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    posted a message on Overwatch - Blizzard's new shooter

    It looks like something I'd definitely be willing to try out. Can't say how much I'll actually end up being into it until I play it though. Did they say anythign about whether it'd be a free to play type model (like Team Fortress 2)? Or is it a box game?

    Posted in: General Chat
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    posted a message on [SPOILER] BlizzCon 2014 LotV impressions

    I hope the Protoss campaign isn't too much about uniting the different Protoss factions. Otherwise we'll just end up with a Protossified HoTS campaign. Love story between Artanis and Zeratul perhaps?

    Posted in: General Chat
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    posted a message on Who's going to BlizzCon?

    If app stores are any indication of what a map marketplace would be like, I think I'll agree about it being a bad idea. (So many bad products)

    Posted in: General Chat
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    posted a message on Need Triggerer :D -Hero Selection-

    @Mille25: Go

    http://wiki.sc2mapster.com/Tutorials

    Ctrl + F

    Type in: Dialog

    Posted in: Triggers
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    posted a message on How to use an upgrade to create a turret

    ProzaicMuze did do a tutorial specifically for a bunker turret attachment. Though he doesn't go into the upgrades part. Maybe it'll help

    http://www.sc2mapster.com/forums/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/

    Posted in: Data
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    posted a message on Stukov and Pals [Beta]

    So I kind of caved and did end up removing several siege tanks throughout the map. Tho I kind of had to because I also decreased spawning times, and it would have taken forever or been impossible to break through certain areas. Hopefully this will all go towards greatly reducing lag.

    Posted in: Map Feedback
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    posted a message on Stukov and Pals [Beta]

    Note: Currently I have a slightly updated version on European server (Haven't been able to upload to American since last night... I don't know why). Mainly just price/income changes. Most notably, now for every 10 enemy units killed, each player gets 5 minerals (Lots of people had issues with getting enough minerals). Also been wondering if capturable mineral generating structures might be a good idea.

    Lagging units is definitely an issue. The Updated European map has increased zerg prices, and decreased defenses. I have been wondering about buffing health/survivability of zerg units while either keeping the increased prices, or increasing them more. The only other things is then if minerals ever end up becoming too excessive, I may need another mineral sink (I'm thinking some sort of temporary hero buff shop, joined with the gas selling spot). As for siege tanks, I think it could make sense to get rid of the siege tanks that are in the unit waves themselves. But I think i'd like to keep the defensive stationary tanks. What do you think? Also in case you're unaware, there are a few secret type of units who can see up cliffs. (One of the spared civilians. Or if you destroy about 8 civilians (of the ten) you get a neat powerful unit :) )

    I like your idea about doing aberrations instead of zombies. Perhaps I'll have each civ spot generate one tanked up abberation every minute or so.

    Commando - Good point, probably just an oversight on my part and how much in initial testing I relied on having the entire map revealed :)

    The general - I did do a bad job at mentioning how some income worked. For every 100 minerals the AI made, it distributes 5 to players (25 to the general). This probably was too small. With the addition of the above mentioned income addition, I'll probably wait to tweak this further, to see how it plays out. The energy for units does seem like a good idea. And since he already has a supply limit, it couldn't become too OP. I would probably just need to find what the best energy regen rate and max amount would be (as well as costs for units). Come to think of it, this seems like an even better idea since I've increased the wave unit costs, haha.

    Infested Mothership - Good point. From a gameplay standpoint, perhaps I should do this. I forget if I made him regen his health when he recalled, but the zerg healing couldn't hurt, especially since half his "health" is shields anyways. On the concept of zerg healing, I've been wondering if I should add either, a purchasable healing defense structure, or something at home base (besides the queen already there). But I wonder if this would take away from more support healing type heroes such as Esmerelda (Standard queen heal but more powerful) or the Omega Captain (can lay down a tower that increases regeneration).

