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    posted a message on Error Uploading map!!?? "Default attributes could not be validated"

    Do you still have at least one Neutral and one Hostile player?

    Posted in: Data
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    posted a message on I think Mozared will like this
    Quote from Keyeszx: Go

    @Mozared: Go

    I knew it was one of you guys on mapcraft with an accent.

    wait... what? that means there's one without one? :O I thougth they were all heaily accented :D

    Posted in: Off-Topic
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    posted a message on Convert to .dds ?

    I suggest using Paint.net Never had a single problem with it.

    Posted in: Artist Tavern
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    posted a message on i did something to minimap :(

    Please use the search function, there are plenty of threads covering that topic.

    http://www.sc2mapster.com/forums/development/terrain/23625-black-terrain-minimap-in-game/

    Posted in: Data
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    posted a message on Attack and yet not

    Use dummy weapons. Hidden weapons that do 0 damage and have no effects what so ever.

    Posted in: Data
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    posted a message on new user, hello everyone

    Welcome :)

    Posted in: Off-Topic
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    posted a message on Command Center Reactor ''Warning [** *] C Actor...''

    The full error message would help more... because the intresting part is cut off.

    To get it open the trigger debug window and make the error appear again, you can then copy the full error message out of the debug window.

    To open the debug window just type " TrigDebug " when using test document.

    Posted in: Data
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    posted a message on Idea to make a top 10 custom map.
    Quote from dangeruss69: Go

    1) Like in Hero Attack - allow the players to vote on the map when starting - no new terrain development required. Just allow us to choose between Megaton, Extinction, District 10, etc... All the 4v4 maps. Also allow a vote for random map.

    That's not possible in the current editor.

    Posted in: Map Suggestions/Requests
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    posted a message on Gem Tower Defense [Release]

    First of all: The original map was made by Bryan K from USWest and I played it way more times than I could be bothered to count. So I have quite some GEM TD experiance and I still would like to see Slates. (If you don't know what slates are: Go play the original)

    @FailTD: Go

    While I agree that having to kill a boss to get to the next dif. level is "not so great", I have to tell you: If you think that killing a normal mode boss is harder than surviving all insane waves, either your maze sucks or you don't know how to place towers at their appropriate position (too spread out).

    @ManwichTuesday: Go

    1) You know that you have to spend 125 minerals to recive the extra chance for the next round?

    2) If you don't like random based games, don't play them. It always was like that and hopefully will stay like that because that's the point of GEM TD.

    @SeanD86: Go

    In the original you could choose which gem you get your lucky chance on which I miss aswell.

    For most of your other suggestions: I basicly don't agree (others are commented blow). It drives the gameplay pretty far away from the original and also basicly allows you to pretty much ignore the importance of what gem you choose.

    Except the speed boost thing, would be great to decrease the time you need to beat insane, my best was somewhere around 3h. And it's totally possible from a developement point of view.

    AoE dmg not important? on extrem I would agree but to beat insane you definitly need lots of AoE I wasn't able to beat insane without alot of it and I can say that my maze is pretty much one of the best out there. In case you don't believe me: I'll attach a replay. And Blood Ruby is totaly fine. Also you can't just give a low tier tower something as strong as an 10% range aura.

    For your ability suggestions: the only thing I would like to see is to swap towers for the cost of 190 minerals. Like in the original. However that should be a tower ability and be usable only once.

    @Ogrimus: Go

    As far as I know those are only skins to look pretty.

    Posted in: Map Feedback
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    posted a message on Blizzcon - All SC2 Panels
    Quote from sigmapl: Go

    Any other panels available?

    There are some other panels (Kung Fu Pokemon (WoW) and D3) but since this is a Sc2 site I only posted the SC2 panels. However you can easily find them by searching for "blizzcon 2011 panel (full)".

    Posted in: General Chat
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    posted a message on Blizzcon - All SC2 Panels

    Incase anyone missed it, here are all four (full) SC2 panels recorded from the blizzard stream:

    Campaign and Lore Panel

    Embed Removed: https://www.youtube.com/v/rz4nMWExg98?fs=1

    Multiplayer Panel

    Embed Removed: https://www.youtube.com/v/II_Az4AfdsQ?fs=1

    Blizzard DOTA and Mods Panel

    Embed Removed: https://www.youtube.com/v/bWymJSal9IM?fs=1

    Blizzard DOTA - Art & Technology Panel

    Embed Removed: https://www.youtube.com/v/H3R6ZqVQ3WE?fs=1
    Posted in: General Chat
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    posted a message on Magicide (Custom RPG)
    Quote from D1000: Go

    Something I'm not sure if it's a bug, or not: There is a spell that creates a green circle, preventing every unit from getting in or out, but should it be attackable? (it is)

    Btw.: Do Void-Links stack?

    As far as I know, that's intended to trap players in it so its a bit more tricky to dodge your spells. Or as Eiviyn would say: It's a problem for your opponent to solve.

    Posted in: Project Workplace
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    posted a message on Next WoW expansion

    Nope, actually it's called:

    World of Kung Fu Pokemoncraft

    Posted in: Off-Topic
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    posted a message on (Solved) Is it possible to reference all sounds from a mod?

    That pretty much depends on what kind of sound file you want to play with a trigger (sound or music).

    Firstly you start by adding a new sound objects on the sound tab in the data editor and select the parent that is closest to what you want. If nothing fits you can go with C Sound. The 2 most important fields are: Category and Sound Assets +

    • Category: Is responsible for the sound channel the sound is played on
    • Sound Assets +: That's where you select your sound file. (You can add more than one if you like variations. See the What/Pissed sound objects for examples)

    If you want a music or other soundtrack you'll also have to go to the Soundtracks tab and create a new soundtrack object. At the Cues + field all you have to do is select the sound object you have just created at the Master Layer dropdown menu.

    That should be all you need to do to use your sound files in triggers as well as actors.

    Posted in: Data
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    posted a message on (Solved) Is it possible to reference all sounds from a mod?

    Make sure to create the corresponding data objects in your map or mod.

    Posted in: Data
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