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    posted a message on Need help with fast moving doors [Solved]

    Hello friends,

    I'm very new to the data editor. I need fast moving opening and closing doors for a map designed on a spaceship. Something simular to Star Trek or, super market doors. The doors in-game seem to move very slow.

    Is there a way to speed up the animation on existing doors? Has someone created a door like this for another game that I can use? Would someone be able to make a door like this for me? I could pay for your time.

    Posted in: Data
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    posted a message on Building a team for a new type of game

    @Glornll, I really appreciate your help. I already have a working hero selection screen in my game. I was planning on creating a better looking one based on a new advanced tutorial I saw. If you know some tips and tricks towards making something that is really good looking I really would appreciate the advice. I am really close to having a working playable game. Then I will go into alot more detail with art and sound and a quality leaderboard and hero selection.

    I will have to watch tutorials on making abilities and custom models and animations. If you have any advice for me there It would be much appreciated.

    Posted in: Team Recruitment
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    posted a message on Building a team for a new type of game

    @Zer0skiller Thank you for your feedback.

    I'm actually looking to invite groups of high ranked players from other Mobas to test my beta. Then after balancing numbers. i'll release the game, start a website and work on building a community.

    It sounds like i'll have to finish Alpha by myself. However I would be willing to pay for very high quality work in some specific areas. -Heroes -Hero selection screen -Loading screen art -Custom models and doodads -Cut scenes

    Would anyone be willing to help me in one of these areas?

    Posted in: Team Recruitment
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    posted a message on Building a team for a new type of game

    Glornll you raise some very good questions. Thank you for taking the time to make that post. I'll answer your questions the best that I can.

    How would i be able to 'make a better game than teams of highly paid professionals'?

    I think that those teams have done a great job and made excellent games. I want to build on those great game design ideas using my design philosophies.

    What are the details of these design philosiphies?

    Strategic depth for the map

    Every game has choice and usually there is an optimal way to play. Adding strategy will change what is optimal more often. A good example of strategy is the game of chess. There is always an optimal way to play, but it changes every turn based on your previous move and your opponents. Instead of 3 lanes, a jungle and a support with slight variations, I would like to turn the map into a simplified chess board with 5 pieces per side. I have a design for 3 different types of objectives and multiple ways of taking those objectives. Simulating squares on a chess board. I'll explain more on what these objectives are in the story.

    Easy to learn

    I have alot of ideas that would improve already existing games, but they will fit better into my game because of the story. The game will use a system simular to Heroes of the Storm for Hero builds, tool tips, mini map icons sounds ect. Adding holograms of abilities being used while holding your mouse over an ability. Sounds of heroes talking to other heroes. The most important feature in making the game easy to learn would be the story narrator (anouncer).

    Focus on story telling

    The story for the game is going to be in the starcraft universe. One problem that I have, is that I'm not too familiar with starcraft lore. So I could use help writing the exact details of the story.

    A ship carrying advanced technology made by a 4th race is discovered by one of the starcraft factions (Terran, Protoss or Zerg). They establish themselves in the ship and begin to figure out it's secrets. The remaining 2 factions (Terran, Protoss, Zerg) send 2 large ships carrying many units and a team of 5 Heroes. Each team has a commander narrating the story, directing the heroes, announcing kills ect. Hostile faction that already is on the ship will have their own neutral spawn camps and boss minion that also gives narrative for the story. The goal of the game is to gain control of the ship. You will be able to do this in a couple different ways depending on your strategy. You can get the ships weapons online and destroy the other 2 factions main ships or you can use gain control of the command centers and fly the ship away.

    The story will change every game based on hero picks for both sides. So if team 1 picks mostly Zerg heroes they will get a Zerg Narrator. If team 2 picks more Protoss heros they will get a Protoss Narrator. By default the Hostile faction narrator on the ship will be Terran.

    If you require many Heroes with unique abilities that are levelable, then you are still very far from being ready to be played.

    Yes and no. The game is completely playable and fun using a hero with an auto attack and no abilities. Just like moving pieces in a chess game. I would like to first balance test the map strategy without hero variables then test compatibility with the map one hero at a time. In order to have a completed game I would like to have exactly 30 high quality heroes so yes there is alot of work to be done.

    Hopefully this answered most of your questions. Please let me know if you have any more, or if you have suggestions for me.

    Posted in: Team Recruitment
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    posted a message on Building a team for a new type of game

    A brand new type of game

    Hello friends,

    I am currently working on quite an ambitious project and am requesting help to finish. My goal is to create the most well designed, polished game in the Starcraft 2 arcade and the most well designed MOBA ever created.

    Here are the 'Core Design Philosophies' that separate this game from others

    Strategic depth for the map

    This will create meaningful choices that effect which objectives you take and when. Where you go and what you do is best decided by looking at the previously made choices of your team and the opponents.

    Easy to learn

    This means that the game explains itself as you play. Information should be presented gradually and every choice should be presented in a way that you can clearly understand.

    Focus on Storytelling

    Everything in the game is being made for the story. Depending on player decisions the story will play out differently each play-through.

    Most of the work for the game has already been completed. I need help in the following areas: Hero design, Hero selection screen, Balance testing, Basic polish (mini map icons, sounds, tool-tips), Leader-board, Detailed polish (voice actors, custom models, custom animations, custom sounds and music, UI design, Website for the game

    About myself

    My name is Joseph, im 27 years old and live in southern California. I played DotA, demigod, League of legends, Smite, Heroes of the storm and many different RTS games at the highest level. I would like to build a more detailed advanced MOBA then anything created before it. Something that pushes the genre into the future and sets the standards for all games created after.

