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    posted a message on Starcraft Party

    Those mini-game maps can be so frustrating. You get thrown in mini games that you don't know anything about. Some are fun others not so much. It's mostly hard to grasp the concept in a few seconds. Why aren't people going for dedicated mini-game?

    I suggest to put clear rules and commands info before the start of each mini-game.

    Posted in: Project Workplace
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    posted a message on Release Date Speculations ...

    It sounds like a reasonable date.

    Posted in: General Chat
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    posted a message on Making 3D Models

    Thanks Kanaru! I downloaded Gmax and it seems to work. I'll see if I can't come up with some interesting things.

    Posted in: Artist Tavern
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    posted a message on Making 3D Models

    I don't have access to 3D Max, but I have used SolidWork to create objects in the past. Is it possible to import Solidwork's objects to the galaxy editor?

    Posted in: Artist Tavern
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    posted a message on Making 3D Models

    Beautiful artwork, Kanaru.

    I'd like to ask, is it complicated to make 3d models for Starcraft 2? I would like to make some custom 'wall' buildings for my map, but I'm not sure if it's something I'd be able to do or not. Is there a model creator included with Galaxy or would it require outside programs?

    Posted in: Artist Tavern
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    posted a message on D&D coming back in 4th version
    Quote from Bibendus: Go

    I would really like a demo system for featured maps. I mean how can a player know if a map worths his money if he never tried it?
    An awesome feature could be a map trial where you can choose une of several ways to let players test the map:
    - Play x times
    - Play until you reach a certain level
    - Play for a limited time

    Mmmm I think I will suggest it in the blizz sc2 forum ;)

    @sixen
    Mmmm maybe the requirement for a featured map will be soo high that the work for blizzard would be really small

    Another way to offer demo is to limit the content available. For exemple, on a hero map, only 1 or 2 hero can be selected in the free version. That would allow demo versions to mix with premium versions.
    I wonder how they'll handle version updates though.

    Posted in: Project Workplace
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    posted a message on Starcraft 2 Avatars

    @Kanaru: Go

    I checked in game, and there seems to be different unit portrait for the banshee. The NA one is a woman wrapped in black leather with a black helmet. The Korean Banshee is the same as my avatar.

    Posted in: General Chat
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    posted a message on Demon day planning.

    I'd like to mention, 'Demon Day' is inspired by the WC3 game 'Fortress Survival'. I was interested in developping a direct sequel to his mini-game, but due to a lack of answer, I plan to develop it by myself. If anyone is interested in joining in though, I'd be very grateful. Until the Galaxy editor is released, I'm not sure what will give me trouble to create, but I expect to confront a few issues.
    I am very careful with the balance of the game though, and I intend to make all alternatives options share a common tension.

    Posted in: Project Workplace
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    posted a message on Demon day planning.

    Gun Tower

    Level 0 Gun Platform I

    10 hp
    Build time: 1 second
    Ability: 1 damage, 3.0 sec delay, 3 range
    Upgrade: Gun Platform II (5 seconds)
    -

    Level 1 Gun Platform II

    12 hp
    Ability: 2 damage, 3.0 sec delay, 3 range
    Upgrade: Gun Platform III (10 seconds)
    -

    Level 2 Gun Platform III

    16 hp
    Ability: 2 damage, 2.5 sec delay, 3 range
    Upgrade: Gun Platform IV (15 seconds)
    -

    Level 3 Gun Platform IV

    18 hp
    Ability: 2 damage, 2.5 sec delay, 3 range
    Upgrade: Gun Platform V (20 seconds)
    -

    Level 4 Gun Platform V

    20 hp
    Ability: 3 damage, 2.5 sec delay, 3 range
    Upgrade: Gun Turret I (1 Energy, 25 seconds)
    -

    Level 5 Gun Turret I

    30 hp
    Ability: 4 damage, 2.5 sec delay, 3 range
    Upgrade: Gun Turret II (1 energy, 30 seconds)
    -

