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    posted a message on [Contest] WoW Boss

    @ZarafFaraz: Go

    Its most surprising how my style in commenting things is affecting people.. i had people PMing me on my other commentarys, telling me how odd it sounds that i comment my games in such a low/plain voice, no shouting, no emotion, while other congratulate me on how objective I am, keeping my voice low and simply commenting the action without unnecessary shouting.. I take it you are right though, especially when confronted with an international audience in a contest, i should try to use some generic music.. i most probably wouldnt even win with the best map ever because so many people dislike my way of commenting the map -.-

    Posted in: Project Workplace
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    posted a message on [Contest] WoW Boss

    My entry: "Mengsk - Final Battle"

    Embed Removed: https://www.youtube.com/v/_AoQhq9mBCI?fs=1

    Download:

    http://www.sc2mapster.com/maps/mengsk-final-battle/

    Posted in: Project Workplace
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    posted a message on [Planing][Longterm]Kael'thas Sunstrider Bossfight

    @Syl3r: Go

    Please remember that the whole setup for all the hero classes will take much time, even if its only a few abilities per class, ontop of that, you want a good arena, triggered abilities used by the bosses and so on.. you might reconsider actually using such a big project for the contest and either build up your very own interpretation of the fight, or simply reconsider using it for the contest at all. One of the bigger parts of actually making a map is having realistic goals. Do not discourage yourself by not reaching your goal to participate in the contest, rather have a reachable goal and keep yourself motivated by actually reaching your goals.

    I, too, am not posting this to discourage you, but to make sure you do not abandon your project and thus loose interest in mapmaking.

    Good luck with your project

    Posted in: Project Workplace
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    posted a message on Probes and Roaches Beta

    I think there are minor changes any map can support, like flying doodads, doodads without any collision, doodads on unpassable terrain, lighting, doodads that are actually part of the terrain (like bridges).. and doodads on corners that are very unlikely to be used..

    These changes will most likely not change the gameplay and still be an eyecandy for the players.

    Posted in: Project Workplace
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    posted a message on Forever-Lasting effects

    Okay, little heads-up on whats rolling:

    Dont push your own post after only 16 minutes, even being a completely new user

    Please try to explain what exactly is your problem, using unit-types like void seeker may become a problem as soon as someone doesnt know which unit is meant, the void ray and its movement boos technology, or the void seeker, the ship used by zeratul in the campaign? Asking questions in a way people can actually understand them is the key to success here.

    So as i dont know what you mean, here are some things you might try:

    if you want aftereffects for your unit, like the void seeker has: dont do it, you are new to the editor

    if you want a lasting movespeed bonus on the charge ability: just change the duration of the zealot-charging behaviour to -1 and remove the validators on the charge and disable charging effects and the charging behaviour

    Hope i could help

    Posted in: Miscellaneous Development
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    posted a message on Drawing a line

    @Pfaeff: Go

    I Have no experience in drawing lines on the screen, but i suggest using 100x2, 200x2, ... pixels wide imported images.. they are tiny, but the result should be way better. ontop of that, rotating dialog images should be no problem and importing more than one white line for better looking result should also not be too hard..

    This way, depending on whats going on on the screen, you should be able to draw pretty much exactly what you want and it even will look better than your method.

    Please also note that even though i try to use the most approachable way to do things like this, your method actually already works pretty well (except for the uber CPU usage and bazillions of generated images, ofcourse)

    Posted in: Triggers
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    posted a message on Starship Troopers - Ambush at Whiskey Outpost

    Since the maximum space for maps and projects has been increased by blizzard, it shouldnt be too hard to find someone willing to host such a great map.. unfortunately, im EU too so there is no point in asking me.. nevertheless, it most probably is best to ask another author to host the map, not because of a trust issue, but because your map is being hosted to actually be played, thus an author who knows how popularity and uploading/updating maps works is simply the better choice.

