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    posted a message on Krazy Plays!

    Hey Krazy!

    I've been working on my map "Blademaster" for the last couple months and it would be awesome to see you playing it! It's some kind of action rpg built around the blademaster from wc3. I implemented both a storymode as well as a versus mode, so you dont need to worry about additional players when trying this. Its uploaded both on the US servers ( battlenet://starcraft/map/1/264157) and the EU ones ( battlenet://starcraft/map/2/183127 )

    Would be honored to see you playing my map :)
    TheUltragon

    Posted in: Map Feedback
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    posted a message on Looking for a better way to display NPC messages

    If its just plain text, you should look at text tags, offering you a way to display text above units

    Otherwise you should indeed get familiar with dialogs

    Posted in: Triggers
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    posted a message on Rock the Cabinet 2015 -- Deadline Extension

    Wow. I expected a couple of days but definitely less than a month. Great news indeed, really shows that you care about this contest and its contestants.

    Posted in: General Chat
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    posted a message on [Rock the Cabinet] Blademaster

    Blademaster

    Map Links:
    - US: battlenet://starcraft/map/1/264157
    - EU: battlenet://starcraft/map/2/183127

    - A fast arena-brawler revolving around the "Blademaster" with both Storymode and Versus Mode
    - Playable with 1-6 players.
    - Storymode currently has 2 Missions, more are in progress
    - Versus Mode features 4 Maps and 3 Modes. 2 further maps and 1 additional mode is being worked on

    You are the Blademaster. A fearless, supreme and swift warrior. Follow a story throwing you into the fight between Horde and Alliance. Too boring for you? Then fight other players in the action-packed PvP-Mode.

    In battle you are supported by 3 easy to learn abilities. By using a Slash (Hotkey: Q), you damage all enemies in the targeted direction. The Swipe ability (W) grants you mobility by instantly moving you in the targeted direction while damaging all enemies you pass. Your last tool in battle, the Swirl (E) deals heavy damage to all enemies around you. Use them as often as possible as you will be healed everytime you land a successful hit with them.

    If you are new to the game (and don't happen to be the host) then take a closer look around the Training Stage at the beginning of the game: Here you can practice all your abilities and get a feeling for the gameplay. Just follow the instructions by using your Swipe (W) ability to cross the river and you will be able to face (and hopefully defeat) enemies on the other side!


    - the map currently is in alpha stage, so content will be added and bugs are likely to occur. Feedback is very appreciated!

    Posted in: Project Workplace
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    posted a message on Halos Box Trouble

    This definitely looks like an engine problem. Apparently those halo outlines arent meant to be used by so many different units at the same time. Only solutions I can think of right now would be reducing the amount of units capable of using the behavior or use a different effect for showing the behavior. Might be worth looking into the new material effects introduced by 3.0

    Posted in: Miscellaneous Development
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    Pitfall: Attack Animations don't work on some units

    Solution: The actor of said unit is probably based on the actor of another one (in my case the zealot actor). Just change the Parent to "GenericUnitStandard" (double click on actor, 2. dropdown menu) and make sure that you reset the "events+" field. The problem is not custom events but some missing standard events, so changing this field again should be fine after the reset.

    Posted in: General Chat
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    posted a message on Hell it's about damn time

    @JayborinoPlays: Go

    I just love how your avatar perfectly matches with your post. :D

    Posted in: General Chat
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    posted a message on Swarm 3.0 Coming

    @willuwontu: Go

    I would rather use the data asset subforum for that, but I dont think anyone really cares about wether its in the one forum or the other. Looking forward to your creations :D

    Posted in: General Chat
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    posted a message on Collecting assets not included in Sc2.

    Just release all models you can find (maybe make a mod out of them all?), I am sure there are many mappers here who would love to see additional content, be it old models or new ones.

    Posted in: Art Assets
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    posted a message on Will 8000 doodads in one map cause issues?

    If you use standard sc2 models, then probably yes. If they are from the wc3 assets then it depends on the rest of your map (triggers, unitcount etc)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #220: Legacy of the Intro

    @ThePhail: Go

    Already looks awesome. Looking forward to more!

