• 0

    posted a message on =EDITOR PLAYER CHOICES= I make maps if anyone wants a map published, or requested tell me! Player gets credited!

    How about a map where you start outside of a Terran city as a larva eating animals and you grow in size as you eat until you become a giant ultralisk and can destroy buildings and eat the people that run out of them for points. As the defense force attacks you you lose size again and have to run away to regain your wrecking power. The player to eat 100 Terrans first wins the game.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Dark Protoss

    Most of those have been in the game since wings of liberty beta

    Posted in: General Chat
  • 0

    posted a message on WCND Alpa Bug Report

    If you experience a bug or see a typo, or have any suggestions for The WCND - Scarlet Monastery Alpha please write them up here.

    Posted in: Map Feedback
  • 0

    posted a message on I'm having trouble editing my old published map.

    If you can't get to it when you goto file>open>Battle.net tab>File type: all editor documents-Source: My documents. then I have no idea

    Posted in: General Chat
  • 0

    posted a message on [Solved] Bounty on Death through death response behavior

    Hey, It works now. Thanks guys.

    Posted in: Data
  • 0

    posted a message on [Solved] Bounty on Death through death response behavior

    I've currently set it as the handled, exhausted, and even as a straight up on death effect from the modifications field. Unfortunately, none have worked. I hope I don't have to apply the bounty buff from the attacking player or something like that.

    Posted in: Data
  • 0

    posted a message on [Solved] Bounty on Death through death response behavior

    Hi, I'm working on a map where I need to make creeps give you a bounty something like 33% of the time. I'm using modify player as the death response from fatal damage but I'm not quite getting it to work. Does anyone have and experience with this type of system?

    Posted in: Data
  • 0

    posted a message on (solved) Cursor Splats after 1.5 too small

    I'm having the same problem with my marine frenzy. Pretty pissed off......

    Posted in: Data
  • 0

    posted a message on Resource and food ui gone (Solved)

    @Helral: Go

    ooooh it might be because I chose neutral for the race

    Yup that's it; thank for your help. Didn't even think about the race effecting the displayed resources.

    Posted in: UI Development
  • 0

    posted a message on Resource and food ui gone (Solved)

    No, I just put in my building create loop (for each int 1-4 do action)..... It's as if it thinks I want to use only custom resource but I don't even know how to do that yet. Not having the resources display is extremely detrimental to my map type :(.

    Posted in: UI Development
  • 0

    posted a message on Resource and food ui gone (Solved)

    In my latest map I suddenly started experiencing a bug where the Resource/food ui doesn't show. In it's place is a dull blue box with a default tooltip message. I didn't touch anything UI related yet in my map, just a few actors and whatnot. No layout files or anything.

    Posted in: UI Development
  • 0

    posted a message on Infested ghost map

    That idea sounds kind of cool.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Original Map Ideas.

    Here's a few of my ideas:

    Zombie Survival - You are the zombies and you're trying to escape a Terran installation alive. Person who escapes with the most zombies wins. I think it'd be cool if there were a lot of random Zerg units you'd run into with exclamation points over their head that have short voice recordings that could either help you or just spew nonsense for comic relief. (Ultralisk attacking debris in a room: "I wish I could help you, but the Overmind has tasked me with clearing out this area". Possibly minigames from NPCs to gather more zombies.

    Side Scrolling Fighting game (Mortal combat style): I can just imagine a lot of cool fighting stages you could design with marines or some such cheering in the background.

    King of the Hill: A hilly terrain and every player is a Reaper. There could be 3 or so moving reagons: (Beacons) 1 is large and gives 1 point every 2 seconds, 1 is medium and gives 2, the last is very small but gives 3. It could be done as a right click move/left click shoot + charge item drops like grenades and timed/proxy mines with knock-back effects that are useful lat removing players from a hill.

    Metroid Prime 2 Map: Using the Map from Piercing the Shroud you could make portals between the original installation and the wrecked installation. 1 person whould control Dark Samus and the other would be the original. In the dark world Samus would take damage over time unless She stands in a Guardin shield(Light field). Dark Samus would take damage over time from the Real World.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Anyone Willing to Take on A Custom Map Request?

    Could you post some map details

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on (Request or Help) Terran Beacon Team Color

    Hello, I've been trying to figure out how to add team color to the terran beacon textures with Gimp . From what I've read I have to add an alpha layer and then make the image black. I've had no real luck thus far other than making the beacon turn blue permanently. I'd appreciate any help you'd be willing to give. Attached to this post are all the textures the Terran Beacon uses and its Model.

    Posted in: Requests
  • To post a comment, please or register a new account.