What blizzard did is remove the mod because the beta was starting fairly after , so players were not confused. Actually they have nothing against it if no beta is coming. I think i want to work with you , providing visual help. I made some pretty melee maps that won tournaments , would you like to use some of them , with the changes in economy LotV did ? Thank you.
I can help if you guys get stuck with anything. I can also help with artwork such as icons and wireframes, but I can't be the one publishing it.
EDIT: The changes to existing units are easy, can you add them TemplarFreak? Here is a good list just in case.
So far the only thing I have absolutely no idea how to start is making the Cyclones attack method.
It has to get in a range of about 7 or 8 first, and then it can attack the locked-on target at a range of like 10 or 12 or something. I wouldn't know where to begin with that, but I imagine it's fairly simple.
EDIT: for the Ravager effect I suggest that psi-whatever used by spectres, at least it doesn't need complex data to look right, just maybe a tint.
I just copied fungal, make it do 1 period and wait 3 seconds to do that period, and removed the root effect. I guess that would help get the visuals for it down, though. Which I have no idea what to do for that.
Anyway, I also have Skype so if everyones wanting that I can jump on there. I do have a slow computer, though, so if I cut out at some point that's why. =P
I'll PM everyone my Skype if that's alright.
Also, I would think to balance Zerg out Hatcheries would have to start with 8 Supply to make that 17 starting supply. Because 6 starting Drones to 11 starting supply is a 5-supply difference, and I figure that ratio is fine. Which would be 12 starting Drones and 17 starting supply.
For Protoss, Nexus' should provide about 16 supply, and CCs should also provide 17 starting supply.
@Templarfreak: Go From what I saw in that match, the Cyclone has a standard weapon, but when the ability is used to lock on a target it can fire from a longer distance. It is a channeled ability that gets canceled if the target dies or gets out of range, this same channel effect can be used to fire the missiles.
Unless it isn't really activated and simply attacking makes it lock on the target and receive the bonus range. Anyway, in both cases the Cyclone gets a range bonus that is cancelled as soon as it loses its target. Does anyone know if it is an ability or not?
@Templarfreak: Go You get the unit in the mod and everything, I can work on the effects for the weapon.
@Templarfreak: Go From what I saw in that match, the Cyclone has a standard weapon, but when the ability is used to lock on a target it can fire from a longer distance. It is a channeled ability that gets canceled if the target dies or gets out of range, this same channel effect can be used to fire the missiles.
Unless it isn't really activated and simply attacking makes it lock on the target and receive the bonus range. Anyway, in both cases the Cyclone gets a range bonus that is cancelled as soon as it loses its target. Does anyone know if it is an ability or not?
@Templarfreak: Go You get the unit in the mod and everything, I can work on the effects for the weapon.
Alright. I'll send my current mod file to you over Skype so you can see what it's at right now. Don't quite start doing things with it yet, though. I still need to do tweaks to the Herc then check on the Ravager again.
@Narudek: Go Yeah, that effect is what I'm needing. I don't quite know how to do that, but I think I'll know by the end of this. xD
@Templarfreak: Go From what I saw in that match, the Cyclone has a standard weapon, but when the ability is used to lock on a target it can fire from a longer distance. It is a channeled ability that gets canceled if the target dies or gets out of range, this same channel effect can be used to fire the missiles.
Unless it isn't really activated and simply attacking makes it lock on the target and receive the bonus range. Anyway, in both cases the Cyclone gets a range bonus that is cancelled as soon as it loses its target. Does anyone know if it is an ability or not?
It's an ability. you can see its normal weapon attack during the drop.
Ability -> persistent (periodic validate: caster not dead, target filter req. visible;not:hidden ,distance caster unit to target unit) -> launch missile -> damage
weapon -> launch missile from above
Persistent effect creates/destroys the range actor.
