That would be fine. The main thing they don't want you doing is taking the missions that cost money to play, and putting those on the arcade.
- Curse Premium
Member for 5 years, 8 months, and 28 days
Last active Wed, Jan, 16 2019 07:39:11
- 3 Followers
- 1,569 Total Posts
- 27 Thanks
Nov 12, 2018MaskedImposter posted a message on [SOLVED] Detecting when Protoss Structures Are Built For Specific PlayerPosted in: Triggers
I think that particular event uses "triggering progress unit" rather than "triggering unit". Does changing that in the condition fix the problem?
Oct 8, 2018Posted in: Triggers
First thing I would do is at the beginning of the trigger, send a text message action. If the text message doesn't show up then it has something to do either with the trigger event, or the data effect. If it does show up, then something is wrong with the trigger actions themselves.
Sep 23, 2018Posted in: Map Feedback
Hey! I just finished playing through your map! It was great. I made a video of my play through which gives my impressions as well as possible improvements. I'll post a link when it's all uploaded n whatnot. I think you did a lot of stuff right. I played on medium, and I think the difficulty was appropriate. The terrain was nice in both visuals and flow. The game length was perfect as well, I generally aim for 20-30 minutes for a campaign level play through and this hit that nicely. It's a great first mission as well in that it doesn't introduce you to a million brand new things all at once as some campaigners will do.
You did have a few small English errors, but it was great overall. Anything that was wrong, you can just say they were too drunk to speak correctly! :)
Well I'm bad at thinking of more stuff to say in retrospective, so I'll just stop now and let you watch the video when its ready!
Aug 22, 2018MaskedImposter posted a message on How do you make a unit that spawns another random unit upon death?Posted in: Data
Easiest way would probably be triggers.
Event - unit dies
condition - unit type of unit (set it so the triggering unit type is your chest unit)
Then the event would be a create unit (your neutral unit). Create it at the position of triggering unit (the chest)
Jul 17, 2018MaskedImposter posted a message on Best resource to learn more about C or Galaxy basicPosted in: General Chat
I was going to point you to Blizzard's original tutorials which are a great starting point, but sadly I can't find them... But Deltron did a great video tutorial based off those. You can find the first one here:
- To post a comment, please login or register a new account.
Sep 22, 2018Posted in: Map Feedback
I'd like to ask for some feedback on one of my first public story projects i work on - 'Foster Clan Campaign: Chapter 1- New Hope'
Since people that are approving maps here decided to ignore my uploads for some reason :(, you can easily find the map ingame arcade when you search for 'foster'.
Note that i'm very new to editor, spent past few weeks figuring out all the work with triggers, data, cinematics... and while this is not some innovative mindblowing map, i believe it is at least 'enjoyable to play'. I started working on this project simply for a friend, to make sort of funny story to it and slowly fell in love with it. I want to continue with creating story campaigns & improve my galaxy editor skills and i decided to give this feedback thread a try.
Something about story:
Terran-only story campaign, of which i intend to make 3 chapters:
This is the story about 'Foster clan' - clan of alcoholics. Unforunately their home planet is all out of beer! For past few years, foster clan is desperately trying to acquire some beer, without any success. But today, foster clan captured unknown signal which is believed to lead to ancient beer recipe. But it won't be so easy - planet is occupied by other clan as well, clan that is happy about no-beer situation - for Foster clan known as 'Teetotallers' - and they will do everything in their power to keep their planet 'clean'. Take control of Foster Clan and help them acquire some beer!
You may find some more info in ingame description & loading screen.
I'm also sorry in case of any grammar errors, as english is my second language.
Thanks for any potential feedbacks & testers :)
Oct 2, 2018Posted in: Triggers
Ok you need a trigger that uses a Unit Dies event. You then have an Integer type global variable that you add the kill to using a Modify Variable (Integer) action. The variable is an array of size 1 with the 0/1 representing the different teams. You then have an If Then Else action that uses a Comparison condition comparing Owner Of Unit>Killing Unit = Player From Player Group>Allies/Enemies Of Player as the functions. Based on this you know which team to give the +1 to the variable. You then have two more If Then Else actions that have a Comparison condition comparing the variable for each team against a constant which is the number of kills for victory and then have End Game For Player actions.
Sep 24, 2018Posted in: Map Feedback
Thanks for checking it out and for feedback! I did not expect full gameplay video, it was extremely helpful (and entertaining) 25 minutes to watch. I will definitely try improving my map with your suggestions, like tooltip for hideout and other details. Also i should make timer window a bit bigger as well :D
About game lenght, i don't really aim for specific lenght of mission, i'll just see what i end up with during testing. Like i'm currently working on second chapter and that turns out to be at least 40 minutes long.
