• 0

    posted a message on Stacking?

    So does anyone know if this is possible anymore? I know you can change the pathing size of buildings, but I'm talking about SC1 stacking in defense games.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Adding an ability to a unit.

    Wow, I could not find that at all even after clicking everything.
    Thanks for the tut.

    Posted in: Tutorials
  • 0

    posted a message on Making a rocket launcher (missile that collides with objects in its way)?

    Well it is possible, since we saw it in the galaga remake in the teaser vids.

    Maybe setting it as a neutral unit that just moves forward till it hits something?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Bounding in Starcraft 2

    I don't think this'll work out as well as it did in SC1.
    In fact many games that relied on hacked tile sets will probably be near unplayable now.

    Posted in: Project Workplace
  • 0

    posted a message on Questions after playing around with GE

    You could try saving units/abilities/etc as a mod file and have the player run that with your other maps. Takes a bit more work on the players side, but it should make it easier for you.
    I suggest just editing one of the stock sounds and replacing it with one of your wav. Do this as a mod folder along with all your other changes excluding terrain and triggers.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Map Editor and patch released for all

    They're up.
    Anyone know if you need to be in beta? I'm dling right now, but I might as well stop if I have to be in beta.

    Posted in: General Chat
  • 0

    posted a message on Starcraft 2+

    Its just a rough estimate. I have a chart that I made during school that I'll digitize and upload later.

    Just added a basic sheet.
    Deciding on weither or not anything above Omega should really be considered a complete hero.

    Posted in: Project Workplace
  • 0

    posted a message on Starcraft 2+

    I'm thinking I might change it around to multiple bases around the map that players need to capt in order to create revenue. Bases break down into four different types:
    Home - keep this yours or else you lose.
    Mine - capture this to create revenue.
    Outpost - use this to build units.
    Installments - use this to combine units into heroes.

    I'd like some suggestions on which units from Protoss and Zerg I should use.
    Ling, Hydra, Roach seem obvious, but I'd like your suggestions. I'd prefer to have the same selection size for all races.

    Posted in: Project Workplace
  • 0

    posted a message on Beta Key Contest - Create a Loading Screen

    After looking at garndeofaiur's loadscreen I feel mine pales in comparison.
    http://i44.tinypic.com/6jk4sn.jpg
    http://i44.tinypic.com/6jk4sn.jpg
    Meh, I can always remake something more to my liking later when I have time.

    Posted in: Artist Tavern
  • 0

    posted a message on Starcraft 2+

    Just a simple mod to test out some of Galaxy's functions and help me get used to the GUI. If anyone ever played Altered Starcraft, this game will be slightly like that. With Terrans getting faster build time, Protoss having lower cost, and Zergs being stronger. However, not only will that change, there will also be 'hero' like units that the player can get by trading in certain units.

    ie: 10 Marines => Alpha Marine, which would be slightly greater in strength than the 10 marines.

    Later, the player could also combine their Alpha units to create specialized units with actual hero properties. Taking the example from before, combing 10 Alpha Marines would create a Omega Marine. However, not only could the player upgrade to a hero unit, he or she could add in extra units with desirable skills that they would want for the hero.

    ie: Player adds an Alpha Medic to the 10 Alpha Marines and gets a Medic Marine. or Player adds an Alpha Ghost to the 10 Alpha Marines and gets a SpecOps Marine.

    To give an idea I'll outline the basics for a marine's advancement.

    Marine

    10 Marines = Alpha Marine

    10 Alpha Marines = Omega Marine

    • Skills
    • -Stim Shots - Improve movement speed and damage due to better accuracy.

    10 Alpha Marines + Alpha Medic = Medic Marine

    • Skills
    • -Stim Shots
    • -Medicine Gas - Heals all units around it slightly

    10 Alpha Marines + Alpha Ghost = SpecOps Marine

    • -Rifle - Farther range, slower shoot speed.
    • -Light armor - Weaker, but faster movement speed.
    • Skills
    • -Stim Shots
    • -Head Shot - shoot to kill one non-hero unit instantly

    10 Alpha Marines + Alpha Marauder = Heavy Marine

    • -Gatling Gun - shoot faster, but weaker. Cannot attack Air.
    • -Heavy Armor - Stronger, but slower movement.
    • Skills
    • -Stim Shots
    • -Radioactive Bullets - Peirce armor for a devastating attack.

    10 Alpha Marines + Alpha Reaper = Assault Marine

    • -Assault Riffle - Farther range, slower shoot speed. (Shorter range but faster than SpecOps)
    • Skills
    • -Stim Shots
    • -Jet Pack - can jump up and down cliffs
    • -Shot Gun - Shoot in a short distance in front for major damage.

    Depending on how complex the combinations end up becoming I may restrict the players from continuing farther up the tech tree.

    Also instead of this being played like a normal deathmatch game, this will become more like king of the hill. Player's will start with strong defenses guarding their main base to stop an enemy attack, but in order to win they must end up controlling the hill for the longest time. Also, to stop players from just rushing in the first few seconds of the game, natural destructibles will be in place to force the player to tech up more.

    I'd like to hear your comments on this.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.