You should take a look into the weapon of broodlords and how their broodling-spawn is handled. Probably with an "issue order" effect right after the "create unit" effect
Well, the visuals look awesome, the fighting system seems fluent and action-packed and those zelda elements are a nice touch. Do you want to go more deeply into the rpg-direction (loot, levels, maybe dungeons etc) or do you plan to emphasize on the action part a bit more?
A really polished start you got there, looking forward to more!
This same bug has broken the Aiur Chef map from blizzard (you cant pick up items in water), so it definitely is an engine issue. Might be worth to bring this to blizzards attention.
Didnt check it when answering, my bad. In the same dropdown menu, there is "game variants". Uncheck "use default variant" on the lower left, add a new variant and go to "player attributes" at the top right. Then you can change the difficulty in the lower part of the window
In the terrain module on the top, there is a dropdown-menu named "map". Search for "player properties" in its entries. There you can specify all players initial options.
I agree with you that there isn't much content in it just yet. I had planned to do a lot more before RTC deadline hit me, but just wasn't fast enough to do all that stuff. Hope you liked it anyway!
I've been thinking about a rematch function, too, but mostly had bad experiences with them in other games where half of the other players were leaving anyway. Will rethink about implementing it, though.
Keep up the great videos! I really like your commentary-style, both funny but also objective giving us mapmakers great insight on how you actually perceive the gamemechanics. Big thank you for this again :)
Thank you very much for your playtrough! It was very interesting to actually see someone else's perspective of how they would approach the game without any prior knowledge of it. It went far better than I expected :)
I've already fixed most of the minor issues you encountered, covering most text-errors and visual ones as well as the units still fighting at the end. And yes, I agree that the missions could need some variety, will definitely look into that after RTC, but as you mentioned it is unfortunately too late for the contest version.
Still your video has brought me some very important insight and I'm really thankful for that!
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You should take a look into the weapon of broodlords and how their broodling-spawn is handled. Probably with an "issue order" effect right after the "create unit" effect
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This: http://www.sc2mapster.com/assets/hotfix-printlns-blender-m3addon/ is the tool that funky talked about. Havent tryed it myself, so you should just follow the steps written on the project page.
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@Johnsoolong: Go
You have to use the "send actor message" action. As message, you select "destroy", and as actor you select the one you want to remove.
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Well, the visuals look awesome, the fighting system seems fluent and action-packed and those zelda elements are a nice touch. Do you want to go more deeply into the rpg-direction (loot, levels, maybe dungeons etc) or do you plan to emphasize on the action part a bit more?
A really polished start you got there, looking forward to more!
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This same bug has broken the Aiur Chef map from blizzard (you cant pick up items in water), so it definitely is an engine issue. Might be worth to bring this to blizzards attention.
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Didnt check it when answering, my bad. In the same dropdown menu, there is "game variants". Uncheck "use default variant" on the lower left, add a new variant and go to "player attributes" at the top right. Then you can change the difficulty in the lower part of the window
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In the terrain module on the top, there is a dropdown-menu named "map". Search for "player properties" in its entries. There you can specify all players initial options.
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The HotS doodad "River Rapid" may help having multiple sliding textures with constant speed.
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Playthrough by Jayborino:
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Isnt it possible as protoss to build on your allies' powerfield in coop missions? You might wanna take a look there.
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@TheKrazyKat: Go
Big thanks for playing my map! :D
I agree with you that there isn't much content in it just yet. I had planned to do a lot more before RTC deadline hit me, but just wasn't fast enough to do all that stuff. Hope you liked it anyway!
I've been thinking about a rematch function, too, but mostly had bad experiences with them in other games where half of the other players were leaving anyway. Will rethink about implementing it, though.
Keep up the great videos! I really like your commentary-style, both funny but also objective giving us mapmakers great insight on how you actually perceive the gamemechanics. Big thank you for this again :)
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Awesome Trailer done by TheSkunk, check it out:
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Also a small note to everyone who wants to join the RTC Contest:
You need to fill out this (https://us.blizzard.com/en-us/community/contests/form/free-arcade-contest-2015/) online form as stated in Traysent's post (http://us.battle.net/sc2/en/forum/topic/20044525026)
Good luck to everyone entering!
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Official RTC Release:
battlenet://starcraft/map/1/266871
battlenet://starcraft/map/2/187310
- added mission 3
- added a new map to the versus mode
- reworked loading screen
- reworked versus modes
- big amounts of polish and bugfixing
Review by Trieva:
- http://www.sc2mapster.com/forums/player-zone/map-review/80261-trieves-test-fest/?page=4#p77
Review/Playthrough by Deadzergling:
- http://www.sc2mapster.com/forums/player-zone/map-feedback/80303-want-to-see-someone-else-play-your-map-mod/?page=7#p136
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Battlenet Post
- http://us.battle.net/sc2/en/forum/topic/19288209231?page=1#0
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@Deadzergling: Go
Thank you very much for your playtrough! It was very interesting to actually see someone else's perspective of how they would approach the game without any prior knowledge of it. It went far better than I expected :)
I've already fixed most of the minor issues you encountered, covering most text-errors and visual ones as well as the units still fighting at the end. And yes, I agree that the missions could need some variety, will definitely look into that after RTC, but as you mentioned it is unfortunately too late for the contest version.
Still your video has brought me some very important insight and I'm really thankful for that!