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    posted a message on Blizzard owns our maps.

    its them covering their asses from getting sued for maps called "Revenge of the nig*s" and that other wc3 game where ur little kids running away from priests and than there was puffy the magic dragon where u escape something drug related... my $0.02

    Posted in: General Chat
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    posted a message on Making waves of enemies by AI

    time elapsed 10 seconds - spawn 30 zerglings -rig the trigger like onetwosc tutorial except dont make it periodic event

    time elapsed 1 min -spawn 30 zerglings & 20 hydralisks -rig the attack trigger

    etc...

    Posted in: Galaxy Scripting
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    posted a message on Looking for Testers/Developers

    well theres going to be constant waves of zerglings coming, its not coming in waves really. theres going to be maybe 30-40+ on the map at all times coming at you. by waves i mean theres just going to be more zerg units coming at you :P and every time you get supplies u have to fight through mobs of zerg and micro manage and junk. Im also looking into a way to comandeer vehicles around the city so like tanks and stuff

    Posted in: Team Recruitment
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    posted a message on Looking for Testers/Developers

    preview 2

    ::Project update::

    • Supports 3 players (for now)
    • All major terrain is done (minor tweaks here and there)
    • Waves of zerglings set up
    • Opening briefing message done
    • 10 minute timer ready

    ::Need:: A good name for the map and some ideas.

    ::Story / Ideas so far:: 3 squads are scattered through out the city and have 10 minutes to regroup while fighting weak waves of zerglings, than make their way to a landing pad in the city. Once the 10 second counter expires a few transport ships land and drop off each player an SCV and a few more marines. The first mission is issued from command. ::mission 1::

    • Team makes their way to the junkyard to collect some scrap metal to repair ....something maybe like a vespene gas factory and the team starts to generate vespene gas. next mission is issued and more units land at the landing pad.

    ::mission 2::

    • Team make their way to bubbahs gas station or something to gather more ammunition or something and make their way back to the base wherever the team decided to set up

    ::mission 3::

    • Team brace their defenses for the first big few waves of zerg... for like 10-15 minutes

    ::mission 4::

    • 1 or 2 squads repair and defend the outpost while someone goes to get more supplies and vehicles

    ::mission 5::

    • bigger wave (airunits?)

    ::mission 6:: kill a few hives here and there

    ::final mission::

    • Survive for 20 minutes, a huge army comes kills everything and u get a victory screen :) OR evac never shows up and u survive as long as u can

    the idea behind these missions is that the city gets worse and worse and more corrupted until hell breaks loose on ur little outpost on a rooftop.

    Posted in: Team Recruitment
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    posted a message on Map Ideas Thread

    preview 2

    ::Project update::

    • Supports 3 players (for now)
    • All major terrain is done (minor tweaks here and there)
    • Waves of zerglings set up
    • Opening briefing message done
    • 10 minute timer ready

    ::Need:: A good name for the map and some ideas.

    ::Story / Ideas so far:: 3 squads are scattered through out the city and have 10 minutes to regroup while fighting weak waves of zerglings, than make their way to a landing pad in the city. Once the 10 second counter expires a few transport ships land and drop off each player an SCV and a few more marines. The first mission is issued from command. ::mission 1::

    • Team makes their way to the junkyard to collect some scrap metal to repair ....something maybe like a vespene gas factory and the team starts to generate vespene gas. next mission is issued and more units land at the landing pad.

    ::mission 2::

    • Team make their way to bubbahs gas station or something to gather more ammunition or something and make their way back to the base wherever the team decided to set up

    ::mission 3::

    • Team brace their defenses for the first big few waves of zerg... for like 10-15 minutes

    ::mission 4::

    • 1 or 2 squads repair and defend the outpost while someone goes to get more supplies and vehicles

    ::mission 5::

    • bigger wave (airunits?)

    ::mission 6:: kill a few hives here and there

    ::final mission::

    • Survive for 20 minutes, a huge army comes kills everything and u get a victory screen :) OR evac never shows up and u survive as long as u can

    the idea behind these missions is that the city gets worse and worse and more corrupted until hell breaks loose on ur little outpost on a rooftop.

    Posted in: Map Suggestions/Requests
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    posted a message on Help with zerg attack

    preview 2

    ::Project update::

    • Supports 3 players (for now)
    • All major terrain is done (minor tweaks here and there)
    • Waves of zerglings set up
    • Opening briefing message done
    • 10 minute timer ready

    ::Need:: A good name for the map and some ideas.

