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    posted a message on Cat N Mouse Hills (need testers)

    The Cat n Mouse Jungle Classic map you see flying around is imbalanced, with modest units able to outnumber and outfight a cat.

    A Zealot costs 150 minerals, 50/150 life and 50x2 Damage...

    It's the damage that makes it a OP, plus the fact that the cat does only 10 to zealots???

    When publishing a map, avoid publishing it out of excitement, for a game that revolves around pure balance, you have to test it privately before you publish it publicly.

    A melee unit costing 150 minerals, shouldn't do 50 but 25x2, and Cats should do 30 (vs Light 50) and 60 VS Structures.

    It gets much worser oh no, if you have less than a full house, 1 of the mice turns into a cat ally... >_>

    Check your trigger and debug it!

    Posted in: Project Workplace
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    posted a message on New Unit Concepts

    Name your map:

    Starcraft 2: Bad Company

    LOL!

    I wonder if destructable environments can be blended with units, so you can have structures that units can walk on (kind of like doodads) and can be destroyed.

    I wonder if anyone made a bridge yet that is possible to destroy.

    Posted in: Project Workplace
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    posted a message on Cat N Mouse Hills (need testers)

    If your planning to make a fun decoy mouse, make one that isn't able to attack or gather, but blows up causing immense damage to massive units once killed(from a mice point of view, cats are massive). To let the cat determine if it's a fake, they'd have to click on it to read it's name, as it looks exactly like a probe.

    Having it so it does [15 (vs Massive 50)] could work.

    Cat and Mice should have attributes that gives them advantages and disadvantages.

    For the Cats, they've got their biological and/or massive attributes. For the Mice, they've got the miniature attribute.

    Cat (Ultralisk) should do bonus damage to miniature units, like mice and it's army, while the smaller cats doesn't gain that advantage.

    Let the Cat keep it's area attack, and allow it to have it's separate attacks VS structures.

    Posted in: Project Workplace
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    posted a message on Full gamespeed control (usefull for Bullettime stuff).

    Too bad the sound isn't affected by the speed either...

    Posted in: Project Workplace
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    posted a message on Found some bridge info in the editor...

    If you go into a structure's data window, and check the footprint, open the value to the ones in blue and a footprint window will appear, on the bottom, there is a pulldown list of:

    Standard: Standard footprints are used for most units and buildings. They can only change pathing from ground on the same level.

    Overlay: Overlay footprints will overwrite all non-ground pathing. They are rarely used.

    Persistent: Persistent footprints will permanently stamp the pathing mesh with it's image. They can be overridden but never removed. Use this for bridges.

    Now how do we make actual bridges? I think we gotta make a unit/structure/doodad that stamps that footprint, allowing units to go on top of it.

    Posted in: Miscellaneous Development
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    posted a message on Voliar's Revenge

    We really need a mod that works in the lines of White Knight Chronicles kind of battle system: Watch it in HD to grasp the most of it.

    Embed Removed: https://www.youtube.com/v/iWZ1UlzQFRM?fs=1 Embed Removed: https://www.youtube.com/v/SzaIYcYePCw?fs=1

    This game has a lot of potential but it's the sequel that's got people's attention, as it suppose to have 6 player online coop now instead of 4.

    It's like combining Monster Hunter with Final Fantasy 11/12.

    Basically, all monster function in real time, but the combat system is kind of revamped so they can become hostile, and have their own style of combat using a global "real time turn based" kind of system.

    Large monsters would have weakpoints that if planned properly, will completely stun it for a period of time.

    Now imagine someone use that end result screen and combine it with a pseudo mmo, you'll have a main server that saves the player profiles.

    Also, this idea isn't limited to just mmorpgs, what if you can include it into Hero Wars?

    If used in Hero wars, you'll have smaller battles but more epic because of all the strategies you can use (instead of plainly massing units etc).

    Posted in: Project Workplace
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    posted a message on Map Stealing

    @Zek23:

    That and you cannot play custom maps offline in any case, or privately without publishing them...
    Blizzard really screwed up again, because they thought that they would be helping everyone by making em all forced to publish 5 map slots, and 10MB of space... PER ACCOUNT.

    What if you just want to download a map you find on the internet, and just want to load it in?
    What if you want to play on these maps, but not publish them?

    Maybe private game rooms are able to set it up by loading the file using a file manager, like the old SC1 way... Then it can be set to open for others to join.

    I know people want to publish things with ownership to them, but this system also kills the efficiency of pulling up a map and GO! Especially if you've got like 10-20 maps.

    If you owned SC1, go look in the maps/downloads/ folder... And count how many maps you've gotten back then...
    I've lost track of mine to around 100 I think...

    Posted in: General Chat
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    posted a message on Super SmashCraft

    The only thing lacking is animations for that, of which you gotta wait for the game to be released.

    Posted in: Project Workplace
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    posted a message on Custom Hero Line Wars Universe - Ninjacore Studios

    I liked one of those WC3 hero line wars map, where you can use a undead archer to kill and summon units, and add rapid fire capability to do so with greater ease...

