kharaa having 1-3 hives
- Heavy armor for Frontiersmen
- Weapons for marines (shotgun, hmg, lmg, pistol)
- Switch-able weapons for marines
- Distribute gathered resources evenly between Kharaa
- Marine tech tree
- Trip-mines for Frontiersmen
- Redemption passive upgrade
- Marine armor upgrades affect heavy armor
- Marine armor upgrades need to affect jetpack marines
- Jetpacks for Frontiersmen
- Onos: Devour
- Gorge: Heal Spray
- Commander resources display for frontiersmen team
- Distress beacon fully operational
- Onos: Stomp, Rampage
- Gorge: Bilebomb
- Hive tier logic for Kharaa having 1-3 hives (available chambers, ability unlocks)
- Ability to ask fellow marines to repair armor
- Skulk: Parasite
- Ammo system for marines, and working commander droppable ammo packs, fully functional
- Gorge: Web
- Real jetpacks!
- Ability for kharaa to say "need heal" or to taunt enemies
- Marine taunt
- Fixed armor system that was broken by 1.2
- WASD movement control of your player unit
- Allow players to choose their team rather than assigning them automatically, 15 seconds to choose, unassigned players are auto-assigned after 15 seconds - works but just looks ugly at the moment, have to work on the formatting
- Ability for commander to issue waypoints and orders to marines
- Ability to easily drop/change weapons as marine
In progress / Being Worked On
- Aiming system - Point / click to fire at that location or any enemies at that location, can not attack through walls 80%
To do
- Silence passive upgrade (no idea how to hit this one yet)
- Cloaking passive upgrade needs levels (currently works but only 1 level)
- Skulk: leap
- Marine grenade launcher needs physics
- Grenades for Frontiersmen (want a real fused grenade, not just toss grenade)
- Flying lerks and jetpacks should have some sort of advantage besides speed
- Determine system for allowing small Kharaa (aliens) lifeforms to use vents
- Weldable locations
- Reset game after completion if players wish to play again
- Help system and tips for new players
- Add in some LOS blockers for hiding areas for skulks
- Leaderboard for each team
- Reloading of shotgun / GL needs to be 1 grenade/shell at a time
- Players being digested by an Onos need more undulating red stomach lining in their face
- Reveal death area or follow an ally while dead and respawning
- Hide health bars on enemy units
- Alerts for marines when commander is upgrading something or places a structure / equipment
- Hive status dialogs for the aliens, including health and what chamber is tied to the hive
- Cap aliens at 100 res per player
- Offense chambers should be ballistic with avoidable projectiles
- Spawning and distress beacons should be at offset locations rather than clumped right below the Hive or right at Marine Start
- Sentry turrets can fire through walls, prevent this somehow
Visuals, Sounds, and Information todo
- Marine needs a melee attack animation for knifing (partially done)
- Hive sight for aliens (partially in... trying to get the real icons in too)
- Resource bounty for kills (needs floating text)
- Onos stomp needs a shockwave sent out
- Range radius actor for siege cannons, hive healing range when selected, chamber effect ranges
- Passive behavior button for Hive healing (like "Heals nearby aliens for 7% of their HP or Armor" every two seconds), defense chamber healing, movement chamber energy replenish, sensory chamber detection and cloaking
- Add a visual effect to the observatory for Distress beacon
- Make the Hive build model animate while building (overlord cocoon model)
- Heal spray visual should be a lighter color
- Bilebomb explosion visual occurs before projectile reaches target point
- Increase visibility of umbra and primal scream buffs
- Ensure all hotkeys all work
- Refine the tooltips for buildings and abilities
- Make the Hive model less overlord-ish
- Remove the "Hive Location" model when a Hive is built on it
- Add in a "scream" sound for lerk's primal scream ability
- Add in a skulk leap sound and xenocide activation sound
- Add in a periodic, ambient sonar-ish beep sound for sentry turrets, audible through walls or out of LOS
- Make a visual effect for unpowered turrets
- Improve visibility of welding / building sparks
- Decrease the visual size of the power range for command console's Infantry Portal build radius
- Add in a sound for being healed by a defense chamber or having energy restored by a movement chamber
- Add in a visual for spawning a skulk at a hive
- Fix the "under construction" model/animation for some marine buildings
- Make acid rockets exit from the hydralisk model head rather than overhead attachment, gorge spit needs the same I believe
- Add in a "click click click" of empty magazine if a player is trying to attack without any ammunition
- Commander alerts should leave a more visible Waypoint, similar to NOTD's red squares to indicate danger
- Major terrain improvements with more doodads, terrain texture, additional lighting and shadows
Known Bugs
- Floating +1 vespene text is visible by enemy team, revealing otherwise hidden resource towers
- Skulk - Xenocide should not take effect until 2 seconds after being pressed
- Marines can't reload and move at the same time, should be able to
- Mines should instantly be active, be visible to aliens, and not "seek" like spider mines but explode on direct contact
- Bilebomb was working but is broken now
Fixed (I think) Bugs
- Alien's "scent of fear" range is visible to enemies, effectively revealing their position (Still reveals the radius but only if the alien is visible... will fix completely soon)
- Multiple hives can be built on a single hive location
- Marines are spawning without weapons (broke recently)
- Sensory chambers not cloaking nearby units (broke recently) (also causing a memory leak, most likely recursively applying cloaking field behavior)
- Turrets dont seem to use allied vision, so the commander has to scan for sieges to fire
- Distress beacon spawned multiple marines for a single player
- Cancelling a gestation (which should not even be possible, need to remove) keeps your model as an egg
- Heavy Marines can not pick up Medkits or Trip Mines (may be a problem with Jetpack marines as well, have to test)
- Apparently I broke marine Alerts to the commander, commander does not receive an alert
- Weapon upgrades are only affecting the light machine gun, needs to affect the HMG, GL, Pistol and Shotgun, turrets(?), siege cannons (?), hand grenades(?), knife(?), mines (?)
- Hotkey conflicts on some alien skills
personal notes
- Aiming system is working somewhat. The Mouse Moved event may generate too much net traffic for 12 players.