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    posted a message on Community Project - Minigame/Party Collection

    Another Update.

    I've received my first minigame, compliments of Eldrazor. Vophsix raised a good point though, about how it would be simpler to simply load each new mini-game map seperately, instead of putting it all on one map. Because doing so would require to copying all the data editor changes would could get time consuming. So we might switch over to that instead of putting it on one central map, although a lobby will still be required, which I'm currently building.

    Anyway, those of you who are working on projects (or who aren't yet but would like too), please send me a PM or email (pinworm45@hotmail.com) with what you're working on (I need to know for a few reasons, the most important of which is so that I can make sure we don't get any repeats. No need to work on something if someone else is already doing it, wasting your time, right?)

    I'll also make sure to add you to the team. If I missed anyone, send me a pm or email, or post on the page for the team at http://www.sc2mapster.com/teams/sc2mapster-party-team/

    Edit: I received another map compliments of Vophsix

    Posted in: Project Workplace
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    posted a message on Community Project - Minigame/Party Collection

    Quote from HeroicPrinny:
    I'm definitely in for this. I have more on my mind, but don't have time to post it now.

    Well, just a quick one: 10 minutes seems a bit long for a "mini-game". 2-5 seems more ideal. I guess I'm thinking of Mario Party and Uther Party games from War3.
    ----

    Yeah, you guys are right. I'll change my post to fix this.

    Posted in: Project Workplace
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    posted a message on Community Project - Minigame/Party Collection

    Just an update,

    Since I've gotten a fair few messages and interest about this, I'll be setting up methods to manage the team. For now though, if you'd like to work on a minigame (or two, it's not limited to 1 per person), send me either a PM or an Email (pinworm45@hotmail) including the details of the minigame you'd like to create. If you already have an idea in mind or are already working on that, just include a rough overview.

    If you haven't started working yet, have an idea, but aren't sure if it's suitable for this project, I can help you out with that. There's very few limitations so that shouldn't be an issue, but do it anyway so that we can avoid having several people making basically the same thing.

    If you have any other questions or comments, or want to bounce ideas, you can do that as well.

    But for now, if you have a project in mind or one already in developement, shoot me a pm or email including the details of it, so I can get this organized. I'll also be adding everyone who added me to msn once I get home shortly.

    Posted in: Project Workplace
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    posted a message on Community Project - Minigame/Party Collection

    Quote from dra6o0n:
    @Pinworm45:

    You don't have to make the minigames 100% competitive...

    Just cooperative-competitive to make it possible to help each other out depending on the situation (Boss battles, etc).

    In some games, the idea is that you could play cooperative, but your allies bullets can hurt you.

    So in that sense, it's ALWAYS FFA, and teaming up depends on the players themselves and not the game mechanic.
    ----

    Yeah, they can be co-operative. What I meant by that is they just have to have an end result of mostly losers and one (or more in some circumstances) winner, so that someone gets a point for winning the minigame.

    Quote from MasterDinadan:
    Wondering a bit about the length. You say 5 minutes is a bit short, but I remember Uther Party minigames being much quicker than that! I've got a few ideas, but I can't imagine them taking more than 5 minutes to play.
    ----

    5 minutes is good. I was just giving a general time to aim for. Usually they tend to be faster than what you aim for anyway. But yeah, 5 minutes is good. Less is acceptable also, 10 minutes is just a good time to aim for mentally.

    Posted in: Project Workplace
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    posted a message on Community Project - Minigame/Party Collection

    Quote from Eldrazor:
    A minimum of 3 players required, and after that you say no more than 3. I don't get it, do we need to make minigames with 3 or more people required or 3 or less? Both seem kinda odd to me, players required 1-8 would be best imo (I know, when you are alone you always win, but some minigames don't have that, like get to the exit first, you might not even get to the exit at all)
    ----

    As Vophsix said, what i mean is that no more than 3 players as a minimum number that are required to play. Preferably 2.

    The reason for this is, is the number of players playing the game could be variable. There's not always going to be a full game, and some people like to play with less. Plus, for testing purposes, the less the better. You wouldn't want to for example be playing with 2 of your friends (3 total), only to get to a game that requires 4 players to play, ending the game.

    That's also a reason why it's best to avoid things that divide players into teams - there won't always be an even amount of players.

    Thus it's best to REQUIRE only two or three players.

    Also, lots of people added me and I got some PMs, so we're off to a good start! Don't forget if you're interested you can contact me by PM on this site (I'm here every day), or via msn/email at Pinworm45@hotmail.com. If I don't get to you right away, it's either because of my messed up schedule or because I'm occupied, but I'm pretty much always on msn (even if I'm not there, but I usually am).