    Level 6 Gun Turret II

    40 hp
    Ability: 5 damage, 2.5 sec delay, 3 range
    Upgrade: Gun Turret III (3 Energy, 35 seconds)
    -

    Level 7 Gun Turret III

    60 hp
    Ability: 6 damage, 2.5 sec delay, 4 range
    Upgrade: Gun Tower I (5 Energy, 40 seconds)
    -

    Level 8 Gun Tower I

    80 hp
    Ability: 9 damage, 2.5 sec delay, 4 range
    Upgrade: Gun Tower II (8 Energy, 40 seconds)
    -

    Level 9 Gun Tower II

    100 hp
    Ability: 18 damage, 2.5 sec delay, 4 range
    Upgrade: Gun Tower II (12 Energy, 45 seconds)
    -

    Level 10 Gun Tower III

    80 hp
    Ability: 32 damage, 2.5 sec delay, 4 range
    -

    Posted in: Project Workplace
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    posted a message on Demon day planning.

    Power Plant

    The power plant is a key building in defending the base. It provides energy to the player to upgrade walls and purchase units. The basic power plant can be upgraded to improve its energy production. Building a power plant does take time, so the player has to choose between building support buildings, attack towers and energy plants.

    Level 0 Wind Mill
    10 hp
    Build time: 30 sec
    Ability: Produces 1 Energy every 60 seconds
    Upgrade: Solar Plant (2 energy, 15 seconds)
    -

    Level 1 Solar Plant
    20hp
    Ability: Produces 1 Energy every 40 seconds
    Upgrade: Combustion Plant (6 energy, 30 seconds)
    -

    Level 2 Combustion Plant
    40hp
    Ability: Produces 1 Energy every 20 seconds
    Upgrade: Nuclear Plant (18 energy, 45 seconds)
    -

    Level 3 Nuclear Plant
    60hp
    Ability: Produces 1 Energy every 10 seconds
    Upgrade: Fusion Core (40 energy, 60 seconds)
    -

    Level 4 Fusion Core
    80hp
    Ability: Produces 1 Energy every 5 seconds
    Upgrade: Star Forge (200 token, 60 seconds)
    -

    Level 5 Star Forge
    100hp
    Ability: Produces 3 Energy every 5 seconds
    -

    Posted in: Project Workplace
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    posted a message on Demon day planning.

    Attack towers:

    Gun tower Gun tower is the basic defensive tower. It builds quickly and can be used to back-up basic barricades to delay the initial attacks. The tower does light damage and requires several evolutions to deal decent damage.

    • light damage
    • medium range
    • slow attack

    Fire tower The fire tower attacks at close range with a line of fire. It has a medium cost and is especially useful against swarms of small creatures. It begins with a short range and evolves to a medium range. This is a moderate building time tower.

    • light damage
    • short range
    • fast attack
    • line damage

    Voltage tower This is an expensive tower that attacks slowly with an electric arch. The electric arch has the ability to bounce between targets, dealing damage. This is a slow building tower and expensive to upgrade.

    • High damage
    • medium range
    • slow attack
    • Bouncing attack

    Kinetic tower The kinetic tower targets an enemy with a beam of energy that slows down its function. The target will have reduced attack speed and movement speed. The tower deals little, but constant damage to the target. It is slow to build.

    • Light damage
    • channelled attack
    • medium range
    • slowing effect

    Rocket tower The rocket tower is a medium to long range tower that has the ability to stun the unit it attacks. It is slow to build and has a high cost to upgrade.

    • Medium damage
    • average attack
    • medium range
    • stun effect

    Siege tower The siege tower has a long range to attack. It deals decent damage at a slow speed. However, it is also slow to build and expensive to upgrade.

    • Medium damage
    • slow attack
    • long range

    Pulse cannon The pulse cannon has a short up to medium range and deal decent damage to a single target at an average speed. It's a basic attack tower with an average build time.

    • medium damage
    • fast attack
    • short range
    Posted in: Project Workplace
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    posted a message on Demon day planning.