Cyclone range upgrade raises "lock on" ability range from 6 to 9.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
And did anyone notice the Nydus worms not playing their animations when unloading units. As someone who enjoys making zerg levels, it really stuck out to me :). I wonder if they just set up some triggers or something for the video and didn't think to play the animation.
i have skype too
Really ? I just supposed that , starting with 12 drones , you get more starting supply.
@DatGamesense: Go Yes, but zerg start with an overlord.
I guess some maps would be nice. =P
I'll let you know ahead of time.
Thanks to the showmatches, I can say with like 99% certainty that the HERC is 125 minerals and 100 gas.
So far the only thing I have absolutely no idea how to start is making the Cyclones attack method.
It has to get in a range of about 7 or 8 first, and then it can attack the locked-on target at a range of like 10 or 12 or something. I wouldn't know where to begin with that, but I imagine it's fairly simple.
I just copied fungal, make it do 1 period and wait 3 seconds to do that period, and removed the root effect. I guess that would help get the visuals for it down, though. Which I have no idea what to do for that.
Anyway, I also have Skype so if everyones wanting that I can jump on there. I do have a slow computer, though, so if I cut out at some point that's why. =P
I'll PM everyone my Skype if that's alright.
Also, I would think to balance Zerg out Hatcheries would have to start with 8 Supply to make that 17 starting supply. Because 6 starting Drones to 11 starting supply is a 5-supply difference, and I figure that ratio is fine. Which would be 12 starting Drones and 17 starting supply.
For Protoss, Nexus' should provide about 16 supply, and CCs should also provide 17 starting supply.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Templar, you meant this ravager shoot?
@Templarfreak: Go From what I saw in that match, the Cyclone has a standard weapon, but when the ability is used to lock on a target it can fire from a longer distance. It is a channeled ability that gets canceled if the target dies or gets out of range, this same channel effect can be used to fire the missiles.
Unless it isn't really activated and simply attacking makes it lock on the target and receive the bonus range. Anyway, in both cases the Cyclone gets a range bonus that is cancelled as soon as it loses its target. Does anyone know if it is an ability or not?
@Templarfreak: Go You get the unit in the mod and everything, I can work on the effects for the weapon.
Alright. I'll send my current mod file to you over Skype so you can see what it's at right now. Don't quite start doing things with it yet, though. I still need to do tweaks to the Herc then check on the Ravager again.
@Narudek: Go Yeah, that effect is what I'm needing. I don't quite know how to do that, but I think I'll know by the end of this. xD
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
It's an ability. you can see its normal weapon attack during the drop.
Ability -> persistent (periodic validate: caster not dead, target filter req. visible;not:hidden ,distance caster unit to target unit) -> launch missile -> damage
weapon -> launch missile from above
Persistent effect creates/destroys the range actor.
Cyclone range upgrade raises "lock on" ability range from 6 to 9.
@Ahli634: Go blizzard info says cyclone's base range is 5. So its an ability, time to stretch my fingers a little and make it happen.
And ohhh by watching that match again it does seem that terran starts with 15 supply and zerg with 14 (hatch + overlord).
Holy crap that's not a lot at all. O.o
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Wait wait!!! So is no more Metzen to write SC2 story but James Waugh ??? GOD BE PRAISED, i hope he will do a good job :)
Wait,wut Really? Where did you hear that?
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
0:29
we as mapmakers dissect each and every video released as blizzcon and always find more information than they realize they have given ;)
Truth. Like for instance, Marauders do 2 attacks at a time now, likely at a 5+5 Vs Armored x2 damage. =P
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Real skill shows itself on the small things :D
@Templarfreak: Go
Noticed that too, but they didn't do it all the time, perhaps only when concussive shells is researched?
I'll help as well, say if you need anything.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
And did anyone notice the Nydus worms not playing their animations when unloading units. As someone who enjoys making zerg levels, it really stuck out to me :). I wonder if they just set up some triggers or something for the video and didn't think to play the animation.
I think it was just a video issue actually. Anyway i added everyone on skype , keep going :D
Add me as well, I tested the expansion units there, I can help.