Good work I think, the map has good atmosphere and the environment looks convincing, especially the colony.
Here's some stuff I would change a bit:
- motivational part is cool but I would move the civilians closer to the car and have the car blow up as soon as it takes damage, really startling them
- make the path to the actuator a bit more obvious, a road/construction sign or something near it would do the trick
the actuator part could also be optional, making it part of a running theme of 'stick around or just keep going' when you take the miners' option into account, running through as quickly as possible could mean less enemies but less tools for dealing with enemies as well
- when you're playing the 2nd half of the map you're basically in two modes, following and protecting the APC or exploring/battling in some area that's off the main path while the APC is waiting, it could be a bit more obvious when you're switching from one to the other, like the driver saying he'll wait for you
There's also a final point which I know you might not like but I feel obligated to say it, you have enough imagination and skill going to make a completely original campaign, the payoff for which is a lot greater, I know the SC1 campaign remake already out there generated a lot of hype but a well done original campaign would go even further, you can even reuse material like this map.
Good luck with making the rest of the campaign, whichever direction you take it in.
Giving the unit to a "Hostile" player (not "Computer" or "User") will make them do something similar, they siege by default and unsiege when a unit gets too close, looking closer I'm not sure if this is what you need though.
Just checked and it can do it normally too.
I looked more closely and it seems like the debris is being pushed around very precisely by the Odin's legs, meaning this is probably some flag on the Odin's 3d model, not some data effect that is easily replicated, hope I'm wrong.
That property looks like it's meant for dealing with pushing units which aren't exactly physics objects, by physics objects I mean stuff like the debris rolling down a ramp after a big unit dies, the Odin can 'kick' the pieces around by moving close to them, sending them bouncing off walls and stuff.
You can also try finding out what texture is supposed to be there (by opening the .m3 file in notepad maybe) and then create that texture (or copy another texture and give it the right name) and import it into your map/mod so the model will find it.
Wasn't the dependency limit supposed to be 4? Ofcourse if that's the case, there should be a warning and not a crash, still I'd try setting it to just 4.
I can't figure out how you're supposed to change the tech tree that's displayed in the Help menu, all I've found is that units/structures will dissapear from there (leaving a gaping blank space) if a race's workers can't build them, but newly buildable units/structures will not appear, what's up with that?
Region B can contain the complete region A. If region A is complete in region B, the function should return no point. How can I do this?
Try and make a function that compares two regions to see if they cover the same space, for rectangular regions that would mean checking all four corners, for circular ones you would check the center and the radius, functions for doing this should already be in the editor.
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@GhostNova91: Go
I patched and don't have this problem, your installation might still have been corrupted by the patch somehow, or it's something else entirely.
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@RealYnsanity: Go
Check out the "micro-filtering" upgrade that makes gas harvesting faster, you basically have to upgrade the SCV's harvest ability.
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Is it possible to change these from the default orange/green/blue? I couldn't find anything in Game UI Data.
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@designerdougm: Go
Good work I think, the map has good atmosphere and the environment looks convincing, especially the colony.
Here's some stuff I would change a bit:
- motivational part is cool but I would move the civilians closer to the car and have the car blow up as soon as it takes damage, really startling them
- make the path to the actuator a bit more obvious, a road/construction sign or something near it would do the trick
the actuator part could also be optional, making it part of a running theme of 'stick around or just keep going' when you take the miners' option into account, running through as quickly as possible could mean less enemies but less tools for dealing with enemies as well
- when you're playing the 2nd half of the map you're basically in two modes, following and protecting the APC or exploring/battling in some area that's off the main path while the APC is waiting, it could be a bit more obvious when you're switching from one to the other, like the driver saying he'll wait for you
There's also a final point which I know you might not like but I feel obligated to say it, you have enough imagination and skill going to make a completely original campaign, the payoff for which is a lot greater, I know the SC1 campaign remake already out there generated a lot of hype but a well done original campaign would go even further, you can even reuse material like this map.
Good luck with making the rest of the campaign, whichever direction you take it in.
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I think the Set Unit Property trigger action might be the only way.
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@strhsxx: Go
Giving the unit to a "Hostile" player (not "Computer" or "User") will make them do something similar, they siege by default and unsiege when a unit gets too close, looking closer I'm not sure if this is what you need though.
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@grenegg: Go
Just checked and it can do it normally too. I looked more closely and it seems like the debris is being pushed around very precisely by the Odin's legs, meaning this is probably some flag on the Odin's 3d model, not some data effect that is easily replicated, hope I'm wrong.
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@silvermage: Go
That property looks like it's meant for dealing with pushing units which aren't exactly physics objects, by physics objects I mean stuff like the debris rolling down a ramp after a big unit dies, the Odin can 'kick' the pieces around by moving close to them, sending them bouncing off walls and stuff.
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How is this done? It doesn't seem to be anything I can find like an actor or actor event or behavior, checked the map too.
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@Oatin: Go
You can also try finding out what texture is supposed to be there (by opening the .m3 file in notepad maybe) and then create that texture (or copy another texture and give it the right name) and import it into your map/mod so the model will find it.
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@maverck: Go
Wasn't the dependency limit supposed to be 4? Ofcourse if that's the case, there should be a warning and not a crash, still I'd try setting it to just 4.
e: huh, pretty old thread
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@zorbotron: Go
bimp
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I can't figure out how you're supposed to change the tech tree that's displayed in the Help menu, all I've found is that units/structures will dissapear from there (leaving a gaping blank space) if a race's workers can't build them, but newly buildable units/structures will not appear, what's up with that?
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I'm afraid I'm gonna have to bump.
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Try and make a function that compares two regions to see if they cover the same space, for rectangular regions that would mean checking all four corners, for circular ones you would check the center and the radius, functions for doing this should already be in the editor.