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    posted a message on SC Expanded: melee mod

    Have you looked into the time bomb I suggested? It creates a shield similar to the sentry's, but instead it slows the projectiles down by 90%.

    Maybe you could add to that by, say, making the projectiles explode/burn after X amount of seconds within the field? (allied projectiles could burn as well to balance it out, or at least go slower.)

    Posted in: Map Feedback
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    posted a message on End a match when 2 players on a team are dead

    I think you can also add both of the heroes to a group (Hero_1, Hero_2 into the group variable HeroTeam1), when a unit dies, use a condition to check wether HeroTeam1/2 is empty or not.

    Posted in: General Chat
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    posted a message on Blizzard devs answering custom map questions on the US forums
    Quote from Forge_User_20974461: Go

    @Mille25: Go

    Read what I wrote here http://us.battle.net/sc2/en/forum/topic/6231594160?page=1#9

    They already talked about the possibility of fixing the lag reworking the netcode but that it requires a lot of efforts :|

    Answering all the questions except for yours :/

    Posted in: General Chat
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    posted a message on Blizzard devs answering custom map questions on the US forums

    The first thing I want fixed is the lag, especially for WASD movement.

    Posted in: General Chat
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    posted a message on Looking for triggerer

    How. Hard. Can. It. Be. To. Add. Info. To. Your. Thread.

    None wants to join just like that.

    Posted in: Team Recruitment
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    posted a message on SC Expanded: melee mod

    My friend likes Surtur for Zerg, and I kind of do too.

    Brutalisks (Air and ground attack)

    Ultralisk Headbutt

    Faster training time for Zerglings

    Banelings will take care of all bio/light/small units and then the Brutas will take care of all the big ones, Ultras knockback and deals a lot of damage.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    It would be nice if everyone could open the game to public (doesn't matter if anyone joins) to get the map up the list so that more people can see it.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    That's right, available maps right now:

    • Expanded - Cloud Kingdom LE 1v1
    • Expanded - Tal'Darim Altar LE 1v1
    • Expanded - High Orbit 2v2
    • Expanded - Cinder Fortress 3v3
    Posted in: Map Feedback
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    posted a message on Custom health bars - how to?

    Hey What's up.

    This is what my trigger looks like (in text)

    Dialog - Set Unit Status Bar Health[(Owner of (Triggering unit))] size to ((Integer(((((Triggering unit) Life (Current)) / ((Triggering unit) Maximum Life (Current))) * 190.0))), 30) for (Player group((Owner of (Triggering unit))))

    • First Convert real to integer
    • with the new converted integer, choose 'Arithmetic (real)'
    • In the first value, choose 'Arithmetic (real)' Again.
    • Now, in that second Arithmetic (real), Choose the first value and set it to Unit X's current life
    • Set the operator to '/' and set the second value to Unit X's current maximum life
    • Now, go back to the First arithmetic we created, set the operator to '*' and the second value to [the width of your dialog]

    It will now look something like ''Arithmetic (Real), *, [YourWidth]

    Posted in: Triggers
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    posted a message on Removing a unit's ground collision

    @FIRETRUCKEU: Go

    • Find the desired unit in the data editor
    • Search for the 'Collide', under Movement.
    • A new window will open, enabling you to uncheck boxes.

    Now, a unit will collide with anything that has the same box checked

    For example, Unit A, B and C

    A:

    • Has Ground and Forcefield checked

    B:

    • Has Ground checked only.

    C:

    • Has Forcefield checked.

    Which means that A and C will collide (because both of them have Forcefield checked)

    A and B will collide (because the ground box is checked.)

    A will collide with everyone (since it has both of the boxes checked)

    B and C will not collide with each other (because they do not have the same boxes checked)

    Hope you understood.

    Posted in: Data
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    posted a message on SC Expanded: melee mod

    Sup, how's the map SoulFilcher?

    Posted in: Map Feedback
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    posted a message on Do you have BlizzardDOTAData in your mod folder?

    Yeah, had that for a while

    Posted in: General Chat
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    posted a message on [Official Release] Photon Discs

    Couple of things:

    EU

    • At random times the mouse isn't hidden (and is in the middle of the screen)
    • The violet color discs are quite hard to see, they don't really have any contours (or atleast it dfoesn't look like it) and it melts into the backgrounds.
    • I'd like to have a feature to enable 'team colors' So that all the enemies discs are read, all your teams discs are Cyan/blue and your own discs are Green.
    • Crosshair, Please?
    Posted in: Project Workplace
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    posted a message on SC Expanded: melee mod
    Quote from SoulFilcher: Go

    I'm trying to fix/settle things as much as possible before publishing it on EU. I update the NA version very frequently and its already troublesome, I don't want to let it happen to the EU version.

    A few of the things I have to decide: Reaver weapon upgrade, use the SC1 way (a single upgrade) or make it use standard Protoss weapon upgrade? Infested Cocoon: Costs only energy and is a temporary structure or costs resources and is permanent? I need good ideas for upgrades for the Swarm Host and its abilities. Right now I want ot give it an upgrade like Durable Materials, to make Infested Cocoons or Infested Terrans to last longer. I also need to remove Fungal Growth and Leech and give it new abilities.

    Reaver Weapon Upgrade: I dunno, it depends on. How much will it cost how much time will it take to research, how strong is the reaver without it? etc etc. If the reaver needs that upgrade (more or less) and it requires you to invest in it (kind of like storm with templars) it might discourage using it because of the cost/time.

    Infested Coocon: Again, it depends on what you think it's supposed to be used for, is it supposed to be a siege breaker (like the Swarm host in HotS) or is it supposed to be used defensively and push enemies back and/or just keep them distracted? You said it was going to be a strucutre, does the swarm host 'concstruct' it or just spout it out?

    If Defensive: I'd say; Make the energy cost Ok, not too little but also something that doesn't take a year to wait for. Make a set up time as well (of course not uber long) and make them spawn quickly (or relatively fast), so that map control/awareness is crucial to prepare for the attack. Low(-ish) health but faster.

    If Offensive: Hmm, Make the energy cost a little bit higher and I'd probably revert it, so that the set up time is short, but the spawning of units is medium-low and their health is higher, or something so that they do not overwhelm like they're supposed to do defensively (or not really overwhelm, but come in bigger numbers and reinforce quickly) but more to be damage dealers and half-tanks.

    Of course, both can be used defensively and offensively, but their primary means is defense/offense (where as since defensive needs some time to set up it's gonna take a while for it to come into play in battles and such)

    Dunno if it's balanced/good tho lol, but some suggestions nonetheless.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    I'm trying to derp a tribe together but It's a bit problematic.. I've got some basic ideas but it needs balancing and probably more units.

    Got that EU version to work?

    Edit: Nvm, You were going to pm me about that

    Posted in: Map Feedback
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