    Buildings:

    Outline There are 3 archetype of walls; mechanical, biological and psionic. Each archetype work differently, have strengths and weakness. The power plant is the only way to gain energy and it can be upgrades five times. As of now, there are six types of attack tower.

    Mechanical walls: These build quickly, but need an extensive amount of upgrade to become good. They can be repaired by 'Repair units' or 'Repair annex". They require a great deal of passive upgrades and building upgrade to be optimal. Thorn upgrade can be researched. These will be particularly useful when a player wants to delay creatures with cheap structure, or when the player has many entrance, these become an economic solution.

    • High health
    • High armor
    • Normal repair
    • Returns damage

    Biological walls: The biological wall will be zerg like structure that takes medium time to build. It's advantage is to regenerate quickly by itself. They cannot be repaired normally, however. The only to regenerate health on biological wall is to wait for the passive regeneration or build a nursing unit that can transfuse health. Biological walls will not have many passive upgrade, but it will have many expensive evolutions. This will be best to block small pens with few entrances.

    • Fast regeneration
    • Health transfusion
    • Medium armor

    Psionic walls: The psionic wall will be the structure with the longest build time. It has the hardened shield that reduces high amount of damage, a thorn effect that returns damage and it's very high on the threat list. It has very little life, but a high amount of shield that can regenerate when not attacked. This is also the most expensive structure. The shield can be regenerated by annexing a 'power coupler' building, that consumes energy to boost the shield of the psionic wall. It also has several evolution to increase the maximum shield, upgrades to hardened shield and thorn. This is idea for players with strong income looking for a spicy defense.

    • High shield
    • Regenerating shield
    • Harden shield
    • Energy transfusion
    • Low armor
    Posted in: Project Workplace
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    posted a message on Demon day planning.

    I'm waiting on the official release of the Galaxy editor to start working on the map. For now, I'm writing down all the details of the game I have in mind to test them mentally.

    Demon Day - Note

    Game dynamic: Players start in a central location on the map. They are surrounded by a maze of walls that form pens. The players controls a single unit called the 'engineer' which is capable of constructing buildings and barricades. The first thing to do is find a pen to defend during the game. A pen can be defended alone or in team. The player has a few minutes to move to the desired location and start building walls and defence. The wall they build is their only protection and they must keep it alive if they want to win the game. They can also build attack towers, but these have a low amount of health and cannot be used as walls. Waves of creatures will try to kill the players. The strength and abilities of the creatures will improve as the game draws to an end. If the walls are not upgraded in time, the base will fall. The game will last around 40 minutes. At the end of this timer, the players must be able to defeat the last boss within a time limit, otherwise they lose automatically.

    Resource:

    Power (minerals): Power is obtained from power plants. Power can be used to upgrade building and build units.

    Token (gas): is obtained from killing creatures. It can be used to buy special units or special upgrades. This is a very limited resource, and players will most often only be able to purchase 1 or 2 special items. This is to promote killing creatures instead of letting them bash on the wall.

    Space: Space will be a limiting factor. Each building will take 1 square of space. An average pen will have 1 square entrance for 15 square of space. A larger pen allows for more buildings, but is also proportionally harder to defend. This also forces the player to choose carefully which building to use.

    Time: The player must spend adequately the time of his engineer. His build order will influence how fast he can get upgrade or whether his is capable of holding off the creatures at his door. Time must be managed carefully.

    Supply: The player will be able to create mobile units later in the game. The number of units and which units he produces is limited by his supply. Supplies have a set limit.

    *Possible addition; certain location on the maps may have passive bonus*

    Posted in: Project Workplace
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    posted a message on Are you on BETA? What is your account?

    Mine is Terenia.Delamay North america server.

    Posted in: Off-Topic
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    posted a message on Starcraft 2 Avatars
    Quote from NakDotNak: Go

    @TDelamay: Go

    What unit is that? I can't remember... -.- lol

    This one is the Banshee...I think.

    Posted in: General Chat
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