Video description: Now that Wargirl and EvilDL are working together, you'll have access to the advanced zerg strains that EvilDL keeps on his Leviathan. Calling them down will function like a cross between the WoL merc compound and the LoTV spear of adun. You can call them to any visible location.
So not much work is done on Mapsters 6 yet (the terrain itself is still a blank canvas). But I did create this neat way to call down advanced strains of zerg via drop pod! :D
I think calling down banelings in the middle of an enemy army should be particularly fun. Also calling down some hunter killers as a reactionary anti air defense should be neat too.
Edit: Also while the units called down will still take up supply, I'm thinking I won't have the ability check your supply first. So you can essentially oversupply block yourself by calling down these reinforcements. I think it'll be more fun this way.
From what I currently know it was either that, or make it look like targeting mode when any of my units enter targeting mode, so I opted for hiding it. I spent a lot of time trying to figure it out but got burnt out on it, and may revisit it in the future.
Is there anyone that's really good at the UI editor that may be willing to help out? Currently I'm using a slightly modified version of CommandPanelTemplate where I have CommandTargetImage, CommandTargetName, and CommandTargetPrompt visible values set to false.
My current problem with command panels is that whenever any unrelated unit enters its targeting mode (such as a drone trying to build a hatchery), the command panel will reflect the targeting mode of that unit (see screenshot). I want the command panel to retain it's original look and not be affected by targeting modes.
I don't think its possible to do with the default command panel, seems like its hard coded to hide the buttons when you start targeting. I could try creating modified version of the Lotv Spear of adun command panel
Looks like your test map works well! Though it's extra important to disable simple command cards! I'll implement it into my map tomorrow. Thanks again! I'll add you to loading screen as a special credit.
What do you guys think would be more fun for mission 6? Starting the player off with two bases and letting them control EvilDL + some of his Lts as well as giving Wargirl a starting base? Or making EvilDL's base controlled by an AI? I'm leaning towards the first one, but not 100% sure.
I agree with the above to have only one controllable base because I am lazy. I also quite enjoy having AI allies for some reason, though I'm not sure why.
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Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Mission 5 was cool, but fuck Reavers! Also, my obsession with getting the optional objective made the map a lot harder even though I knew there would be no reward, haha
Also, I wouldn't want to be a presumptuous asshole in thinking there were references to specific things I've brought up in my videos in the past, so maybe you could clarify as maybe they were just benign jokes not related to me at all. I only brought up a couple of these in the recording because the mission was pretty hard and I was focusing on not dying!
Pylon farms, Mozablue overbuilding static defense, Reavers attacking very frequently (let alone at all), decals on the ground not lining up with optimal town hall placements, trash talk at the end
FYI, Wargirl's armor does not appear to increase with ground armor upgrades, but the tooltip picture does change.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Pylons - I think that was more of a reference to SC2 in general
Static D - That was more of just showing that MozaBlue wasn't very smart, so he pretty much only built cannons and Zealots. But hey, maybe subconsciously?
Reavers - Probably a little bit as well as just having LoTV to mess around with, which made me want to add lots of stuff from it, haha. They do attack a lot less on easier difficulties :P
Decals - Yea I think that was influenced by your videos, haha. Did you see the loading screen tip about it?
Trash talk - More of just a reference to multiplayer gaming :).
Wargirl armor - That's annoying, must be a byproduct of switching to LoTV dependencies, I'll have to fix it.
And of course there was the whole batman stuff at the end, but maybe that's too obvious to mention.
Oh and as far as there being no reward for the optional objective (building no more than ten overlords), it's more like you were spared a horrendous event O:
You sadistic Imposter, you challenged me with your unbalanced brutal difficulty and i won!
Terrain looks ok for bot map 4 and 5
The plot is silly but funny, good job
Mission 4 first part can be summarized on this phrase "painis in the ainis", i had to micro the shit out of my units, between poke/lure units and perfect spawn ursadon timing, once you free the captive zergs then the mission turns out more factible... I opened two doors, the timers ran out and started the cutscene and the "dodge-the-storms" section, maybe the objective was to reach one beacon and make two gates open themselves...
The second part of the mission was a "poke/lure enemies" and stand in front of spawn points (so painfully annoying) so your queens can build up energy and poke stuff with the brood lord hero (interesting mechanic with HP cost spell instead of classic energy).
I a-clicked the last part because i saw zergling emerge and i knew i had already won, but let me tell that so few zerglings burrowed are quite useless, even when joining my army, 3/4 of them got roasted on 1 second... Suggestion is to add more of them, so your best strategy is to a-click instead to poke/lure enemies
Mission 5 i throwed two tries because like a retarded i didn't see the near exp... The psy bolt mechanic had a good defensive potential and was a nice touch... For the army composition i had to mass mutas asap so i could defend against endless waves of zealot and immortal/reaver prepare-your-anus antiground waves... I held quite well with my burrowed baneling, the zealot waves didn't walk on my base they said "there something sp00ky out there, better be killed by the mutalisks"
In the end i rolled all mutas to destroy zealots base and all the generators and nearby turrets and won... I saved the two additioanl heroes (it was hard) but i had no rewards... What a disappointment... Where were my cookies? I DESERVED them!! Also the overlord limit... I did only 10 overlords but what was the point? i didn't have no reward for it... I think they were just random objectives with no gameplay impact...
