Since I made my map using Europe's dependencies, I got an error trying to upload it to the rest.
Switching my dependencies to the American ones gave me the option to upload it to the rest of the servers, too.
It would be nice if the dependencies for Europe, America, Korea and South Asia were all the same, because I currently have 2 different versions of my map and I am not sure how the American one will work out with the new dependencies.
Anyways, today was the deadline for the Arcade Contest Blizzard had. I just uploaded my map "Dragon Hunters". It's using your mod and you've been credited on the loading screen with big letters. The result is nowhere near what I hoped for, due to time restrictions, but I am still proud of it. Thank you for all your help! I will let you know if I win something, or if the map gets popular.
Since I made my map using Europe's dependencies, I got an error trying to upload it to the rest. Switching my dependencies to the American ones gave me the option to upload it to the rest of the servers, too. It would be nice if the dependencies for Europe, America, Korea and South Asia were all the same, because I currently have 2 different versions of my map and I am not sure how the American one will work out with the new dependencies.
Anyways, today was the deadline for the Arcade Contest Blizzard had. I just uploaded my map "Dragon Hunters". It's using your mod and you've been credited on the loading screen with big letters. The result is nowhere near what I hoped for, due to time restrictions, but I am still proud of it. Thank you for all your help! I will let you know if I win something, or if the map gets popular.
Can you provide the error here?
Is the EU server the only one that different from other regions?
good work on mod, i played it today on turtle rock. the stuff i mentioned was fixed. You could see the spirit walkers .
question, any reason you removed bladestorm animation for the fenix one? was it bugging or something?
also how come your mod was able to get the alchemist healing missles and farseer eye models. in the blizzard war3 data/asset add on i dont see those models at all in the console/browse section. where you found them?
good work on mod, i played it today on turtle rock. the stuff i mentioned was fixed. You could see the spirit walkers .
question, any reason you removed bladestorm animation for the fenix one? was it bugging or something?
also how come your mod was able to get the alchemist healing missles and farseer eye models. in the blizzard war3 data/asset add on i dont see those models at all in the console/browse section. where you found them?
Well, it's simple. They are all custom-made models.
They are many bugged model in the official asset pack.
That's why my mod need to download 100m extra pack - all custom assets. Data never occupy much rooms, it's the model and texture does.
I adjusted and fixed some official models and added some sfx, while @Delphinium helped to recreate lots of missing models in my mod.
I figured out that the deadline is 10 hours more as the developers live in a PST time zone, that is +10 hours from my time zone.
So I worked some more on my map and I managed to upload it to all servers using the American Dependencies. Well done Renee!
I avoided reporting this but players began reporting it as a bug.
Granting ownership of a hostile unit to a player often won't change its health from red to green. And its really confusing as my map is based around that.
ensnaring an already ensnared AIR unit will target is as ground and apply the Ensnare Ground behavior rather than extend the Ensnare Air one. After the Ensnare Air behavior is over, the unit resumes flying status while being under the effects of Ensnare Ground.
I am always getting these errors that I dont know how to fix:
"Too many CAbilAttack abilities in 'hpea'."
"Too many CAbilAttack abilities in 'hmil'."
"Too many CAbilAttack abilities in 'ughoHarvesting'."
"Too many CAbilAttack abilities in 'ughoCorpseGravy'."
I understand that these are linked to your mod, but they are linked to units I haven't modified, so I was wondering what is going on. If you could shed some light what I should search for?
And one of them I think might be unrelated to your mod but I'd try my luck, maybe you would know how to fix it:
"UI: File [DescIndex.SC2Layout] Line [3] Column [5]. Failed to load included Desc File [UI/Layout/InfoPaneUnit2.SC2Layout]
I was trying to modify the UI, I copied a Layout in my attempt to duplicate it so I can write my own code, but alas the new copy never appeared. The errors says its there, but the UI file is nowhere to be found in the UI manager.
The status bar is always a know issue, but maybe there are still workarounds to fix it.
