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    posted a message on Codename Darkside & Labyrinth [survival RPG] w/ gameplay video

    updated both maps with a new ui

    @gamemore: Goagreed so I started reading helrel's tuts today and have released a stripped down but still kinda ugly ui. But I think its gunna take me a while to understand how to move everything whaere I want it. Thank again for you input.

    Posted in: Map Feedback
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    posted a message on Walking along cliffs bug? please help.

    Still hoping someone can help me figure this one out.

    Posted in: Terrain
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    posted a message on Codename Darkside & Labyrinth [survival RPG] w/ gameplay video

    @gamemore: Go

    Thanks for the feedback, can you expand on the traditional starcraft2 rpg part a little? My guess is you mean that it feels like my maps kinda fit into the sc2 universe which was kinda what I wanted. I mean I don't really mess with any lore but I still want it to feel like some kind of side story. I totally agree with it being too easy but if you noticed there are currently only 2 difficulties, beginner and hardcore I plan on adding a normal in there aswell but first I want too get beginner to play just how I want it. I just need to play a few more 6 man plus games. See the map like many scales depending on the number of players but it scales kinda mean, enemies don't just get life bonuses but wave times decrease and spawn counts increase. So its taken some trial and error but I think it's getting pretty close. Thanks again for your comments and if you want it to be a little harder get some friends to play with you. And friend me I always wanna play.

    Posted in: Map Feedback
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    posted a message on Codename Darkside & Labyrinth [survival RPG] w/ gameplay video

    Updated - Codename: Labyrinth & Codename: Darkside

    New Abilities Balanced and added to both maps.

    New Abilities:

    Grunt - Smart Rounds: Fires up to 10 rounds dealing extra damage and slowing enemies 15.

    Pyro - Flame Nova: Set enemies on fire, burning and slowing them for 15 seconds.

    Sniper - Penetrator round: After aiming the sniper fires a bullet in a strait line dealing 150 to all units it hits.

    Brute - Carpet Bomb: Fires 10 RPB's in a strait line form the target away from the brute.

    Scout - Cluster-bomb: Attracts most Zerg that hear is sound then explodes after a 10 second delay (This is my new favorite its like the pipe bomb in L4D).

    Posted in: Map Feedback
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    posted a message on Codename Darkside & Labyrinth [survival RPG] w/ gameplay video

    @BoonTobias719: Awesome thanks for your comment!

    Codename Darkside Updated!

    5 new abilitys 1 for each class.

    After they get a little play testing I will add them to Labyrinth.

    Posted in: Map Feedback
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    posted a message on List of Custom Maps, Threads, and Chat Channels

    My maps are in my sig this is the feedback thread for all maps that are part of my Codename: Demons series. B.net thred I use “Demons” as the channel. Star Lightbikes probably isn’t worth listing because I can get anyone to play it.

    Posted in: General Chat
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    posted a message on Codename Darkside & Labyrinth [survival RPG] w/ gameplay video

    Both maps Updated, Working on a new video for Codename: Labyrinth

    Posted in: Map Feedback
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    posted a message on Codename Darkside & Labyrinth [survival RPG] w/ gameplay video

    Embed Removed: http://www.youtube.com/v/J0daemsjHtg?fs=1&hl=en_US&hd=1

    Feedback Thread for my series “Codename: Demons”

    Maps Available so far are Codename: Darkside & Codename: Labyrinth

    Maps on Battle.net US

    Description:

    “Codename: Demons” is a series of fast paced, Survival Rpg maps where you and your teammates each control a hero, and must cooperate against a never ending army of Zerg. Chapter 1 Darkside starts after crash landing on a desolate moon not far from the Labyrinth. You must fight every inch of your way to the Labyrinth’s loading dock and find someway inside. Chapter 2 Labyrinth is a series of 4 levels inside the Labyrinth where you must find away to signal HQ for help and maybe find out what went wrong.

    1-10 players
    5 hero classes
    4 unique abilities per class +3 levelable upgrades which are the same for all classes.
    Left 2 Die Zerg enemies.
    360° camera rotation (if you have a middle mouse button)
    Flashlights which only allow you to see in the direction your unit is facing, not just a pretty model.