    Posted in: Project Workplace
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    posted a message on Community Project - Minigame/Party Collection

    Hey guys. Since the Galaxy Editor has come out, I've seen tons of small little mini-games being made and uploaded. These are great for several reasons: They're relatively fast to make, very fun to make, and are generally fast and fun to play.

    This gave me the idea of combining them, in a community effort.

    The result is the SC2Mapster Party collection.

    The idea is this: Anyone is free to make and contribute a 'mini-game' style map. After enough are contributed, I will then combine them (by copying the triggers to a central map, credit given of course) in one singular map, much like the Uthar Party's of old.

    The result is we get to have fun making maps and having a method to distribute them in a way that gets the more attention (collections naturally gain more downloads than 5 minute mini-games, which a lot of people merely glance over in favor of something longer), as well as giving people mapping experience.

    The final compilation map will follow the same principle as old mini-game style maps. Fast, fluid mini-games, which switch often enough to not become dull. When a player wins a match, that player gets a point which is put on the global leaderboard. The player with the most points wins.

    After a round is over, there will be a voting lobby to choose a mini-game.

    If you'd like to contribute, there are multiple ways. Send me a PM, check out the team I created at http://www.sc2mapster.com/teams/sc2mapster-party-team/  (currently awaiting approval) or add me to msn (or email me) at Pinworm45@hotmail.com

    The rules for your map must follow the following:

    1. Size. The size of the map should be as small as possible. Remember, there's going to be tons of mini-games on the same level, so try and keep yours small.

    2. Simplicity. Maps should have the lowest learning curve possible. Remember, these are fast, there's no time to get into it and learn the advanced traits. The triggers can be as complicated as you'd like, as long as it's something anyone can pick up and play with as little learning curve as possible.

    3. Competitive at its core. Remember, the metagame is to win as many matches as possible. Maps CAN incorporate co-operative elements, but there must be a victor at the end. They can have more than one victor, but try to avoid that if possible, and keep the victors to a minimum. Furthermore, if you include multiple victors, make it scale to the amount of players. For example, if there are only 3 players, allow only 2 victors. But if there are 8 players, it's acceptable to allow 3 or 4 victors. An example would be a zombie-survival where players control one unit against an increasing horde of zombies. Co-operation will last longer, but the last-player-standing is the victor.

    4. Length. Games should be short and sweet. 2 minutes is a bit short, but acceptable. 5 minutes is the sweet spot. 10 minutes is pushing it. 20 minutes is too long.

    5. Player Count. If possible, try to keep the players required to a minimum of 3. Preferably aim for 2 for testing purposes, but no more than 3. Remember to take scalability into consideration (using my zombie survival idea above as an example, you don't want enough zombies spawning for 8 people when there's 3, and you don't want enough zombies for 3 people spawning when there's 8).

    Edit: In regards to the maximum player count, try and have it scalable. For example, if your map has 1 unit for each player, set it to spawn 1 unit for each player in the player group active players. If this is not a luxury your map has, consider the hard cap 8 for now.

    Misc tips:

    Since the actual terrain will be recreated, there's no need to go all out, adding tons of doodads and effects. You can if you think they're important, but otherwise keep it fairly simple. And don't make your map dependant on a particular tileset (although I don't think this matters now since most limitations are gone, but something to keep in mind.).

    Also, you don't need to include a leaderboard (at least not an overall leaderboard for the metagame, if you want your minigame to use a leaderboard that's fine), as the meta-game leaderboard will be implemented by myself.

    TLDR: Alright, so I hope this interests some of you mappers out there. If you want the TLDR, we're going to make a mini-game compilation party map in which SC2Mapster users can contribute their own created mini-games. Show your creativity, come up with some crazy minigames! :D

    The contact info if you'd like to work on this project, or want to ask a question about it or ask for clarification on what's 'ok' and what's 'not ok' for the map, is again:   
    Send me a PM, check out the team I created at http://www.sc2mapster.com/teams/sc2mapster-party-team/ (currently awaiting approval) or add me to msn (or email me) at Pinworm45@hotmail.com

    Posted in: Project Workplace
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    posted a message on Inside buildings and Underground?

    @ravenkaizer:

    I worry that functionality for this might be.. removed. Because before the beta they said that this was going to be the 'first rts to prominently feature a subterrainian layer', which sounded awesome. (they were talking about a REAL underground later, not burrow or anything). But that clearly did not come to fruition, or at least hasn't yet (who knows with release, I guess). :/

    Posted in: Miscellaneous Development
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    posted a message on Triggering units

    @Peacon:

    get rid of the local variable, and get rid of "Owner == (Player 01) Red".

     Just leave (Owner of (Triggering unit)) == 1

    Then it should work.

    Posted in: Miscellaneous Development
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    posted a message on Is sight radius capped?

