Also, might want to give a little bit more info to get people
interested, there isn't really a reason to keep it all secretive.
Don't worry. All will be revealed in the third and last trailer for The Path of Power as we get closer to release time! With regards to being secretive, I opted for that at the moment, because there's a lot of controversy in the Custom Maps scene going on which made me shy away from putting it all out for everyone beforehand. But don't worry, all will be revealed soon. Thanks a lot for the feedback; I really appreciate it since gives me even more reason to see the whole thing through.
Edit: With regards to Starcraft themed: The lore behind the map isn't too complex but everything should fit with the Starcraft universe, yes. I made it so, because users find it simpler to understand the map if they know what it is all about (they've already player Starcraft II, supposedly). In short, yes, it is completely Starcraft themed. It's not a melee map though.
If you haven't done so yet, watch The Sacred Temple trailer beforehand () then go ahead a watch the new trailer below.
Not long ago, the Protoss on Kloishius scouted out a new menace. The Zerg of the Queen Kerrigan have landed and have very quickly set up their Hive not far from the Protoss Temple. It is evident that the Zerg are preparing for an attack on the Temple. The Protoss fear nothing of this, for the impenetrable shield around the Temple, sustained by the planet's Power Field has kept the Temple unharmed for eons. But the Protoss assurences are premature: the Zerg have come prepared with a plan that may see the Protoss defenders fall to the unending swarm of the Zerg.
I need feedback on the trailers (tell me what you think) because there's at least one more to come. So leave your comments down below.
Other Trailers
Watch the first trailer in the series called The Sacred Temple:
Teaser Trailer:
Meet the Arcane Engineer:
Beta
With more than a month of work on The Path of Power, it is now approaching that exciting phase called Beta. I shall need a number of willing volunteers that love spouting nasty comments and criticizing another person's work thoroughly. I cannot say a lot here but keep in mind that this is possibly one of the BEST maps you'll ever play. If you want to have a go at testing it reply below or send me a PM and then, I'll inform you of the Test day(s) as they approach. The only thing I ask of beta testers is to provide loads of feedback about all aspects of the game (which I'll cover privately) and not to mention anything about their experience. The beta tests will take place on the EU region.
Wait, so you say people should be allowed to modify their bank files to change everything that's stored in there?
That's like saying WoW players are allowed to change their level, amount of gold and equipment like they want to.
If you do that I give WoW 2 days until the market has collapsed and a week until most people stopped playing it.
Nope, in World of Warcraft you are allowed to modify any of your addons (something that is there to personalize the game to your liking). Now, banks are there so that users may personalize the game to their liking. Say for example, in your map the user can set the level of tips they receive during the map (beginner, expert, etc). When Blizzard came up with their banks idea, I don't think they meant for them to be used to store critical data (eg. "Map unlocks upgrades as a player plays more of the map.") or for it to be transmitted (eg. "Map maintains a ranking list.").
That's why the user should be allowed to edit their bank data. Your analogy of editing "levels, items, etc" is totally wrong. The things you mention are core game mechanics (if you want an analogy, in SC2, it is the map which should be locked). Bank files allow for personalisation (in WoW, these are the WTF files, addon files, etc. which are all editable).
The roach detects an enemy in front of it and then, by using a persistant effect to set the target, it performs a jump similar to the one listed above.
Triggers are meant for scripted sequences that happen in response to events. The server will need to keep everyone synced to the triggers currently running on the map.
But, for data, since everything is available on each client, the server has less work to do. See, the client can assume what the new game state will be. This results in less latency for your map.
Edit: Or I could be wrong. Most teams seem to have died out or fallen
apart.
Admittedly, the Editor isn't very team-friendly. But, unless you have a "Wings of Liberty"-size project you don't need more than 1 person working on a map. I feel like people are refusing to learn the ways of the Starcraft II editor mainly because they're sticking to doing stuff the "Warcraft III"/"Brood Wars" way (case in point, implementing triggers for something which can be easily achieved using data).Oftentimes, a single person can learn to create acceptably good levels of Terrain, Triggers and Data for a decent map. Once we've enough of those quality releases, then it is at that time that there will be people competent enough to make a team-scale project.
