SC1 had triggers.
16 max conditions per trigger
64 max actions.
Been executed all the time, there were no events ;)
Also no variables, haha.
around 20 different available conditions
and, estimated, like 60 different actions.
Thus, we've been highly limited.
1.) In some maps, crappy ugly doors were added.
2.) I guess the size was like Xel Naga caverns
3.) No, not really, but he could run and hope for a mate to find him in time. I wouldn't want him to be able because this would make the thing lose 90% of the game as it is not occuring often that you find an idling marine.
4.) Ya, there was a timer till a ship arrived to escape them OR they killed the ship (btw, they only said that with the ship in the briefing, there never was one :D simply a stupid timer.)
5.) How are they able now? I don't fully get your question. It's a mindgame, nobody knows who just said that. Everyone was same color. It's not a real cooperative game but further more a behavior analysis for every player on his own, then you can try to convince others to kill X.
6.) See point 5. He, by default, is the marine. He sneaks into the group and tries to get single marines out there, no matter because of what. Behave like "oh someone's over there" or "He, thats the thing" and hope ya best.
Keep in mind that the thing itself is quite weak, not much stronger than a marine.
It was simple.
Everyone was a simple marine without any ability (maybe in SC2 one could add a flashlight system). They spawned on a labyrinth-like map, everyone in a different spot, so everyone was alone. Everyone had the same player color, thus no one could say "lool red (or name) is thing!" (in SC2 you definitely have to remove that name-mouseover-display thing.
Now, we reached perfect monotomy and as everyone spawned on a random dot (random to each game), no one could say where the thing spawned.
The thing was the same marine, but was able (in sc2 this should be done by an ability) to swap into a zergling which couldn't do special thing as well except for swapping into a marine again. When swapped to a ling they unallied eachother (take care that this aint visible in alliance window) so they wouldn't be reacting dumb like "Oh hey, the thing, lets not attack it :)".
Well, that's pretty much it. Quite the simpliest version. Other version had cars as well and the like. But that aint necesarry.
So yea, this is a complete mind game. Oh and NO SINGLE NPC was roaming around, the marines were the only units on the map.
The thing could win by rushing into roaming marines when they are alone (thing always wins in a 1n1. 2n1 not necesarily). When they stand in a group you sort of have to try to become their leader and tell them where to go (you could add some side quests for this, to avoid them simply idling in a group). Make them split to get a chance.
Random Idea: maybe give the thing a veterancy behavior which makes it stronger after each marine kill.
So, keep it to the basics. I hate how most eu-mapmkers are simply adding stuff to show off what they can do with the editor, no matter whether it fits in the game or not.
Someone can get this on EU?
There are only crappy the thing versions where you can spawn NPCs and the thing dealing tons of damage. Complete map revealed. Zealots running around killing everything. WTF?! I never have seen anything compareable in the movie nor in any sc1 version. SC1 the thing was good, best team and mind game if you had good people with ya.
Zenx, was it the game you played before blood marathon? With the hellion and the red "sparks"?
I like it :) pretty cool, unfortunately, to me it looks like a "Fun for the first 2-3 times"-game :(
I'd like to have feedback aboutthe new Blood Marathon version.
What units should be added?
Any bugs noticed?
Any annoying unit so far?
Still "too random"?
Probably because you do not choose to have a custom loading screen.
This probably solves the problem as long as you set the hint text to something invisible like a " ".
Not sure right now, but if you do not enter anything at the help it will display random tips again.
Ya, Chainsaw Massacre is one of my favourites, though the horror effect decreases over time. Actually, is Chainsaw considered as horror or psycho?
However, definitely worth watching it.
yet, I'd like to make it better: better visual effects, balancing, removal of annoying stuff and some more features, different tracks and the like.
So, I'm looking for
an experienced data editor able to create visual effects and new abilities like physical pushes and the like.
European server only.
Thanks in advantage, and please hurry! Planning on finishing this patch pretty soon.
Well yea, so this is my first library ever written (and ya I'm pretty upset that the grammar text is being erased -.-) and I decided to create functions, conditions and actions which would need more lines of code instead of one or/and to give new mappers a chance to better understand the editor at the beginning (I remember how I've started... been looking for "player brings X units to Y..." for days ).
Will most likely updated, however, feedback and ideas can be posted here.
Like in sc1,
how can I easily with only one trigger gather the information how many kills of a specific unit a player has, like "Player X has killed Y Z-Units".
Is it a bug?
I've designed a function adn one of it's parameters is a comparison operator, which should be able to compare numbers as well (with <= etc.).
However, the paramater of that type can only have != and == and when I try to enter a >= or similar via the call of that function it returns a error and I cannot debug the map.
I like it, though the dialogs... they may be written good, but in your voice is the problem, it's like "nothing special", no emotions, no screaming nothing. It sounds like "hey, easy".
0
SC1 had triggers. 16 max conditions per trigger 64 max actions. Been executed all the time, there were no events ;) Also no variables, haha.
around 20 different available conditions and, estimated, like 60 different actions.
Thus, we've been highly limited.
1.) In some maps, crappy ugly doors were added. 2.) I guess the size was like Xel Naga caverns 3.) No, not really, but he could run and hope for a mate to find him in time. I wouldn't want him to be able because this would make the thing lose 90% of the game as it is not occuring often that you find an idling marine. 4.) Ya, there was a timer till a ship arrived to escape them OR they killed the ship (btw, they only said that with the ship in the briefing, there never was one :D simply a stupid timer.) 5.) How are they able now? I don't fully get your question. It's a mindgame, nobody knows who just said that. Everyone was same color. It's not a real cooperative game but further more a behavior analysis for every player on his own, then you can try to convince others to kill X. 6.) See point 5. He, by default, is the marine. He sneaks into the group and tries to get single marines out there, no matter because of what. Behave like "oh someone's over there" or "He, thats the thing" and hope ya best.
