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    posted a message on SCII legacy of the void

    @GhostNova91: Go That would be pretty sweet, hell, was expecting HotS to be done that way.

    Though, I hope LotV is just as/a little bit harder than WoL, with the last mission being something on the difficulty level of Omega from BW or the final level from WC3:TFT. :D

    Posted in: General Chat
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    posted a message on PTR 2.1.0 Editor new stuffs

    Extension mod sounds like a pretty nifty feature. Is it only limited to Custom Games, or can it be applied for (some) Arcade maps too?

    Posted in: General Chat
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    posted a message on SCII legacy of the void

    It may be me, but 19~ missions feels like a pretty small number to tell the main story of LotV and unite all of the clans, but then again Kerry reunited the entire swarm in just 14~ missions.

    Though, I hope that out of the 30 levels most of them are actual missions, while unit testruns (like the Evolution Missions in HotS), if there are any, aren't counted as missions.

    Posted in: General Chat
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    posted a message on Campaign and multi units in a map

    Not sure if it's possible to have both the MP and campaign variant of a unit in a map, your best bet would be duplicating the campaign one and then recreating it as the MP one.

    Posted in: Data
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    posted a message on SCII legacy of the void
    Quote from GnaReffotsirk: Go

    Raynor has the dominion on his back, thinking Valerian is his puppet, but it soon becomes clear Junior and the terran factions have their usual exit plan made up if things go sour.

    This makes me think if Valerian has his own agenda now that his father is overthrown. He also kinda reminds me of Arthas from Warcraft; has good intentions, ends up killing his father and then takes the kingdom by force. So far he's followed into those two steps (well, he was connected to his father's death, didn't kill him himself), so, I wonder if now he'll become an equally bad or worse tyrant that Arcturus was.

    Also, I REALLY hope there's new Hybrid models done for LotV, along with them being the "final bosses" of the campaign. It'll be disappointing if it's something like "Tal'darim + Enslaved Zerg + the 2 Hybrid types we've already seen and fought + Amon".

    Posted in: General Chat
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    posted a message on Defendable Walls

    Neat! Should be useful for a lotta things. ;)

    @Nurdguy: Go Watching the vid, it gave me a Helm's Deep-esque vibe for a map, with one side defending and having walls to put troops on while the other side is trying to break through.

    Posted in: Data Assets
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    posted a message on New to triggers: question on a side objective

    Well, you can use a trigger to detect if the killer is a Marine/Marauder or not, something like:

    Events
     - Any unit dies

    Conditions:
      - ((Unit Type of (Triggering Unit)) is Worker) == True (the condition is a "Unit Type Classification Check")
     - Or
        - (Unit Type of (Killing Unit)) == Marine
        - (Unit Type of (Killing Unit)) == Marauder

    If you want the player to kill the workers from a specific spot (ie, the mineral line, a cliff, or whatever), then create a region on that spot and add another condition:
     - ((Killing Unit) is in (<your region>) == True

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #149: Copypasta

    @Nurdguy: Go Nice, I like the snippets/backstories you made for them, especially the Protoss one!

    @tatatatate: Go Cool, I like the progression of uninhabited forset -> major city, though I think the water could use some waves/current, looks kinda like a deep abyss to me (at least in the third pic).

    Posted in: Terrain
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    posted a message on Happy Thanksgiving!

    Happy Thanksgiving everyone!

    ...Now to google what Thanksgiving is because I have no idea about it, except that it involves Turkeys. :P

    Posted in: Off-Topic
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    posted a message on What's your current project?

    I like the idea of having multiple paths to choose from/multiple ways of playing the map. What I like even more is, reading your post from the other thread, that it won't have rock-paper-scissors balance (as in, "X is completely useless vs Y but absolutely destroys Z", for example). Looking forward to trying it out once it's released!

    Posted in: General Chat
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    posted a message on Create healer vital max/fraction?

    Hmm...I would use an Apply Behavior effect, with the Behavior being a buff with a Period of 1 and duration of 15, then set its Periodic Effect to a Modify Unit one that heals a fraction of the unit's health.

    For upgrades, make a new upgrade, open the "Effects" section, add a new effect, set its type to "Effect", search for your Modify Unit effect for "Object", scroll down to find "Vitals (Life)" and add to the Change Fraction.

    If you want certain buffs/behaviors to alter the healing, I guess you could use a Switch effect with multiple Modify Unit ones as the cases and validators checking if the target unit has X behavior/buff?

    Posted in: Miscellaneous Development
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    posted a message on What would you like to see out of an Arcade website?

    @Hockleberry: Go It would be pretty awesome if Blizz someday implemented campaign support for the Arcade, at least after LotV/HotStorm, when they won't have anything "major" to work on. Or something like the Custom Campaigns feature from WC3:TFT, maybe?

    Posted in: General Chat
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    posted a message on Out of curiosity... Is this normal?

    Damn, that's a lot of files for a custom healthbar. :P

    Posted in: General Chat
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    posted a message on (solved)% damage taken increase

    Yeah, a fraction lower than 1 decreases incoming damage.

    Posted in: Data
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    posted a message on Hive Keeper Arcade Highlight

    Congrats on the spotlight! :)

    Posted in: General Chat
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