For the Too many CAbilAttack abilities things. If you never modified these units, it may caused by your dependency. For example, accidently load the same mod twice may cause a unit to have more than one attack ability.
Can you give a screenshot of your dependency window?
For the layouts... Well it maybe too complicated to be explained in one post. You can refer to the UI override tutorials in these forums
I absolutely love your mod on SC2 Arcade. To be honest, i play it almost every day on the Arcade section of SC2, and it has made me really excited for the possibility of a hero-based RTS from Blizzard (can anyone say Warcraft 4??). Since I'm not a fan of heavy macro RTS (cough, cough Starcraft), your mod has been wonderful what with all the cool hero abilities and fewer units to control!!
With that said, I have a possible bug to report. I have been playing every day for the last 2-3 weeks online through the Arcade section and all of the sudden as of 1/26/2016, the lost temple and turtle rock maps do not work with the Thrall AI on any setting. Whether I am coop with ai or versus ai, both maps load but there is nothing on the map...no units...nothing:( If I am by myself, the map loads correctly and my units are fine, but with the ai, the map loads but there are no units for anyone.
I hope this is just part of you updating the maps on Arcade because I can't wait to keep playing with the Thrall AI. Here's hoping it's fixed soon!
I really like the mod so far. It runs smoothly on the sc2 client, and feels just like playing the original game. I have a couple suggestions if you're making more sample maps in the near future. Would you consider adding classic FFA maps like MarketSquare or Twilight Ruins? Lost temple and Turtle rock are great maps, but they work best 1v1 or 2v2. I'd like to try your mod playing with a larger group of friends and I think the wc3 FFA community would also enjoy playing them too. If you could also bring back the 'observer on defeat' feature that was a part of the original wc3, but was always missing from sc2, that would make creating a game with larger groups a lot better as well. Good job on this mod though; I can't remember the last time I've had this much fun playing in the arcade.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
by 'whirl' do you mean Cyclone?
It looks like the cyclone can properly auto-dispelled by my test
Hello Renee!
Since I made my map using Europe's dependencies, I got an error trying to upload it to the rest. Switching my dependencies to the American ones gave me the option to upload it to the rest of the servers, too. It would be nice if the dependencies for Europe, America, Korea and South Asia were all the same, because I currently have 2 different versions of my map and I am not sure how the American one will work out with the new dependencies.
Anyways, today was the deadline for the Arcade Contest Blizzard had. I just uploaded my map "Dragon Hunters". It's using your mod and you've been credited on the loading screen with big letters. The result is nowhere near what I hoped for, due to time restrictions, but I am still proud of it. Thank you for all your help! I will let you know if I win something, or if the map gets popular.
Can you provide the error here?
Is the EU server the only one that different from other regions?
good work on mod, i played it today on turtle rock. the stuff i mentioned was fixed. You could see the spirit walkers .
question, any reason you removed bladestorm animation for the fenix one? was it bugging or something?
also how come your mod was able to get the alchemist healing missles and farseer eye models. in the blizzard war3 data/asset add on i dont see those models at all in the console/browse section. where you found them?
@Renee2islga: Go
Yes, the one in the EU is the only one that's different. The Extra dependency.
The file uploads to 100%, then displays "Failed" with "[Americas] Variant definitions could not be validated.".
Hmmm, my recent changes doesn't even affect the Variant definitions...
Anyway, I had re-uploaded all mods to EU server. You can try if it worked, it may even be the server side issue...
Also good luck for your map :)
Well, it's simple. They are all custom-made models.
They are many bugged model in the official asset pack.
That's why my mod need to download 100m extra pack - all custom assets. Data never occupy much rooms, it's the model and texture does.
I adjusted and fixed some official models and added some sfx, while @Delphinium helped to recreate lots of missing models in my mod.
@Renee2islga: Go
Thanks renee! Sadly I can't upload anymore until the end of the contest or I will violate the rules, but I will tell you afterwards!