Anyway nice serie, really hard on brutal and sometimes even painfull... It kicked me on the balls a lot of times, but my lamer skillz at last prevaled with lure tactics, right combos and dozens of quicksaves/reloads...
We'll have other maps? Who knows... DefilerRulez will have his cookies? I hope so... I am curious about the other three lieutenants... Maybe they have great names like me (trollface)
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Awesome, would love to see/hear his reaction, lol.
Oh sorry, about a 1,000 of the views were me. Didn't mean to fool you!
Video description: Now that Wargirl and EvilDL are working together, you'll have access to the advanced zerg strains that EvilDL keeps on his Leviathan. Calling them down will function like a cross between the WoL merc compound and the LoTV spear of adun. You can call them to any visible location.
So not much work is done on Mapsters 6 yet (the terrain itself is still a blank canvas). But I did create this neat way to call down advanced strains of zerg via drop pod! :D
I think calling down banelings in the middle of an enemy army should be particularly fun. Also calling down some hunter killers as a reactionary anti air defense should be neat too.
Edit: Also while the units called down will still take up supply, I'm thinking I won't have the ability check your supply first. So you can essentially oversupply block yourself by calling down these reinforcements. I think it'll be more fun this way.
Cool. Can you make it so the buttons don't disappear while choosing a target location?
@OutsiderXE: Go
From what I currently know it was either that, or make it look like targeting mode when any of my units enter targeting mode, so I opted for hiding it. I spent a lot of time trying to figure it out but got burnt out on it, and may revisit it in the future.
Is there anyone that's really good at the UI editor that may be willing to help out? Currently I'm using a slightly modified version of CommandPanelTemplate where I have CommandTargetImage, CommandTargetName, and CommandTargetPrompt visible values set to false.
@MaskedImposter: Go
What are you trying to do?
@Knallertton: Go
My current problem with command panels is that whenever any unrelated unit enters its targeting mode (such as a drone trying to build a hatchery), the command panel will reflect the targeting mode of that unit (see screenshot). I want the command panel to retain it's original look and not be affected by targeting modes.
@MaskedImposter: Go
I don't think its possible to do with the default command panel, seems like its hard coded to hide the buttons when you start targeting. I could try creating modified version of the Lotv Spear of adun command panel
@MaskedImposter: Go
Here you go. Some instructions in the triggers.
It uses the top row of the units command card rest buttons are hidden away.
Doesn't use layouts at all.
Requires void dependencies.
@Knallertton: Go
Did you mean to attach a file? I don't see it.
Edit: Nvm, must've seen your reply right b4 you attached it. Thanks. I'll check it out.
@MaskedImposter: Go
Sorry had an old enEU locale first then i uploaded wrong file, should be up now
Looks like your test map works well! Though it's extra important to disable simple command cards! I'll implement it into my map tomorrow. Thanks again! I'll add you to loading screen as a special credit.
@MaskedImposter: Go
You can override the simple command card option for your map with override player option action
What do you guys think would be more fun for mission 6? Starting the player off with two bases and letting them control EvilDL + some of his Lts as well as giving Wargirl a starting base? Or making EvilDL's base controlled by an AI? I'm leaning towards the first one, but not 100% sure.
@MaskedImposter: Go
Controlling two bases is really hard. I'd recommend the latter for playability's sake.
@MaskedImposter: Go
I agree with the above to have only one controllable base because I am lazy. I also quite enjoy having AI allies for some reason, though I'm not sure why.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Mission 5 was cool, but fuck Reavers! Also, my obsession with getting the optional objective made the map a lot harder even though I knew there would be no reward, haha
Also, I wouldn't want to be a presumptuous asshole in thinking there were references to specific things I've brought up in my videos in the past, so maybe you could clarify as maybe they were just benign jokes not related to me at all. I only brought up a couple of these in the recording because the mission was pretty hard and I was focusing on not dying!
Pylon farms, Mozablue overbuilding static defense, Reavers attacking very frequently (let alone at all), decals on the ground not lining up with optimal town hall placements, trash talk at the end
FYI, Wargirl's armor does not appear to increase with ground armor upgrades, but the tooltip picture does change.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@JayborinoPlays: Go
Pylons - I think that was more of a reference to SC2 in general
Static D - That was more of just showing that MozaBlue wasn't very smart, so he pretty much only built cannons and Zealots. But hey, maybe subconsciously?
Reavers - Probably a little bit as well as just having LoTV to mess around with, which made me want to add lots of stuff from it, haha. They do attack a lot less on easier difficulties :P
Decals - Yea I think that was influenced by your videos, haha. Did you see the loading screen tip about it?
Trash talk - More of just a reference to multiplayer gaming :).
Wargirl armor - That's annoying, must be a byproduct of switching to LoTV dependencies, I'll have to fix it.
And of course there was the whole batman stuff at the end, but maybe that's too obvious to mention.
Oh and as far as there being no reward for the optional objective (building no more than ten overlords), it's more like you were spared a horrendous event O:
First post and maps page updated with mission five youtube link.
You sadistic Imposter, you challenged me with your unbalanced brutal difficulty and i won!