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    posted a message on Monthly Community Project Testing (Continued)

    Dude, why didnt you mind control the medic?

    No but seriously, I definitely agree you can critique something without ebing an asshole. Using myself as example and subjedt of scrtiny, here is feedback I gave for time convergence a while ago: https://www.sc2mapster.com/forums/player-zone/map-feedback/88653-starcraft-2-time-convergence-campaign-feedback/#p2

    Posted in: Map Review
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    posted a message on (Report request) Buttons in menu area gone with coop dependency

    its likely the stuvok units and stuff will be added to either void or wol, like they did with other commander units

    Posted in: General Chat
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    posted a message on Seeking (more) feedback for detail-oriented terrain

    Also, look at WoL mission 3. When a wave is about to come in, the bullhorns get an alarm light enabled.

    Posted in: Terrain
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    posted a message on Monthly Community Project Testing (Continued)
    Quote from DuckyTheDuck: Go

    lol 30 minutes..

    Anyway, I have few thoughts.

    I wonder if there were any other people who didn't leave feedback because they didn't have much good thing to say and censoring themselves to be positive was more of an effort than what seemed feasible. I know I played a few bi-weekly maps but refrained from posting stream of consciousness because of not wanting to come off too hurtful.

    The "Don't be an asshole" rule, is slightly annoying. I mean, even if someone is an asshole in their feedback - someone else can go clarify the points and go in more detail, catch and elaborate the train of thought. Discussion at the expense of hurting someones feels is more beneficial than nothing at all, no?

    About authors replying to feedback - from what I care - just "like" the post and move on, I'll know that you've read it and be happy that my X hours spent into playing and writing feedback posts served their purpose. There is nothing that grinds my gears more than mapmaker going defensive (or excusing themselves) on the feedback he recieves (unless defense was explicitly requested by poster). Politely asking for a ways to improve is ok tho.

    I'll be looking forward to this Thursday.

    I feel you are definitely welcomed to post any form of constructive criticism withou necesarily being derogatory or backhanded.

    Admittedly, I find strange that you dislike the idea of not being able to be mean to an author, and angry if an author defneds towards what they feel is an attack. While I can agree sometimes some stuff simply doesnt work, just as many others its simply a case that deisgn choices simply are not the cup of tea for the tester. There can be a mutual feedback on this however and iterate certain aspects while not dismantling the core.

    Posted in: Map Review
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    posted a message on Weekly Terraining Exercise #262: Moana
    Quote from DrSuperEvil: Go

    @LucidIguana: Go

    Be careful that Disney does not sue your ass.

    Indeed. Getting a lawyer for your ass might be complicated.

    Posted in: Terrain
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    posted a message on Mass Recall v6.0 Silver
    Quote from AlexO6: Go

    @SoulFilcher: Go

    But keep in mind that Bipedal and quadrupedal creatures are those most capable of evolving highly advanced and specialized brains, so it makes sense, in a way.

    you are basing this on earths biology. in any case, its an aesthetic choice, not a form of accuracy by the author tbh

    Posted in: Project Workplace
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    posted a message on (Report request) Buttons in menu area gone with coop dependency

    is tehre any particular need for the coop dependencies? they seem to break more than what they add. assets are already on other dependencies, and data i suggest to just port it from there.

    Posted in: General Chat
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    posted a message on How to create a collision with art tools?

    why dont you use a larger footprint. you make those in the data editor

    Posted in: Artist Tavern
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    posted a message on CO-OP Maps

    Nova maps are encrypted sadly, but this is great either way!

    Posted in: Trigger Libraries & Scripts
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    posted a message on Weekly Terraining Exercise #261: Department of the Interior

    I really really love your bed. Im not super hot on those pink decals on the carpet, but eh, minor nitpick.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #261: Department of the Interior

    the fireplace seems to be made from just the nova mini pillar (i tihnk its under nova mansion lights), a fire doodad, a diff tile texture on the ground, and possible a trim thing to separate the wooden and that other texture

    Posted in: Terrain
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    posted a message on Swapping an unit's actor.
    Quote from breakthewind: Go

    Morphing is done by swapping the whole unit with a different one. Creating an unit for each of my actor swap needs is going to be nuts. Tho that was a good suggestion, maybe I can find something similar that doesn't use a new unit to swap the actor.

    are yournunits that different from each other? if not, consider setting all your variation as children of the base unit, and just host the differences on each. unless you got tooooooo many variations

    Posted in: Triggers
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    posted a message on Swapping an unit's actor.

    consider checking how morphing units do the thingy. point of interest would be burrowed units i guess

    Posted in: Triggers
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    posted a message on [REVIEW] Nova Covert Ops

    If I want a metal gear inspired story and motifs on SC2, Perfect Soldiers are def a muuuuch better option than this thing.

    This last mission pack had two very weak maps. The first mission should have set the template for the other two.

    Posted in: Map Review
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    posted a message on Almost BLACK FRYDAY!
    Quote from wargirlwargirl: Go

    And dont report me as SPAM! :-)

    Must.... control... urge.... to report....as spam....

    Anyway, Im broke and wont enjoy thxgiving

    Posted in: Off-Topic
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