I'm glad you enjoyed the map :)
Sep 6, 2018cinicraft posted a message on Best resource to learn more about C or Galaxy basicPosted in: General Chat
Unfortunately, even though I’m a senior software developer for a living, there’s one big flaw with SC2 editor, there is no official documentation.
you'll find some extremely useful documentation here, but it’s 3rd party and is missing some definitions since the many thousands of editable data fields or actor events are documented here as “this doesn’t seem to do anything.”
so that’s kind of how I have to learn things, there’s a ton of trial and error involved here, and you may need to take some of your own notes. Aside from that, this editor is pretty freakin powerful. Just wish the devs made some official documentation about the data fields and actor events/actions, there’s a ton of untapped potential with this editor.
Aug 3, 2018Posted in: Project Workplace
Hey guys! It's been a while.
I finally got some spare time on my hands and whipped up this tool you can use to create saved games via triggers.
Project Page: https://www.sc2mapster.com/projects/sc2saver
It works well enough for me, I hope this at least provides a solution, however clunky, for making automatic checkpoints and stuff like that. (Odyssey Mission 10. Never forget.)
Hope you guys like it!
Aug 1, 2018DrSuperEvil posted a message on How to make several workers construct the same building faster?Posted in: Data
Under the Buildable type ability used by the structure there are the Stats: Maximum Builders, Stats: Power Build Bonus Rate and Stats: Power Build Cost Factor fields.
May 23, 2018Posted in: Map Review
New Mapsters? New Marauders? Enslavers Redux fully released after 3 years of development? Antioch Ep 3 released after 19 years?
What year is it? It's like a little mini-renaissance of single player content! It's never too late to try your hand at making stuff if you're interested.
May 10, 2018Posted in: Map Review
Thoughts of Chaos is the epic conclusion to The Antioch Chronicles, a large-scale custom campaign. TiC weaves together a narrative made by many different characters from different faction and have them slowly converge until the finale. It features acceptable voice acting (the protoss voices will grow on you, and it gets better in later missions), and quality editor work (terraining, models, etc), as well as a well done and entertaining story (despite the ending being too cliche) by my admittedly low standards.
However, any fun that one would normally get from the story is instead leeched away by 110% mediocre gameplay, which mostly seems like a way to pass the time between story segments rather than engaging and enjoyable.
The gameplay, first and foremost, suffers from slow pacing. There's plenty of long winded backtracking through empty and very weakly defended areas in both macro and micro missions. Here's an example: TiC has a stealth mission, reminiscent of HotS' ship infiltration mission. However, instead of combat, you're greeted with (admittedly well-thought out) puzzles, halfhearted enemy detection patrols (you don't interact with the guards other than just walking out of their zones), and halfhearted kill defenseless, undefended structure to progress. It got to a point where I tried to break the monotony by attacking some random guards and escaping the detectors gaze. This gets back to what I previously said about "waiting x minutes", you're moving through the ship for a certain duration to get to the next puzzle, enjoyable gameplay be damned.
Difficulty, like many aspects of gameplay, didn't seem to get much thought either. "Hard" in TiC means "WoL casual". Many hero units are broken, and with minimal micro they can multiply a small force's effectiveness by tenfold. Many missions can be beat by getting 10-20 units and just steadily rolling across the map. But in two missions it's very, very, hard, unless you understand the correct choices you need to beat the mission (which would require editor diving or some really lucky guesses). Of course, such information is only going to come to you once you lose the mission once. As an example, there's a holdout that features extremely high tech ground units (archons, reavers, ultralisks) with a few air superiority fighters and dropships. Suddenly, on the last few waves, the mission throws the curveball of 2 carriers (capital ships) per wave. Hopefully you built enough anti-air that you couldn't know that you'd ever use. If there had been any hint in an earlier wave, I would have enjoyed the mission. It was on my skill level, a nice terran holdout with some interesting twists. Due to not seeing any indication, I fortified my tank line and suffered, and lost a lot of .
Bosses have HUMONGOUS HP bars, backed up by tiny amounts of damage so that phase transitions, many of which are accompanied a cutscenes or "action pauses", are played a significant duration apart (have to have SOME space between emotional moments). Combine this with high cooldown abilities, and I had trouble staying alert during boss battles, as rarely they did anything cool, interesting, or required effort to dodge.
In closing (TL;DR): DO NOT PLAY Thoughts in Chaos if you're looking for a campaign that gives you something to do. If you must see the story because you've seen the first two (and you should see TiC in that case), use cheats (i.e."move" or "god") or watch Jayborino's videos to avoid interacting with the gameplay as much as possible.
May 9, 2018Posted in: Artist Tavern
Not every model I make will be uploaded here. If I feel especially happy about something I've made, it'll go here. I'm still working on my skills and starting to migrate to 3DSMax so not everything I pump out of Blender is as elaborate or different from the original as I wish (even if they turn out fine).
For starters, here is the recent Sanctifier Warmech - I just updated my Assets page with this model, its accompanying portrait, and another Adept model.
- To post a comment, please login or register a new account.