    Maybe with SC2's units, have a queen that can infest enemies and create broodlings/zerglings/hydralisks out of them or something.

    Posted in: Project Workplace
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    posted a message on Traffic Lights test

    @malu05:

    I have no idea how you worked the roads to not only be straight, but attachable to the grid in a right angle...

    Mine keeps doing weird curves etc, as the road tool doesn't have enough customization in it.

    Posted in: Project Workplace
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    posted a message on Espionage Versus map

    The idea of this map is to encourage someone to make a espionage game, where two computers will be controlling bases and fighting each other, and players teamed with one of each computers will have to eliminate the other team.

    Players will be controlling "Agents" units which comes in form of Marine, Marauder, and Ghost.

    [unit name] [hp/shield/energy] [speed/range]

    [Marine] [300/25/50] [5/5]:
    Weapons - Pistol / SMG / Assault Rifles / Shotguns / Grenades
    Arsenal - Light Armor / Medium Armor / 2x Ammo capacity
    Skills - Sprint / Frag Grenade / EMP Grenade

    [Marauder] [450/100/50] [4/5]:
    Weapons - Assault Rifles / Shotguns / Light Machine Guns / RPG / Grenades
    Arsenal - Heavy Armor / 3x Ammo capacity
    Skills - Suppressing Fire / C4 / Plasma Grenade

    [Ghost] [200/50/100] [5/6]:
    Weapons - Pistol / SMG / Sniper Rifles / Grenades
    Arsenal - Light Armor / 1x Ammo capacity
    Skills - Snipe / Camouflage / Claymore

    Weapon Ranges:
    AR = +1
    SR = +2
    Grenades = + 3

    Different Grenades have different timers. Shotguns splash damage like colossus. RPG does area effect damage in a fixed damage.

    Abilities & Cost:
    Sprint / 25 Energy - Increase movement speed by 50%.
    Suppressing Fire / 25 Energy - AoE Spraying with damage over time (Lasts 5 seconds, costs ammo).
    Snipe / 25 Energy - Does 5x the damage by shooting a target's vital spot (2 second cast, target MUST not move or damage will lessen in half).

    Weapon Attributes:
    Pistol = +3 to light / -1 to medium / -2 to heavy / +4 to biological
    AR = +2 to light / +1 to medium / -1 to heavy / +5 to biological
    SG = +4 to light / +3 to medium / +2 to heavy / +6 to biological
    SR = +5 to light / +2 to medium / -2 to heavy / +8 to biological

    Real weapon damage will be kept low, and mostly useful for attribute battles.

    The idea is to create 2 warring factions, and every faction can consist of terran, protoss, and zerg units, although modified with sci-fi related technologies (Shields, Scanners, Devices, etc).

    Agents will only level up to 3, and death means you lose that Agent and has to start again.
    Eventually, at some point you can recruit another Agents if you gained enough resources.
    At the end, your faction leader will then allow you to create squads to do missions for your factions, which revolves on the many locations on the map (computer units will regroup and react depending on the map).

    So this means, it's not like dota, but the bases sorta have a life of it's own.
    If you attacked a opponent's outpost, whilst the opponent trys to take a mining area for resources, if the condition meets, they may be forced to pull back their units and defend.

    Players doesn't have to always walk around... Their faction will allow them to board transports to travel around the map, although being shot down will mean death. Also, AA units being set up will cause a trigger to prevent the faction from allowing players to transport there, making it vital to cover the recently captured area from being retaken again. There CAN be teleporters, but it is impossible to capture a outpost hoping to teleport right into their base, as teleporters only work for faction allies, and only within short range (going to higher elevations and nearby parts of the main base).

    Each base will have a radar tower, which is kind of like a sensor tower but refreshes every 15 seconds rather than instantly detecting units. Detected units will only appear for a short time of 5 seconds.
    Certain units are capable of hiding to prevent the radar from detecting them, and can be useful to launch surprise attack at bases. (Triggers will set how the faction will respond to a ambush, and to a full on force, by judging what's coming at them)

    Posted in: Project Workplace
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    posted a message on Arena game

    @LostOnez:

    Very complicated for me to issue orders to groups of unit and such...
    If it were the SC1 editor I'd find it to be much easier, because trigger is mostly pre-made scripts that you logically arrange in a manner to make a set.
    Now, it's more like programming triggers.

    Posted in: Project Workplace
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    posted a message on [Tentative Title]Survive!

    @ThisIsSpoofed:

    Interesting aspect, since survivors can't regenerate hp, it also means the thing can only heal in it's true form.
    The thing can have a cooldown time in between transformations, so it can't swap back and forth.
    Once the thing turns back to it's true form, from a survivor form, it drops all the items it picked up.

    Now for survivor's aspects:
    - Being able to kill the thing when it's mimicking a weak animal is best, but to figure out which one is the thing is hard.
    - Most of the time, players will shoot and ask questions later.

