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    posted a message on Working on a DBZ RPG. Custom Models, etc...

    What's going to prevent this from being taken down due to copyright?

    Posted in: Project Workplace
  • 0.960768614891913

    posted a message on Alarak's Conquest custom campaign Feedback

    Oh. I see the issues Vastan had.  For me the base seems to have constructed itself (wonder if Vastan prevented the nexus from being built with hold position)

     

    The final cinematic played for me, may just be Vastan's machine.

    Posted in: Map Feedback
  • 1.32767060767688

    posted a message on Alarak's Conquest custom campaign Feedback

    Problem with looking like alarak cares is that everyone, even his own troops, know that he doesn't.  Heck, even Ji'nara knows better than to cross him.

     

    First off, I'm pretty impressed by the new units and the custom voice acting.  Was unique to say the least.

     

    The mission isn't lacking as well.  Wrathwalkers and vanguards provide spikes in difficulty on demand, and I decided to fight the hybrid and his two lackeys as solo alarak (and won).

     

    For a relatively new hand at the editor, this is a strong first mission, and hopefully once we get into macro missions the fun will remain. 

     

    issues:

    • Armored votary doesn't get armor/shield upgrade
    • Stalkers don't autocast their autocast ability
    • Setting the game speed to faster (force of habit/more exciting micro) screws with dialogue triggers

     

    small issues:

    "youareatraitor"  and "noitcan'tbe" - feels to fast

    "This campaign is placed in time one year after epilogue of Legacy of the Void" -> ""This campaign is placed one year after the epilogue of Legacy of the Void"

    "Alarak declined the alliance"

    "true strenght" -> "true strength"

    "to clear it from trees" -> "clear the trees"

    "could damage your force" -> "could damage your forces"

    "briefs his forces inside the warchamber"

    "confrontation with the Hybrid" 

    "if anyone other" -> "if anyone else"

    "surrending" -> "surrendering"

    Posted in: Map Feedback
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    posted a message on New website for Risk: World War 1

     The link is formatted wrong, takes me to 

    "https://www.sc2mapster.com/forums/player-zone/map-feedback/riskworldwar1.com"

    Posted in: Map Feedback
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    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)
    Quote from JayborinoPlays >>

    We had no idea how to forecast realistic participation.  I'd like to split the games into their own categories, but only if we have at least 3 participants per game, which seems like a lot for a community run contest.  We'll see how it goes.  There is no point making it more detailed for absolutely no reason, especially if there is low participation, but feel free to expand your thoughts for us.  I can't glean anything from "I'm disappointed" with no elaboration.

     

    The prizes and overall stakes are purposefully low here and it's more to give a basic excuse for folks to show off their mapmaking chops and have them showcased to a large audience.  The reason is to encourage someone to participate even if they don't necessarily intend to be the absolute best, plus it also makes it easier for us as administrators too.

     as I already mentioned to deltron via PM's, I think that there should be "honorable mentions" (rewards not necessary) for the best of a certain map type (perhaps something like "best holdout map", whatever).  Of course this only should be done if there's enough entries for such a thing, but I hope that this would encourage some cross platform competition.
    EDIT: THE CONTEST HAS STARTED
     
    Posted in: General Chat
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    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)
    Quote from OutsiderXE >>

    Might be they make up the categories if there are many entries. This is also the first contest of its kind, so I guess its also some sort of test-run.

     sure, but at least some mention that they'd consider categories would be good.  Right now we're at just complete silence except for 1st place and rules.
    Posted in: General Chat
  • 0

    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)

    Apparently the contest has started running now.

     

    Am a little disappointed that it has no categories.

    Posted in: General Chat
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    posted a message on CO-OP Maps

    How often are these updated? This patch got a fix to Chain of Ascension (Vorazun being unable to skip hybrid with timestop anymore), is the map any different?

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Nemesis (RPG Campaign)

    In reply to EivindL:

     so it's "elect a dictator" rather than a "check-and-balances" system?
    Posted in: Project Workplace
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    posted a message on [Campaign] Wrath of the Tal'darim

    The pause before jump feels weird and they don't feel 'lifelike" at all while in the air tbh

    Posted in: Project Workplace
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    More gameplay stuff:

    • Mission 1:
      • Zealots don't get a image update when they get a weapon upgrade
      • While zealots do get weapon ups, the weapon image doesn't change
      • Dragoons don't get upgrades
      • No units get shield/armor upgrades (except probes)
      • Dragoons still have barrier
      • The pylons u start with don't get shield upgrades
      • You should probably give the brutalisk detection so you can't snipe it with cloaked units
    • Mission 2:
      • All dark portals are unpowered (you've made it worse)
      • Suggestion: enemy attack wave minimap ping.  Zerg (especially mutalisks) move faster than you so you're taking dmg while retreating to ally fortifications
      • Mission is way more interesting when you solopush defenses then retreat back to allies for attack waves
      • Norah'fur's energy doesn't regen
    • Mission 3:
      • You can use the base structures before you reach the base
      • Super zealots will move randomly due to the trigger "place in front of army" or something
    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    My opinions on the missions:

     

    1. It's a mission.

    2. You're too reliant on waiting for your allies to attack with you.  Broodlords are a real pain to fight, especially earlygame.  Brutalisk is almost worthless at the point you find him and takes too long to kill.

    3. Too much time between attacks, especially lategame.  Despite the mission not ending if you lose your hero unit he's just too good to lose.  Running out of minerals just past the halfway mark.

     

    By "reliant on early game vespene", I mean that you have to get a refinery real early to get supply and units.

    Posted in: Map Feedback
  • 0

    posted a message on Twilight of the Exi'kas (testing, anyone?)

    This is for missions 1-2 I'll update once I hit 3.

    Text issues:

    • The opening line seems a bit weird:
      "before he and I die, Amon will fall at our feet." 
    • "kappa, can I you" 
    • You can have "find super zealot" and "start of mission" dialogue overlap (mission 3)

    Gameplay issues:

    • No way to decloak (or make it clear you can't decloak)
    • It says melee units have shadow charge, but nothing on the command bar for that (mission 1)
    • Building warpins look weird
    • can't select warping in cannon
    • Mission 1 doesn't update when you destroy a "position"
    • there's an unpowered "dark portal" in the right side of the base on mission 2
    • There's no setting up of forward bases in mission 2
    • Can't get to mission 3 by completing mission 2
    • Reconstruction will still be grey on super zealots after research (unless it's cooling down)
    • Some units don't get upgrades
    • You can place another nexus (on the higher ground) to get around the lose condition
    • you get 150 minerals on a super zealot destruction
    • You can reresearch the "marine" enable.

    I don't like the reliance you have on early game vespene

    Posted in: Map Feedback
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    posted a message on Is it a Good Idea: Invisible status systems in a RPG?

    The main problem with hiding numbers is that the % max hp you lose a second is based on five things:

    ((Enemy attack dmg) - (Your armor)) / (enemy attack speed) * (1-passive dmg reduct) / (your max hp)

     

    There's so many knobs and variables, determining what's the best tank (if you need one) for a given situation is just annoying.

     

    Furthermore, hiding the variables will just lead to pro's constantly having to recite to noobs which unit's the "best"

     

    Posted in: General Chat
  • 0

    posted a message on [Campaign] Wrath of the Tal'darim

    Woah, cool wrathwalker stun.

     

    Will we be getting m5 difficulty improvements now that WotT is back?

     

    A building for hero rezzing seems odd.

    Posted in: Project Workplace
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