I figured out that the deadline is 10 hours more as the developers live in a PST time zone, that is +10 hours from my time zone. So I worked some more on my map and I managed to upload it to all servers using the American Dependencies. Well done Renee!
I avoided reporting this but players began reporting it as a bug. Granting ownership of a hostile unit to a player often won't change its health from red to green. And its really confusing as my map is based around that.
ensnaring an already ensnared AIR unit will target is as ground and apply the Ensnare Ground behavior rather than extend the Ensnare Air one. After the Ensnare Air behavior is over, the unit resumes flying status while being under the effects of Ensnare Ground.
I am always getting these errors that I dont know how to fix:
"Too many CAbilAttack abilities in 'hpea'."
"Too many CAbilAttack abilities in 'hmil'."
"Too many CAbilAttack abilities in 'ughoHarvesting'."
"Too many CAbilAttack abilities in 'ughoCorpseGravy'."
I understand that these are linked to your mod, but they are linked to units I haven't modified, so I was wondering what is going on. If you could shed some light what I should search for?
And one of them I think might be unrelated to your mod but I'd try my luck, maybe you would know how to fix it:
"UI: File [DescIndex.SC2Layout] Line [3] Column [5]. Failed to load included Desc File [UI/Layout/InfoPaneUnit2.SC2Layout]
I was trying to modify the UI, I copied a Layout in my attempt to duplicate it so I can write my own code, but alas the new copy never appeared. The errors says its there, but the UI file is nowhere to be found in the UI manager.
Sorry for later reply.
The status bar is always a know issue, but maybe there are still workarounds to fix it.
For the Too many CAbilAttack abilities things. If you never modified these units, it may caused by your dependency. For example, accidently load the same mod twice may cause a unit to have more than one attack ability.
Can you give a screenshot of your dependency window?
For the layouts... Well it maybe too complicated to be explained in one post. You can refer to the UI override tutorials in these forums
Plus, a morpableunit. with two linked units with different attack ability would also cause Too many CAbilAttack abilities error.
E.g. 'hpea' has normal attack, 'hmil' has attack tree -> both would considered to be have two different attack ability.
That's how the morph ability works-> load all the abilities.
I'm glad I found this map and thread before I just recreated every warcraft 3 hero.
Is the Lost Temple Map downloadable?
Hi Renee!
I absolutely love your mod on SC2 Arcade. To be honest, i play it almost every day on the Arcade section of SC2, and it has made me really excited for the possibility of a hero-based RTS from Blizzard (can anyone say Warcraft 4??). Since I'm not a fan of heavy macro RTS (cough, cough Starcraft), your mod has been wonderful what with all the cool hero abilities and fewer units to control!!
With that said, I have a possible bug to report. I have been playing every day for the last 2-3 weeks online through the Arcade section and all of the sudden as of 1/26/2016, the lost temple and turtle rock maps do not work with the Thrall AI on any setting. Whether I am coop with ai or versus ai, both maps load but there is nothing on the map...no units...nothing:( If I am by myself, the map loads correctly and my units are fine, but with the ai, the map loads but there are no units for anyone.
I hope this is just part of you updating the maps on Arcade because I can't wait to keep playing with the Thrall AI. Here's hoping it's fixed soon!
It's possible that the update break some part of the Thrall AI, it works well on local test though.
I will check it tonight, thanks:)
The Thrall AI was fixed.
Thank you so much!!
I really like the mod so far. It runs smoothly on the sc2 client, and feels just like playing the original game. I have a couple suggestions if you're making more sample maps in the near future. Would you consider adding classic FFA maps like MarketSquare or Twilight Ruins? Lost temple and Turtle rock are great maps, but they work best 1v1 or 2v2. I'd like to try your mod playing with a larger group of friends and I think the wc3 FFA community would also enjoy playing them too. If you could also bring back the 'observer on defeat' feature that was a part of the original wc3, but was always missing from sc2, that would make creating a game with larger groups a lot better as well. Good job on this mod though; I can't remember the last time I've had this much fun playing in the arcade.