So like the Terrazine mission from LoTV?
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Jul 26, 2017Posted in: General Chat
My most interesting ideas tend to come late at night. So I'm happy to report that last night I got out of bed and typed up some ideas for a map for this contest :D . I'm thinking of doing a side story mission in the Mapsters campaign.
Looking back at the rules, is it ok for it to be in the same universe as an existing campaign? It'll have some lore tie ins, but otherwise I plan on making it from scratch (terrain, data, triggers/etc) in the spirit of the competition. I'll wait to start working on the actual map file til the contest officially starts. Just writing down ideas for now.
Jul 25, 2017Posted in: Off-Topic
So I've played through most of the main game in hard mode. It's mainly just the beginning that's harder since you don't have nice weapons/abilities yet. The health regen can come into play if you're fighting a large group of enemies... but as long as you're hitting an enemy fairly regularly, it won't regen health. Of course places like trial of the sword and that one island are also harder then, since you start with nothing.
Personally I haven't gotten very far in trial of the sword. I should probably jump back to normal mode and see if I can beat it there... But I feel more invested in the hard mode world now, haha.
Jul 17, 2017MaskedImposter posted a message on [solved] Moving units immediately after drop pod spawnPosted in: Triggers
For the immediately move part, you could spawn an empty drop pod with it's wait option off (for the animation). Then just use the create units instantly at the same spot the drop pod lands.
As for two different types of units, you could use my above suggestion with more than one create units instantly. Or you could create the units, add them to a local variable unit group, create more units and add them to the same local variable unit group, then add that local unit group to the drop pod.
Jul 16, 2017Posted in: General Chat
I think if you need 12 months, you may be overthinking it. The goal is fun, and it's only going to be played once. Something that is enjoyable for 10-20 minutes would be sufficient.
Jul 15, 2017Posted in: General Chat
It might be fun for it to be less professional/time intensive as rock the cabinet. So a month would probably be a good deadline. Also would be good as a testing period amount, since you'll learn from it and be able to make adjustments should you want to do a second contest.
As for the prize... Winner should be on the DPS podcast and Jay, Keith, and Brett just have to constantly compliment them on how good looking they are, and intelligent/etc. Haha
Jun 26, 2017Posted in: Off-Topic
The summer DLC comes out Friday. So for any who don't have holiday weekend plans (Fourth of July, American Holiday), you can stay busy with Zelda!
I was kind of disappointed to read the phantom armor is just a reskin of the barbarian armor (same attack bonus). I was hoping for a unique armor bonus. Maybe some of the other ones will have new bonuses.
Definitely looking forward to the Master Sword trial and hard mode though!
Jun 21, 2017Posted in: Triggers
When the objective is created, right after it, you should use a set variable action. Set the objective variable to last created objective.
Also instead of a timer, I would just use a unit death event, and set it to the zerg that you want dead. If it is a preplaced zerg on the map, you can do it straight in the event itself.
Jun 7, 2017MaskedImposter posted a message on Where do I download the latest legacy of the void dependency?Posted in: Tutorials
If your game is up to date, I think you should automatically have it.
May 30, 2017Posted in: Wiki Discussion
I think I have all of the files for the tutorials I made. So if there's specific ones missing, let me know, and I can give them to whoever is fixing this stuff (if anyone).
Sadly there are a lot of people who made tutorials who are no longer active.
May 29, 2017Posted in: Off-Topic
I finished Noir lvl 5. I'll copy the video to here when it's done uploading/etc. I played on normal difficulty. Overall a fun mission, but definitely hard. I have some suggestions in the video, but here are some I think may ease the difficulty without making it too easy.
- On normal difficulty give reavers -25% attack speed. On easy give them -50% attack speed.
- Have killing the pylons make the enemy no longer able to warp in reinforcements.
- When the boss has the invulnerable shield, make it so your units won't attack him (so they'll attack the zealots/cannons instead during that time)
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