But Cmon, Mutaling is the perfect name. Its a Smaller Swarm unit like a Zergling but its a mutalisk... Mutaling
And i still think Horned Reaperlisk is an awesome name for the Horned Reapers Unit.
Yep, as I said i like the mini-mutalisk idea and the name is perfect as you said ;)
The name for the reaper is a bit too similar to the original name, I fear to use that kind of names for copyright reasons. Maybe just reaperlisk should be ok
I'm still amazed by the speed at which you make that much progress on your project. I've been working on my board game lately and I'm still stuck with dialog boxes and how to manage units placement with mouse clicks etc... I know I work alone on my projects, but still. Seeing this almost makes me want to cry, like "OMG this is so awesome! I want it!". :D
1st: Very nice video, I can't wait to see this finished.
2nd- Random question that just popped into my brain: What if you click on a tile to dig but its way out somewhere. Like if in a room of solid rock, you click on the tile in the middle. your workers can't get to it unless they dig some times you haven't selected..What happens then?
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Feel free to Send me a PM if you have any questions/concerns!
Random question that just popped into my brain: What if you click on a tile to dig but its way out somewhere. Like if in a room of solid rock, you click on the tile in the middle. your workers can't get to it unless they dig some times you haven't selected..What happens then?
The AI works as it has vision of all the map. That means that only reachable points will be digged, if I even try to dig a valid tile but I don't create a tunnel to reach it, the workers will just ignore it.
Nice. What Algorithm did you use to check the rooms' shapes?
It's a bit hard to explain. The important thing is to start from a corner and follow a direction.
Double for cycle with X and then Y.
For each tile i checked if it had a valid workstation, that means it must be contained in a 3x3 tile of the same room and in some cases these tiles must not have other workstations. The important thing in this case is to check workstations ONLY on already calculated tiles from the double for cycle
(X < currX || (X == currX && Y < currY)).
Will this interpretation of DK2 include the bug from the original game where temple sacrifice spawned units do not count to the portal limit (allowed infinite population)?
I presume you have a list of all the original temple recipies.
So far you have not mentioned anything about units worshiping in the dark temple. In DK2 that was a way to generate mana (was quite rigged with 50 vampires in strips of treasury lair and temple as that could keep Horny out indefinitely and generate a surplus of money with the spell).
Hello, would you be interested in any custom UI design elements? I've been a big Dungeon Keeper 1/2 fan since the old days, and still play the occasional match. I also tried to make a Dungeon keeper inspired map on WC3 but lost interest :/ But I could make some really nice interactive UI's for your map if you'd like :D
Will this interpretation of DK2 include the bug from the original game where temple sacrifice spawned units do not count to the portal limit (allowed infinite population)?
I presume you have a list of all the original temple recipies.
So far you have not mentioned anything about units worshiping in the dark temple. In DK2 that was a way to generate mana (was quite rigged with 50 vampires in strips of treasury lair and temple as that could keep Horny out indefinitely and generate a surplus of money with the spell).
I suppose I'll make my own recipe list so you'll have to discover them :P
BTW I'm going to count temple spawned units as normal units for the cap limit. I read that in multy there wasn't any cap on unit types so you could have trained 50 dark knights and sent them to kill anything. I'm going to cap limit the powerful units.
The temple mana generation will be more or less like the original game. BTW a cumulative consumption of mana should be necessary to block the infinite horny spawn time.
Hello, would you be interested in any custom UI design elements? I've been a big Dungeon Keeper 1/2 fan since the old days, and still play the occasional match. I also tried to make a Dungeon keeper inspired map on WC3 but lost interest :/ But I could make some really nice interactive UI's for your map if you'd like :D
I was actually refering to the sacrifice 2 salamanders for a mistress which didnt count to the 20 units per portal limit (for some reason i had alot of salamanders spawning faster than any other unit) while the salamanders did till you had a legion over >100 while only having One portal. Now that could wipe anything out since the mistress had the lightning stun attack and attacked faster than black knights (also to spawn them in the temple needed converted hero guards and those were a pain to get in large numbers).
I was actually refering to the sacrifice 2 salamanders for a mistress which didnt count to the 20 units per portal limit (for some reason i had alot of salamanders spawning faster than any other unit) while the salamanders did till you had a legion over >100 while only having One portal. Now that could wipe anything out since the mistress had the lightning stun attack and attacked faster than black knights (also to spawn them in the temple needed converted hero guards and those were a pain to get in large numbers).
