5 sec would be enough, but there should be a speedbonus in that time too so you can flee from enemys that are too tough or to get faster to the front
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Sep 14, 2010Posted in: Project Workplace
have to say also that it is realy nice, some things i noticed:
drones with more range seem to do more dmg per 1 sec then drones with low range, shouldnt it be the other way? the minimapsymbols should be improved to see player on first sight so you shouldn need to search for them. i sometimes loose controle (cause of missclicing), it would be nice if there was a toggleable skill/button so that u cant select other units while active. its something i miss in most herobased maps.
the thing youre planing for the future to gain skills is nice, but you shouldnt have to play another map/gameplay just for that. imagine i dont like the map to gain skills but want to play the original. then i would have ether have a disadvantage for leck of skillpoints or have to play the other map or just quit playing this awesome map. also i think it wouldnt be good to get everything as reward after playes, its perfect how it is now (for weapons and drones and such), only passive bonuses or special vehicles should be rewarded by such a system so a new player doesnt have that much of a disadvantage. but hey.... its just plans for the future, for now its realy nice to play
one last thing, there sould be a revive timer to know when you get revived after you die
Sep 11, 2010Posted in: Team Recruitment
i would love to help, but the problem is that im realy new to blizzardmaping, so i have no expirience in wc3 or sc1, but my first map is currently in beta and ive acomplished many things in the trigger editor, but as i said, just a beginer. if you need a unexpirienced triggerwirter with programing background, just pm me
Sep 11, 2010Posted in: Miscellaneous Development
BNet Nick: Syler Identifier: 194 Mapsternick: Syl3r.... hard to guess XD Comment: will test if i have time and have a map i want to get tested, my first map so any help is needed ;) Region: EU (German)
Sep 11, 2010Posted in: Project Workplace
sorry for the Delay, but v0.5 is finally online. here are the Patchnotes: v0.5 Added AI Improved the Leaderboard with a Progressbar for each Player Improved the Damage of Ultimat0r from 1024 to 10240 Fixed a Problem with the increased Shield of Ultimat0r Increased the cost of Ultimat0r from 200,000 to 250,000 Decreased buildtime for Ultimat0r to 2 Seconds Removed the VespineGas and Supply UI Improved the Creeppathing
The AI took quiet a long time, but it should work fine. The only thing it can currently do is sending Creeps, update Headquater and save Money for the Ultimate Creep (think of it as a medium player that focuses on income)
Sep 8, 2010Posted in: Data
hmmm, im not that into the dataeditor, so i would use the trigger editor. if u want to use triggers for that, u need a global variable for each player that stores the count of pylons (or whatever you use) and then a trigger that fires every x seconds and adds the amount of variables * minerals you want to get per building to the players minerals.
it should work but thers probably a better way via data editor. you can check the automated refinerie how it works and copy/modify that, probably its a behavior, but i cant realy help you there, sry :/
Sep 8, 2010Posted in: Data
u have to use trigger. there is an action like "Add tip" (dont know the exact name, have to use german editor) with this event u can add a tip wit name, text an icon.
run this in the initialization if u want them to be available on mapstart
Sep 6, 2010Posted in: Project Workplace
i'll update this map in 1-2 days or so with some bugfixes and an AI im currently working on (till now it just sends creeps XD). hope some ppl help me and play this map to help me improve the map =)
cu soon, syl3r
Sep 4, 2010Posted in: Project Workplace
finally the first map, im working on with a friend, DeadSpawn, is playable and released in eu.Battle.net.
it can look like this:
Its a remake of the old wc3 map Stronghold (WC3 Version by KubriK and DeAdEviL)
basicly its a teambased versus Towerdefense.
You can send Creeps and/or build Tower and have to upgrade your Headquater to get better Tower/Creeps.
Can be up to 4 Teams and 1 to 5 players in each Team. 3 Player in each team is the default Option but the Groupmanagementsystem should work with empty slots in any team (tested it with freinds/computerplayer)
all towers are already in place (9 techs with each 3 Levels and 1 ultimate Tower) and also all the creeps are included (lvl 1-15).
Its the very first version, so many things are not finished/untested.
Mapstyle (doodads/minor parts of the terrain)
6 Towers cant be upgraded regualy (they do nothing after pressing the upgrade button, if the tower has already shot at least 1 time), currently there is a workaround in place but its not perfect and will be removed if i find the bug. its tower lvl 1.0,1.1,1.2 and 6.0,6.1,6.2)
currently just this, if you find bugs, pls let me know so we can debugg the map =)
who did what?
I am working on the Data Editing and Triggering and the basic terrain structure
DeadSpawn works on the Doodads and minor Terraintweeking
I hope you enjoy this map and give us feedback to improve the map.
thats it, cu,
PS: sry for the typos, im german so speaking/writing in english.... isnt one of my best skills XD
Sep 3, 2010Posted in: Team Recruitment
heythere. im currently working on my own project, but the main work is nerly done and im thinking about a new project or joining a team.
the thing is that the map im working on right now is my first map, so im not that expirienced.
ive worked mostly on data editor and trigger and i feel very comforable with triggering, probably cause i have knowlege in programming in c
in about a week my map should be finished and will only need balancing wich i can do on the side while working on a new map (i hope so XD). at that time im willing to help in your project, if u still need me.
my map is a vs towerdefense with sending creeps, so the trigger work ive done should be similar to the things in your map.
im german, but english souldnt be a problem, also to get vent. if u think i can help just tell me, ill contact you as soon as my current map is released.
Aug 29, 2010Posted in: Triggers
have u tested where the error is?
does the "increase income on build" trigger fires? is the income added to the players minerals?
u can check that by adding a textmassage to the trigger (just for debugging, like "trigger xxx has fired") or "xxx income was added to player ... incomevariable" with such debugg messages u can find errors in triggers much better cause u see maybe where the error is
Aug 29, 2010Posted in: Triggers
ive build a income system myself recently in my first project, so im relativly new and can (hopefully) explain my system:
in my case i need an integer variable for each player (integers are just numbers), i use an array of 12 integers (array=many variables of one type in one listlike object). also u need one timer that hits every 10 sec and then 3 triggers
the first : on mapintialization: timer - start timer (the timer u should have created first) with 10 seconds runtime in loop (im german so im sorry if the actual function is called something other) variable - set variable income= 100 (or whatever u want as startingincome) ... ... ... variable - set variable income=100
u have to do this for eachpart of the income variable. it has 12 parts and starts at 0, so you have to set all from 0 to 11. if u start with 0 income u dont have to do that (the integer starts as 0 by default)
the second trigger is when u add income for any player who builds the building: unit - unit gets build (german again, sry, but something like this should work) condition: unittype of triggering unit== the unti type u want to check - this whole condition is only needed if u should only get income from special buildings, not everyone action: variable - Edit variable Income[player-1]+1 - the player -1 is needed cause the playercount starts at 1, but the array starts at 0.
and one final trigger to actually add the income to the player
timer - timer runs out condition none action player edit player 1 minerals: income add ... ...
player edit player 12 minerals: income add again for each player adding the income
and that should do it in my case it works perfectly. i know there are many options like doing a while loop sothat u dont have to respnde each arrayfeeld on its own, but i think for beginner its better if u do it that way. if u dont understand how arrays work u can also create one integer variable for each player but then u have to write one trigger for each player to add income after he built a building.
hope i helped and didnt confused u too much =)
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