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    posted a message on How do I search for assets

    I meant finding assets on this site thanks I just need a working male human and male elf archer model that can just be imported simply, no need for extensive setup etc.

    Posted in: General Chat
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    posted a message on WarCraft: Armies Of Azeroth shares its assets with devs

    Dear Armies of Azeroth representative, I would be grateful if I could please have access to those assets. I have made maps for both Warcraft 3 and Starcraft 2. Here's my finished Battle of Mount Hyjal map: https://www.diplomunion.com/index.php?showcase/the-battle-for-mount-hyjal.49/

    I also have a working Northrend map as a proof of concept. It is playable but has not that much content, basically just create units, capture control points and take over Northrend. https://www.diplomunion.com/index.php?showcase/azeroth-at-war-northrend-conflict-open-development-beta-on-bnet-americas.46/

    As for my intentions, I intend to use your assets to do something more worthwhile with my Northrend map. The initial plan was for a Azeroth Wars style map, but that has proven a little challenging as I am doing this solo due to being unable to find help. Therefore I am looking at turning it into a defense type map. To gain experience for this project I made the Mount Hyjal map above, as well as a demo for the Northrend map called "Defense of Valiance Keep" (my first project on SC2 so it's not that great).

    My immediate aim though is to make a defense style map much like the Hyjal one using some of what I have already made for the Northrend map, and if that goes well, I hope to take what I learnt and finish my masterpiece.

    I will of course credit your team for the assets used.

    Thank you. Kind regards, LeafyVegetable (SilverLeaf)

    Posted in: Team Recruitment
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    posted a message on How do I search for assets

    Hi people, I am a mapper and was wondering how to search assets by keyword? Right now I can only filter by type and alphabetical order, which is near impossible to find what I need. Please help, thanks

    Posted in: General Chat
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    posted a message on How to fix lag after player leaves?

    Hi. My map lags like crazy after a player leaves, this problem only since patch 3.0, wondering if anyone has found a fix yet?

    Thanks. Really unplayable once someone leaves.

    Posted in: Warcraft Modding
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    posted a message on Buying stuff from shops don't consume charges

    Yes, I can confirm it is fixed with the new version, I just updated all dependencies today. However, the bug was independently tested and confirmed for that old version which was up to date on my original post. Thank you for fixing it!

    Posted in: Warcraft Modding
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    posted a message on Buying stuff from shops don't consume charges

    When you buy an item from a shop or a unit from a merc camp, it does not consume a charge. That is to say, I can buy 100 boots of speed in quick succession simply by having the necessary gold and clicking on it repeatedly, despite there being only one in stock. I don't have to wait for restock. Seems to work just fine for player owned shops such as the Ancient of Wonders. Also seems to only be a problem with the new updated dependencies, the pre-patch version worked fine.

    There is of course also that known issue of merc camps not working unless you change the "select unit" ability to include allied.

    I tried to fix this myself but can't seem to find a solution.

    Would appreciate a fix, thanks.

    Posted in: Warcraft Modding
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    posted a message on Chain Lightning can't target Ghouls

    I have updated everything to the latest. It only happened since I updated the dependencies to the 3.0 version, previously fine.

    It just says "must target unit" when attempting to chain lightning Ghouls. Other targets are fine.

    I updated all dependencies to the latest by manually deleting the local folder and re-downloading them, and then replacing the war3 extra and war3 terrain dependencies in the map.

    UPDATE: I have found the cause of this bug. Units on the lowest possible cliff level cannot be selected with abilities. Raising the cliff level solves this problem. Annoying because I now have one less cliff level to work with, but it's a workaround. Thanks.

    Posted in: Warcraft Modding
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    posted a message on Chain Lightning can't target Ghouls

    Bug report: chain lightning cannot target Ghouls, says must select a unit. Apparently it thinks the ghoul is not a unit. I confirmed the ghoul can indeed be damaged by the archmage's blizzard so it is not spell immune.

    Would greatly appreciate a fix. Thank you.

    Also, why is it when I try to publish to another region besides NA it says header not available?

    Appreciate all you do Renee, you're awesome. Please don't take this the wrong way, I just really need a fix. Doesn't mean I don't respect you :P

    Posted in: Warcraft Modding
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    posted a message on How to prevent my map from being broken by deleted dependencies?

    @FunkyUserName: Go

    Quote from FunkyUserName: Go

    easy then, use the editor to download and open it, then reupload it by yourself, give credit. if you cannot open it it is protected. if ahli is right you dont have to worry anyway.

    Problem is, due to lack of space and lack of volunteers it is not hosted on all realms. If I reupload it to all realms can I then publish my map to all realms? Also, how do I make sure the version numbers etc is correct?

    Finally, how do I set my map to always use the CURRENT version so it will never ask for a new version and thus break the map?

    Posted in: General Chat
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    posted a message on How to prevent my map from being broken by deleted dependencies?
    Quote from FunkyUserName: Go

    well yes but i wont give you an instruction how to find and reupload it if it is protected. that's something you have to google yourself.

    Open source. The WCND team specifically requested help in people to download and rehost their content because they were out of space.

    Posted in: General Chat
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    posted a message on [OFFICIAL UPDATED 2015] List of all new maps project for Starcraft2 next Xpack

    @egodbout: Go

    Azeroth At War (warcraft style map set in Northrend) http://www.diplomunion.com/index.php?threads/azeroth-at-war-fall-of-the-lich-king.19005/

    Valiance New

    Very basic demo is on bnet

    -Not so much waiting for LOTV but for the other WC dependencies.