    ::Story / Ideas so far:: 3 squads are scattered through out the city and have 10 minutes to regroup while fighting weak waves of zerglings, than make their way to a landing pad in the city. Once the 10 second counter expires a few transport ships land and drop off each player an SCV and a few more marines. The first mission is issued from command. ::mission 1::

    • Team makes their way to the junkyard to collect some scrap metal to repair ....something maybe like a vespene gas factory and the team starts to generate vespene gas. next mission is issued and more units land at the landing pad.

    ::mission 2::

    • Team make their way to bubbahs gas station or something to gather more ammunition or something and make their way back to the base wherever the team decided to set up

    ::mission 3::

    • Team brace their defenses for the first big few waves of zerg... for like 10-15 minutes

    ::mission 4::

    • 1 or 2 squads repair and defend the outpost while someone goes to get more supplies and vehicles

    ::mission 5::

    • bigger wave (airunits?)

    ::mission 6:: kill a few hives here and there

    ::final mission::

    • Survive for 20 minutes, a huge army comes kills everything and u get a victory screen :) OR evac never shows up and u survive as long as u can

    the idea behind these missions is that the city gets worse and worse and more corrupted until hell breaks loose on ur little outpost on a rooftop.

    Posted in: Miscellaneous Development
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    posted a message on Map Ideas Thread

    @Luxocracy: Go

    the map for warcraft ur talking about is dark deeds 5 or something like that or like farmer of t-something vally

    the heist idea sounds f-ing sick tho. reminds me of like that hostage crisis map :D

    Posted in: Map Suggestions/Requests
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    posted a message on StarCraft II Inappropriate Content Policies
    Quote from Jinxxx123: Go

    @DarkRevenantX: Go

    will i get banned for saying "lets kick as and chew bubble gum" in my map?

    Honestly though, im not buying anymore blizzard games after this. This is the last straw.

    QFT

    Posted in: General Chat
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    posted a message on Map Ideas Thread

    [do not steal, but will take help from people / assemble a team]

    Okay, so I've just finished mapping out a medium to large sized urban map. Now I'm just kicking some ideas around and need help with triggers (used to map in WC3 so I kinda know what I'm doing) anyway... I want to have each player to start with a squad of units (non-hero, I personally don't like heros) scattered around the map, so one squad (player1) would start with their units in one section of the city, another player in a different section... anyway maybe up to like 4-5 players for now. I want to start the map with a counter maybe up to 10ish minutes where they have time to fight their way to each other through some pretty weak waves of zerglings. after the 10 minutes some drop ships will arrive to a landing pad and the players will be able to build some kind of defenses but to get resources they have to make runs to the junkyard for vespene gas and minerals can be generated as a bounty for bigger zergs being killed or maybe civs escorted to a drop zone. maybe a convoy the players have to escort.

    So I'm just looking for suggestions on how to best do this kind of map, maybe get a small team of people together for it :)

    preview 1

    Posted in: Map Suggestions/Requests
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    posted a message on Help with zerg attack

    @molotovsoda: Go

    preview1

    here's a little teaser just so you guys know I'm legit about this :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Help with zerg attack

    Okay, so I've just finished mapping out a medium to large sized urban map. Now I'm just kicking some ideas around and need help with triggers (used to map in WC3 so I kinda know what I'm doing) anyway... I want to have each player to start with a squad of units (non-hero, I personally don't like heros) scattered around the map, so one squad (player1) would start with their units in one section of the city, another player in a different section... anyway maybe up to like 4-5 players for now. I want to start the map with a counter maybe up to 10ish minutes where they have time to fight their way to each other through some pretty weak waves of zerglings. after the 10 minutes some drop ships will arrive to a landing pad and the players will be able to build some kind of defenses but to get resources they have to make runs to the junkyard for vespene gas and minerals can be generated as a bounty for bigger zergs being killed or maybe civs escorted to a drop zone. maybe a convoy the players have to escort. Either way. I think my first step right now would be to: 1) set up the player settings/alliances 2) make 5 zergling spawns (followed the video tutorial from onetwosc but having issues) 3) make a timer for 10 minutes 4) ....? 5) profit

    So I'm just looking for suggestions on how to best do this kind of map, maybe get a small team of people together for it :)

    Posted in: Miscellaneous Development
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