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    posted a message on request for multiplayer map

    This was cute. ^^

    +1 Joey ;]

    Posted in: Map Suggestions/Requests
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    posted a message on how do you allocate towns?

    Did you try simple

    AI Advanced - Start AI for player 1 in Melee mode with 200 Actions Per Minute

    trigger, after you respawn the pc players main building? It might bug the AI.

    Posted in: AI Development
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    posted a message on SC1 Protoss Forge

    This is a terrible necro, but I'm desperately in need of that model to...

    Posted in: Requests
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    posted a message on Release early and often, or polish before publish?

    Hey Farbs.

    Try creating a project and go from there. Scmapster environment is very friendly for the type of map your working on, you can launch a testing or beta stage on your project and get comments or suggestions from the people who tested it. You may aswell get some help if anyone likes what you'r doing.

    Good luck!

    Posted in: General Chat
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    posted a message on Attempt on a reef (Showcase)

    Its in my signature.

    Posted in: Terrain
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    posted a message on Attempt on a reef (Showcase)

    A Protoss Warrior Squad is assigned to establish a defensive position on the coast in front of the island region in the north, they are to choose the warp in locations of all the units and structures. They are also given an observer unit and a mechanized support unit to complete this task. [ observer unit in Protoss Military consists of 5 observers, mech. supp - 2 probes and a shuttle]. The Reavers are supposed to hold back the enemy lines by limiting their ability to establish "bases" as their means of support, since the enemy is the Zerg, and Zerg needs creep and nesting grounds to support their numbers. The geography of the area allows zerg a good way of spawning air units without worrying too much about the defense, thus saving resources and time. Countering their position mean less air units in battle, and that could mean a deciding turn in a war or a battle...

    The Squad Leader is a bright tactician, therefore he alters the High Templar's orders and suggests to change the mission. The race has no scanner or "detectional" technology whatsoever, the commanding High Templar decides to agree to a suggestion that it is enough to use only a few Mechanized Artillery units, which are robotic, btw, so the Zerg cant sense their presence, and simply hide them in the jungle on the coast, without any defense or a cloaking device, therefore saving some of available resources [and energy] to send to the other lines, since the Commanding High Templar originally planned to use up a few canons and dragoons for defensive, plus waste some of the nexuses energy to induce a cloaking field.

    The zealots locate a few positions to hide the artillery, uses probes to open up a warp rift for the pylons in those positions, [so the reavers could be powered up, because they need a lot of energy] and leave the area. Shortly after the High Templar deploys Mechanized Artillery Units at designated points and controls them through distance.

    Posted in: Terrain
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    posted a message on Attempt on a reef (Showcase)

    @Mozared: Go

    My terrains are always for the standard Sc melee type gameplay, so I design them all like that for my campaign. I only care about in game appearance. This map was suppose to be a bombardment mission, so the game camera will be quite high. I focused on appearance in distance.

    Posted in: Terrain
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    posted a message on Attempt on a reef (Showcase)

    I dont think i'll do anything else here... This was suppost to be a short mission map, but I got caught up with the reef part so I resized it to 256x256 and just kept on going ^^

    Posted in: Terrain
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    posted a message on Attempt on a reef (Showcase)

    My attempt at a tropical isle terrain. Sorry about the quality of the images.

    Posted in: Terrain
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    posted a message on Need Ideas - Riddles and Minigames

    rubiks cube.

    Posted in: Miscellaneous Development
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    posted a message on Removing "Game Mechanics" in the help panel

    @FunkyUserName: Go

    You are talking to a total nooblet here. I have no idea how to do that stuff... Is there any link to a tutorial or sumtin?

    Posted in: UI Development
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    posted a message on What can cause an arcade map to lag badly?

    Try stagerring periodic trigger events and increase their periods if you are using any with less than a second.

    Posted in: Map Suggestions/Requests
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    posted a message on Removing "Game Mechanics" in the help panel

    Does anybody has a solution for this? It is realy bugging me off ;-/

    Posted in: UI Development
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    posted a message on Testing map loads forever

    Dont know what your OS is, but this thing might bring you trouble on some machines. Sometimes sc2 crashes at the background, especially with trigger-rich maps, this might make you loose some work on your map. Enable automatic map backups in your editor and always pause the game before alt-tabing it and atering anything in the editor.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Make drone build spore crawlers like protoss builds photon cannons?

    You should do this by mimicing the probe warp-in-structure ability, altering it to have a spore crawler in a unit tab and giving it to the drone. Then change the warp-model accordingy to make it look visually zergy.

    Posted in: Data
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