    Hero assassin's, I meant for the purchasable spine crawlers to be the main defense against these, as they have detection. The Lair should have detection to see them, but I guess they must make their way past even that. When I have time, I'm thinking about attaching spine crawlers to the Lair. In the meantime perhaps I'll just add some pro spine crawlers from the beginning close to the minerals. Also I could dramatically decrease the attack power of the hero assassins on lower difficulties. say somewhere around 50-100 on low difficulties. They still do that debuff of making your hero walk slower which can be detrimental if your heroes are too out of position with enemies, but they wouldn't really be able to single handedly kill you :)

    Vespene - Yea, that'd be the spawning trigger for it that I made very generous on the easy difficulties. I didn't think the easy difficulties would be so prominently played. Little did I know the waves would be so crazy on the hard difficulties, haha. In the testing of the game I was basically using a super unit to defend while I tested other stuff, so the exact power of the waves was never really felt.

    Base Defenses - I definitely want these to be worth more for you money than attack waves. Since I did halve all the prices, maybe this will work. I'll let it play out for now, but in the future I may do buffs. Such as giving strong armor/health buffs to units that spawn from them.

    Finally, Thank you for the feedback, it is much appreciated. Kind of hard to know what to improve at times. I have night class in a few hours, but afterwards I'll likely implement some of these changes (Likely I'll probably only be able to implement then to the European server tho :/ )

    Posted in: Map Feedback
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    posted a message on Stukov and Pals [Beta]

    Hey all. The long awaited and highly anticipated sequel to Stukov - Man or Monster is here! For those who don't know, these maps are like a mixture of tug of war, special forces elite, and story. One cool feature is the ability to interact with the nearby civilians and choose to subjugate them (infest/destroy/etc) or spare them. Unlike Man or Monster, each spared civilian area will yield different rewards. Also, depending on the hero you are using, you will only be able to choose certain options (so be sure to try all the heroes at some point :) ) While the game is in Beta, the majority of the gameplay is finished. A lot of what I want to add in the future is bonus stuff like more story (especially interactions between heroes), easter eggs, more heroes, and such. Also, testing for bugs and balancing is needed, especially for when three players (the max amount) are present. (Note: Because of uncertain balancing, there are a ton of difficulties you can choose from, as well as an option in the top right to start off with additional resources. The map does not balance for number of players, but fewer players will start with more resources)

    Hopefully I'll have some time later to put together a video or something :)

    The map has just been freshly published to the American and European servers: "Stukov and Pals"

    Potential ideas for new stuff:

    Easter eggs that I won't mention here :P

    More unlockable wave units (currently there is one)

    Heroes

    Changeling - Able to morph into all of the heroes of similar size (so not the infested mothership :P), but can only use their lvl 1 abilities

    Siege tank - Defensive hero. Able to spawn a spotter unit that can be upgraded to: 1. Farther vision 2. See up hills 3. deal some aoe damage upon death. Sentry shield ability (maybe). Faster attack for short period, but then a weapon cooldown (similar to tookus).

    Posted in: Map Feedback
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    posted a message on Something for my friend.

    I thought maybe you'd be asking for help in finding something for your friend. After all, we're always getting great deals on kitchen remodels here.

    Posted in: General Chat
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    posted a message on Unit Orders Trigger

    You could just periodically order them their orders with a loop. So every 5-10 seconds they get the same order. They might stall for a few seconds after being recalled, but then will go back to their business.

    Posted in: Triggers
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    posted a message on Move dialog item to "true" mouse position (possibility)

    Just a random thought that occurred while reading this. I don't know what your map is, so this may not be a possibility, but what about hiding the players real mouse and giving them a fake one based on the same calculations you're using for the image itself. They won't know its a fake mouse, they'll just think its the real thing.

    Posted in: Triggers
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    posted a message on How to clone/copy-paste Pathing?

    I don't know about copy/pasting, but I'm pretty sure the symmetry tools work with pathing. You would have needed to have them on when you first created the pathing though. To enable symmetry go to map>map symmetry and set your options.

    Posted in: Terrain
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    posted a message on import and export question

    I've never done anything as complicated as an entire unit. I've exported/imported sounds that are only in the campaign maps though.

    Posted in: Data
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    posted a message on Finding attachment points and animations?

    Hey, I was wondering how you find what attachment points (and where they are) and animations are available to a unit. When I go to look at models, it'll give me the option to view in the cutscene editor which will only show me one of the animations (typically stand for a unit). How would I find if the unit had an attack/spell animation? Is there a way to see all the possible animations, then choose which one to view?

    Posted in: Data
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