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    posted a message on Beta Maps to Actual SC2 Version

    Dreaded someone would say that. Although thats decent advice.

    Been thinking of a few new concept for maps, but then I keep looking at all the effort I put into this map. Makes me kind of sick :( no matter.

    Hopefully someone might come up with something *pray*

    Posted in: Data
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    posted a message on Beta Maps to Actual SC2 Version

    After a few months off the SC2 modding, I finally have enough time to get back into it. Now I started on a map in the beta, at least 60-70 hours worth of effort has gone into it, yet when I've went to load it into SC2 its went apeshit.

    Models are not showing, but show in the editor fine. Attacks are missing. Hero level system doesnt work.

    This is probably a stupid question, but has anyone else had this problem? Is there a fast way to resolve this?

    Thanks y'all ;)

    Posted in: Data
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    posted a message on Looking for Terrain Artist

    Evening All,

    I am currently seeking a terrain Artist so I can begin a planned project. All credit for terrain will be given on the loading screen and preview screen, I will not take any ownership for terrain. It is your choice if you wish to opt out of this.

    I basically require: A Map of Earth - On a very large scale.

    Specifications: -All areas must be accessible to normal units, dont bother with very small islands, try stick to the main contents: Europe, Asia, America (North/South), Antartica, Indonesia. Dont bother with really small islands. (nothing smaller than Great Britain) - Units must be able to access this area.

    Or:

    Your own created world. Be inventive.

    If you are intrested please contact me via PM.

    Posted in: Team Recruitment
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    posted a message on [Contest] Unit Spells

    Christ, how they hell do you people work some of this out? Its amazing to do this only through the data editor. It makes my own maps and spells look infintile. I may even just quit editing because of this. Ha!

    Posted in: Project Workplace
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    posted a message on How do you make weapon effects into abilitys?

    Refering to a leveled ability, like the pit lords cleave from wc3.

    Posted in: Miscellaneous Development
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    posted a message on How do you make weapon effects into abilitys?

    Thinking along the lines of Ultralisk Cleave and Marauder slowing effect?

    I tried and failed for both these.

    Posted in: Miscellaneous Development
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    posted a message on Getting Charges Right

    anyone? :)

    Posted in: Miscellaneous Development
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    posted a message on Baneling Explode Ability

    You are my personal hero.

    Posted in: Miscellaneous Development
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    posted a message on Baneling Explode Ability

    bump for justice

    Posted in: Miscellaneous Development
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    posted a message on Anyone wants to make a RTS map?

    You want to make a Space RTS on a space RTS game?

    Posted in: Team Recruitment
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    posted a message on Getting Charges Right

    To some, this may sound easy, to others it may sound ridiculous, but to me; it's highly frustrating.

    I have an ability, based on the Seeker missile, which originally enough is called a Homing Missile, it moves much faster and does slightly more damage per level (3 levels).

    However, an added twist.

    Level 1 of the ability allows the hero to have 1 charge which can be used every 20 seconds. Level 2 allows the hero to have 2 charges which takes up to 20 seconds to recharge) Level 3 has 6.

    Problem, I cant get it working. Ive tried a various ammount of combinations and the limited descriptions by the galaxy editor providers no further illumination on said problem. So please, if you have encountered and conquered this said problem; please share.

    Thank you :)

    Posted in: Miscellaneous Development
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    posted a message on Baneling Explode Ability

    Already tried that Pkol, to no avail.

    Posted in: Miscellaneous Development
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    posted a message on Baneling Explode Ability

    Its not suiciding at all, I already removed that as that was common sense, the problem is its still doing the damage to others to itself aswell!

    It doesnt kill itself, lets say level 1 does 100 damage, so it will deal 100 damage to everything around it including itself.

    Posted in: Miscellaneous Development
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    posted a message on Project Overlord - Seeking Members

    Interesting concept, but there would need to be something there to replace them.

    Posted in: Team Recruitment
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    posted a message on Project Overlord - Seeking Members

    Greetings everyone

    Introduction

    For the past 4 weeks I have been developing a map and have been using this as a starter point to get used to the very functional yet very fiddly Galaxy Editor. The map I was making used a variety of controls and triggers which in turn has helped me remember alot of the triggering from my Warcraft 3 Developing days, which are long since gone.

    This map I am developing has turned some what serious since it has a solid playable idea, and just in very early alpha testing, it seems to have an addictive touch, despite many functions and ideas not being installed.

