My problem just deals with having units start out with passive abilities... like baneling with centrifugal hooks. I had a trigger pre-patch that worked just fine, now it doesn't. But this isn't the proper forum to be discussing this, soooo. =P
Thanks a lot! Always good to get feedback and other ideas.
I know it's lacking some powerups and a few other things, I'm thinking of many different ideas... and trying to find ways to make them work. Somehow, invulnerability never crossed my mind... so I might have to consider that. :D
Finally got around to making a gameplay video. Sorry, the quality isn't the best... but hey, it works. Hope you all enjoy, and look for it on the popularity list!
Feel free to leave comments/ideas/suggestions here, or send them to [email protected].
Map Information
Latest Version: Lava Dodge! v0.13
Brand new release to battle.net 2.0! Find it on the popularity list. (Currently at the very bottom...)
The concept is simple.
Don't touch the lava, outlast your opponents... and most importantly, have fun.
Supports 2-12 players; but, the most fun comes from games with 5-9 players.
Changelog
Power-ups no longer die in the lava.
Removed rocks on the terrain.
Added power-up: Invincibility. (Allows marines to walk over lava for 5 seconds)
Removed difficulties and difficulty dialog; each round can still vary in difficulty.
After 25 seconds, the lava begins appearing more rapidly.
Reduced marine speed.
Added power-ups: Speed Buff, Slow Debuff.
Created victory "cinematic."
Changed camera Option 5 to overhead view.
Moved chat text to "error" area.
Changed win options to 2, 3, and 5; from 3, 5, 7 and 9.
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My problem just deals with having units start out with passive abilities... like baneling with centrifugal hooks. I had a trigger pre-patch that worked just fine, now it doesn't. But this isn't the proper forum to be discussing this, soooo. =P
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2008's. Woot Woot. But I've recently lost hope in the editor for now... since my maps all broke recently for whatever reason.
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If only there was some way to enable hotkeys when the UI was hidden.... agh.
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Not sure if it exists already, but if it does there must be a really round-about way of doing it:
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Hey all, So I have several entries to present to this competition!
The first is a map I started working on way back in SC2 beta, Lava Dodge. I guess it kind of qualifies as bound, although not traditional in any way.
The next two are levels from the actual bound map I am currently working on. Enjoy!
Thanks!
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@yukaboy: Go
Thanks a lot! Always good to get feedback and other ideas.
I know it's lacking some powerups and a few other things, I'm thinking of many different ideas... and trying to find ways to make them work. Somehow, invulnerability never crossed my mind... so I might have to consider that. :D
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Finally got around to making a gameplay video. Sorry, the quality isn't the best... but hey, it works. Hope you all enjoy, and look for it on the popularity list!
Gameplay video:
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Lava Dodge - Official Thread
Project Started: During SCII Beta
Public Release Date: 10/26/2010
http://www.sc2mapster.com/maps/lava-dodge/
NEW! Gameplay video:
Feel free to leave comments/ideas/suggestions here, or send them to [email protected].
Map Information
Latest Version: Lava Dodge! v0.13
Brand new release to battle.net 2.0! Find it on the popularity list. (Currently at the very bottom...)
The concept is simple. Don't touch the lava, outlast your opponents... and most importantly, have fun. Supports 2-12 players; but, the most fun comes from games with 5-9 players.
Changelog
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Put me on there. Anethor 598 USA.
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@iMisu: Go
Awesome!
Thanks again, Misu. :)
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It seems the files that the red dialog resize link opens are the same as the green dialog resize link. Wasn't sure if you were aware or not.
Also, could I request Red Selection iBeam Small? :D
Thanks Misu. :)
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Gem Tower Defense from WCIII... anybody?
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@Grogian: Go
Sorry for the late response... been really busy lately.
I put my two triggers into one, and it worked. The funny thing is, I didn't even change the variables to local.
So apparently you need to have the "Create Dialog A" and "Attach Dialog B to A" in the same trigger to make it work. Which is a little bit crazy.
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@Grogian: Go
Well, I have to have two separate triggers... so my variables aren't local. Otherwise, my triggers are exactly the same...
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@Grogian: Go
Erm, I just worded that wrong. I meant the one I am attaching it to is anchored to the top of the screen, offset by (0,0).