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    posted a message on The last Stand V2 release soon + beta tester needed
    Quote from Forge_User_59026135: Go

    add a changelog help tip ingame

    I second that. And also maybe post here changes you've made.. cause it's discouraging to post bugs/issues that may have already been fixed. (did you fix dual mothership spawn & did you give last boss heroic attribute?)

    Posted in: Map Feedback
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    posted a message on Questions while making an RPG (mostly triggers)
    Quote from ctccromer: Go

    6. Can Progress Bars not display text??I made a dialog item: Progress Bar for an experience bar but when i used "set dialog item (variableForExpBar) text to "aaa" for (All Players)" the thing still didn't show anything

    Text won't show if it doesn't have enough space or it's not possible. If it's not possible you can use labels or buttons(for centered text).

    2 is done by using dialogs and adjusting images to dialog items.

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

    Psycho, would you mind to join our conversation at b-net? There are some of yesterdays testers, and even more opinions on balance and recent changes.

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

    Two times(we got swarmed by mutas/broodlings and overwhelmed). The only time when we got past it was when I cheated and made an army. But i think the difficulty should not be lowered. It's supposed to be hard.

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

    It was fun, I played Vortex/Heal/Cooldown HT with 2 void prison dt's. Dts permanently locked bosses and killed most of enemies with their ultimate, I vortexed everything.. strangely enough we had problems with air level, but that's probably cause of lack of coordination between us. One thing that disturbed me was that we didn't get much experience. It would be more profitable for us to replay lvl1-20 to max out rather than try to beat harder levels..

    Edit: By the way, someone is waiting for you at "TSL" at sc2.

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

    Alright, yesterdays tests were a major success. I wonder how many will actually send feedback/bug reports.

    Here's my share of discoveries:

    -High Templars Domination is broken, you can't cancel current domination and you can dominate new target while old is still alive.. thus making possible to create your own little army which will own everything.(Also I'd suggest that when HT dies he unbinds his pet, would be funnier and more logical this way)

    Quote from niel85: Go

    guess i found a bug: using vortex in round 34 caused to restrict any further enemy spawn.

    -Didn't use Vortex in this level but still there was no progress after 1st murlock spawn. We killed each other but game didn't end. Then we left one by one and last remaining player got score/points screen(he also was the only one who kept Inquisitor bonus from earlier killed boss(Maybe save boss bonus right after the kill?)).

    -Broodlings from dying buildings don't seem to have expire timer, thus when whichdoctor with phantom weapon kills building he gains unexpireing pack of broodlings.

    -Very often we saw error message telling us that "killsundscorechange" function is out of bounds, that can't be right..

    -Top wave unit counter still isn't working properly( sometimes when we kill all units it still shows that some remain, sometimes it shows 0 when there are still enemies left to kill)

    -One game we didn't get past selection screen.

    Really minor stuff:

    -Description text of heroes/units was default.

    -When switching fast between heroes in selection screen I would end having either multiple units selected or had wrong unit selected thus i was forced to manually click on needed unit.

    -Maybe you could remove Health/Energy bars for selection screen? I have "bars always on" and it's not pretty.

    -At selection screen all heroes have "immovable speed" which makes me unable to check what speed they will have with equipped item set.

    Suggestions:

    -Maybe you could change lightning for hard levels? Make levels feel more dreadful.

    -Better equipment dialogs. Find some way to show clearer which items are equipped. Also please, make a warning when player tries to start game without fully equipping himself.

    -Would be nice to know how much damage interceptors do. Seemed to kill us pretty fast.

    I think that's all that I noted. Fun map, good luck with fixing stuff and I'm looking forward for an updated versions.

    Edit: just remembered, out of 7 games we played wave 29 spawned only 2 last games.

    Edit2: Did level 20 get a nerf.. it felt much less challenging now.

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

    Good enough, see ya in TLS then.

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

    Friday evening.. I'll probably be available, just post here an hour or so before you're going to test.

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

    I would test and give feedback, if only you'd specify time.

    Posted in: Map Feedback
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    posted a message on Sc2 MLP dub, pretty awesome

    Why would anyone want to bash something as amazing as this? It's basically everything I've ever wanted in Starcraft. Thank you for posting it.

    Posted in: Off-Topic
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    posted a message on How did you learn to use the editor?

    I was obsessed with SC1 map editing (so many ideas, but no map was ever finished) which brought me to idea that I probably should study computer science (now 2nd year). There I learned a bit of programming (so I feel quite comfortable in trigger editor). My first map was about a hero ghost whose objective was to go from point A to point B. He could use 2 different weapons had 6 misc items. Since data was so overwhelming to me, everything was made in triggers(basic dialog and effect stuff). I didn't learn much, but I got a bit familiar with triggers and terrain.

    My second attempt of mapping was a defense-survival map. Was supposed to have up to 4 players defending protoss city. It featured stuff like dark archons, buildable protoss heroes (sc1 style (for example a stronger version of zealot but only could have 3 at the same time)), more upgrade levels, custom upgrades/buildings.. To make all these things I've had to spend many hours looking at how original stuff worked and browsing sc2mapster. In the end I got frustrated with sc2 and deleted everything altogether. But by that time I knew how to make simple abilities (like maelstrom), units and upgrades.

    3rd attempt at mapmaking was SpecOps kind of map. I learned even more data (made a bomb which could be planted on bridges. When detonated it would destroy bridge and everything would fall under it (a great alternative way to kill Brutalisk boss)), got more experience in triggering and realized that Blizzards item system is a pain.

    After that there was another unfinished map which made me learn even more about triggers(making AI + Custom interface)/data(multiple-leveled abilities)/terraining(so exhausting...). There is still so much that I don't know how to do, but at least I got a feeling of what's possible and knowledge of where to find needed information. I would say the best way to learn editor(at least for me) is to explore and create. A very time consuming hobby.

    Posted in: Miscellaneous Development
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    posted a message on First published map needs your help!

    Hi and welcome to Sc2Mapster.

    You would probably want to specify your realm, because I'm on Europe and I couldn't find your map on the list. Even better you could upload it here and give us a link, thus giving ppl. from other realms an opportunity to test it and give you feedback.

    Posted in: Map Feedback
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    posted a message on Spell Immunity?

    You can replace any attributes name in text editor. Even though it's not very flexible (you can't change units attributes in-game I believe) it'll work like you originally thought and will look pretty cool.

    Posted in: Data
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    posted a message on Guardian Shield - Endless Duration?

    @Fullachain: Go

    I think you'd need 2 events:

    Event: TimerExpired

    Message: Reset animation

    +

    Event: TimerExpired

    Message: TimerSet

    (You can look at High Templars events to learn more about timers)

    Posted in: Data
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    posted a message on Map:"The Protoss Brotherhood"

    With the use of public chat channel I managed to find other 3 people to play this map. We discovered that 2 teams were not allied so right after choosing heroes we started to fight each other. Then I chose to use sentry's second ability which caused Starcraft to crash. Also, intro dialog was too fast. Maybe I'll test this game again later on when it'll stop crashing

    Posted in: Map Feedback
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