Well, I could certainly lower the cliff level and reverse the ramps, my only bother then is that the only thing it can be used for without sacrificing yourself is block the subway.
Then again... the possibility of sacrificing one member to take out the entire other team would make for some interesting gameplay.
I'll get on it.
Well, I could certainly lower the cliff level and reverse the ramps, my only bother then is that the only thing it can be used for without sacrificing yourself is block the subway.
Then again... the possibility of sacrificing one member to take out the entire other team would make for some interesting gameplay.
I'll get on it.
I was thinking there could be enough time to hit the plate and get to high ground before the lava rose, especially with our movement skills such as leap and teleport.
I won't be able to finish my map until later today, but I REALLY REALLY need that information. Can anyone please tell me how you all find your decals? I really don't know where to find them. Check the last page for what I did and what I need. plz? :D
Oh that's certainly possible. The lava currently does 15 damage per 0.1 second, that's 150 per second, so if you add in a wait trigger you could get out of there before dying.
I've done some more doodad updates and found 1 new decal. However, I REALLY NEED to know where to find those other decals that you find plz! :D Anyway, here's some screenshots that I got after 2 hours of updating.
@yukaboy: Go
There are 4 kinds of Decals (that I know of), all of them are Doodads, and named:
Decal
Protoss Decal
Space Platform Cliff Decal
Space Platform Ground Decal
Once you place them, just click on them again and change the Variation to get access to the various kinds.
In order to make a balanced map we need some more information.
Will there be ranged only heroes? Will there be melee only heroes? How many if so? Will they have some kind of "gap closing"-ability or jump to reach the ranged targets? Unless that information is provided, it is really easy to make an unbalanced arena since the ranged guys can just stand at a safe cliff where the melee has to run all the way around, all whilst getting shot.
Wow, those are some interesting questions. I wish I'd thought of them 1st lol. :D I agree. I would like to know that too. I wanted to submit my arena, but I didn't have the time. I guess that's a good thing, because my map includes some areas where you can't see across to the other side, giving melee heroes the advantage. On the other hand, there are some cliffs that ranged heroes have the advantage at. I would definitely like to now those details as well. :D
I've done everything I think I feel like doing. If I had more information, resources, etc. I could've made it much better, but idk every detail about your game yet, so here's my entry. Hope you like it. :D
Edit: There's a few additions I want to put on here, so wait for like 10 minutes plz. :D
Edit: K, I've added the sight blockers. You can take it now. :D
I may as well post mine, only thing missing is that the traps on the sides aren't implemented yet, but I'm quite busy the rest of the week, so not sure if I'll have time to fix it. Have some placeholder animations implemented right now, my original plan was for them both to go off every 5 seconds or so, forcing players to time their passage through the side areas.
Anyway, as I said, it's just placeholder models at the moment, but think you said that actual traps could be added by you guys later. If I have time tomorrow, I'll go back and add them myself, but if I'm busy, here we go :)
My question to you, is are the heroes going to fit? The heroes they have (I've seen the models) are double the width, depth, and height of a marine. My Arena isn't packed like that. It's widely open. Even though urs is definitely better, I'd suggest you find a way to make the paths as open as possible and resubmit. :D
I was looking at it and thought, "You could block an entire ramp with 2 marines, therefore, you can block it with 1 hero!". Idk the REAL size, but they're definitely a bit bigger than the marine, so you could block a path with just 1 hero. :( It's not always that case, but it's just a little unfair to me. :(
I figured I'd try this out since I haven't really done any real terraining in the SC2 editor yet. I was going for an abandoned mining facility theme, and I feel it came out pretty well. I took the screenshots from the editor, because my decals were disappearing in game.
@rrowland:
Well, I could certainly lower the cliff level and reverse the ramps, my only bother then is that the only thing it can be used for without sacrificing yourself is block the subway.
Then again... the possibility of sacrificing one member to take out the entire other team would make for some interesting gameplay.
