• 0

    posted a message on Nexus Word Wars was banned

    Most likely a troll who ignorantly used the 'report' feature without half a thought. Blizzard just takes reporting seriously... They'll scan the map for "any" offenses like a cop and add it to the list of "bannable stuff".

    Posted in: General Chat
  • 0

    posted a message on Nexus Word Wars was banned

    @azalathemad: Go

    It's most likely #3. Definitely.

    You don't know how much of a hardass Blizzard can be... I think their staff's ego are turned up too high because of their recent success in subscription MMOs like WoW... That and they don't do anything about the massive phishing scams that turns up under THEIR name (far better to say they are working on it, over "We have no control in this").

    Also, "Simple. Its your fault for not checking all the words." It purely gets on my nerve... It's like saying "You bought the game so your playing by MY rules [throws pie at face]" <-That

    Quote from AegisRunestone: Go

    This is me from Battle.net: Quote:

    I want to give Rodrigo some back up here. I think Blizzard is being too heavy handed. I agree that there is power in words, but I disagree with the motion Blizzard has made. First, they should have given a warning, not a ban, so Rodrigo could have gone in and fixed the problem. Second, they should have been more specific. Third, they need to stop removing good maps from the b.net scene because of tiny things.

    Basically my thoughts on this. I don't think it's Rodrigo's fault for checking all the words. Do you have the time to check 32,000 words?

    Precisely, he's a mapper, not a lawyer.

    Quote from GizmoPT: Go

    make a Nexus Math Wars lolol only math think it cant get banned xD

    but ye i cant believe blizzard banned the map for that

    But what if a certain set of numbers look like a word? o.O

    The point is that Blizzard has a group of people at the ready to "ban" things... Guess they are a bit too trigger happy and want a promotion.

    Posted in: General Chat
  • 0

    posted a message on Regional SC2 icons

    Make a "frozen" one since you got the flame one.

    Then make an infested one...

    Heck, make a SC2 Flag for each race in the game!

    Posted in: Art Assets
  • 0

    posted a message on [Contest] WoW Boss Votes

    WoW bosses have been known to be too repetitive anyhow, which is why nobody wants to go on a "skill mashing" spree.

    The one-hit mechanic is purely there because the players knows the risk of dying too, modern games aren't as hardcore as older games, which is why WoW seems to thrive more, mainly because it's "casual" not hardcore (a player who spends hours on a MMO isn't a HARDCORE player! That's just excessive playing!).

    Then there's the real hardcore players, who wants to risk it all. Literally. Take minecraft forums for example, it looks like the community in some form LIKES 1 hit ko bosses and want to make the game a nightmare for everyone (But notch isn't gonna do that because it'll scare away the normal players)... This may be what we call elitism if said community brags too much about said skills.

    Mabinogi G12 is gonna be released soon and it will have a final boss battle with you having a ally npc capable of fighting... The cool aspect is that it's a fight between Gods and you just happen to team up with the Goddess.

    Embed Removed: https://www.youtube.com/v/BL2_52eDml0?fs=1

    Having the boss being invincible when in mid air and doing certain attacks is one way to stop players from mashing attack skills all the time...

    Also, nothing makes a cool boss battle with an "original" or unique boss theme, along with a end credit with that musical theme (if you wanted to)...

    Posted in: Project Workplace
  • 0

    posted a message on [Idea] melee maps with unit "spec" trees.

    @ianh05: Go

    You mean like adding additional "upgrades" to the unit's list of abilities, to kind of make SC2 more advanced?

    Say making marines able to go into a "defensive" stance if they have the shield upgrade, making them move and shoot 15% slower but reduces ranged damage by 2?

    Posted in: Project Workplace
  • 0

    posted a message on (Video)Hotel vs. ZOMBIES! - Demo now live!
    Quote from Forge_User_90756571: Go

    I think this is awesome. Deserves alittle more recognition. Im tired of all those overly complex rpg maps on the list, so this is exactly what i want. No stupid upgrade system, just you and your gun!

    Afterall, your maps are probably the most fun to play, because they are so simple.

    I'm more disappointed that other than RTS, TPS, FPS, and simulators, there's not much else that people are creative to make...

    I mean, no one attempted to make a "pseudo" mmo yet? It doesn't have to use a real element, just use banks to get data from each players, and apply it into the game world... So then each time you play it, it'll be different (based on player data).

    Like... A 3 Faction map where 3 faction will compete against each other on a hexagonal grid, maybe a 9x9 hex grid... Take the idea from shattered galaxy, where players create squads and sends em into battle, which is timed, to capture the "zone". Every zone doesn't always means you have to fight a battle, it's only when two opposing characters are in one zone that they "initiate" a battle. Players can fight or retreat, but retreating for the defenders may result in them losing the zone.

    Embed Removed: https://www.youtube.com/v/uoCBX7QabDk?fs=1

    The game is like a slower paced SC2, but with unique units having pros and cons and not being able to handle multiple roles.

    Ghasts are your Dark Templars but looks like Ghosts, they accel at sneaking and hampering enemies with their sabers.

    Red Eye are your "grounded" science vessles with four legs. They basically can "install" to reveal a huge part of the map for your allies, and scan. Enemies can also scan you and know if there's a red-eye in the area, meaning they'll go to attack it. Also, red eye units can equip radar jamming items, that consumes energy in order to jam your enemy's minimap.

    Scanning, doesn't reveal any parts of the map, but reveals ALL enemy units in the entire field for a short duration, and cost a modest amount of energy.

    Detection units are something more rare in here, so not every unit can detect cloaked units, and only support units can have these installed...