    If anyone needs some reference pictures for landscape I've attached the best ones I could find. Too lazy to do an entry of my own, but looking forward to others and maybe this can help you doing one.

    Posted in: Terrain
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    posted a message on Death by Fantasy

    Played the updated version with 4 players now. Attached the replay if you need visual feedback. Nevertheless here is some direct one:

    • hitfeedback is absolutely right now, not annoying anymore but still useful
    • we managed to get through the harpy passage without a wipe, but it was still very hard and especially the Tauren Bossfight with the overwhelmingly big force that is spawned really gave us a hard time. We barely managed to get through (with 1 person left)
    • the camera had hiccups at some points of the game, maybe the replay can give you clues about that (dont really remember where they were)
    • rerolling feels much more limited now, but I think you still should be able to reroll at every item you get, not just 2 rerolls in the whole game. I wouldn't mind if you then decrease the reroll amount to 1 per item drop. The current version is just too punishing for new players (like me who wasted its charges on the first weapon without being aware of its limitation)
    • I noticed that it's really hard to regenerate life if you are hit and dont have fitting skills. Health-Orbs are very rare and are only obtained after (semi-)bossfights, although you get the most damage from the normal minions. Maybe adding an active potion ability (with a similar cooldown to the grenade) would help there.

    Playing with other players was generally harder than playing alone, but definitely more fun to do. The fairy mechanic is definitely a nice compromise for waiting to be respawned at the upcoming checkpoint, but rather felt boring without any abilities and the damage you did wasn't helpful for your teammates either. How about swapping the weapon for an active heal or shield ability? Being a fairy it would make more sense that you could support your allies than do damage to enemies.

    Also the game ends right after defeating the forest boss without any given reason, is that supposed to be?

    Posted in: Project Workplace
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    posted a message on Death by Fantasy

    Definitely fun to play. The humor fits the title, the fighting mechanic is really nice and the item-system is a very good addition to it. The flow is fairly good, still some of the upcoming points could definitely make it better:

    • aiming with your weapon is really hard. Neither can you manually place shots nor is there an indicator for range, which makes it really hard to develop a sense for combat. Especially for the Shotgun or the Railgun this would be very helpful
    • ranged enemies are far more difficult to handle than their melee companions, making the harpy-cliff passage the hardest (and most frustrating) part of the map.
    • Checkpoints are rather rare and replaying too much is definitely not fun (-> harpy-cliff). There should be a checkpoint before each bossfight or after a longer passage. This also applies to the forest region, where I unforunatley was killed by the forest-keeper boss and then was forced to replay the whole forest part
    • The massive army that spawns while fighting the tauren boss make this fight nearly impossible (and combined with the previous issue extremely frustrating) unless you exploit the fact that they almost exclusively walk on the right side of the area, making the left side (where the buildings are) completely vulnerable. This might be the designed strategy, but feels like exploiting a bug
    • the reroll feature makes the whole randomness of the Item System pointless. It should at least be limited to one reroll per item drop
    • the Dialog really is funny, but plays too fast especially at longer lines, making it hard to read everything before the next character talks. How about changing all this to instead be skipable (with a timelimit that is far enough to read everything)? This would grant everyone their own pace while not being too intrusive and reducing gameflow
    • the huge camera shake along with the red flash everytime you take damage is really annoying after a while. Hitfeedback is good, but the definitely is too much. How about flashing the bloodscreen used in the HoTS missions instead? This would be much more subtle while still being visible



    Some bugs I found:

    • The blademaster appears to shrink when he casts his whirlwind spell. Only a minor bug though
    • You cant go to the top-left after beating the blademaster if you didnt go to the lower right first
    • You can see pointer-actors flying on the lower-right when the harpy-boss is attacking. They seem out of place
    Posted in: Project Workplace
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    posted a message on Raynor + Mira Han head

    Since AlleyViper already created a Mira Han Marine (http://www.sc2mapster.com/assets/my-first-world-warcraft-unit-con/files/228-mira-han-marine/) I guess he would be your best bet for such a request. He seems pretty open for those, too, just shoot him a pm.

    Posted in: Requests
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    posted a message on Make this icon blue? (Picture)

    Like this?

    Posted in: Requests
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