    Lore?
    If kept to the lore of Starcraft, say that the Terran Scientists captured a changling, and kept it in a lab for experiment, but unfortunately, it came in contact with some of the highly radioactive chemicals, and thus made the changling evolve into a more threatening monster. The survivors are essentially players who were locked in the lab, as HQ initiated a lockdown to prevent it from getting out.

    Posted in: Project Workplace
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    posted a message on [Tentative Title]Survive!

    Maybe allow the thing to meta-morph into things they targeted?

    For example, if you have wild animals in the map, the thing can mimic any unit and saves it into it's memory bank?

    So in order to mimic a human, you must stealthy find and mimic it without them noticing you, either by pretending to be a wild animal (of which they might shoot if you moved in a intelligent manner).

    But being able to mimic birds might be useful...

    Maybe mimicry cost energy to maintain a form, kinda like cloaking.

    The true form of the thing? Looks like the changeling, and is able to "consume" beings to restore health, and energy, and gain a mimic.
    This makes the thing only able to kill in close range, when in it's true form. Taking advantage of a survivor's blind spot, the thing can do a sneak attack to consume him. Consuming a survivor will instantly turn you into a mimic of the survivor, with full energy...

    Maybe another idea, the more the thing consumes survivors, the more it levels up.
    There can probably be 3 levels, and the thing gets higher max hp and energy whenever a player consumption is successful.

    When the thing is in a human form, it can equip and use items and weaponry.

    In some cases, the survivor starts off with greater health initially, as the thing needs to consume people to level itself up.

    Survivors could have 250 hp, and 100 energy.
    The thing (true form) can have 200 hp, and 200 energy.
    Lv1 = 200/200
    Lv2 = 250/250
    Lv3 = 300/300

    The thing when imitating a survivor, gets the same health but energy capacity is different.
    When the energy runs out, it reverts back to it's true form, with the same % of hp and energy.

    Nobody can see each other's energy capacity.

    Posted in: Project Workplace
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    posted a message on [Tentative Title]Survive!

    @ThisIsSpoofed:

    Better ideas and terminology:
    - GPS device
    - Smoke Grenade
    - Flare
    - Torch
    - Flashlight
    - Ammo Belt/Clip
    - Survival Knife
    - Handgun, Rifle, Shotgun, Revolver
    - Makeshift weapons (Wooden Spear, Wooden Stick)
    - Makeshift traps (Spike Trap, Net Trap, Pitfall Trap)
    - Materials (Wood Boards, Branches, Rocks, Vines, Ivy, Spider Silk)

    The idea is that the survivors may find powerful weapons, but half the time, they rarely have a few rounds of ammo in them.
    You could find a Handgun with only half a clip of rounds left, or you could find a empty Revolver.

    Another idea is to allow players to combine items to make makeshift weaponry...
    And I'm wondering why this can't turn into some kind of LOST map...
    Of course, it'll have similarities...

    Maybe the "Things" can be better termed, "Hostiles" and this can be in a form of:
    - Illegal Arms Traders (A Computer type)
    - Wild Animals (Has special relationship with certain unit types, better used for a "Hostile" player type rather than set to a computer)
    - Hostile Natives (Same with wild animals, since the natives adapted to them)
    - Etc.

    Maybe half of them can be controlled by a computer, whilst specific hostiles are tasked with killing the survivors.
    The only thing is, the Hostiles basically have a unit that's alike to survivors in many ways, except able to spy and even engage survivors without them knowing they are hostile.

    Give the Hostiles multiple objectives, like finding out exactly where the other survivors are (if the other survivors met). Also, it's a optional objective to figure out the survivor's armory, as survivors are able to build survival structures from materials they collect in the wilderness.

    Modify the chat system so you'd be communicating with those within a vicinity.
    Make a system that checks who's attacking who, so once a survivor starts attacking another survivor, it automates the unit's ability and they will attack back (self defense).

    Territory system:
    Even hostiles have their own territories, but the players doesn't know that.
    Wandering into a group of armed traders might be the worst thing you'll do... Otherwise the same can be said for wild animals' nest or the Natives' camp.

    Trap system:
    Both survivors and hostile players can make traps, depending on the item collected.

    Spike Traps does a deadly amount of damage to survivors, and cripples their movement speed.

    Net Traps immobilizes the player, requiring them to use their survival knife to get out of it.

    Pitfall Traps immobilizes the player, but also makes it near impossible to get out unless the survivor spends their energy to climb out of it.
    Easily detected and is shown with leaves on top of the ground.
    How a pitfall can work is that the unit gets "transported" to a pitfall terrain, and there is one for each player that can fall in it (so if 2 players on two different area falls, they don't meet up).
    Need to use a ability within a region to "warp the player" back out and this destroys the pitfall (so basically the pitfall trap sets up a temporary region for the trigger to work, this temporary region can be moved around the map to make the pitfall workable).

    The survival knife has a set durability that can be restored by combining it with a rock to sharpen it, using the knife weakens the durability, in combat, it has the shortest range but the fastest attack speed.

    Combo System:
    - You can create items by combining materials found on the map.

    Posted in: Project Workplace
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