    With the inventory system in SC2, i think it's possible to make a "squad" window that lets you equip items on each unit in the squad slot. Also, units in Shattered Galaxy CAN level up, but only AFTER a battle. Leveling up boosts it's overall performance, and doesn't unlock special skills etc. It DOES allow you to evolve a unit into another unit type, and equip specific items at specific levels.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Catalyst

    Give the turret itself a "self-destruct" option so you can use it as a possible explosive unit?

    Posted in: Project Workplace
  • 0

    posted a message on Outranged (BIG update with video)

    Can there be "special" units that has a specific role other than "close range" and "long range"? Like buffing or healing a unit?

    Maybe a offensive spell this unit can do is "blind" enemies or something? This makes it possible for it to run around blinding scouts while healing it's allies?

    I'd see the Ranger being as a "artillery" of the bunch better... The only thing about this artillery mode is that it should not do instant damage, and all players would see it on the terrain that a "target" ring is appeared and will hit the area soon.

    Maybe include more micro by making it's attack ability "manually" used by players, so you must attack-ground, where the foes are, and you must be within the range and has vision.

    Anyways, ever consider making a Team vs Team vs Team map? 4 players per team in a team free-for-all. Three way teams are usually more fun because it's even more unpredictable.

    Posted in: Project Workplace
  • 0

    posted a message on [Work in Progress] Reckoning

    Will there be some sort of "cutscene" battle short that occurs when units wants to engage combat with each other? There needs to be more map that does this, maybe risk maps would be interesting with turns, and cutscenes for infantry vs infantry etc. Making the waiting more bearable if you get to watch cutscenes.

    How it can work can be similar to Advanced wars: You can either have 5 units or 10 units to represent 100%, so for each whole 20/10% that drops, 1 unit dies, but unit death only occurs in a specific order.

    i.e: You don't have a column of infantry and have them randomly die when they lose "life" as a whole, they die in order (top to bottom or specific pattern).

    If you don't like doing physical coding and stuff, always know that it's possible to get video or pictures embedded to make your "scene" look decent. No need to work out unit animations and such when you can get a video running that shows exactly that? Meaning you put tiny clips into your map that plays when unit vs unit battles?

    Posted in: Project Workplace
  • 0

    posted a message on Gesture based casting system (v2.0)

    The problem with that video before is that it requires units for you to move the cursor above... I'm talking freeform gestures that you can find in Black and White 1+2.

    Posted in: Project Workplace
  • 0

    posted a message on Makai Galaxy - Turn Based Strategy Game

    Actually, it can support it, but you'd need to be very creative to get it working. You might have to work with galaxy code to get that kind of system working... Normal triggers and such won't make a efficient high quality system, although it may be easier for some.

    A typical battlefield in turn based strategy game is usually something like a 150x150 grid, since some units can move up to 10 steps.

    Posted in: Project Workplace
  • 0

    posted a message on Gesture based casting system (v2.0)

    The way i see it, it might be a smarter idea for you to put the "cast" button onto space, since nobody uses it to check "alerts" in sc2... Well I don't use it for sure.

    Hold Space and you can draw on the screen... Maybe where ever your cursor is on, you will start drawing a "trail" to see how it will look like.

    Problem is the actual drawing, how do you make the game recognize a trail as a drawing of any sort?

    Posted in: Project Workplace
  • 0

    posted a message on [Video] Experience Orbs [Updated]

    I wonder if you can tweak it so it can use different options for users to adjust to:

    1) Orbs as a item - Unit interact directly to acquire (simply walk into it)
    2) Orbs remotely taken - Unit comes within vicinity to acquire
    3) Orbs are unit owned when created - Unit(s) that can acquire the orb from the start no matter the distance or interaction. This is a automated one.

    Number 3 is where you can have a sniper kill things and the orbs will fly off to him automatically.

    Orbs should be allowed to be set to give multiple options:
    - Healths
    - Shields
    - Energy
    - Custom (Ammo for guns, batteries/energy for machinery)
    - Experience/Currency (It should be used a lot for currency, as it makes sense and works best in RPGs, just have the money flow out so anyone can grab them with option 1 orb type)

    You can implement this into team play maps for having orbs be a unit's "resource"...

    The unit can gather orbs by killing enemies, and it can pass on orbs to allies. A unit that dies drop all it's orbs.

    This function can work in CTF maps, where the goal is to hoard as much orbs as possible, just make it possible for one team to steal another teams' orbs by interacting with the "point" too.

    Orbs as experience could work in a cool map idea I just thought up:

    Soul Wars - Players control heroes, of which on a map full of hostile mobs, must kill and gather "souls" to powerup... The catch is death reverts you to Lv1 and you drop all your souls at the area. It is PVP and PVE mixed in.

    Posted in: Data
  • 0

    posted a message on [Terrain Trix] How to Create a Sun

    Interesting, maybe someone can make a space map with actual Stars and Solar systems, focusing on stuff like EVE? It'll be funny if the game does have temperatures and getting too close to the sun means you get burnt!

    Posted in: Tutorials
  • 0

    posted a message on [Contest] WoW Boss
    Quote from ZarafFaraz: Go

    Here's an idea. How about you make a boss fight in whatever way you want to make it. If people don't like it, then they don't need to vote for it. Simple.

    I can see that dra6o0n is trying to provide some advice to people on how to make a good boss fight, but with all due respect, your "advice" is simply your opinion. While I may agree with some of your points, I don't necessarily agree with all of them. Let people do what they want. That's part of what makes a contest like this fun. Both to make and to view afterwards.

    Just so long as the contest doesn't give you a long list of "WoW" bosses, then I'm fine with that.

    Btw, it is Blizzard's nature to assimilate other people's stuff into their games... Even the kitchen sink.

    /sarcasm

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