Keep in mind that the thing itself is quite weak, not much stronger than a marine.
0
It was simple. Everyone was a simple marine without any ability (maybe in SC2 one could add a flashlight system). They spawned on a labyrinth-like map, everyone in a different spot, so everyone was alone. Everyone had the same player color, thus no one could say "lool red (or name) is thing!" (in SC2 you definitely have to remove that name-mouseover-display thing.
Now, we reached perfect monotomy and as everyone spawned on a random dot (random to each game), no one could say where the thing spawned.
The thing was the same marine, but was able (in sc2 this should be done by an ability) to swap into a zergling which couldn't do special thing as well except for swapping into a marine again. When swapped to a ling they unallied eachother (take care that this aint visible in alliance window) so they wouldn't be reacting dumb like "Oh hey, the thing, lets not attack it :)".
Well, that's pretty much it. Quite the simpliest version. Other version had cars as well and the like. But that aint necesarry.
So yea, this is a complete mind game. Oh and NO SINGLE NPC was roaming around, the marines were the only units on the map. The thing could win by rushing into roaming marines when they are alone (thing always wins in a 1n1. 2n1 not necesarily). When they stand in a group you sort of have to try to become their leader and tell them where to go (you could add some side quests for this, to avoid them simply idling in a group). Make them split to get a chance.
Random Idea: maybe give the thing a veterancy behavior which makes it stronger after each marine kill.
So, keep it to the basics. I hate how most eu-mapmkers are simply adding stuff to show off what they can do with the editor, no matter whether it fits in the game or not.
0
That's me :(
Someone can get this on EU? There are only crappy the thing versions where you can spawn NPCs and the thing dealing tons of damage. Complete map revealed. Zealots running around killing everything. WTF?! I never have seen anything compareable in the movie nor in any sc1 version. SC1 the thing was good, best team and mind game if you had good people with ya.
0
The current Baneling behaves like the Facehuggerling. it jumps onto enemies and makes WTFBOOM noise.
Some of your ideas are well... sounds nice but too confusing for new comers, you know? :S But I prolly will add some of yours. Thanks a lot.
0
Zenx, was it the game you played before blood marathon? With the hellion and the red "sparks"? I like it :) pretty cool, unfortunately, to me it looks like a "Fun for the first 2-3 times"-game :(
0
Mogran, was talking about the new version :) I did a small closed beta test with some of you guys, around 10 participated.
Click Click aint in there, here's a preview: http://www.livestream.com/wolfling/video?clipId=pla_9e89228c-0d21-4702-96c4-13420bf07e81&utm_source=lslibrary&utm_medium=ui-thumb&time=8066
(Stream might be buggy if you use this link, if thats the case use this one: http://www.livestream.com/wolfling/video?clipId=pla_9e89228c-0d21-4702-96c4-13420bf07e81&utm_source=lslibrary&utm_medium=ui-thumb and go to 2:13.)
0
I'd like to have feedback aboutthe new Blood Marathon version. What units should be added? Any bugs noticed? Any annoying unit so far? Still "too random"?
Thanks in advance.
0
Probably because you do not choose to have a custom loading screen. This probably solves the problem as long as you set the hint text to something invisible like a " ". Not sure right now, but if you do not enter anything at the help it will display random tips again.
0
Ya, Chainsaw Massacre is one of my favourites, though the horror effect decreases over time. Actually, is Chainsaw considered as horror or psycho? However, definitely worth watching it.
0
I noticed that you guys actually play my map quite often on EU map night (stream: http://www.livestream.com/wolfling/video?clipId=pla_2b7d4463-3310-4f91-8932-c92d81621df2&utm_source=lslibrary&utm_medium=ui-thumb)
yet, I'd like to make it better: better visual effects, balancing, removal of annoying stuff and some more features, different tracks and the like. So, I'm looking for an experienced data editor able to create visual effects and new abilities like physical pushes and the like. European server only.
Thanks in advantage, and please hurry! Planning on finishing this patch pretty soon.
0
Well yea, so this is my first library ever written (and ya I'm pretty upset that the grammar text is being erased -.-) and I decided to create functions, conditions and actions which would need more lines of code instead of one or/and to give new mappers a chance to better understand the editor at the beginning (I remember how I've started... been looking for "player brings X units to Y..." for days ).
Will most likely updated, however, feedback and ideas can be posted here.
(click green-white small download button right next to the ad) http://www.file-upload.net/download-2942775/Simple-Triggers.SC2Lib.html
0
Like in sc1, how can I easily with only one trigger gather the information how many kills of a specific unit a player has, like "Player X has killed Y Z-Units".
0
Is it a bug? I've designed a function adn one of it's parameters is a comparison operator, which should be able to compare numbers as well (with <= etc.). However, the paramater of that type can only have != and == and when I try to enter a >= or similar via the call of that function it returns a error and I cannot debug the map.
0
how about.... wait?
0
I like it, though the dialogs... they may be written good, but in your voice is the problem, it's like "nothing special", no emotions, no screaming nothing. It sounds like "hey, easy".
However, the graphical work is very very well :)