I come from AoE2 map making comminity, though I own and played some AoE3 custom maps (Originally AoE3 didnt support Custom Scenarios, so AoE2 has a bigger population than AoE3).
I'm was never a premier map maker, granted only ever made one half decent map on AoE2, but this one I'm giving it all out.
Fort Wars by pftq(permission aquired) is the best custom scenario I have ever played. I am sticking to the original as closely as I can but, Sc2 and AoE3 are comletely different games.
Basicly, you have 5 units to choose from, each with there weaknesses and strengths. Choose two units to spawn, and kill the enemies main building.
(its more complex than that)
I'll just log what I do, the troubles I have and the fixes I get for my troubles.
So far, below is what I forsee of what will give me trouble
(includes plain up tediuosness, trigger logic, data pains, and terraining skill)
______________________________________________________________________________________________________________________
--Making a 80 radius cliff circle*
--Removing two attacks from a unit down to one*
--Create 46 units*
--Prevent area damage from killing friendly*
--Morph a unit into another unit, with option to morph back~º
--Link upgrade costs*
--upgrades*
--unique full map specials
--unit spawning*
--spawn units based on mineral amount*
--xp per unit gained to mineral*
--set max mineral limit*
--map layout based on number of players~
--unit aesthetics
--terrain aesthetics~(after map done)
_____________________________________________________________________________________________________________________________
* Have done/fixed (if you want to know how I did so, ask and I'll put up)
~ Need input as to how to do this any help greatly appreciated
^ Haven't gotten to this yet, but don't know how to do it, input appreciated
º This is what I am currently working on
Well, I hardly get time to work on this (Due to taking 7 AP classes in senior year trying to help my miserable GPA, 2.2431) but when I do, I learn alot about the editor, how making games go and overall enjoy making a game. (overall meaning 20 units from scratch, BLEH)
Eventually this map will get done, and I hope you all will enjoy it!
To get a large than 16 brush into terrain editor, you must use a memory editor to find and change the value of brush size.
To link upgrades costs (As one goes up the others go up) when your on upgrade effect menu, change the upgrade cost of all abilities for all.
To set a max mineral limit, put a looping triggers (I.E. periodic time event) to check if minerals are above desired amount, and in actions, set to desired amount
To spawn units based on mineral amount, make an array of them and check if minerals are within the amount desired
create unit at unit point,
delete unit of varaible
change last created unit to variable
I'v got a game called "Basic Blood beta 1.0" which simulates the basis for a blood type game from AoE2.
It's rather rough,(no data editting/terrainingw/skill) but playable to have fun with.
(FYI: Spawn means "Create Unit")
A blood has three basic attributes to it:
1. Spawn Island
-- A spawn island has units from which you move to an area that will spawn units in main battle area.
2. Base Protection
-- A building which you protect at all cost in your base where your units spawn at.
3. Kill Rewards
-- A reward for getting X amount of kills, such as a new more powerful unit to spawn
Because of my AoE2 backround in RTS, I encourage people to try my map, and edit it to what-ever they want with it.
It has many possiblities in how it could go and what one could do with it as it is the most basic blood possible.
Other Unique game types from AoE2:
PTO- Protect the One
UDP- U da Prey
WD- Warrior Defense
AoW(?)- Art of War
CB- CB Auto, CB Fair, Rambit CB, Mini CB
I come from AoE2 map making comminity, though I own and played some AoE3 custom maps (Originally AoE3 didnt support Custom Scenarios, so AoE2 has a bigger population than AoE3).
I'm was never a premier map maker, granted only ever made one half decent map on AoE2, but this one I'm giving it all out.
Fort Wars by pftq(permission aquired) is the best custom scenario I have ever played. I am sticking to the original as closely as I can but, Sc2 and AoE3 are comletely different games.
Basicly, you have 5 units to choose from, each with there weaknesses and strengths. Choose two units to spawn, and kill the enemies main building.
(its more complex than that)
I'll just log what I do, the troubles I have and the fixes I get for my troubles.
So far, below is what I forsee of what will give me trouble
(includes plain up tediuosness, trigger logic, data pains, and terraining skill)
______________________________________________________________________________________________________________________
--Making a 80 radius cliff circle*
--Removing two attacks from a unit down to one*
--Create 46 units*
--Prevent area damage from killing friendly*
--Morph a unit into another unit, with option to morph back~º
--Link upgrade costs*
--upgrades*
--unique full map specials
--unit spawning*
--spawn units based on mineral amount*
--xp per unit gained to mineral*
--set max mineral limit*
--map layout based on number of players~
--unit aesthetics
--terrain aesthetics~(after map done)
_____________________________________________________________________________________________________________________________
* Have done/fixed (if you want to know how I did so, ask and I'll put up)
~ Need input as to how to do this any help greatly appreciated
^ Haven't gotten to this yet, but don't know how to do it, input appreciated
º This is what I am currently working on
_____________________________________________________________________________________________________________________________
Well, I hardly get time to work on this (Due to taking 7 AP classes in senior year trying to help my miserable GPA, 2.2431) but when I do, I learn alot about the editor, how making games go and overall enjoy making a game. (overall meaning 20 units from scratch, BLEH)
Eventually this map will get done, and I hope you all will enjoy it!
____________________________________________________________________________________________________________________________
To get a large than 16 brush into terrain editor, you must use a memory editor to find and change the value of brush size.
To link upgrades costs (As one goes up the others go up) when your on upgrade effect menu, change the upgrade cost of all abilities for all.
To set a max mineral limit, put a looping triggers (I.E. periodic time event) to check if minerals are above desired amount, and in actions, set to desired amount
To spawn units based on mineral amount, make an array of them and check if minerals are within the amount desired
create unit at unit point,
delete unit of varaible
change last created unit to variable
______________________________________________________________________________________________________________________________
As I solve my other problems I will post my fixes ;)
Ah just to add this on
I'v got a game called "Basic Blood beta 1.0" which simulates the basis for a blood type game from AoE2.
It's rather rough,(no data editting/terrainingw/skill) but playable to have fun with.
(FYI: Spawn means "Create Unit")
A blood has three basic attributes to it:
1. Spawn Island
-- A spawn island has units from which you move to an area that will spawn units in main battle area.
2. Base Protection
-- A building which you protect at all cost in your base where your units spawn at.
3. Kill Rewards
-- A reward for getting X amount of kills, such as a new more powerful unit to spawn
Because of my AoE2 backround in RTS, I encourage people to try my map, and edit it to what-ever they want with it.
It has many possiblities in how it could go and what one could do with it as it is the most basic blood possible.
Other Unique game types from AoE2:
PTO- Protect the One
UDP- U da Prey
WD- Warrior Defense
AoW(?)- Art of War
CB- CB Auto, CB Fair, Rambit CB, Mini CB