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    posted a message on How to use the Spear of Adun in Multiplayer Maps?

    I occasionally get asked for this file which does the top row abilities for a command panel. So here is a download link for it.

     

    Again, credit goes to Knallertton.

     

    https://drive.google.com/open?id=1_ZSEoroy8g2IEPhz0U7gu5zcwjgv9snV

    Posted in: Triggers
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    posted a message on [Tutorial] SC2 Editor Tutorials by Cata

    Cool. I will subscribe :)

     

    If I think of any topics I'll let you know!

    Posted in: Tutorials
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    posted a message on [Brain Storming] Newb friendly campaign map(s)

    The goal is to make an easy and newb friendly one to three missions of a campaign. I got another map or two I'm currently working on, but I think this idea is worth entering the brain storming phase, and I'd like some feedback/additional ideas.

     

    So far I'm thinking of a terran macro mission. Maybe have a simple respawnable hero unit with one ability. I'm thinking Tychus with shredder grenades.

     

    A special building (maybe a special supply depot) with the following:

    1. Periodically generates a small amount of resources. Can be upgraded a few times to produce more.

    2. Periodically generates some free units. I'm thinking the defenders of man soldiers that were basically marines. They wouldn't be affected by armor/attack upgrades. And maybe I'd reduce their attack range by one. Each soldier would automatically train one at a time up to a max number per depot. The depot would start only being able to support one free soldier, but could be upgraded individually you support up to 5 free soldiers. 

    These depots would be limited to like 4 per mission. Not sure if they all would be pre-placed (and invulnerable), or if you would begin with like 2 and then be able to build two more. 

     

    The free units would be nice because the new player could move out with them with little risk. They'd also have something to defend their base if they hadn't built any defenses. 

     

    Enemy attack waves would be weak...

     

    Might give the marines/marauders/etc an extra point of armor for the player. Just to make things easier.

     

    In addition to the supply depots generating resources (they would generate at a relatively slow rate), there would be 3-4 mineral fields and one geyser at starting base. Probably an expansion.

     

    Maybe get rid of the tech lab, and add barracks upgrades to engineering bay. No tech lab needed for marauders/etc.

     

    Probably make it playable as either 1 or 2 players. So people well versed in sc2 already could potentially get their friends to it. So two bases near each other at start. Extra command center for second player, or empty if no second player. Could start with four of the special supply depots, and they get split between the players.

     

    Maybe just auto give 100 supply, and make it the max.

     

    As for story... those Protoss jerks are trying to run us away from our land and steal our crops on Agria etc etc...

    Posted in: Project Workplace
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    posted a message on Marauders!

    Yea. But you should always have fun miner models and mining animations.

    Posted in: Map Feedback
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    posted a message on MapCraft - Single Player Mapmaking Contest

    1. Twice a year: Uncertain. It's possible you may even get a whole new group of people participating. Perhaps there could be different themes. One single player, one co-op for instance. With SC2 there's also the question of whether Bliz will continue rock the cabinet, which is potentially 3 map contests a year. I think it's worth trying, and if submissions are deemed too low, then you can go back to once a year.

     

    2. Crowdfunding: I'm skeptical because I like the idea of a low prize making it a more friendly competitions with less pressure. But I'm open to listening to counter points.

     

    Posted in: General Chat
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    posted a message on MapCraft - Single Player Mapmaking Contest

    If you're talking about my map, I updated my Mapsters campaign thread to include it. Also the project page.

    Posted in: General Chat
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    posted a message on Death of Stukov - Unfinished Map

     

    Felt like doing a playthrough of one of my unfinished never released maps, since it had some neat stuff.

     

    This was a storyline 3rd installment to the Stukov series, but had completely different gameplay.

    Posted in: General Chat
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    posted a message on MapCraft - Single Player Mapmaking Contest

    Contest has ended, and video playthroughs are being released. Looks like they saved the best for first!

     

    Posted in: General Chat
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    posted a message on About infested bunker/civilian auto training

    Triggers can be used in mods. When you go into the triggers module you have to create a new library in order to add any triggers.

    Posted in: Data
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    posted a message on Units from attack waves stop moving

    The player defenses are too strong and the units have gone on strike! 

     

    Na, I'm not sure. Just curious, is other ai stuff working like mining and rebuilding bullies?

    Posted in: AI Development
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    posted a message on Newbie question - why isn't the triggering on build completion working?

    So you want it to trigger when a building finishes being built? In that case I think you need to use "unit construction progress" as the event.

    Posted in: Triggers
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    posted a message on MapCraft - Single Player Mapmaking Contest

    Not too much time left til contest ends. Get your submissions in soon. And don't forget to test mine :P

     

    https://www.sc2mapster.com/forums/player-zone/map-feedback/180838-mapsters?comment=81

    Posted in: General Chat
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    posted a message on Mapsters

    https://drive.google.com/open?id=0BwNFMMSLI4xlbWZUZU43OXhBMUE

     

    Mapsters 4.5 for Mapcraft 2017 has been significantly updated. Very interested in feedback for anyone who has time. Just about 20 days til contest ends.

     

    Some changes of note:

    - The end is an actual boss fight now, far different than it was before. So much improved. Type "boss fight" without quotes after you choose difficulty if you want to skip straight to it for testing purposes. 

    - Changed the supply max to 100, and added an addition second level upgrade for the healing bots. This makes it easier to keep a fully healed up army.

    - Changed the tanks impact indicator to make it more distinct from the grenade ability indicator. So hopefully that'll help the player to know to dodge the tank attacks.

    - Lots of other various things I don't remember :P

     

    Posted in: Map Feedback
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    posted a message on Teleporting units, maintaining relative positions?

    The first unit wouldn't be relative, it would be absolute. Every other unit would be relative to the first unit.

    Posted in: Triggers
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    posted a message on Teleporting units, maintaining relative positions?

    Couldn't you just use some basic math? Like grab the point of the first unit, then every other unit you could subtract the x & y of their position and the first units, to get their relative position. 

     

    The new units would then be the first unit and its position, then the remaining units would be the first units position +- the relative numbers.

    Posted in: Triggers
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