    Building a team

    I need dedicated volunteers with high standards and attention to detail.

    Scheduling

    Weekly tasks will be assigned on a volunteer basis. The game will be released in the arcade when 'Legacy of the Void' releases. I will regularly support this game with updates every few weeks after release.

    Advertising

    I will be doing a ton of advertising through YouTube video reviews, trailers and forum posts on dozens of community websites.

    Closing

    I have a specific plan for the game and a design for every element, but would rather not publicly post details until these mechanics have been fully tested. If you have any questions or would like to know more and are interested in helping with testing, design, or programming please PM me or post here.

    Posted in: Team Recruitment
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    posted a message on Please help with Hero revive [Solved]

    You solved my problem, thank you FunkyUserNarr!

    Posted in: Triggers
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    posted a message on Please help with Hero revive [Solved]

    What about the hero levels and the stat points gained, the hero model size? all of that gets reset and revives a standard marine

    Posted in: Triggers
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    posted a message on Please help with Hero revive [Solved]

    Hello friends,

    I have been trying to figure this out for several hours now, watching several videos and typing in hero revive into the search. I would like a Traditional MOBA hero revive system for my game. Items are not important, but stats and buffs are.

    I tried this trigger written by someone else. But when my 'marine' based hero revives, he revives without any of his stats, infact it just revives a regular marine

    Im thinking I need to change the data somehow but im not sure

    Events Unit - Any Unit dies

    Global Variables Respawn Timer = (New timer) <Timer>

    Local Variables Dead Hero Revival = (Triggering unit) <Unit>

    Conditions ((Unit type of (Triggering unit)) is Hero) == true

    Actions Timer - Start Respawn Timer as a One Shot timer that will expire in 10.0 Real Time seconds Timer - Create a timer window for (Last started timer), with the title (Name of player (Triggering player)), using Remaining time (initially Visible) General - Wait 10.0 Real Time seconds Timer - Destroy (Last created timer window) General - Custom Script: UnitRevive(lv_deadHeroRevival); Unit - Set Dead Hero Revival Life (Percent) to 100.0 Unit - Set Dead Hero Revival Energy (Percent) to 20.0 Unit - Set Dead Hero Revival Shields (Percent) to 100.0 Unit - Move Dead Hero Revival instantly to (Center of Hero Revival)(No Blend) Camera - Pan the camera for player (Triggering player) to (Center of Hero Revival) over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration and Do use Smart Panning

    Posted in: Triggers
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    posted a message on Small data editor help [solved]

    Thank you for your help. I think the biggest problem I was having was that the editor was not in detailed view. Now that I have detailed view everything makes sense. I'mean sure i'll have more questions soon, hope you can help then too.

    Posted in: Data
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    posted a message on Small data editor help [solved]

    I guess I'll just learn to create 10 separate units from scratch

    Posted in: Data
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    posted a message on Small data editor help [solved]

    @joey101d: Go

    Create 10 marine copys. All 10 the same with changed movement speed, size and weapon damage.

    I would like to accomplish this without changing the data for the stock marine.

    Posted in: Data
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    posted a message on Small data editor help [solved]

    I understand how the editor works and 'what' needs to be done. I just don't understand where the buttons are and where I need to click to change the data.

    It sounds like learning to create a unit from scratch is the best option. But I don't want to have to create 10 brand new heros when I only want to change movement speed size, health and damage.

    I even know how to edit those values. I just don't want to change the original marine.

    Posted in: Data
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    posted a message on Small data editor help [solved]

    Hello SC2 map strategy community,

    I'm very new to the editor and have no previous programming or map making experience.

    I duplicated a marine actor model 10x to make 10 different heros. Ingame they function as regular marines.

    I would like to change their size, movement speed and weapon damage without changing the regular marine in the editor. I would also like to use the same actor models and stats for all of the heroes so that I don't have to edit stats 10x to change 10 heros.

    I've watched several data editor tutorials but I do not fully understand how it works. Could someone provide me with step by step instructions for accomishing what I would like? Please this would help me so much!

    Posted in: Data
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    posted a message on Please help with progress bar for unit trigger

    I wish I knew how to do any of this. I set the event when unit enters range of unit. Instead of a unit clicking on a building. But units can't click so I don't know what to do

    Posted in: Triggers
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    posted a message on Please help with progress bar for unit trigger

    Hello SC2Mapster community,

    I have been wanting to make a map for a long time, but I have no programming or mod making experience. Hopefully someday I can be a big part of the community here on SC2mapster. After watching and reading every single tutorial I could get my hands on for the past week I'm having trouble on one of the triggers for my map. If someone could help I would appreciate it so much, im really trying to figure this out.

    I need a trigger that starts when any unit within a specific unit group moves next to and clicks on a specific neutral building. The action should load a progress bar over 8 seconds that will hide the building and increase an integer variable. However, any actions taken by the triggering unit or any damage taken during the 8 second period will stop or reset the trigger.

    This would be similar to capturing tributes or turning in coins in heroes of the storm.

    Thank you for your time, I hope that someone can help.

    Posted in: Triggers
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