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    posted a message on Need testers

    That's just the basic "an ally has been slain" messages and similar. Plus of course chat messages.

    Not sure that's what you mean, but that's what I meant.

    Posted in: Map Feedback
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    posted a message on Effect after certain damage taken/dealt

    Is it possible to make a buff that does something after you have dealt or suffered a certain amount of damage? I can guess it will be a damage response, but I didn't bother with all the options yet, some seems complicated.

    Posted in: Data
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    posted a message on Need testers

    Island Sovereign

    Two Titans fight nine Builders. Titans are powerful hero units. Builders are weak worker-like units that can construct buildings.

    The Titans can only be defeated by teamwork. Both sides must try to get stronger faster than the other side. The Titans do this by killing units, which grants them XP and Gold. The Builders can harvest Wood and Gold. While Titans level up and buy items, Builders spend their resources on defensive structures, armies, upgrades or also items.

    There will be a vast selection of Builders and Titans that you can choose from. Right now there are only 3 each, but that will change before release.

    What makes this game better than similar games like "Probes vs. Zealots" or "Island Defense" is that it offers more depth than both and is nearly as easy as "Probes vs. Zealots". It also doesn't just consist of "waiting for resources" and "hoping the Titan to die to your turrets" which is why the above games tend to become boring fast.

    It offers you initiative, no matter what side you are on.

    Testing times

    Every day at 22:00 GMT+1 = 4pm eastern time = 1pm western time.

    How to participate?

    Join the group Island Sovereign and be online at the above time. You can also contact me "Scythe" - CC: 499.

    Testing happens on the NA servers!

    Tester Selection

    Teamspeak and Microphone available > Teamspeak available > everyone else

    Website

    http://is.sc2map.net/

    http://i.imgur.com/eUNGsDZ.pnghttp://i.imgur.com/k2WEC1P.png

    Posted in: Map Feedback
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    posted a message on Shared Bounty and Income based on Workers

    The options in the veterancy behavior are rather confusing.

    And maybe I should rephrase what I mean.

    Say - a unit of team 2 dies. Now every hero of team 1 that is in X range should gain minerals and XP. If the unit was killed by a hero the killing unit's owner shall receive a bigger mineral bounty.

    Posted in: Data
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    posted a message on Shared Bounty and Income based on Workers

    I have no idea how to make those systems work the way I described.

    The mineral income based on economy is probably a trigger thing and I think I can manage that - but I still need a good idea how to tie it to economy (worker count would be an example, but it would leave the system very abuseable). Better would be that whenever a worker harvests a mineral or gas that the hero players get minerals too.

    The other problem is - how do I make players get bounty minerals for killing units - but only if their hero is close enough? And how can I increase the bounty if they deal the killing blow? Note that the melee player (the one without a hero) shall not get any bounty.

    The next issue is the same for experience. I want them to gain experience when close to dying enemy units.

    Posted in: Data
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    posted a message on Shared Bounty and Income based on Workers

    For my new project I plan to make a very reliable way of income.

    First let me explain the basic concept for the game (again). 1vs1 Melee with each side having 3 heros (controlled by seperate players).

    They shall receive minerals passively - directly related to how the economy of the melee player is. The second way of gaining minerals shall be related to bounty. When near an enemy unit dying heros shall receive a bounty and a higher bounty if they kill the unit.

    As for experience - it shall be gained passively (that's ... really easy to do, just saying for completeness) and they shall also gain experience by being close to dying enemy units (like the mineral bounty) - but the XP for dealing the killing blow should not be higher.

    Posted in: Data
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    posted a message on Need Melee Terrain Specialist and Lore Writer

    My requirements are rather special, though I can see a few of your maps working out. I would change a few things. Usually the middle area of the maps I'm interested in has not enough to fight about, which would be an interesting factor for the game I am intending to create.

    How can I contact a mapmaker anyway?

    Another thing I wondered, can I use Blizzard maps?

    Posted in: Team Recruitment
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    posted a message on Need Melee Terrain Specialist and Lore Writer

    Updated OP with important changes.

    Looking for a terrain expert now.

    Posted in: Team Recruitment
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    posted a message on Combination of ARTS and RTS

    I worked out most things about the game. Right now it can be summarized pretty quickly by saying:

    It's a 1vs1 melee matchup with each side having 3 heros, controlled by seperate players. The melee gameplay is not altered.

    I worked out a lot of questions I had - for example how the heros get their resources. Now it's time I get the map working, because I also need it for an application. In other words, I wouldn't mind 1-2 helping hands. Mostly it would be great to have someone to do stuff that takes a lot of time - meaning actors for example (sounds and visuals).

    Posted in: Project Workplace
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    posted a message on Full copy

    You know, I know exactly how to dublicate a unit.

    But it's not a perfect process.

    Take the spine crawler, dublicate it and everything that belongs to it. Place it. Look at it. It's broken. Actors fail to dublicate properly if they are complicated like the tentacle actor or anything with a morph.

    I am looking for a map with every melee unit copied and fixed.

    Posted in: Data
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    posted a message on Combination of ARTS and RTS

    Will do. And like I said in my last post, the core changed drastically. It bears very little reference to NS2 anymore.

    Posted in: Project Workplace
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    posted a message on Combination of ARTS and RTS

    I am again working on this project but the core has changed drastically.

    I want two players to play a 1vs1 melee. Each side has 3 additional players assisting those melee players with heros. No points or artificial winning conditions. The side who has no buildings left loses (heros cannot build any buildings).

    The heros will be MOBA-styled, but their abilities will be more focused on SC2 combat (meaning a higher focus on control, less on damage, more AoE, less single-target).

    Questions I am working on involve - how do heros gain strength. I want to use XP and resources, but I am unsure where they should get them. Especially XP seems rather problematic to me because if kills give XP then utility heros will be underleveled and noone will play them.

    Posted in: Project Workplace
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    posted a message on Full copy

    Like you said, modifying the actors is required and thats the thing. Its insanely tedious. Every morph needs to be edited for the zerg, the spine crawler is a real horror to fix and then there is of course all the other units of the other races.

    So I am looking for a map that has everything copied. I don't want to edit the original units for my arcade map.

    Posted in: Data
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    posted a message on Need Melee Terrain Specialist and Lore Writer

    Measures I am taking against what you mentioned.

    Heros and Commander-race are not tied. Heros get very similar base-values. The commander does not directly upgrade the heros. Heros can progress without the commander, but slower. Both can win without each other, but it's difficult. Description will tell to start game with even teams. Commander is force-chosen if noone selects it. If commander leaves, the game will go on but a hero player can take over the commander. Game can be played 1vs1, 2vs2, 3vs3 - but 4vs4 is advised. Items will be very straight forward until I see a way to make them interesting easily. Heros will always be rather squishy and never too fast to catch.

    I do not worry about accessability so much.

    Posted in: Team Recruitment
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    posted a message on Full copy

    Is there a data asset out there with all standard melee units for all races copied?

    Some things break when copying so I hoped someone did the work of copying everything and fixing it up, at least for the standard melee tech paths of the races.

    It would speed up the map I plan by a ton.

    Posted in: Data
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