    Posted in: Project Workplace
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    posted a message on (Video) Lost Planet RPG

    @OneTwoSC: Go

    when setting up a text message, "descriptive" is nearly at the top of the screen, which instantly makes people want to read it (lol) and "debug" is at the lower left side, a slight bit above the UI, thus not obscuring sight too much

    Posted in: Project Workplace
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    posted a message on (Video) Lost Planet RPG

    looks very good indeed, as long as you do your quests and all that kind of stuff with custom action definitions and such (which you most probably have), the map will grow in no time after you have done all the core stuff.. which seems pretty done :)

    remember that custom UIs are like insanely popular these days, if you decide to make one, its now or never, gets more complicated the more finished the project is.. not saying that you need a custom UI, the game looks fine as is, just dont think of it in that last seconds of finalizing your map :)

    you might also want to change the standard chat message for quests to not be inside the chat box, rather use the "descriptive" type of chat, it has less space but methinks its workinga bit better (the objective area is weird.. maybe try "debug", thats also pretty nice).. or use floating text.. but those are most oftenly not too readable..

    also think about how things will end up later on in the game, the objective area might get a bit clunky with 10 active quests.. maybe add a maximum.. or save previously achieved quests in the bank the hero is saved in..

    finally, always remember that core is the most important.. dont go tinkering the terrain when character system or inventory are not even implemented.. most longtime motivation comes from a finished "to-do" list :P

    Hope this was some help, if not, take the time think about what is most important in your map and if that is already implemented in a way you are happy with it.. I dont want to see such a promising RPG project fail, not while im watching, im telling ye!!!

    Posted in: Project Workplace
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    posted a message on Super Smash Craft (take two)

    Really depends on how you end up with the whole system.. since the bnet lag is actually pretty high, the normal smash brothers system most probably wont work.. and i dont know if you want to make a fully functional and chellenging AI to play in singleplay so.. you need to think of a system where the lag doesnt matter..

    Posted in: Project Workplace
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    posted a message on SC1 Remake - T10 - The Hammer Falls [Release]

    Please dont bump your own thread on a regular basis, rather update the project or wait at least 24 hours. It is great that you enjoy mapmaking so much and want your map to be successful, but keep it at bay..

    Other than that, the remake looks familiar and the new objectives are a good twist, even though remakes of old campaign tend to lack new innovative ideas.. Try to come up with your own ideas and you will be astounded what you can make.

    Finally, in objective based singleplayer maps, the nearly most important things are the briefing, the context and the tutorial. Remember to actually add those (even though they are already on your todo list), they are important for this kind of map.

    Good work nevertheless, keep it up

    Posted in: Project Workplace
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    posted a message on Element TD Update

    Looks nice.. hope the core mechanics make as much progress as the terrain does..

    The lighting also looks nice, depends on how much of the atmosphere of the other areas is desroyed..

    Please update this post as soon as other aspects of the game get finished, im sure many TD players are awaiting the final product, which is to bash all the boring TDs out there and be the one shining star for the masses :P

    Posted in: Project Workplace
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    posted a message on Headquarters

    The map looks really fun to play, neat use of cursor change and mouse-follow.. i hope you remembered to write at least some tutorial infos on how to play as you needed a whole wall of text to describe whats going on..

    nevertheless, nice map, get it popular now!

    Posted in: Project Workplace
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    posted a message on "Falrinth's The Thing" early beta tests

    @Azzaaer: Go

    sounds fun.. always played other versions of the thing in wc3, just add me to FL and ask me if needed.. even though direct chat in IRC most probably has a higher chance of reaching me (greedape in IRC)

    Posted in: Project Workplace
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    posted a message on RPG Map with Dungeon

    even though most of the helpful stuff has already been mentioned, id really like to recomment you to find a good scripter and make a map project using the best possible combination of your teams focusĀ“..

    Even though you make great terrain, you are certain that your scripting isnt that good.. which means if you start a project outright without any help, the map could (it is not certain, obviously) end up being another blender, great terrain which everybody would love to see in a good map, and fail gameplay which ruins the experience..

    i really hope you find yourself a good team and finish a project which will stun us all :P

    Posted in: Project Workplace
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