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    posted a message on Possible to have more than two cliff types?

    This is more curiosity than anything else, but I was wondering if there was a way to include more than two different cliff types on a map. I've already replaced the jungle cliffs with the space cliffs (because I could), but I don't seem to be able to add any additional ones past the first two. Anybody try this yet?

    EDIT: Whoop, of course right after I post the thing shows up... lol nevermind I got it. If anybody else is looking to try this out, its under terrain texture sets.

    Posted in: Miscellaneous Development
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    posted a message on Turn-based Combat Game

    Definitely just spitballing it here, but I have an idea for the game mode.

    How about implementing a card game set up on top of this? Set up the units as cards and "summon" them onto the field over the course of the fight. Put the player as a nonmoving unit on one side of the field that casts these units and special abilities. Killing the player wins you the battle.

    I dunno, it seems pretty cool to me, but you can really do whatever you want to with this setup, its super nice.

    Posted in: Project Workplace
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    posted a message on Reaper Arena

    @Zek23: Go

    That is literally exactly how the trigger is set up. Nearly word - for - word. The only reason it feels off is that I don't have physical control over the reaper's location, I can only tell it to go places on a regular interval, and mess with it's various acceleration and other movement speeds. It's actually a pretty close replication, and trying to get the controls smoother at this point in time is a major setback. If you feel you can do better, I'd love to see what you come up with.

    Posted in: Project Workplace
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    posted a message on Reaper Arena

    I'm pretty happy with the weapons I have planned, and I don't really plan on adding too many new ones until after release. I might add mines later, but I kind of want to focus on having a working game up before SC2 comes out.

    I added the doodads and stuff because the map looked really quite plain without them. It was just gray and bluish and there really wasn't much to keep the player interested.

    The physics are weird because there is literally no way to use the reaper jetpack to affect gravity in any way whatsoever. I'm repeatedly telling the reaper to move based on some physics triggered multiple times per second. It's really the best that can be done. Even if I were to attempt to go back through and redo it all, it would waste a lot of time for not very much improvement, and I definitely wouldn't hit my deadline.

    I rather like how the controls are set up actually, as if I change it too much it will feel like just another topdown shooter, and the sidescrolling illusion I have set up will be damaged even further than it already is. I really think it's as it should be right now.

    I'll definitely start uploading some videos, that idea makes a lot of sense.

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go Lol, I had no idea how I was going to get projectiles to behave the way I needed them to in the sidescroller, so I didn't even bother trying with them. All the weapons are modified versions of the baneling, and they are all units.

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    Just thought you might wanna see the finished move in action.

    http://www.sc2mapster.com/maps/sidescrolling-poc/

    Press 5 when you get into the game. Thanks a bunch for the help on this, the hellion flames were such a headache for no reason, lol. If you wanna try the rotation part, or at least tell me what I'd need to use, then that would be pretty awesome.

    Posted in: Project Workplace
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    posted a message on Reaper Arena

    Uploaded v.0.1.4

    • Added Weapons: Molotov (Not entirely done yet visually, but the effect works, thanks a bunch to Slypoos for the help here) (5)
    • Added a health bar
    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    Both. The item I'm rotating is supposed to fly like it was a thrown bottle of alcohol like a molotov, but it's being made in my sidescroller game which is linked in my signature. It needs to be rotating clockwise with the top-down view I'm using in the game, while the weapon itself is flying through the upward arc like the grenade I have also set up in the map.

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    The damage thing shouldn't really matter, as the move is designed to basically kill anything caught in the flames, lol.

    What do you use to rotate the models? I've been looking for something in the data editor that does that...

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    While you're at it, perhaps you'd like to assist me with a second problem I'm trying to solve? I need to flip a unit onto it's side and spin it clockwise continuously in a circle, even while its moving around, and I can't use the trigger editor to do it. I've tried actor events and host site operations, but this particular animation doesn't seem to be possible, or at least not very obviously placed. If you have any experience with unusual rotations, this problem along with the cardinal flame direction is basically the only thing I have left to do for my map that I haven't been able to achieve.

    EDIT: Fixed the missing hellion flame problem, just set the period count to 9 instead of 8 and apparently that did it.

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    And where would I go to remove the small flame effect that occurs at the point I'm shooting? I'd like to keep the beams, but lose the small flame that appears at the point.

    EDIT: Nevermind, I found it. still trying to figure out what happened to the last flame though.

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    Is one of the flames missing?

    http://img35.imageshack.us/img35/2633/screenshot001ql.jpg

    Also, as nice as it is that the flames are coming from the hands of the high templar, the templar won't be shooting them when I'm finished. Could you change it to one flame instead of two and just have the source be the origin? It would be much easier for me to add in that way.

    Thank you again for the help though, I don't think I would have ever got this working by myself.

    Posted in: Project Workplace
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    posted a message on Help me choose between two map concepts.

    @Sephiex: Go

    I agree with the others here that the first option sounds like a much more interesting game. The concept is more fleshed out and the second has been done so many times before.

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    Here's a link to the test map I was working with it on. I usually keep the abilities I'm testing in their own map, in case I do something stupid and have to start over.

    Anyways, here's the link. The sensor towers surrounding the unit are to register where the damage it taking place.

    http://www.2shared.com/file/08UUEeUh/Test.html

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    @Slypoos: Go

    It's not showing up that's the problem, its showing up in the right spots. The 8 flame trails shoot off in completely random directions every time I trigger the spell.

    Posted in: Project Workplace
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