Unit Flag: Hero makes the unit have a shortcut portrait on the right side of the screen. The user will also have a quick hotkey to select that hero.
Object Type: Hero is used by the editor to organise things. It places it in the Hero folder on the list.
Unit Attribute: Heroic is just an other attribute like Armored, Light, Biological, etc. Like this you can have effects that deal +damage to Heroic units, for example.
Good of you to want to make it via Data since that is the way it should be done.
Create an effect of type "Modify Player" which we'll call "Give Passive Resources". Now, for this effect, set the Resources field to the values you want (eg. set Minerals to 5, if you want to increase by 5 minerals each time).
Now, create a behavior of type "Buff" which we'll call "Passive Resources". For this behavior set the Effect - Period field to "Give Passive Resources". Set the Period Duration field to the time you want between each Resource gain (eg. Set this to 10, and resources will be given every 10 seconds).
Your last step is to give this behavior to the units you want that will passively acquire resources. You do this by finding the appropriate unit type under the Units tab. Add the "Passive Resources" behavior to the behavior field and you're done.
To add a visual to the effect you'll need to look into Actors. See how Blizzard did it for the Automated Refinaries.
P.S.: I didn't have the editor here so the field names may be slightly inaccurate.
Prepare the Launch Site and Impact Site beams (setting references bla bla bla). Then, I have the Impact Site do a "Create MyAbilitiesBeam" on ActorCreation.
0
Haha... It's the desperation for a quality map that inspired me to make one! :)
Don't worry. All will be revealed in the third and last trailer for The Path of Power as we get closer to release time! With regards to being secretive, I opted for that at the moment, because there's a lot of controversy in the Custom Maps scene going on which made me shy away from putting it all out for everyone beforehand. But don't worry, all will be revealed soon. Thanks a lot for the feedback; I really appreciate it since gives me even more reason to see the whole thing through.
Edit: With regards to Starcraft themed: The lore behind the map isn't too complex but everything should fit with the Starcraft universe, yes. I made it so, because users find it simpler to understand the map if they know what it is all about (they've already player Starcraft II, supposedly). In short, yes, it is completely Starcraft themed. It's not a melee map though.
0
Did you mark that you want "Smaller Files" in the editor's Preferences?
0
The Zerg Hive
If you haven't done so yet, watch The Sacred Temple trailer beforehand () then go ahead a watch the new trailer below.
Not long ago, the Protoss on Kloishius scouted out a new menace. The Zerg of the Queen Kerrigan have landed and have very quickly set up their Hive not far from the Protoss Temple. It is evident that the Zerg are preparing for an attack on the Temple. The Protoss fear nothing of this, for the impenetrable shield around the Temple, sustained by the planet's Power Field has kept the Temple unharmed for eons. But the Protoss assurences are premature: the Zerg have come prepared with a plan that may see the Protoss defenders fall to the unending swarm of the Zerg.
I need feedback on the trailers (tell me what you think) because there's at least one more to come. So leave your comments down below.
Other Trailers
Watch the first trailer in the series called The Sacred Temple:
Teaser Trailer:
Meet the Arcane Engineer:
Beta
With more than a month of work on The Path of Power, it is now approaching that exciting phase called Beta. I shall need a number of willing volunteers that love spouting nasty comments and criticizing another person's work thoroughly. I cannot say a lot here but keep in mind that this is possibly one of the BEST maps you'll ever play. If you want to have a go at testing it reply below or send me a PM and then, I'll inform you of the Test day(s) as they approach. The only thing I ask of beta testers is to provide loads of feedback about all aspects of the game (which I'll cover privately) and not to mention anything about their experience. The beta tests will take place on the EU region.
