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    posted a message on Improved/Extended/Revamped StarCraft 2 for Multiplayer&Scentario's Mod idea.

    Hhhiiiii GUYS,

    so i got an idea some time ago that will too big for me and maybe also for a small team. But i was too amazed by it and dicided to share it with you folks. I hope that some of you pick this idea up and maybe we can work together to get this realized.

    So here we go for a short view on the idea.

    The idea is to get 3 more different races and to leave the base mechanics that all three races share. Yey we will try to hold a balance but we know that it would be quite more difficult then if we just keep the mineral/gas and supply concept as well as the similar workers for all three races.

    In more detail:

    Ressources
    I want much more ressources with different mechanics for the races.

    Terran - So Terrans got about 3 Ressources Metal, Gas and Credits for buying there stuff. Metal and Gas will be collected directly on the map (on some special metal and gas fields), but will be consumed differently. As Metal and Credits are for building and upgrading only, while gas will also be consumed by some (tech?) units over time. So if you get a lack of gas some of your units won't work anymore and get useless. So keep a constant income of gas for a working army. Credits will be gained by harvest something else. Maybe minerals, plants and similar. You will maybe also be able to sell you gas/metal on a globalmarket.

    Zerg - Zerg will need water (the base of all life) and biomass (out of critter, killed enemies or generated by some special Zerg-plant organisms.) I was also thinking about some special genetic material (DNA or stuff) but not sure about a need of a third ressource for zerg. So zerg will have the pressure to kill enemies for a good eco. They will be a very aggressiv race harrassing natur and the other players. Not sure but it will maybe also be able to steal ressources out of a enemy or neutral zerg force.

    Protoss - This high tech and all in all peacekeeping mystical race will have two ressources. Energy generated and/or emitted by Pylons and Nexi (maybe also some similar stuff like solar panels or void/antimater power stations) this will be needed for warping in more troops and will be needed for recharging shields and keep all the robots working. The second stuff will unlock tech units it will be called 'glory&honour' as protoss with more influence will be able to get access to rare things, for example a mothership. Glory and honour can be "collected" by any protoss unit/building. It will be geranted if the units are used wise and aren't fasted in a senseless fight. So if you kill many units with the few units you get you will gain more glory and honour else you just use the a-move order for a blind attack. A tactical and resssaving gameplay will be supported by this system.

    For the moment that's it and i will wait for some feedback of you guys before i start to go into more detail about the concepts of this mechanics. Well i also want some more unit types for the game and i thought about creating subsection for each race. So that you can maybe play dominion forces that have other access to units then raider troops.

    I hope there will be a way to edit and create custom ressources with the anouced patch 1.1 in the middle of this month.

    Cheers.

    Posted in: Project Workplace
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    posted a message on Campaign units in melee?

    Uhm... Zerg got a lot more units then the protoss ^^

    The Lurker, the swarm guardias, the brutalisk, the leviathan, the scourge... that is lot more stuff then the protoss got. They only got some heroic modifications of normal units... well and the scout. I also haven't seen the reaver so far.

    Well i would love to see the lurker, swarm guardians and scourges in a meele map.

    Posted in: Project Workplace
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    posted a message on [Request] Psionic Hydralisk Model & Portrait

    Nice nice... The Halo seems to be what is used on character selection in the campaign. Never thought it could be a good use for your hydralisk ^^

    The portrait is absolutly awesome... why can you only make a 2D portrait? Seems like you only have done this via retexture the hydralisk? Maybe you can also retexture the portrait texture. =)

    Very very impressiv =)

    Posted in: Requests
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    posted a message on WebIRC Probs

    OMG oO So much work after it was for a long time so easy to enter the IRC.

    /msg NickServ identify <yourpasswordhere>

    and afterwards

    /join #SC2Mapster

    Posted in: General Chat
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    posted a message on Buffs stack count

    Well you can add behaviour to the unit that checks how many buffs are on the unit... for a switch effect that add something to the unit related to the amount of buffs of a type...

    But there isn`t anything like a simple

    Behaviourname (Stackcount)

    if this would there it would be great... maybe blizzard will add something like this later? Could be that they haven't fiddled around much with buffstacks.

