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    posted a message on Request - Team Colour flag on SpiderMine Glow

    Hey guys,

    I have a simple request for my map HOTS Custom

    There's a unit that won't accept team colour alpha channels and I'm wondering if someone could check this flag for me. I want to have the top part of SpiderMine.m3 change colour based on team colour like this:

    I made a diffuse texture which I believe should work with team colour, but doesn't because of this flag being turned off. See below.

    http://dl.dropbox.com/u/22742814/spidermine_diff.dds

    So if anyone can help me with this, it would be much appreciated. I will add you and/or your website/mape/etc. to the credits at the front loading screen, and the map currently has over 1000 hours played a day on the AM server so you will definitely get some exposure :).

    Thank you

    -XenoX

    Posted in: Requests
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    posted a message on HOTS Custom

    Hey everyone,

    Would just like to show you my new custom map for SC2 called HotS Custom. This map is attempting to be a 1:1 replica of the HotS expansion that we were able to see at BlizzCon. I spent about 60 hours working on this so far over the past week and am pretty happy with the result. Most of the models come from the SC2Campaign dependency and many of the abilities include some particularly insane work-arounds such as the Replicant and the Oracle's Phase Shift, which involved adding requirements to every building and using a trigger to detect addons such as tech labs and reactors.

    It has have every unit and every ability from HotS with the best information possible at the moment. The later versions should be something that could almost be played competitively, but that is a tough call to make given what we don't know for certain. The current version isn't perfect, it does have a number of minor bugs and perhaps not so minor bugs, but most of them should be fixed in due course.

    There are currently four maps uploaded on the servers

    The current version is [b]Alpha 0.82[/b]

    And I have currently uploaded it to the following servers with the following name

    Name: HotS Custom - <Map>

    AM SEA [EU

    New Chat channel: HotS on every server

    The map also includes the recent PTR changes of EMP having a 1.5 radius and protoss upgrades costing less, and of course these are subject to change based on Blizzard.

    And to get an idea of how accurate the values in the game are, see this spreadsheet [url]http://i.imgur.com/2oSYB.png[/url]

    If you'd like it on a server not mentioned, don't hesitate to PM me.

    Please let me know what you think of my map, and if you find any bugs or issues at all as these are naturally integral to the progression of the map, and I will do my best to fix them.

    But enough talking, hope you enjoy the map! :)

    - XenoX

    Posted in: Project Workplace
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    posted a message on All Race Logos /w Transparent BG
    Quote from seraphlio: Go

    The only issue is, they are not the same size!!!!!!!!!!!!!!!!!......

    Good job anyway! keep going!

    Er they are as large as the originals are (also note the previews are smaller than the real thing).

    It'd be impossible to make them the same size unless I completely recreated them, which I'm not at all prepared to do.

    You can always shrink the larger ones if you choose.

    Posted in: Art Assets
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    posted a message on All Race Logos /w Transparent BG

    Hey guys,

    I recently cut out the three race logos mainly using the pen tool (so no jaggies or pixelation) out of their black backgrounds for my upcoming map Micro Match. I figured I'm not the only one who will ever want to use the, so I'm providing them here to spare people the trouble.

    The PSD files have a transparent BG logo as well as an alpha channel for exporting to TGA The PNG files have a transparent BG logo The TGA files have alpha channel and work in SC2 as is

    Click the links below to download the file of your choice :).

    NOTE: black backgrounds are shown here because jpeg thumbnails don't support transparency

    Zerg PSD File Zerg PNG File Zerg TGA File

    Terran PSD File Terran PNG File Terran TGA File

    Protoss PSD File Protoss PNG File Protoss TGA File

    Let me know if there are any issues with the files and if end up using them a tiny credit somewhere would be much appreciated :).