Thanks a lot, Klishu
0
Nope, in World of Warcraft you are allowed to modify any of your addons (something that is there to personalize the game to your liking). Now, banks are there so that users may personalize the game to their liking. Say for example, in your map the user can set the level of tips they receive during the map (beginner, expert, etc). When Blizzard came up with their banks idea, I don't think they meant for them to be used to store critical data (eg. "Map unlocks upgrades as a player plays more of the map.") or for it to be transmitted (eg. "Map maintains a ranking list.").
That's why the user should be allowed to edit their bank data. Your analogy of editing "levels, items, etc" is totally wrong. The things you mention are core game mechanics (if you want an analogy, in SC2, it is the map which should be locked). Bank files allow for personalisation (in WoW, these are the WTF files, addon files, etc. which are all editable).
0
This begs a very moral question: Should users be allowed to edit their bank file?
I say yes, in the same way World of Warcraft users can open their Addon files and modify them as they like.
0
We wouldn't be having all this childish bickering if people focused on making good maps rather than trying to cheat the system.
0
And if you haven't had enough of these jump techniques, I'm implemented a similar one for my Minigame Contest entry a long time ago:
http://forums.sc2mapster.com/resources/project-workplace/5012-contest-minigame/?post=43
The roach detects an enemy in front of it and then, by using a persistant effect to set the target, it performs a jump similar to the one listed above.
0
Triggers are meant for scripted sequences that happen in response to events. The server will need to keep everyone synced to the triggers currently running on the map.
But, for data, since everything is available on each client, the server has less work to do. See, the client can assume what the new game state will be. This results in less latency for your map.
0
Could it be the "Individual Subgroup" flag?
0
It can't be "questions have been asked." The editor allows one to implement a limitless number of features. There's always much left to learn.
Admittedly, the Editor isn't very team-friendly. But, unless you have a "Wings of Liberty"-size project you don't need more than 1 person working on a map. I feel like people are refusing to learn the ways of the Starcraft II editor mainly because they're sticking to doing stuff the "Warcraft III"/"Brood Wars" way (case in point, implementing triggers for something which can be easily achieved using data).Oftentimes, a single person can learn to create acceptably good levels of Terrain, Triggers and Data for a decent map. Once we've enough of those quality releases, then it is at that time that there will be people competent enough to make a team-scale project.
0
Unit Flag: Hero makes the unit have a shortcut portrait on the right side of the screen. The user will also have a quick hotkey to select that hero.
Object Type: Hero is used by the editor to organise things. It places it in the Hero folder on the list.
Unit Attribute: Heroic is just an other attribute like Armored, Light, Biological, etc. Like this you can have effects that deal +damage to Heroic units, for example.
0
Good of you to want to make it via Data since that is the way it should be done.
Create an effect of type "Modify Player" which we'll call "Give Passive Resources". Now, for this effect, set the Resources field to the values you want (eg. set Minerals to 5, if you want to increase by 5 minerals each time).
Now, create a behavior of type "Buff" which we'll call "Passive Resources". For this behavior set the Effect - Period field to "Give Passive Resources". Set the Period Duration field to the time you want between each Resource gain (eg. Set this to 10, and resources will be given every 10 seconds).
Your last step is to give this behavior to the units you want that will passively acquire resources. You do this by finding the appropriate unit type under the Units tab. Add the "Passive Resources" behavior to the behavior field and you're done.
To add a visual to the effect you'll need to look into Actors. See how Blizzard did it for the Automated Refinaries.
P.S.: I didn't have the editor here so the field names may be slightly inaccurate.
0
What I do for my beams is:
Prepare the Launch Site and Impact Site beams (setting references bla bla bla). Then, I have the Impact Site do a "Create MyAbilitiesBeam" on ActorCreation.
0
Nope, didn't work.
0
Yep, that was what I was referring too. Well too bad then; I can't think of any other way.