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    posted a message on Diablo 3 Witch Doctor

    I just wanted to tell that the first thing I thought after seeing this model was... a "Populous 3: The Beginning" shaman!!! Which means that what you did is absolutely amazing even though it might not been what you hoped for, it was completely worth it. Now, if only there were variations with different masks.. and some "brute" models.. I'm melting at a single thought of someone remaking that wonderful game in sc2, even though it might not be fully possible.

    Good work, make more!

    Posted in: Artist Tavern
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    posted a message on Terran Tarmac doodad broken

    Check out other decal-style doodads. If they also don't show try resetting/configuring editors video settings (File->Preferences->Video).

    Posted in: Terrain
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    posted a message on Bomberling (Bomberman Style)

    Great, this is great. This makes me want to return to mapping and finish my own bomberman remake. Thank you for this. Too bad that i can't play it since I'm on EU.

    Posted in: Project Workplace
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    posted a message on [Warlords ORPG] - Official Thread

    Must .. have .. more space! And I agree, many UI things lack borders and feel plain unfinished.

    http://img859.imageshack.us/i/84744012.jpg/
    http://img825.imageshack.us/i/21730116.jpg/
    http://img18.imageshack.us/i/68790542.jpg/

    Posted in: Project Workplace
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    posted a message on New map idea - The Final Stand

    Being a fan of hero co-op maps I must admit that sc2 lacks them (at least on Europe). So far I've only seen 4 co-op hero survival/defense maps:

    Psycho MC's The Last Stand
    Infested Arena
    Gates of Darkness
    Death Haven (More like town defense but still a cool co-op map)

    I'd recommend to check out "Psycho MC's The Last Stand" cause:

    Quote from PsychoMC: Go

    It´s a hero defense map, which is inspired by dawn of war 2 - the last stand.

    Anyway, go ahead and make it, I'm sure people will play it, at least once, I know I will.

    Posted in: Map Suggestions/Requests
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    posted a message on [PoC] RiFT in Starcraft 2

    Recreate "Death of the Overmind" cinematic.

    Posted in: Project Workplace
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    posted a message on Tomorrow!

    whoa, can ducks get hats too?

    Posted in: Off-Topic
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    posted a message on Inactive/Abandoned project showcase

    Sometimes I get a feeling that for every released map there is a dozen of unfinished maps which never saw the light of day. I had started 5 projects and I’m yet to finish at least one ( although with each unfinished map my skill rises and gives some hope that one day I’ll create something that will make use of all obtained knowledge).

    Probably I’m not the only one struggling with this problem. I wonder about all those abandoned/inactive maps and hours we put into them. Their fate is unknown, so why not to shed some light on them. It would be great if mappers with unfinished map(s) that he/she loved( & worked on) decided to post a few screenshots of project along with short description of map, reasons of projects inactivity/abandonment and thoughts on it’s future. We might get an interesting picture of what custom scene might look if we were living in alternative universe where every mapper finishes his projects.

    I guess I’ll start.
    Bomberbot. Basically none of existing sc2 bomberman maps appealed to me so I decided to make my own. I wanted it to be more than any other bomberman map, I wanted it to be even better than current bomberman games, I wanted it to be as good as it can possibly be. In the end I pushed myself too hard and burned out while remaking arena editors code. Haven't touched this map in a month, don't know when will.. hopefully all that time will be enough to rest, forget about it and then come back fresh and finish the job. Meanwhile I'm planning another project :)

    Main Lab Jungle

    P.S. Didn't know where to put this so it ended in project workplace, sorry if it’s the wrong place.

    Posted in: Project Workplace
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    posted a message on The last Stand V2 release soon + beta tester needed

    @b0ne123: Go

    What if player wants his summon to expire right in the middle of combat? I would usually summon ultralisk in the middle of break so that I can refresh summon right when it takes too much damage.

    On a side note, this game continues to amuse me. Today I played game when rounds started before i confirmed my character, as a result i was able to play with all characters(also could switch items on them in-game).

    About wait problem, maybe you could add a graphical indicator of how many players have voted to skip? it would probably make things even more apperent and also remind sleeping players to press esc (I personally loved vote indicator in early versions of Catch'n'Run map, maybe you could copy it?).

    Posted in: Map Feedback
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    posted a message on Looking for People new RPG Need all, mapmakers, coders, data editors... etc

    Welcome to sc2Mapster Sebaara.

    I'm confused.. you've got a good idea and you've already made core game mechanics. What you need to implement now is terrain, storyline, custom units/abilities, triggerwork. It seems to me that you're rather new to sc2 mapmaking so the question is .. do you really need a team to make this map? I'm quite sure that most of question that you might have, have already been answered on forums. Why not to use this map to learn Sc2MapEditor? You've got all the time in the world, so stay for a while, we're a friendly bunch of people.

    By the way, WASD movement in 8player games might not be as fluid as you'd expect.

    Posted in: Team Recruitment
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    posted a message on Where do you start when you start making triggers?

    I do it wrong way :l. Countless times I've told myself : "First, plan out everything, plan out all systems and how they will interact with each other, it'll save countless hours of needless code remaking/reforming ."

    I usually don't have the patience. When I plan specific part of map I find myself coding it to see how it will be, to see if reality will meet my expectations. If it doesn't have the feeling that I'm searching for then I'll plan some more and try again. So I'd say I just spontaneously trigger things that I'm interested in ( try to make code as flexible as possible).

    Quote from SentryIII: Go

    These are the triggers you make before you even touch the Terrain Editor;

    First thing i do is remove default defeat trigger, it's so damn annoying if not dealt with early xD.

    Posted in: Triggers
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    posted a message on The last Stand V2 release soon + beta tester needed

    @PsychoMC: Go

    Find trigger action "Unit - Set Unit State". One of states is "Status Bar", turn it off.

    Posted in: Map Feedback
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    posted a message on Patch 1.3 PTR

    Alas, it seems that new interface came with a great price to it, we no longer have "Back" button, leaving us with less comfortable ways to navigate out of Custom Game menu..

    Posted in: General Chat
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    posted a message on Precinct Assault[Alpha] + Video Trailer

    @johnnythewolf: Go

    It's from an old playstation game called "Future Cop: LAPD", you can check it out in suggested videos.

    @Grimshad: Go

    I don't really like competitive versus maps, and unless this map got great tutorial in it, i doubt it'll be friendly to new players. But I can guarantee you that if you'll implement an AI for enemy player (like in original game) I'll play it.

    Edit: I'm afraid your map isn't uploaded on EU realm.

    Posted in: Map Feedback
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    posted a message on The last Stand V2 release soon + beta tester needed

    Details make a great map. Please change games description (where it says "choose 1 of 4 heroes and defeat 20 waves..."). Also remove computer players from lobby, as right now game misleads people by saying that map has 5 player slots. By the way, players can set handicap for orange computer and thus drastically decreasing overall difficulty.

    Posted in: Map Feedback
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