    Posted in: Art Assets
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    posted a message on Micro Match

    a a

    Micro Match is a new Map that I'm currently working on which is primarily focused on the micro management of units. The main premise of the game is simple, players are paired against eachother in a variety of arenas, and given an assortment of units that they must kill eachother with. There are no reinforcements or defensive structures available, which means the only tools available to players are their units, their micro and their strategy.

    This makes for a very intense, competitive type of play that is very enjoyable and rewarding. But as well as being fun, it can also help a player's micro ability in more standard StarCraft 2 melee games. To encourage this, many of the unit arrangements in these battles will be taken from real scenarios in professional StarCraft 2 play, and the arenas in the Map will be strongly influenced by the Map pools on the ladder and in various tournaments. The intention is to create an environment that is both enjoyable and resourceful for players, so that you can get the most you can out of the experience.

    On top of this, when the Map is in its final stages it will feature a full fledged ELO ranking system with league rankings just like the StarCraft 2 ladder. You will be able to look back at all your match statistics and achievements, and compare them with your friends. There will also be rewards for various achievements and an active leaderboard that will be updated with each match.

    My aim is to create the most comprehensive and actively updated Micro Map on the battle.net servers, and hopefully with the feedback, participation and support of SC2Mapster and the SC2 scene this can be possible. Below is an overview of the various aspects of the Map, as well as an estimate for when it will be 'complete' (paraphrased because it will always be improving) including a progress bar.

    a

    Servers: Currently aiming for NA and SEA

    • Up to 8 players per game with 6 observers that can step in if anyone leaves
    • Race selection at the start of the game and race change allowed between matches
    • Brief vision of enemy units at the start of the match, then fog of war is enabled. Some arenas include LoS blockers as per normal melee Maps
    • Matches will initially be in Bo3 Round robin tournament format
    • After all players have versed eachother the top 4 scoring players will play single elimination for 1st and 2nd place

    a

    • Expected 270 batSC2Mapes, 45 per matchup (e.g.: TvZ, PvP) divided into 15 per arena size (Small, Med or Large)
    • ELO-style ranking system updated live with each match
    • Variety of leagues similar to the StarCraft 2 ladder
    • Tracking of wins and losses, total, between races, between arenas and for each battle
    • Tracking of MapM (micro Actions Per Minute)
    • Ability to observe other matches either as observer or as player after yours is finished
    • User portraits, reward portraits for certain achievements
    • Bonus ‘fun matches’ that don’t count towards your ELO and are a little crazy.

    a

    Current Arenas

    Small

    a

    a

    a

    Medium

    a

    a

    Large

    a

    a

    a

    To be added

    a

    These are estimations as to how far the Map is complete based on what is left to do

    Core Battle setup: 100%

    Arenas: 7/12, 58%

    Battles: 11/270, 4%

    Ranking System: 0%

    Art direction 60%

    a

    The first playable alpha version can be expected in about 2 weeks, though this may be subject to change depending on the situation.

    a

    Creator:

    XenoX101

    Testers:
    Special Thanks:

    A1win

    dOsiLe

    XorioZ

    Nash|327

    Any feedback and/or constructive criticism is greatly appreciated. If you would like to be a part of this project - even just as a tester - please let me know :).

    Thank you

    Posted in: Project Workplace
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    posted a message on New 2v2/ffa map (Need feedback)

    Too many narrow chokes mean terran/protoss will have a field day. It's not too aesthetically pleasing either.

    Posted in: Project Workplace
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    posted a message on Unnamed - Dota style map.

    Sorry, I didn't mean to be so blunt, but really there's little point trying to tread the same ground that's already been tread quite well. Realistically speaking DOTA, LoL, HoN and SOTIS have been balanced, refined, polished and overall perfected to a degree that you will have a very hard time trying to match. Having some new ideas is good, but I don't feel that these ideas - or almost any ideas for that matter - are enough to compensate for the hundreds of hours developers have put into refining and polishing the big 4 dota games.

    Put simply, there's little point competing directly with an established franchise when you know your product is almost assured to be weaker overall by comparison, despite having some new ideas.