    Posted in: General Chat
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    posted a message on How to prevent my map from being broken by deleted dependencies?

    @FunkyUserName: Go

    Is there a way to save a local copy and re-upload the abandonware should it be deleted by whoever the hell is hosting it?

    Posted in: General Chat
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    posted a message on How to prevent my map from being broken by deleted dependencies?

    Hi, my map is currently using 6 different dependencies. Some of the dependencies are from dead projects and some from ongoing. How do I prevent my map from being broken when a dependency is updated or deleted?

    Many of you will know Renee did a fantastic job with putting in warcraft units, so that is one of the dependencies I am using for my wc themed map. Unfortunately because it is still a work in progress, it gets updated from time to time, and the last time that happened, all units disappeared in game, was getting "map broken 1/5" comments for two weeks before I realized I needed to manually delete and re-add the dependencies. Tricky thing is because I saved those locally, the map would play properly using test map mode. This was a simple case of having to update the dependencies, but how do I make it auto-update or save a copy to the map to prevent such incidents from happening again? Obviously I can't update my map the very second any of the 6 dependencies are updated, and what happens if one of them (especially the ones from dead projects) are actually DELETED?

    Pic: 6 dependencies in action

    Posted in: General Chat
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    posted a message on [Concept pre-alpha release] Azeroth At War: Fall of the Lich King

    @TyaArcade: Go

    Thanks for the insight, will possibly look at scaling down stuff after the terrain is done.

    Posted in: Warcraft Modding
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    posted a message on Azeroth At War: Need a UNIT EDITOR to make 3 sets of custom tech trees

    Alpha release thread: http://www.sc2mapster.com/forums/player-zone/warcraft-modding/77273-concept-pre-alpha-release-azeroth-at-war-fall-of-the

    Recruiting a unit editor to make a custom tech tree and maybe someone to help with the triggers.

    Basically need someone to edit the Forsaken, Human and Dwarven units, buildings and tech trees, put in custom units, tech and such.

    We will work on a very "hands off" approach, basically I'll provide a list of units and suggest some abilities for them, but you will have artistic freedom to do whatever you like with them unless you want me to do the "on paper" unit design, in which case I will be more than happy to provide detailed lists. Just believe in giving all team members as much freedom as possible to exercise their creativity.

    You will be acknowledged in full in the credits unless you don't want to be. If credits are on load screen you will be there too, but plan is to just put our studio name on it with a more detailed credits list in game.

    I have quite extensive knowledge about the Warcraft 3 editor, and there are many similarities, but I just can't wrap my head around the finer features of the data editor. Therefore help creating the units will be most welcome.

    Thanks very much. Basically I have reached the limit of what I can do independently for now, and progress will be slow unless someone helps me out with the units.

    The Map: Playable concept test is on battle.net Americas region (can't upload to others yet due to dependencies, hopefully soon)

    1

    2

    3

    4

    My Azzy Wars style project for SC2. As you can see, still early in development but we are at last ready for a showcase release.

    I spent a great deal of time playing Azeroth Wars and Dark Ages of Warcraft and felt it was about damn time I actually created something. As much as I enjoyed Azzy Wars, I like playing with allies and didn't fully appreciate he FFA nature of it (again, personal taste, not a criticism), so I am making this Alliance vs Horde style, 4v4. Still contemplating whether players start with any buildings but most structures and units initially on the map are meant to be NPC controlled, and will send out attack waves periodically. This is so as to reduce the micro demand on players somewhat. Intend to make a PvE mode after the main PvP mode is done.

    Short Term Goals: -Make a playable preview with all of Northrend (Done as of 8 Apr 2015)

    Mid Term Goals: -Add Kalimdor -Custom tech tree and units, implement Night Elf

    Long Term Goals: -Add Eastern Kingdoms, Outland if there is space -Select your starting faction (after all playable factions are implemented) -Custom tech tree and unit build -Add playable Forsaken -PvE mode

    Thanks for your interest.

    -LeafyVegetable SilverLeaf Studios

    Thanks a ton to Renee for his amazing work on the dependencies.

    General Information as per the checklist:

    What region do you play in? -Americas

    What time zone are you, and what hours are you available? -I am +10 GMT, hours vary but any time during the day

    What are some methods of contact(msn, skype, AIM, etc..)? -Email [email protected] is the fastest way, PM here works too. I don't really use skype or other chats.

    What are you doing for this project? -An Alliance vs Horde 2 faction version of Azeroth Wars with less micro and intelligent AI controlled bases.

    What roles do you need filled? -Unit editor because I suck with the data editor

    What do you have done on the map up to this point? Please try to include images or videos. -Please see the main release thread: http://www.sc2mapster.com/forums/player-zone/warcraft-modding/77273-concept-pre-alpha-release-azeroth-at-war-fall-of-the

    A description of the project/team itself so people know what they're getting into. -Just me at the moment

    How much time are you willing to invest in this project per week? -Varies. Was pretty much 24/7 during the initial 2 weeks, less now until I get a unit editor. Weekdays can be hectic at times but I'd say at least 10 hours a week, most likely more unless something crops up.

    Who else is working on the project? -Just me.

    Posted in: Team Recruitment
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