How the mod works (feel free to ask if you want to know more and/or don't understand some of it):
The spectators have HQs and and satellite uplink centres, yet the players have empty bases.
First I had to find out which script gives the additional pre-research when choosing a game with bases/advanced bases as opposed to no bases. I found that the files, rules.vlo and multiplay.vlo were the files that controlled this aspect and then copied the data from no bases (CLEAN MAP) and replaced the data for advanced bases (DEFENSIVE MAP) with it, as well as setting the NEXUS command centre as the command centre instead of the usual one (command STRUCTURESTAT "A0CommandCentreNE"). This brings me onto getting rid of the players' command centres, but keeping the spectators'.
The main problem here, was that flaME doesn't let you compile maps unless every player has a command centre. To remove the command centres, I had to set the default command centre (A0CommandCentre) to the RESEARCH MODULE type instead of the HQ type in structures.txt. Due to some maps being broken and not having their modules correctly partnered with the structure beneath them, a feature was put in place that removes the modules if the game can't find their owning structure (to prevent the game crashing completely, which it did before the fix).
This solved the problem of removing the command centre's on startup, but it meant that players could no longer build an HQ, which means no designing units, no defensive structures and no mini-map. Fortunately, any other HQ type structure, such as the NEXUS Command Centre from the campaign, enables the mini-map. All I had to do after that was change the name, model and associated research of the NEXUS Command centre to the original command centre. Finally, I added NEXUS command centres to the map for all of the spectators so that they started with a command centre.
And, that's about it.
In the future, the edited maps wouldn't need to be as large, since when flaME supports map scroll limits, the limits can be set to only cover the area that the players will be playing in.
Currently, I've only edited one map (urbanchasm, the map seen in the video) to work with the mod since it's more of a proof of concept than a proper mod.