    @BrotherLaz:

    Perhaps make a circle region, the size of the LOS you want, make it follow your unit, then use triggers to reveal the area in that circle region instead of in the entire map?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Increasing a var when a unit cast ANY spells

    @ragoulette:

    Do what was said above but put a condition "ability != move"

    Posted in: Miscellaneous Development
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    posted a message on How to make a video tutorial???

    @LhaN999:

    Hypercam and Camtasia (or at least I know camtasia will from experience, I dunno about Hypercam, but I prefer camtasia anyway) will work if you run starcraft 2 in a window. If you *really* care about it being full size, just set the resolution to whatever your monitor is and then move it so that it takes up the full screen. Then it will work.

    Otherwise I recommend setting the game resolution to 720p, then just record that. That way the file size is smaller and it will also look excellent and fit perfect on sites like Youtube.

    Posted in: Miscellaneous Development
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    posted a message on Region Doesnt work! =(

    @ConflictZero: just an FYI, if you want to find out for sure whether or not a trigger is actually triggering to find out if it's the Event or the Action causing the problem, make the first action a Debug - which will have it tell you if the trigger goes off. Makes it a lot easier when you know where to go from.

    As for the actual problem.. I'm not sure, but one thing I will say is I find unit groups to be very, very finicky, especially when used as events and when using a value. For example on a map I have, I have an 'inactive' trigger to remove units if the player isn't in the game. And I used Unit Group to remove them. I duplicated the trigger 6 times for 6 players. It's set to kill all units owned by the specific player if they aren't in the active players list.

    They're all set up properly. The interesting thing is it's completely random in what it kills. For example, for player 2, it ALWAYS kills 3 units (each time has 5. A raven, 3 ghosts, and a bunker). Always the Raven and 1 ghost. Same with player 6. But then player 3 and 4, it leaves the Raven alive, and kills two ghosts. Then for player 5, it kills everything but the bunker. It's literally the exact same action, and it's definitely set up right for each.

    My point being, either Unit Groups are bugged, or not fully implemented, or just finicky. So my suggestion is to first of all put in a Debug action to find out whether it's the action or the event that's creating problems, and then if it's the event, perhaps change it (any unit enters region, then put a comparison to find out the owner of the unit or the unit type or whatever. Even if you have to use a unit group for this part, I haven't seen problems with them in Conditions personally)

    Hope this helps

    Posted in: Miscellaneous Development
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    posted a message on Accessing a Custom Ability Via Triggers?

    I don't want there to be a target area, though. Okay, perhaps I should explain exactly what I want easier.

    I'm doing something similiar to evolves map. you know how in the old days we'd have to make 9 beacons, one for each corner then the middle, and move a unit into them to have units auto attack that area? And there was two types, either the SCV was sent back to the middle and the attack was a 'one time thing' that you could repeat. Or, in other maps, the SCV would stay on the beacon, and the trigger would repeat itself.

    I'm trying to do both effect with abilities.

    So I have the 'spawner unit', and then he has 9 abilities on the action bar, forming a compass. If you click on any of the 9 abilities, all the units will charge the area that correlates to the compass, and it works perfectly fine.

    The issue is the 'repeating' part. I want it so that when you click the ability, it's a one time attack. But then if you have it set to autocast, then the units will continually charge that area, so we get the best of both worlds, without the need for a beacon area or selecting different units.

    But 'auto-cast' isn't doing anything, and it's not actually casting the ability, or at least not in a way that the trigger is detecting. I also can't find any condition or event that is something along the lines of "If ability is set to autocast" or "Player sets ability to autocast" or anything to do it the slightly harder way. :/

    Posted in: Miscellaneous Development
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    posted a message on Accessing a Custom Ability Via Triggers?

    Quote from Docablo:
    oh i see your using an instant effect. What you need is a target effect. See what you need to do is make the ability call a search that targets everyone nearby then you give everyone in the search an issue order command. Then using the triggers when that issue order effect is called you tell them to attack move to the region.
    ----

    That just makes it targetable and not auto-castable, ruining the point. I already have the trigger working perfectly with Instant and that doesn't require targeting, but it won't auto-run the trigger if the ability is on auto-cast, which is the problem.

    Posted in: Miscellaneous Development
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    posted a message on Accessing a Custom Ability Via Triggers?

    Quote from Docablo:
    is it auto casting?

    there is a field called (None) - Acquire Attackers at the very top of the abilitie's fields if you have all the sorts on. Enable it.
    ----

    I have all the sorts on and I don't see this. Would it matter anyway? Nothing with the ability or trigger requires the aquisition of attackers.

    But yes, the ability works fine when I click it, but it doesn't work at all if it's on autocast.

    Posted in: Miscellaneous Development
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