Quote from JayborinoPlays:
I think SotX did great at having failsafes (OutsiderXE did this in his WC3 campaigns as well), but most of those are not traditional RTS-type maps. It's a lot different when adding something along the lines of a Resurrection Stone for a hero that dies...
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SotX Mission 7 (the RTS map) was the hardest failsafe to create. The map starts empty and then I had to create each building and unit via trigger. But the most problematic thing is telling the AI to stop its current attack wave and the map is resetting to the last checkpoint at that time. Probably still bugged.
I would really love to see more maps have some sort of soft punishment instead of forcing the player to quicksave/quickload all the time. Gets really annoying when playing maps with a "Unit XXX Must Survive" objective. Belly of the Beast in WoL did a great job: Map doesn'T fail when a hero dies, he can be revived when others are around. Map only fails when all heroes die around the same time.
I have created one map where I used a "Press Ctr+Q to quicksave" message but it really felt like taking the player out of the experience. Instead I went for the Belly of the Beast solution (again).
General advice: If you can't build some sort of failsafe or soft punishment, at least add multiple difficulty levels. Also, having skippable cinematics is a must in this day and age (in my opinion). Especially in SC2 it's so much easier to do than in WC3.
Quote from EDHRIANO:
@JayborinoPlays: Go
Here you go Jay. [attachment]
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Using that trigger produces a NotAuthorized error. Thanks Blizzard.
It's not that. HotS is generally more zoomed in/has fewer but bigger assets, which demands more detail. SC2 on the other hand must allow hundreds of units at the same time without performance breakdowns. I also think HotS is a bit too bright for SC2. I remember how people complained about the bright style when SC2 was first announced.
Haven't played HotS in a long time (last new hero I remember was Greymane - January 2016)), but I'm sure I'll try out the new map.
Cool. recently replayed Lost Viking. I think there is also another game like that that was developed very quickly (in 2010/11) whick looked really good. DOn't remember the name though. Asian developer afaik
I almost replaced the Catamarans with Overlordsa and the Resort with an Overmind... but then it was funnier imagining the zerg having a good time at the beach ;) Now imagine the Hydralisks playing volleyball... and oops.. the Ball went puff because of the claws :(
It is like the pattern is different for each texture. especially with noise and fractal. i would try and play around with it more. i am sure they changed it for a reason
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Scbw mod
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Quote from JayborinoPlays:
I think SotX did great at having failsafes (OutsiderXE did this in his WC3 campaigns as well), but most of those are not traditional RTS-type maps. It's a lot different when adding something along the lines of a Resurrection Stone for a hero that dies...
----
SotX Mission 7 (the RTS map) was the hardest failsafe to create. The map starts empty and then I had to create each building and unit via trigger. But the most problematic thing is telling the AI to stop its current attack wave and the map is resetting to the last checkpoint at that time. Probably still bugged.
I would really love to see more maps have some sort of soft punishment instead of forcing the player to quicksave/quickload all the time. Gets really annoying when playing maps with a "Unit XXX Must Survive" objective. Belly of the Beast in WoL did a great job: Map doesn'T fail when a hero dies, he can be revived when others are around. Map only fails when all heroes die around the same time.
I have created one map where I used a "Press Ctr+Q to quicksave" message but it really felt like taking the player out of the experience. Instead I went for the Belly of the Beast solution (again).
General advice: If you can't build some sort of failsafe or soft punishment, at least add multiple difficulty levels. Also, having skippable cinematics is a must in this day and age (in my opinion). Especially in SC2 it's so much easier to do than in WC3.
Quote from EDHRIANO:
@JayborinoPlays: Go
Here you go Jay. [attachment]
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Using that trigger produces a NotAuthorized error. Thanks Blizzard.
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It's not that. HotS is generally more zoomed in/has fewer but bigger assets, which demands more detail. SC2 on the other hand must allow hundreds of units at the same time without performance breakdowns. I also think HotS is a bit too bright for SC2. I remember how people complained about the bright style when SC2 was first announced.
Haven't played HotS in a long time (last new hero I remember was Greymane - January 2016)), but I'm sure I'll try out the new map.
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Our master is back :-D all hail gradius
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That looks really really good.
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who will play with me? I have never played a single co-op map by blizzard. (enoby and irony)
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Yes thats exactly what you are supposed to do. ... you can PM me in german
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As far as I know to remove a dependency you have to reset all data that uses the dependency to standard.
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Not sure, maybe it's the Shield Regeneration on the unit itself.
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Cool. recently replayed Lost Viking. I think there is also another game like that that was developed very quickly (in 2010/11) whick looked really good. DOn't remember the name though. Asian developer afaik
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Assignment:
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haha awesome
later :D
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Zerg are having a good time too
I almost replaced the Catamarans with Overlordsa and the Resort with an Overmind... but then it was funnier imagining the zerg having a good time at the beach ;) Now imagine the Hydralisks playing volleyball... and oops.. the Ball went puff because of the claws :(
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last image
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It is like the pattern is different for each texture. especially with noise and fractal. i would try and play around with it more. i am sure they changed it for a reason