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    posted a message on Zergling Ability Ideas Needed!

    @obliviron: Go

    Some sort of Leap should be fitting, morphing into Banelings to blow up could also work as an ability unless you use that unit already.

    Also, if you don't want to go with Leap, you could allow them to walk upp walls (the Collossus Mover looks quite ok on them) as a passive ability.

    Edit: Thought of some more, not all of them may fit, depending on what kind of map you're making. - Cannibalize, allowing the Zergling to consume corpses in order to gain life.

    - Infected Bite, a bite that spreads an infection to the enemy target, dealing damage over time (could have a chance to proc as a passive ability, or be something you actively use. Could also do stuff like slow the target, make them spawn a broodling if they die with the disease on, make them share line of sight with the zergling for as long as it lasts or any other kind of debuff.

    - Burrow, this is just an idea, but if you're not using burrow in the regular sense, you could make sort of a Blink ability where the Zergling burrows, and 3 seconds later unburrow at the location you blinked to. Quite similar to Leap, but it's another way to do it I suppose. If you use this, you could make leap into a more of an offensive move, where you have to target an enemy, and the leap attack stuns them, deal extra damage or something.

    Posted in: General Chat
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    posted a message on [Solved]Open and closes gate / door

    @doite: Go

    Happy to help, can always add more similar conditions for Hidden units and such to make sure nothing unintended opens the door.

    Posted in: Triggers
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    posted a message on [Solved]Open and closes gate / door

    @doite: Go

    Sorry, hadn't looked into it too much, try this:

    ((Unit type of (Triggering unit)) is Missile) != true

    Posted in: Triggers
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    posted a message on [Solved]Open and closes gate / door

    @doite: Go

    Add a condition of the "Unit Type Classification Check", and make sure it's not a "Missile"

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #15: Say 'cheese'!

    @Exaken: Go

    Thanks, hoping to have enough time to actually contribute to this week's exercise :)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #15: Say 'cheese'!

    @Exaken: Go

    Looks nice, quick question though, which Tileset (or more specifically, skybox) are you using? Been looking for one similar to yours for the picture I was planning to recreate, but haven't been able to find one I'm happy with, yours look like it should work out ok for me.

    Posted in: Terrain
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    posted a message on [Contest] Arena Terrain Design

    Possibly the smallest ramps, not sure if being able to block each other necessarily is a bad thing though :)

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    @yukaboy: Go

    Should be ok, the zealot in the top right of the first screenshot is twice the size of a regular zealot.

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    I may as well post mine, only thing missing is that the traps on the sides aren't implemented yet, but I'm quite busy the rest of the week, so not sure if I'll have time to fix it. Have some placeholder animations implemented right now, my original plan was for them both to go off every 5 seconds or so, forcing players to time their passage through the side areas.

    Anyway, as I said, it's just placeholder models at the moment, but think you said that actual traps could be added by you guys later. If I have time tomorrow, I'll go back and add them myself, but if I'm busy, here we go :)

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    @yukaboy: Go There are 4 kinds of Decals (that I know of), all of them are Doodads, and named: Decal Protoss Decal Space Platform Cliff Decal Space Platform Ground Decal

    Once you place them, just click on them again and change the Variation to get access to the various kinds.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #14: E equals MC... doh, let me get my notepad

    I'll try to make a contribution for this week, but I've been really busy the last couple of weeks (and will be for some time ahead as well), this weeks topic seems interesting though, so I'll see what I can do.

    Posted in: Terrain
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    posted a message on SM Assets Question

    @Colt556: Go

    Think it's possible to do under the actor somewhere, don't remember where though, also, if you just want the objects as background pieces, you can just turn them into doodads and raise / lower them with Page Up / Down

    Posted in: Data
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    posted a message on Ice Terrain?

    Check this out: http://www.sc2mapster.com/maps/niflheim-test-icesnow/ assuming you haven't gotten too far on your map, it should be of some use, in worst case I guess you could extract the terrain textures and import them for your own map.

    Posted in: Terrain
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    posted a message on SM Assets Question

    In addition to what CosmicMind said, quite a lot of them are only visible if seen from the right angle, so may need to turn them around to be able to see them at all. This applies to many of the wall decorations and similar things.

    However, there are some SM Assets that just show up as the placeholder model, anyone who knows how to solve this?

    Posted in: Data
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    posted a message on Dependencies

    @Phrosen: Go

    Used to be a bug where Storymode / Campaign dependencies didn't work unless they were on top, but that's fixed now (afaik), so order doesn't make any difference.

    Posted in: General Chat
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