    I really think you should invest your time, effort and creativity into something that stands on its own and has the potential to open up a new genre, instead of digging deeper into the already dug out hole that is Dota.

    Posted in: Project Workplace
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    posted a message on Unnamed - Dota style map.

    Please, no more dota rip-offs :(, can't people think of anything original these days?

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta
    Quote from Mephs: Go

    New promo video in HD!

    Nice vid but quoting Sun Tzu doesn't make your game seem any more strategic, and actually comes across more as you having a really big ego (really? comparing your custom map to one of the most renowned military generals in history? come on!)

    Posted in: Project Workplace
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    posted a message on Pokemon-style game with SC2 Units + Full Banking

    A suggestion re: the map size limit, you could make say, 4 towns per map and release multiple maps based on the towns involved, then use banks to transfer people's characters across.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta
    Quote from thebaron87: Go

    Just tried it out on b.net, and I have to say the game is awesome. The production values are what most impress me and it's highly responsive with no noticeable lag, however it's definitely far from perfect.

    First off, FIX THE HOTKEYS. There's too many skills to make them completely horizontal and the standard non-phonetic keys for skills that are QWER or ZXCV, the former I find myself constantly pressing instead of ASDF. I would recommend placing the skills currently on ASDFG onto QWESD and enabling attack-move.

    Secondly, it's nearly impossible to hit with certain abilities. I understand it's a highly skill-based game, but you have some characters like the ice and fire psionics that are very easily to play because of their heavy aoe and some like the sniper and DT that are nearly impossible because their attacks hit in such narrow lines and tiny arcs. I would recommend slowing down the pace of the game a bit, otherwise enlarge the hitboxes of both the attacks and the characters. The fact all skills need to be aimed is enough, the speed and precision required simply to get a hit with some characters is going to turn a lot of players off.

    Thirdly, add a time limit to rounds. Many rounds end with one character running from the other three prolonging the fight as long as possible and trying to snipe off little bits of damage at a time. This is boring for EVERYONE but that person and stressful for the one. At the current pace I'd say 60 seconds would be just right. When the time is up, the team with the most health remaining as the sum of their percentages wins.

    Finally, this is simply a suggestion and not a complaint or fix, but I think having fog of war (or the option for it) would greatly enhance the gameplay. The maps are big enough to justify it and it would add a lot of tactics. It would also be nice to be able to vote on what map we want to play. I noticed there was an industrial map but it only appeared about once every 5 games, and the randomness should be an option, not forced.

    +1 to all this, especially the 'some spells hard to cast' and 'speed is too high', like the game in general though.

    Posted in: Project Workplace
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    posted a message on Submit your Broken Maps

    Fixed! Shawn helped me, I was foolishly forgetting to remove "Actor Creation - Model Swap" in my editor.

    [s]Got myself this nice little problem, a custom unit of mine - which is simply a vespene geyser with renamed actors that use the "ArtifactShrine.m3" model - has stuffed up since moving my map from one computer to another. The model refuses to show up now and instead I'm stuck with a vespene geyser on the map, in fact changing the model to [i]anything else[/i] does nothing and I have even tried duplicating the Vespene geyser again and remaking the unit, something has bugged up and have had no luck fixing it, even after sending my map to fellow mapmaker Agouti.[/s]

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Still Alive — Survival Exploration

    Woo go A1win! I'm liking this a lot, looks better than I imagined it. One suggestion with this thread, you're a good writer but try to add some headings to break up the wall of text for the less dedicated readers :p. Looking forward to seeing this fruition, let me know if you need any help/suggestions etc. :).

    Posted in: Project Workplace
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    Hey Prozaic, you forgot to mention what type the abilities are when creating Ground Pound and Shockwave abilities. EDIT: I figured out that the Ground Pound is an [b]Effect - Instant[/b] and Shockwave is an [b]Effect - Target[/b], though this should be in the tutorial.

    Posted in: Tutorials
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