Hi everyone, this is my first post here! I don't have much experience with the war3 editor, so I figured I'd do something simple for my first project: recreate my favorite map from SC1 - Team Micro Arena.
Development of this map has been seriously stifled by a huge roadbump: I can't get teams in multiplayer to work. Example: somebody joins up for a 1v1 and puts himself on the other team in the lobby, and we go. But even though he was in the fifth player slot in the game, he's the second player overall, so it puts him in the player 2 slot, which is on team 1 - so both players end up on the same team.
I've tried messing around with start locations, player placements and game variants. Anybody interested in helping can download the map here and try to see if they can publish it and get it to work. You can test it by adding an AI to the other team in the lobby. You'll know that it works when you can hover over the second marine from the left on the arena and it won't show "player 2" under him.
There are full actions available for selecting units. if your timer expires deselect any unit of type circle for every player.
Since you are not a very experienced map creator let me give you one pice of advice: It may be "cool" or "revolutionary" or "easier" or whatever to spawn units via selecting the circle. However if you want your map to be accepted by the majority of battle.net players you need to stick to some old fashioned things like selecting circles with worker units. Players will comprehend the control of your map more easily. In addition do not underestimate the importance of giving players something to "toy around with".
And for the last a personal note: Get this map going! I really would like to see a remake of Team Micro Arena that holds on to the old virtues! Nearly started one myself.
Clicking on the circle is better than using a worker to select the units. I prefer this design choice you have made. Traditional is not always better. Sometimes it's good to innovate so props to you.
The primary issue you need to fix is the reaper glitch. If a reaper is jumping up or down a ledge when it is killed then the player who had his reaper die can no longer spawn...
Some secondary issues:
Why is the map so small? While it is possible to come back from the following, it is made more difficult than it should be: The first team to get 2000 gets siege tanks and hydras. Camp the siege tanks on a ledge on the opponent's side and then guard them with hydras. The other team's units will take heavy damage whenever they try to spawn. The way to counter this normally would be to spawn a raven and then fly it to the ledge and drop a turret next to the tanks, but if the tanks are guarded by hydras this is very difficult.
I don't know if this next point is actually bad. It may just be different. I suppose it's like denying in DotA. In this map you can TK. This means that there is no frantic rush for the sacrificer like there is in the SC1 map. Instead players just have their teammates kill them when their unit has low life. I guess this could just mean that this map requires a different strategy then the old map. Maybe you should have a poll and ask people what they prefer: TK to sacrifice or a sacrifice beacon like in SC1.
__
These issues aside, this is a good map with potential to be great. Please update! =D
im talking that in starcraft2 the game isnt in european servers I just want to download it and play it (does it works if i play with AI's?) but i think theres a guy Equiliary or something like that that uploaded the game but it has a bug (those stalkers just dont want to blink on the high-ground if i have no vision)
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Hi everyone, this is my first post here! I don't have much experience with the war3 editor, so I figured I'd do something simple for my first project: recreate my favorite map from SC1 - Team Micro Arena.
It's published as "Team Micro Arena: Classic".
Going to move this to the Map Development forum.
Thx sixen.
Development of this map has been seriously stifled by a huge roadbump: I can't get teams in multiplayer to work. Example: somebody joins up for a 1v1 and puts himself on the other team in the lobby, and we go. But even though he was in the fifth player slot in the game, he's the second player overall, so it puts him in the player 2 slot, which is on team 1 - so both players end up on the same team.
I've tried messing around with start locations, player placements and game variants. Anybody interested in helping can download the map here and try to see if they can publish it and get it to work. You can test it by adding an AI to the other team in the lobby. You'll know that it works when you can hover over the second marine from the left on the arena and it won't show "player 2" under him.
Ok so for 1 this is how I would do it.
First you need a variable(intergar) that starts out at 0 by default, call it player#Kills
Then for adding kills you need this trigger
and then for the sacrifice use this trigger
For 2&3 just make your own unit to replace the civs. Like a marine or zergling with no attack.
This map should be in the top 10 on NA. Feedback would be appreciated. :)
@Gradius12: Go
There are full actions available for selecting units. if your timer expires deselect any unit of type circle for every player.
Since you are not a very experienced map creator let me give you one pice of advice: It may be "cool" or "revolutionary" or "easier" or whatever to spawn units via selecting the circle. However if you want your map to be accepted by the majority of battle.net players you need to stick to some old fashioned things like selecting circles with worker units. Players will comprehend the control of your map more easily. In addition do not underestimate the importance of giving players something to "toy around with".
And for the last a personal note: Get this map going! I really would like to see a remake of Team Micro Arena that holds on to the old virtues! Nearly started one myself.
Clicking on the circle is better than using a worker to select the units. I prefer this design choice you have made. Traditional is not always better. Sometimes it's good to innovate so props to you.
The primary issue you need to fix is the reaper glitch. If a reaper is jumping up or down a ledge when it is killed then the player who had his reaper die can no longer spawn...
Some secondary issues:
Why is the map so small? While it is possible to come back from the following, it is made more difficult than it should be: The first team to get 2000 gets siege tanks and hydras. Camp the siege tanks on a ledge on the opponent's side and then guard them with hydras. The other team's units will take heavy damage whenever they try to spawn. The way to counter this normally would be to spawn a raven and then fly it to the ledge and drop a turret next to the tanks, but if the tanks are guarded by hydras this is very difficult.
I don't know if this next point is actually bad. It may just be different. I suppose it's like denying in DotA. In this map you can TK. This means that there is no frantic rush for the sacrificer like there is in the SC1 map. Instead players just have their teammates kill them when their unit has low life. I guess this could just mean that this map requires a different strategy then the old map. Maybe you should have a poll and ask people what they prefer: TK to sacrifice or a sacrifice beacon like in SC1.
__
These issues aside, this is a good map with potential to be great. Please update! =D
@Gradius12 sorry cant download the map (your map isnt in the european servers i think)
im talking that in starcraft2 the game isnt in european servers I just want to download it and play it (does it works if i play with AI's?) but i think theres a guy Equiliary or something like that that uploaded the game but it has a bug (those stalkers just dont want to blink on the high-ground if i have no vision)