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    posted a message on Wanted: Abilities-Creator for a Competitive Multiplayer Map

    You might want to check "capture and hold", it has some of the things you plan to do

    Posted in: Team Recruitment
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    posted a message on Central Review Conglomerate

    Hm, sticky but last post in June 11, is this thread still active?

    Posted in: Map Review
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    posted a message on What's your current project?

    Capture and Hold [1/2 year]

    Posted in: General Chat
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    posted a message on Capture and Hold

    Hello guys, I wanted to present a map i am working on since quite some time. I would appreciate if you could give it a try and maybe provide some feedback.


    Capture and Hold is a fast paced, action orientated team game for up to 12 players in either PvP or Coop-Mode. Although action orientated this map allows strategical team-play.

    Features

    • Easy to get into it (few games), but difficult to master as a team
    • Fast and lots of action
    • Dynamic and strategic gameplay
    • Status points and equipment to motivate on long term
    • Three landscapes to play on
    • Achievements
    • PvP and PvAI modes
    • Lots of voting options at game start

    Reviews

    • Beta got 46 ratings with 4.5 points in average
    • "Fun! Lots of potential" – fjjotizz
    • "Brilliant game." – NeoNMD
    • "nice arcade game. fun to play." – sJunnie
    • "Funny game. Fast game. Balanced game. Just play it!" – Jack

    Gameplay: The Goal

    The main objective is to capture and hold regions on the map. Held regions generate points and gas/minerals for the owning team. A team has to either accumulate a determined amount of points first or to destroy the enemy generator to win the game. The enemy generator is invulnerable if your team does not control more regions than the opponent team.

    Base Generator Points

    Gameplay: Units

    In the beginning you start with a single unit only. You have to choose one of seven unit types, each having their own abilities as well as strengths and weaknesses. Units counter each other pretty hard and it is possible to repick your unit every time you die. There is no leveling and no skill learning system to make repicking as easy as possible to allow reacting to the enemies unit composition or play style. Later on in the game you can unlock a second unit (again free choice and possibility to repick) and buy vehicles and some basic upgrades (Attack and Armor).

    Gameplay: Strategy

    As mentioned there are two ways to win: Hold regions or destroy the enemy generator. You should talk to your allies wich way they prefer and adjust your play style. Do you want to keep map control? Would you like to end the game in a big mid or late game push with a lot of vehicle support to kill the enemy generator? Do you want to get ahead in upgrades or vehicle count? Your choice should have an effect on the choice of regions you capture, your mineral and gas spending, your unit selection and your teams unit composition. Try to set up some kinds of squads in your team to make sure your team is both defending and attacking.

    Links:

    NA: starcraft://map/1/223425 EU: starcraft://map/2/155409 KR: starcraft://map/3/77346

    Wiki: CnH Wikia

    Posted in: Map Feedback
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    posted a message on [Revived!] Map Night

    Hallo guys,

    I am working on a map since march and I have implemented all of the features i wanted (except a custom interface). I would really appreciate if you could give it a try and maybe provide some feedback. =)

    Ive also created a small wiki (work in progress);

    If you have any questions or ideas/feedback or want to try the map feel free to contact me (DemoniacMilk.534 - EU). Thank you!

    Posted in: General Chat
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    posted a message on Attach models to units

    @SearingChicken: Go

    in this case, attaching to any parts that dont move in relation to center should work, right?

    Is there a possibility to see all bones available?

    Posted in: Triggers
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    posted a message on Attach models to units

    thanks, ill check out the tutorial section!

    Posted in: Triggers
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    posted a message on Attach models to units

    Not sure if this is done by triggers or within the data editor.

    Posted in: Triggers
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    posted a message on Attach models to units

    Hey!

    How can i add models/actors to units? like, if a marine picks up a grenade, i want a grenade to appear on his belt. I would also like to have some kind of preview in a dialog (where you can set up your unit) that can show these effects too.

    Any way of doing this?

    Thanks for any help =)

    Posted in: Triggers
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    posted a message on Skillshot's missile actor lags behind its missile

    i dont have suicide in my effet types list :(

    http://www.bilder-hochladen.net/files/ajbi-1q-7f39-jpg-rc.html

    Posted in: Data
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    posted a message on Skillshot's missile actor lags behind its missile

    Hm not sure how to suicide the projectile.

    Posted in: Data
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    posted a message on Skillshot's missile actor lags behind its missile

    ok nice. Yeah i use a set effect before doing the damage already because i tried something different. Your second solution sounds good, ill try that. Thank you!

    Posted in: Data
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    posted a message on Skillshot's missile actor lags behind its missile

    ok i have the ability and a maximum range, but: When the projectile hits a target, it is not removed. This causes the target to take damage multiple times.

    Could someone give me an explanation how that works?

    Posted in: Data
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    posted a message on Shoot straight forward when ability is used

    Works, thanks.

    To anyone else having a similar question, check this:

    http://www.sc2mapster.com/forums/development/data/57196-skillshots-missile-actor-lags-behind-its-missile/#p13

    Posted in: Data
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    posted a message on Skillshot's missile actor lags behind its missile

    Thanks ahli for the sample (the skillshot button is behind the "permanently cloaked" button) ^^

    Posted in: Data
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