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    posted a message on Eye Tentacle Turret is being mean to me.

    theres like 2 of those models in wow u can use or base your unit on if u want, but if you just want it to turn u can do that in the data editor, shouldn't be too hard

    Posted in: Data
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    posted a message on Community Project - Information Thread

    haven't we already had a pass-around map before? or should I see this project as a team like any other, except any sc2mapster user who wants to be involved will be part of the team?

    Posted in: Project Workplace
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    posted a message on [Poll] Ideas for impossible-bosses type map

    Im currently working on a dialog with a normal diffculty selection, and a checkbox that the host can check to enable advanced diffculty selection, offering additional options to modify the diffculty to your own custom diffculty. Currently Ive been thinking of having the standard diffculty selection with 10 options, Beginner, Easy, Casual, Normal, Moderate, Hard, Heroic, Insane, Nightmare with a checkbox to enable additional hardmode tactics, and the advanced diffculty selection (which can be enabled by the host) with player handicap, boss handicap (health/damage), enabled mechanics (allowing the host to select which boss mechanics should be enabled, with the options easy - etc etc - nightmare). Does anyone have an idea? please leave a reply and I'll look into it.

    also, I'd like ur opinion on who should select the diffculty, so far Ive thought of:

    • Letting the players select which diffculty they feel most comfortable with, but eventually letting the host decide (showing the host which diffculty is recommended)
    • Letting the host decide wether the host OR all the players get to decide which diffculty its gonna be.
    • Letting the players decide
    • Letting the host decide
    Posted in: Project Workplace
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    posted a message on [Dialogs] Really Great Looking Dialogs, Part 2
    Quote:

    Creating Our Own Style File

    Right, and in which program do I create a "*.sc2style" file?

    Posted in: Tutorials
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    posted a message on To devide a dialog into seperate parts

    y but Im wondering how I can devide them, even if its only graphically done by using a something line a line or such, like:

    Basic options

    <line that devides upper section with lower section> <checkbox: 'Enable Advanced Options'>

    Advanced options

    Posted in: Triggers
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    posted a message on To devide a dialog into seperate parts

    how do I do this? I'm creating a dialog where the player can choose between 'standard' and 'advanced' customisation options, and I'm looking to 'split' my dialog into 2 parts, the standard customisation part and the advanced part, seperated by a line or something. any suggestions?

    Posted in: Triggers
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    posted a message on [Poll] Ideas for impossible-bosses type map
    Quote from scmapcritic: Go

    I love the difficulty, don't get me wrong, but some sort of way to assist new players in not being dead-weight would go a long way. When they die, the entire team crumples.

    Maybe Ill make a system that makes new players less likely to be targeted by harmful mechanics or decrease their damage on new players...

    Posted in: Project Workplace
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    posted a message on [Poll] Ideas for impossible-bosses type map

    yes I am definently planning to make an 'impossible or nearly impossible' diffculty, but also a very casual diffculty and a beginner diffculty because the old Impossible Bosses was unplayable when you had a couple guys that had played it only a few times or never before. One thing I think will be most challenging is to test the hardest diffculty since its supposed to be nearly undefeatable, and boss tactics may not 'leak' too early, forcing the players to find out what to do for themselves.

    Posted in: Project Workplace
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    posted a message on [Poll] Ideas for impossible-bosses type map

    Okay so earlier I made a thread about if the popularity of an impossible bosses type map would make it unplayable, but nevertheless I have decided to start work on an impossible bosses-type map in starcraft 2. Some of you might have played this map, others might not. Impossible Bosses was a map fairly popular amongst some, because it required good teamplay and coordination. the map is, as the title states, a map where you have to defeat bosses. in the start you choose your class (character, unit w/e). good thing about this is that people formed clans and started tactic discussions, creating a sort of (small) community around a custom map.

    Im wondering, would you play this map (when well done), and what would YOU change about this map?

    So far my ideas are:

    • more difficulties, and the level of diffculty does not only affect the bosses health and damage but also unlocks more harmful effects (tactics, boss abilites) for each boss and the game speed, making the game alot more chaotic when playing on a high diffculty
    • special items/abilities that are built for teamplay, for the more hardcore players. example: Player A uses an ability which puts a behavior on its target, which player B can use for one of his abilities or to avoid taking damage whatsoever.
    • Maybe a system that makes the boss favor killing more experienced players?

    Update (#7):

    m currently working on a dialog with a normal diffculty selection, and a checkbox that the host can check to enable advanced diffculty selection, offering additional options to modify the diffculty to your own custom diffculty. Currently Ive been thinking of having the standard diffculty selection with 10 options, Beginner, Easy, Casual, Normal, Moderate, Hard, Heroic, Insane, Nightmare with a checkbox to enable additional hardmode tactics, and the advanced diffculty selection (which can be enabled by the host) with player handicap, boss handicap (health/damage), enabled mechanics (allowing the host to select which boss mechanics should be enabled, with the options easy - etc etc - nightmare). Does anyone have an idea? please leave a reply and I'll look into it.

    also, I'd like ur opinion on who should select the diffculty, so far Ive thought of:

    • Letting the players select which diffculty they feel most comfortable with, but eventually letting the host decide (showing the host which diffculty is recommended)
    • Letting the host decide wether the host OR all the players get to decide which diffculty its gonna be.
    • Letting the players decide
    • Letting the host decide
    Posted in: Project Workplace
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    posted a message on Impossible Bosses-type map popularity?

    There were multiple versions but I think around 5-10 bosses

    Posted in: General Chat
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    posted a message on Impossible Bosses-type map popularity?

    Now, making a well done one is much easier said than done. But if you do, I wouldn't be surprised to see it become popular.

    Nah, impossible bosses is the type of map only played by some.

    And I agree, if this map is done by someone, it has to be done well. Not some half-finished copy of impossible bosses.

    Posted in: General Chat
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    posted a message on Impossible Bosses-type map popularity?
    Quote from Bounty_98: Go

    @Xtremedesyr: Go

    I'm almost 100% the map i will be making wil satisfy in the difficulty department :). There will be tons of bosses but there WILL be dungeons to get to them, not to long though just alittle something to make it a nice journey.

    Yeah I was thinking about doing the same but gear and exp dont go well in starcraft custom games tbh

    Posted in: General Chat
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    posted a message on Impossible Bosses-type map popularity?

    hmm dnno if I make an impossible bosses-type map its all about the bosses. lots of diffculties and maybe a forum where people can discuss tactics and their progress, with the hardest difficulty being super-uber-pro-hardcore-impossible-1337 or something. like superduper impossible bosses XD

    Posted in: General Chat
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    posted a message on Impossible Bosses-type map popularity?

    y ive also made some attempts but Im still brainstorming. thing is with these maps that to make a single boss (mechanic) takes a couple hours and if u include the debugging/balancing and testing it might take several hours or a day to finish a single part of a boss fight

    Posted in: General Chat
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    posted a message on Impossible Bosses-type map popularity?

    how likely do you guys think that an impossible bosses-type map is going to be played? I personally love impossible bosses (WCIII) and I love making boss fights in the editor, but I think its unlikely to become popular because its really something that takes practice, time and skill.

    Posted in: General Chat
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