    Posted in: Miscellaneous Development
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    posted a message on Blink Anywhere

    ??? Why the hell a trigger for that ???

    Make an ability with an effect target ability (or just doublicate the normal blink of the stalkers) set the range to 500. Then you can blink over the whole map. If you also want to blink into regions you haven't vision to... then you have to change uncheck visible for the teleport effect target validation.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Creature - Vote Now!

    I like the racer and the 28b-x the most. :) Sadly i can only vote for one of them. ;)

    Posted in: Project Workplace
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    posted a message on [Voting] Model Plugins for Blender

    Give it up 3dsMax-users! ;P

    Posted in: Third Party Tools
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    posted a message on [Voting] Model Plugins for Blender

    Oh damn!

    I've waiten so long for a blender plugin! I really would like a m3-Plugin! Sadly blender is the only good 3d software i'm able to use... (damn 3DMax & Cinema4D are so expensive...).

    I would really really really like it!

    (My cerebrate will be lucky too =D)

    Posted in: Third Party Tools
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    posted a message on [Contest] Creature

    so thats the video made by helral

    Embed Removed: https://www.youtube.com/v/MgTbxm33l5s?fs=1

    sadly the single laser that shoot down some incoming missiles are missing in that one. I will attach the map as soon as i corrected some few things.

    Please note that the squads are only experemental and don`t have anything directly to do with the ship.

    Posted in: Project Workplace
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    posted a message on [Contest] Creature

    @38dedo: Go

    At the moment it's air melee attack is it's coolest feature ;) but doesn't looks that pretty on a static picture. Hopefully i'll get a video on sunday.

    Posted in: Project Workplace
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    posted a message on [Contest] Creature

    @LordAbyss: Go Your background music is pure sarcasm! Looks sweet. ^^

    For a preview what i'm working on here some screensshots:

    Posted in: Project Workplace
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    posted a message on [Contest] Creature

    Simple Question:

    Are custom textures allowed?

    Posted in: Project Workplace
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    posted a message on Want to make a structure that spawns units with autocast. -Need Help

    Yeah... Helral is right that is very important.

    But if you planed only one hero per player it will be pointless and you can check simply for the amount of players in a region. The needed work for this is up to max amount of hero's on the map.

    So if you want only to player with 1 hero each then you have only to do 2 validators and 2 effects per player + 1 switch effect.... if you play with up to 8 players with 1 hero each then it seems like you also need 8 validators and 8 effects + 1 switch effect.
    The problem is that the data editor doesn't support mathematics & variables, as long blizzard don't implement such things it will always be a little messy with data.

    Additional: switch effects does only support up to 8 different values... so you get only 8 different reponses for (8) different situations. Well in the end you can merge several switch effects so that you can expand them to 15 > 22 > 29 > 36 and so on (7*x-1+8 ;P)...

    That is the point where the trigger editor starts to be needed...

    Well there is one... other posibility in only data that hopefully will save some time.

    You already have your effect in your behaviour that searches for nearby heroes remove the create zergling effect from it.
    So you need:

    • an new behaviour that only stays for lets say 2 seconds.
    • an validator that checks if a unit isn't affected by your new behavior
    • an add behaviour effect that adds your new behaviour to a targeted unit
    • a set effect that merges the create 5 zerglings effect on the caster with the add behaviour effect to the target-unit.
    • an search area effect that searches for nearby heros that arent affected by your new behaviour it only searchs for 1 target and adds run's your new set effect.
    • An persitant effect that has periodes to the max amount of heros for your map and is able to finish all periodes in 2 seconds. This should triggers the search area effect for each periode.

    So that you have saved creating 10 additional things ;)

    I hope i don't forget anything...

    Posted in: Miscellaneous Development
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    posted a message on Any way to "force" Line of Sight before attacking ?

    Well you can make an switch effect for the attack so that it checks if an unit is visible or not.... but i'm not sure about those visible by any unit?!

    Haven't seen something like this anywhere until jet...

    Posted in: Miscellaneous Development
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