    Project Overlord

    The basics

    Hold your breath and do not release a sigh of frustration when I say this, but Overlord is an Aeon Of Strife style map, but pretty different. Now the main problem with creating and developing a map of this genre is the expected DOTA tagging it will receive, so please keep an open mind.

    We have essentially 3 teams, but lets focus on the main ones first, which are The Vanguard and the Citadel Defence. The Vanguard start at the very bottom of the map on a small platform where hero selection can take place and they can then teleport with some npcs to one of two starting points to begin their assault. The Citadel Defence run through most of the map, as they are the defenders, they're objective is to repel and manage the incoming attackers before they work their way up and kill the Citadels head quarters.

    Ultimately there are a multidude of routes players and npcs can take in order to assault the base, but eventually it closes down to two main choke points. The only way to move up the map is to kill things called "Cap Points", if a team destroys a Cap Point, the opposing team will automatically have one of theirs placed at that point and units will move from there, so the more Cap Points you have the more attacking force or defending force you will have. Each side can retake these Cap Points at any given time, and depending on their route.

    The main "beach head" has a varied few routes where players can dodge in and out of for cover or to even trick and confuse enemys.

    What makes Overlord different?

    For the sake of originaly, as many of you will understand I will not reveal every single detail but will reveal some core points.

    The main problem about making something that has been inspired by the attack/defence concept is making it original without duplicating and replacing existing ideas. This is where I "hope" I have been different. One of my major concerns in this map was to not make it over complicated, which is a problem with a lot of online maps, especially in Warcraft 3. There were some maps which never really took off because they were so heavily modded, it was confusing.

    Heroes

    Nothing shocking here. Currently as a placeholder, heroes have 10 levels, though this may be changed and each level they get an incriment in their stats. Of these stats there are three major components: -Power - Dictates how much damage a hero deals. -Defence - Dictates how much damage is absorbed. -Stamina - Dictates regeneration and health.

    And within this there are three main hero types: -Guardian - Guardian heroes have abilitys which benefit and protect others, and also deal in weakening enemys. (high stamina, medium defence, low power) -Obliverator - Obliverators are the backbone, providing assault based attacks, but with little defence. (medium power, medium defence, medium stamina) -Deceptor - Deceptors take alot of damage, but deal high ammounts tactically (think cloaked units). (High power, low defence, low stamina)

    Commanders

    Dont want to bring out a hero? Choose a Commander instead. This concept is basically inspired by games such as Total Anihilation. A master unit with a very weak attack but alot of health and defence, which specialises in taking down enemys; with created units. Thats right, a unit to create and upgrade units. Veterancy on Commanders does not work through kill experience, but through resources. Resources for heroes are still rewarded but dont really benefit them at current apart from items (which Im thinking about not installing).

    A commander will always be able to make a very basic unit at the start which will help it gather resources from kills to build and upgrade better units. Commanders will also be able to upgrade themselves to have a better attack and an extended supply limit for example.

    A 3rd Party

    Currently the map is 5 v 5, but there are slots for two more players. These players will be versus everone and considered "mercs". Depending on which units they kill first, depends on their loyality. For example if they start the game and kill Vanguard (attackers) units they will join The Citadel (defence) and so forth.

    But there is alot of corruption to be had here. A lot of snags which have caused this element to fail. I have a solution for this, which is simple; which ever team recruits these mercs, the other team will be rewarded with a reinforced NPC attack whos damage will all depend on how active the mercs are. This is to stop players joining the game with friends and getting the merc units to spawn these special npcs and then quitting. The special npcs are all dependant on the activity of mercs. Without any activity the special units are just as effective as a standard unit. But if the mercs are playing as intended and start becoming problematic, our special NPC will grow stronger, pushing the defenders or attacks back.

    Getting Involved

    Realistically this project isn't demanding. It requires only logical and sensible minds who want to develop themselves further. If your looking for something advanced, this is not the right project for you. The whole concept is fairly straight forward but this is what makes most maps succesful.

    You do not have to have an abundance of experience, I myself only consider myself to be a scale of 4 on map making (see below).

    Sounds good? What you're looking for? Post here, please post the following details.

    Name or Nickname:

    • Age (why? I'd prefer to have over 18's on this project, but this depends on attidude/experience):
    • How to contact you (pm if you prefer not to have details here):
    • Speciality (e.g terraining, triggers, data creation):
    • How good are you at map making on a scale of 1-10 (1 being basic, 10 being Blizzard quality):

    Edit: A picture of the map overview to give an idea of how it looks. (Editor picture) http://img694.imageshack.us/img694/6573/overlordf.jpg

    Posted in: Team Recruitment
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