2 weeks more and it's been a calendar month since the project ended.
Screw this, I'm gonna keep looking at the front page for news, no more coming here.
Captain's Log, Stardate CWAL, Rrowland is nowhere to be seen. Yukaboy is starting to go mad with the endless waiting, the rest of the crew have retreated to their cabins to do other stuff meanwhile.
I don't know how long we can hold out, our rations of patience pills are running low...
You know, the first post says "up to five maps"
...isn't that pretty much the total amount of submissions? I haven't been counting, but it feels like 5-7 at most, if they do pick 5 we're gonna have more winners than losers!
That's pretty awesome IMO.
Oh that's certainly possible. The lava currently does 15 damage per 0.1 second, that's 150 per second, so if you add in a wait trigger you could get out of there before dying.
Well, I could certainly lower the cliff level and reverse the ramps, my only bother then is that the only thing it can be used for without sacrificing yourself is block the subway.
Then again... the possibility of sacrificing one member to take out the entire other team would make for some interesting gameplay.
I'll get on it.
Ok, here are some pics of my map.
Note the tilted symmetry.
Now, as you'll see in one of the pics below, this arena does not contain automatic hazards, but a triggered one.
Stepping onto a plate in the middle arena will raise the lava level after 3 seconds, blocking the subway entrances(which function like teleporters), another 3 seconds will raise it to engulf the low ground, but the middle and high ground are unaffected. Leave the plate and it will go down one level every 3 seconds.
Oh, and the zealots used here are normal size, but I did use double sized ones to check playability. My earlier trouble with terrain objects and dependencies forced me to reset all unit data.
Since these are editor shots you can't see the weather effects, but they're really nice.
You can do a lot with the Avernus tileset, it doesn't have to be space stations, it can be industrial complexes and stuff as well.
My arena is a thermal energy well(i.e a lava map).
K, but would a few mysterious pieces of high technology be alright? I'm asking because I've got another arena concept in mind, and it contains some tech-based hazards, like old generators going wild and creating electric storms, that kind of thing.
It only shows up on this particular map.
I managed to get rid of the objects by temporary deletion and then deleting the campaign dependency.
However, the cell problem is still there without the terrain object.
EDIT:
SOLVED!
I brought back the campaign dependency and used a different terrain object, then deleted it. I had to re-do some terrain, but the problem seems to be gone.
2 weeks more and it's been a calendar month since the project ended. Screw this, I'm gonna keep looking at the front page for news, no more coming here.
Seriously, WTF has happened to Rrowland? Did he die in a battlecruiser crash or something?
Captain's Log, Stardate CWAL, Rrowland is nowhere to be seen. Yukaboy is starting to go mad with the endless waiting, the rest of the crew have retreated to their cabins to do other stuff meanwhile. I don't know how long we can hold out, our rations of patience pills are running low...
I've PM'd him another friendly reminderd.
Just bumping the thread :D Man, Rrowland must be busy.
You know, the first post says "up to five maps"
...isn't that pretty much the total amount of submissions? I haven't been counting, but it feels like 5-7 at most, if they do pick 5 we're gonna have more winners than losers!
That's pretty awesome IMO.
So, it's the 13th, I'm guessing the contest is closed now?
Ok, I've uploaded my map, so I'm submitting it to the contest. Here's the link:
http://www.sc2mapster.com/maps/thermal-well-arena/
I'm also attaching it here.
@rrowland:
Oh that's certainly possible. The lava currently does 15 damage per 0.1 second, that's 150 per second, so if you add in a wait trigger you could get out of there before dying.
@rrowland:
Well, I could certainly lower the cliff level and reverse the ramps, my only bother then is that the only thing it can be used for without sacrificing yourself is block the subway.
Then again... the possibility of sacrificing one member to take out the entire other team would make for some interesting gameplay.
I'll get on it.
There, a V2
Ok, here are some pics of my map.
Note the tilted symmetry.
Now, as you'll see in one of the pics below, this arena does not contain automatic hazards, but a triggered one.
Stepping onto a plate in the middle arena will raise the lava level after 3 seconds, blocking the subway entrances(which function like teleporters), another 3 seconds will raise it to engulf the low ground, but the middle and high ground are unaffected. Leave the plate and it will go down one level every 3 seconds.
Oh, and the zealots used here are normal size, but I did use double sized ones to check playability. My earlier trouble with terrain objects and dependencies forced me to reset all unit data.
Since these are editor shots you can't see the weather effects, but they're really nice.
You can do a lot with the Avernus tileset, it doesn't have to be space stations, it can be industrial complexes and stuff as well.
My arena is a thermal energy well(i.e a lava map).
Well you can add cliff types, but it seems that textures have to be replaced.
@rrowland:
K, but would a few mysterious pieces of high technology be alright? I'm asking because I've got another arena concept in mind, and it contains some tech-based hazards, like old generators going wild and creating electric storms, that kind of thing.
It only shows up on this particular map.
I managed to get rid of the objects by temporary deletion and then deleting the campaign dependency.
However, the cell problem is still there without the terrain object.
EDIT:
SOLVED!
I brought back the campaign dependency and used a different terrain object, then deleted it. I had to re-do some terrain, but the problem seems to be gone.