    Story:

    You are a member of an elite squad of highly trained special operatives, from a top secret Dominion organization known only as “The Demons”. While on route to a distress call from an R&D lab known as the Labyrinth, which is hidden on the dark side of an otherwise desolate moon. Your ship was hit by an asteroid, luckily you where close enough to limp on the the right moon but, the ship is scraped and, no one at the Labyrinth is responding to your calls. Now you and the surviving members of “Diablo Squad” are stranded with minimal supplies and no orbital support. The only chance of getting a signal back to mission command is by getting to the Labyrinth and finding out what the hell happened…

    Tips:

    1. Stay together, cover you buddy while he’s laying mines or siphoning fuel to restart the generator.
    2. The Zerg infestation is getting stronger by the minute. If your not inside the Labyrinth in under 30 minutes It’s gunna get hard.

    Work in progress:

    I still got a lot other of stuff planned, but I need feedback mostly for help tuning the difficulty (which is pretty well tuned already).

    Posted in: Map Feedback
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    posted a message on Replacing Black Mask once discovered.

    I think that has something to do with the structures actor, I think you have to go through all the problem actors and change 'fog visibility'  to hidden.

    Posted in: Triggers
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    posted a message on [Unit]Importing Left 2 Die units

    I think the easiest way to get all the unit data is to open the Left 2 Die MAP not MOD in the editor. Then save the map as a mod, upload your new mod L2D mod. Create a new map and use your new personal L2D mod as a dependency. I got it to work but its been awhile since I did it so if you can't get it to work I'll mess with it and see if I can remember everything I did. Also turning a map in to a mod is pretty easy search the forums their are few threads the explain it.

    Posted in: Data
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    posted a message on Whats your profession? Why do you map?

    Currently unemployed, my last job was with a counter top manufacturer which I won't name because they sent me down the river so they could replace me with Illegals, but I have some friends that still work there so I don't wanna get the place closed down. Anyway I did everything from autocad, to running a CnC machine to, fabricating solid surface counter tops. The job was great the people running the company not so much.

    I make maps because I dream of someday working for Blizzard or some other company in the video game industry. I truly enjoy making and play testing my maps everything from building triggers to making my terrain pretty. My first experience was over 10 years ago with something called RPG maker, but not that crappy PS1 thing some of you may remember I think it was made in japan then translated to English by a Russian so it wasn't the easiest thing to use but I had a lot of fun making my own little super deformed rpg which was kinda like Shining Force and FF3 had a baby full of terrible dialog but a few of my high school buddies still played it to the end which only took about 5 hours if your read everything.

    Posted in: Off-Topic
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    posted a message on Walking along cliffs bug? please help.

    Ok so it seems like the more I mess with it the worse it gets. More and more places in my map have this bug and even the dynamic pathing fill tool or just painting it red have no effect on whether or not the cliff will work right.

    Quote from kailniris: Go

    please use pathing tool in editor

    I promise I spent hours with the pathing tool before I even posted this question.

    Quote from Mozared: Go

    How about using the pathing tool to paint (blue) cliff outward from the cliff?

    I think cliff faces are blue by default, and as far as I can tell you can't paint anything else blue. I can paint in red, yellow, and green.

    Blue = climbable Red = no pathing Yellow = no building Green = pathable

    In the attached pictures I have one of the broken areas one picture with regular cliff pathing the way the it would be in and blizzard made map, and in the second I have painted the problem are with red pathing. When I load the map either I get the results seen in the video.

    Posted in: Terrain
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    posted a message on Walking along cliffs bug? please help.

    Anybody got any ideas? This map is kinda on hold till I can get this fixed.

    Posted in: Terrain
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    posted a message on Exporting triggers and data to another map

    make sure your dependencies are the same on both maps, then try saveing, closeing, and reopening the map.

    Posted in: Triggers
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    posted a message on Walking along cliffs bug? please help.

    Embed Removed: http://www.youtube.com/v/VzYVNN3I0Wc?hl=en&fs=1

    This is the problem I am having when unit walk next to some cliffs they jump to the top of the cliff but while walking along the same cliff and turning the corner everything works fine. This happens all over my map usually on east and south east facing cliffs but for the most part it’s completely random. I have tried redrawing the terrain that has the bug, I have tried increasing the unit’s radius, the bug effects all the units on my map not just the marine. I can fix most of the broken cliffs with pathing fills but then cliff jumpers can’t jump that cliff.
    Posted in: Terrain
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