That's odd. It opens fine for me. Maybe it's because it's not been touched for about 5 sc2 patches, or maybe it's SC2Mapster that's corrupting it in the transfer process.
Try this. If it doesn't work still, PM me your email and I'll send it directly.
This was the latest map update I published. If you want any earlier versions, feel free to name them. The project is completely abandoned so feel free to take anything you wish.
Was it you who was interested in having the map file? I have to say in advance though, this was my first map and the contents are very inefficient/messy.
So, Eiviyn, are you going to get someone to publish this on (US)? If you are, when?
It's on hold for now while I work on VoidCraft. I do still very much appreciate all the feedback, and thank you so much for taking the time to test and write it! I promise it won't go to waste.
- Overall, I'm quite sceptical in regard to the Mules. It feels to me like they are just too readily available. At the very least, I suggest cutting down their life span to equal the cooldown of their calldown so you can't have 2 at the same time. Personally, I'd go even further than that and say make them only last 10-20 seconds. - This one is pure personal preference, but I'd sort of prefer to have my main vehicle bound to F1 and the SCV to F2. I'd like to hear other people's opinions, though.
I wanted a way to repair in the field, but not in combat. Right now the mules are simply not useable against another player because most weapons have splash. Against the AI though, as you probably saw, they are likely too effective. I'm not happy with how they work right now, but they serve their purpose; avoid you needing to return to base to repair.
Possible solutions are making them simply die if any enemy is close to them. This is rather clumsy and no doubt confusing to new players, though. Another alternative is increasing their attack priority, though then skilled players could just kite the AI units around while their own AI units clean them up without reprisal. I don't like either solution, but I don't want them in combat either.
Yeah, the Kerrigan mode is basically if blue team consists of 5 computer players, they will be removed and replaced with Kerrigan, along with turning team 2 into something more... zergy. Anyway it's not ready yet.
I uploaded a version with a really ultra basic AI. Killing an AI player yields no reward and they don't purchase equipment yet. It's a work in progress.
Will upload the version with AI soon. Has plenty of other fixes in too.
I've been secretly working on a player vs AI mode involving Kerrigan. She already puts up a pretty impressive fight, been working on her for some time. I'll upload the Kerrigan mode when it's done. It's basically only there for practice or solo/small team play though.
Fixed the respawn bug (seems me altering some of the terrain was causing it, weirdly enough), added a projectile to the planetary fortress and added the "Recycle" button to any building that can be placed in the field. Also fixed a few tooltips. Going to work on a simplistic AI now.
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That's odd. It opens fine for me. Maybe it's because it's not been touched for about 5 sc2 patches, or maybe it's SC2Mapster that's corrupting it in the transfer process.
Try this. If it doesn't work still, PM me your email and I'll send it directly.
It's entirely up to you.
This was the latest map update I published. If you want any earlier versions, feel free to name them. The project is completely abandoned so feel free to take anything you wish.
Do you still want the map file?
Was it you who was interested in having the map file? I have to say in advance though, this was my first map and the contents are very inefficient/messy.
Then I have a surprise for you in a few weeks.
That's... odd. It's always the blue team?
What's the bug? I'll fix it right now.
It's on hold for now while I work on VoidCraft. I do still very much appreciate all the feedback, and thank you so much for taking the time to test and write it! I promise it won't go to waste.
Did someone really just try to stalk me on Facebook?
That's... new.
Yeah that was me making the AI. Due to the way the game is set up I have to be on b.net to play properly. It should only happen for AI players now.
When I've finished making sure everything works and added appropriate ways to combat the popularity system (single/small team methods of play).
I wanted a way to repair in the field, but not in combat. Right now the mules are simply not useable against another player because most weapons have splash. Against the AI though, as you probably saw, they are likely too effective. I'm not happy with how they work right now, but they serve their purpose; avoid you needing to return to base to repair.
Possible solutions are making them simply die if any enemy is close to them. This is rather clumsy and no doubt confusing to new players, though. Another alternative is increasing their attack priority, though then skilled players could just kite the AI units around while their own AI units clean them up without reprisal. I don't like either solution, but I don't want them in combat either.
Yeah, the Kerrigan mode is basically if blue team consists of 5 computer players, they will be removed and replaced with Kerrigan, along with turning team 2 into something more... zergy. Anyway it's not ready yet.
I uploaded a version with a really ultra basic AI. Killing an AI player yields no reward and they don't purchase equipment yet. It's a work in progress.
Will upload the version with AI soon. Has plenty of other fixes in too.
I've been secretly working on a player vs AI mode involving Kerrigan. She already puts up a pretty impressive fight, been working on her for some time. I'll upload the Kerrigan mode when it's done. It's basically only there for practice or solo/small team play though.
Fixed the respawn bug (seems me altering some of the terrain was causing it, weirdly enough), added a projectile to the planetary fortress and added the "Recycle" button to any building that can be placed in the field. Also fixed a few tooltips. Going to work on a simplistic AI now.