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    posted a message on A question about projects.

    I think other files can suffice, like a screenshot or something. It's worth a try.

    Posted in: General Chat
  • 0

    posted a message on Trigger works in custom map but not as a mod

    In data their max resources are on a behavior that's on the unit. Not on the unit itself.

    Posted in: Triggers
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    posted a message on Trigger works in custom map but not as a mod

    Did you increase the maximum amount of resources a mineral patch can hold in the data editor? It's in a behavior I believe. Triggers can't go above the maximum that is stated there.

    Posted in: Triggers
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    posted a message on Mapsters

    In reply to TChosenOne:

     Does Jayborino secretly love reavers?
    Posted in: Map Feedback
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    posted a message on Mapsters

     

    Brett & Keith go on another misadventure!

    Posted in: Map Feedback
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    posted a message on Need help with different units sharing the same actor model

    A lot of units which morph to other units will have that issue. Most zerg units morph between burrowed and unburrowed. So you gotta make sure to always update those. 

    Posted in: Data
  • 0

    posted a message on Mapsters

     

    Quote from TChosenOne >>

    Mapsters is a fun and interesting campaign, and is absolutely worth playing by all.  It pulls off a decently-written unserious story (I'm not great at evaluating stories, so this rating is very high praise), its terrain, and unique mechanics every map.

     

    Where mapsters falls short is in gameplay.  I felt incredibly limited to the point that I only built one or two types of units in a mission.  This turns mapsters from an RTS map to a micro-puzzle map, where you find the unit that works the best and mass it.  The worst offenders are mission 1 and 2, where it's very hard to get anything but mass zerglings due to the gas you'll be pumping into hockleberry+upgrades.  Mission 3 is a lot better since you get banelings to play with, along with enough gas to produce things like roaches and hydras.  The anti-ground protoss mechanic of 5 really makes it incredibly micro-intensive to attack with a ground army, along with huge losses you'll be taking against reavers.  Combine that with the advantages of mutalisks...

     

    While there's nothing wrong a few limits to what you can build, or less efficient comps, it's just that I feel that I'm extremely limited every mission except for 3, the gates for success for inefficient comps are incredibly high, and for missions 1 and 2 in particular, you cannot have a composition that wins without a large portion being the offending unit.

     

    However, the puzzle aspect does mean it's a good test for players to see if they can determine what they need and execute that build, and as such I feel Mapsters is best played without any aid of walkthrough vids.

     

    Warning: review gets less serious ahead.

     

    Releasing 5 missions only is a stroke of genius, though.  It's clear how the plot resolves.  For those of you who are lazy, let me guide you through the only way the plot can end, starting with this:

     

    This proves that Jayborino doesn't really exist, as Mapsters states he does have a daughter (sorry if you were big on that existence thing, Jay).  Now since it's obvious that Jay cannot be real, who could be posing as Jayborino?  Who wants to kidnap Hockleberry and poison ElvinDL?

     

    The answer is obvious, the zerg CEO.  Let us remember that ElvinDL moved up the ranks via BETRAYAL, and suddenly in mission 4 after an interaction with Jay, repents.  Is he actually poisoned or is that a side effect of his brain being rewritten by the Zerg CEO?  Is the zerg CEO rewriting minds with his own?  Yes!  What's better than one brilliant CEO?  A management team made up of mental copies of the brilliant CEO!

     

    So why is hockleberry needed?  He has to die in order for Wargirl to get promoted to match her skill.  I mean you fight an upper level manager and take on the cult of Sixen.  Wargirl's pretty skilled if she can take 'em on.  But look at what you can do while you have hockleberry around.  Mass zerglings?  Can't build support units like infestors and gas-heavy attack units at the same time?  Ultras are a luxury item?  That's what a low-level manager would do, not a middle or upper manager.  Why can't wargirl do cool zerg things? Hockleberry!  He's gotta go for Wargirl to be promoted.  

     

    So in mission 6, Hockleberry dies, you "kill" the Jaypuppet, Wargirl gets promoted, and everyone is happy (except for Jayborino who doesn't exist, ElvinDL who is now becoming a mind-clone of the CEO, Hockleberry for obvious reasons, and the protoss and the terrans who you murdered), I MEAN EVERYONE.

     
     Can this review still be true now that mission 6 is out?
    Posted in: Map Feedback
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    posted a message on Custom Campaigns?

    No! All custom campaigns are CANCELLED! As is Christmas!

    Posted in: Project Workplace
  • 0.954155795751025

    posted a message on Jayborino's YouTube Feedback/Schedule Thread
    Quote from JayborinoPlays >>

    New Mapsters?  New Marauders?  Enslavers Redux

     Woah, that sounds like a great and really smart order to play those in! :P
    Posted in: Map Review
  • 0

    posted a message on Making the AI do nothing

    You are using the unit version of script control. You need to use the unit group version. That way it'll be for all the units and not just the very last one.

    Posted in: AI Development
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    posted a message on Can you convert a dependent mod into an extension mod and vice-versa?

    Dunno, never tried it. Have you tried making a simple mod and doing save as/etc to test it out?

    Posted in: General Chat
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    posted a message on Making the AI do nothing

    If you're using a create unit action, to reference those units as a unit group, use the function "Last created units".

     

    It would look something like this:

     

    Test spawn units
        Events
            Game -Map initialization
        Local Variables
        Conditions
        Actions
            Unit -Create 10 Marine for player 1 at Start Location 001 using default facing (No Options)
            AI -Enable script control for (Last created units)
    

     

     

    Posted in: AI Development
  • 0.955993930197269

    posted a message on Unit revive overrides properties

    Check in data to see if your hero unit has a revive unit set. If it is set to the original Zeratul, change it to your new hero.

    Posted in: Data
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    posted a message on Remove map file from "Window" drop down?

    I believe it's file-close that exits the currently active file.

    Posted in: Data
  • 0

    posted a message on HOTS Hero Panel

    https://sc2mapster.gamepedia.com/Tutorials

     


    Blizzard Style Hero Icons tutorial

    Posted in: Triggers
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