I'll get on it.
There, a V2
I was thinking there could be enough time to hit the plate and get to high ground before the lava rose, especially with our movement skills such as leap and teleport.
I won't be able to finish my map until later today, but I REALLY REALLY need that information. Can anyone please tell me how you all find your decals? I really don't know where to find them. Check the last page for what I did and what I need. plz? :D
@rrowland:
Oh that's certainly possible. The lava currently does 15 damage per 0.1 second, that's 150 per second, so if you add in a wait trigger you could get out of there before dying.
I've done some more doodad updates and found 1 new decal. However, I REALLY NEED to know where to find those other decals that you find plz! :D Anyway, here's some screenshots that I got after 2 hours of updating.
@yukaboy: Go There are 4 kinds of Decals (that I know of), all of them are Doodads, and named: Decal Protoss Decal Space Platform Cliff Decal Space Platform Ground Decal
Once you place them, just click on them again and change the Variation to get access to the various kinds.
In order to make a balanced map we need some more information.
Will there be ranged only heroes? Will there be melee only heroes? How many if so? Will they have some kind of "gap closing"-ability or jump to reach the ranged targets? Unless that information is provided, it is really easy to make an unbalanced arena since the ranged guys can just stand at a safe cliff where the melee has to run all the way around, all whilst getting shot.
Ok, I've uploaded my map, so I'm submitting it to the contest. Here's the link:
http://www.sc2mapster.com/maps/thermal-well-arena/
I'm also attaching it here.
@Paladia: Go
Wow, those are some interesting questions. I wish I'd thought of them 1st lol. :D I agree. I would like to know that too. I wanted to submit my arena, but I didn't have the time. I guess that's a good thing, because my map includes some areas where you can't see across to the other side, giving melee heroes the advantage. On the other hand, there are some cliffs that ranged heroes have the advantage at. I would definitely like to now those details as well. :D
Forum page is at the bottom of list. (Bump)
I've done everything I think I feel like doing. If I had more information, resources, etc. I could've made it much better, but idk every detail about your game yet, so here's my entry. Hope you like it. :D
Edit: There's a few additions I want to put on here, so wait for like 10 minutes plz. :D
Edit: K, I've added the sight blockers. You can take it now. :D
Can't we get some more entries please! :D (Bump)
I may as well post mine, only thing missing is that the traps on the sides aren't implemented yet, but I'm quite busy the rest of the week, so not sure if I'll have time to fix it. Have some placeholder animations implemented right now, my original plan was for them both to go off every 5 seconds or so, forcing players to time their passage through the side areas.
Anyway, as I said, it's just placeholder models at the moment, but think you said that actual traps could be added by you guys later. If I have time tomorrow, I'll go back and add them myself, but if I'm busy, here we go :)
@Gurrgel: Go
My question to you, is are the heroes going to fit? The heroes they have (I've seen the models) are double the width, depth, and height of a marine. My Arena isn't packed like that. It's widely open. Even though urs is definitely better, I'd suggest you find a way to make the paths as open as possible and resubmit. :D
@yukaboy: Go
Should be ok, the zealot in the top right of the first screenshot is twice the size of a regular zealot.
@Gurrgel: Go
I was looking at it and thought, "You could block an entire ramp with 2 marines, therefore, you can block it with 1 hero!". Idk the REAL size, but they're definitely a bit bigger than the marine, so you could block a path with just 1 hero. :( It's not always that case, but it's just a little unfair to me. :(
Possibly the smallest ramps, not sure if being able to block each other necessarily is a bad thing though :)
I figured I'd try this out since I haven't really done any real terraining in the SC2 editor yet. I was going for an abandoned mining facility theme, and I feel it came out pretty well. I took the screenshots from the editor, because my decals were disappearing in game.
So, it's the 13th, I'm guessing the contest is closed now?
Hey guys, Haven't forgotten, just been really busy, sorry! I'll announce the winners soon.