Yes, as I said (forgetting to fit the word "count" in my phrase) I'm going to count temple spawned units as normal units so you can't go over the cap limit.
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Awesome. The only suggestion I could possibly make would be removing unit health bars, since the walls having health sort of breaks the DK illusion.
Good job. Haven't played DK2 in a long time. Watching this video took me back :P.
Yep, as I said i like the mini-mutalisk idea and the name is perfect as you said ;)
The name for the reaper is a bit too similar to the original name, I fear to use that kind of names for copyright reasons. Maybe just reaperlisk should be ok
That's just for testing purpose, don't worry ;)
you should add randomly genertared caves ( small ones ) which have units it them to spice the game up a bit :P.
What do you mean?
Small pockets of in the walls containing neutral units. These were common in the Dungeon Keeper 2 campaigns.
Oh secret areas with neutral units inside to conquer, now I got it ;)
BTW I need to work on the map editor before making advanced maps!
Can we expect another video update eventually? The videos get newsed and really bring a lot of attention to the map.
This should have been released as a christmas gift but I've been sick (and still I am but a bit less).
BTW Merry (late) Christmas
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@Bibendus: Go
Well... Thank you, Father Christmas! :D
I'm still amazed by the speed at which you make that much progress on your project. I've been working on my board game lately and I'm still stuck with dialog boxes and how to manage units placement with mouse clicks etc... I know I work alone on my projects, but still. Seeing this almost makes me want to cry, like "OMG this is so awesome! I want it!". :D
1st: Very nice video, I can't wait to see this finished.
2nd- Random question that just popped into my brain: What if you click on a tile to dig but its way out somewhere. Like if in a room of solid rock, you click on the tile in the middle. your workers can't get to it unless they dig some times you haven't selected..What happens then?
The AI works as it has vision of all the map. That means that only reachable points will be digged, if I even try to dig a valid tile but I don't create a tunnel to reach it, the workers will just ignore it.
Nice. What Algorithm did you use to check the rooms' shapes?
It's a bit hard to explain. The important thing is to start from a corner and follow a direction.
Double for cycle with X and then Y.
For each tile i checked if it had a valid workstation, that means it must be contained in a 3x3 tile of the same room and in some cases these tiles must not have other workstations. The important thing in this case is to check workstations ONLY on already calculated tiles from the double for cycle
(X < currX || (X == currX && Y < currY)).
Will this interpretation of DK2 include the bug from the original game where temple sacrifice spawned units do not count to the portal limit (allowed infinite population)?
I presume you have a list of all the original temple recipies.
So far you have not mentioned anything about units worshiping in the dark temple. In DK2 that was a way to generate mana (was quite rigged with 50 vampires in strips of treasury lair and temple as that could keep Horny out indefinitely and generate a surplus of money with the spell).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Amazing video!! I love this!! I cant wait till this is done!!
SO! Uh, can I play this? Like now? Pretty sure I asked for it for xmas. :D
Great work, look forward to seeing more.
Hello, would you be interested in any custom UI design elements? I've been a big Dungeon Keeper 1/2 fan since the old days, and still play the occasional match. I also tried to make a Dungeon keeper inspired map on WC3 but lost interest :/ But I could make some really nice interactive UI's for your map if you'd like :D
I suppose I'll make my own recipe list so you'll have to discover them :P
BTW I'm going to count temple spawned units as normal units for the cap limit. I read that in multy there wasn't any cap on unit types so you could have trained 50 dark knights and sent them to kill anything. I'm going to cap limit the powerful units.
The temple mana generation will be more or less like the original game. BTW a cumulative consumption of mana should be necessary to block the infinite horny spawn time.
No need of custom UI for now, thanks :P
I was actually refering to the sacrifice 2 salamanders for a mistress which didnt count to the 20 units per portal limit (for some reason i had alot of salamanders spawning faster than any other unit) while the salamanders did till you had a legion over >100 while only having One portal. Now that could wipe anything out since the mistress had the lightning stun attack and attacked faster than black knights (also to spawn them in the temple needed converted hero guards and those were a pain to get in large numbers).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Yes, as I said (forgetting to fit the word "count" in my phrase) I'm going to count temple spawned units as normal units so you can't go over the cap limit.