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    posted a message on Hero team color retouches.

    I've finally decided to add team colors to some heroes myself, so here they are. In the case of Swann, Stettman, and Nova I found their team colors could be a little hard to determine. So, I added other areas of team color to help better determine which team they are on. Credit to Delirium on the Tychus Model. I just redid the skin on it so he wasn't all one color.

    Front

    Hero Recolor Back

    In game

    Posted in: Artist Tavern
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    posted a message on Raynor, Tychus, etc. team colors.

    @iOverflow: Go

    Finally! Thank you for your work! The only thing I can complain about is that it's still quite dark and hard to distinguish still. Is there any way to make it so the team colors show better? Also if you could make the helmet and back a little more team color oriented it would help a lot more too. Similar to the marines on the left.

    I hate to sound like I'm greedy but how about the rest of the hero's too? Is that something you could do as well?

    Still looking for Tychus, Rory, and Egon in the same fashion.

    Posted in: Requests
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    posted a message on Raynor, Tychus, etc. team colors.

    Because I'm terrible with photoshop and have literally no idea how to properly do alpha channels and transparencies is it possible that someone could edit the skin/model on these heros and upload them? I've seen multiple requests asking for team colors on the hero models and have seen none actually been done. I'm sure someone who has experience in this could probably do each in a few minutes and save some people the headache of trying to figure it out themselves.

    Requests

    Raynor (Sniper) Raynor (Normal) Tychus Rory Swann Egon Stettman

    Posted in: Requests
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    posted a message on Modifying Snipe

    In my map I'm making every attacked based off of Snipe. The reason I'm doing this is to simulate Sniper maps where you have to keep targeting and clicking to shoot. Right now I can get all the animations to display properly besides a missile from the marauder. The impact site is working and the launch site is working. However I cannot get a missile to shoot from the Marauder.

    Another bonus would be helping me get the Marauder to alternate which arm he raises to shoot with while using the "snipe" ability. I can switch it to shoot from one arm or the other but havn't figured out how to get them both alternating.

    Posted in: Miscellaneous Development
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    posted a message on Movable Bunker

    Try using the Medevac cargo opposed to the bunker cargo maybe? I'm sure there's just 1 tiny little difference that could be the determining factor here.

    Posted in: Miscellaneous Development
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    posted a message on I give up with B.Net, it's an insane piece of crap.

    The lobby crashes when there's something wrong with game variants.

    Posted in: General Chat
  • 0

    posted a message on LF Testers CTF Map

    @Eldrazor: Go

    US Realm. I'm still looking for more people, the more the better.

    Posted in: Miscellaneous Development
  • 0

    posted a message on LF Testers CTF Map

    @Penatrator: Go

    That's fine I can help.

    Posted in: Miscellaneous Development
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    posted a message on LF Testers CTF Map

    I'm looking for about 5 - 11 testers to help me run some balance tests tonight. Here's a link to the game we will be playing however it is not available for download and I'm going to be keeping it private until the next beta phase when maps can be played while locked on b.net. The game has seen many updates since I last updated the page though.

    http://www.sc2mapster.com/maps/daaras-vtech-paintball/

    The 3rd person camera has been turned off to reduce lag and the w, a, s, d is still active but you are no longer required to us it, although I would advise against it.

    If you would like to help test please add me on b.net: [email protected]

    Posted in: Miscellaneous Development
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    posted a message on Unable to publish: "Transmitting Header File - Failed"

    Edit: I guess if you use "custom" instead of 2 teams it works the way it should.

    Whenever I set (Game) Teams to 2 Teams I get a corrupt header. I don't notice anything wrong with my team settings. I've had it work before but all of the sudden now its a corrupt header unless I turn (Game) Teams to - (Game) Teams - (none)

    • (Game) Teams - 2 Teams, locked
    • (Game) Teams [Premade] - 6v6, locked
    • (Player) Team [Premade: 6 v 6]
    • (1) Player 1, Team 1[1], locked
    • (2) Player 2, Team 2[1], locked
    • (3) Player 3, Team 1[2], locked
    • (4) Player 4, Team 2[2], locked
    • (5) Player 5, Team 1[3], locked
    • (6) Player 6, Team 2[3], locked
    • (7) Player 7, Team 1[4], locked
    • (8) Player 8, Team 2[4], locked
    • (9) Player 9, Team 1[5], locked
    • (10) Player 10, Team 2[5], locked
    • (11) Player 11, Team 1[6], locked
    • (12) Player 12, Team 2[6], locked
    • Game Type
    • Category - Other
    • Mode - Other
    • Max Team Size - 6
    • Player Properties
    • Player
    • 1 - Player 1 - Red - User - Start Location 001
    • 2 - Player 2 - Blue - User - Start Location 002
    • 3 - Player 3 - Red - User - Start Location 003
    • 4 - Player 4 - Blue - User - Start Location 004
    • 5 - Player 5 - Red - User - Start Location 005
    • 6 - Player 6 - Blue - User - Start Location 006
    • 7 - Player 7 - Red - User - Start Location 007
    • 8 - Player 8 - Blue - User - Start Location 008
    • 9 - Player 9 - Red - User - Start Location 009
    • 10 - Player 10 - Blue - User - Start Location 010
    • 11 - Player 11 - Red - User - Start Location 011
    • 12 - Player 12 - Blue - User - Start Location 012
    • Team Placement (Basic)
    • Start Location 001, Allies 5, 003, 005, 007, 009, 011
    • Start Location 002, Allies 5, 004, 006, 008, 010, 012
    • Start Location 003, Allies 5, 001, 005, 007, 009, 011
    • Start Location 004, Allies 5, 002, 006, 008, 010, 012
    • Start Location 005, Allies 5, 001, 003, 007, 009, 011
    • Start Location 006, Allies 5, 002, 004, 008, 010, 012
    • Start Location 007, Allies 5, 001, 003, 005, 009, 011
    • Start Location 008, Allies 5, 002, 004, 006, 010, 012
    • Start Location 009, Allies 5, 001, 003, 005, 007, 011
    • Start Location 010, Allies 5, 002, 004, 006, 008, 012
    • Start Location 011, Allies 5, 001, 003, 005, 007, 009
    • Start Location 012, Allies 5, 002, 004, 006, 008, 010
    • Team Placement (Advanced)
    • Team 1, Players [6], Enemy Teams [1], 001, 003, 005, 007, 009, 011
    • Team 2, Players [6], Enemy Teams [1], 002, 004, 006, 008, 010, 012
    Posted in: Miscellaneous Development
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    posted a message on Bunker Ability based on cargo unit.

    Wow, figured it out and it was something retarded easy to fix.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Preventing hallucination from triggering "any unit dies" event.

    Have you tried the unit filter match?

    Events

    Unit - Any Unit dies

    Local Variable

    triggeringPlayer = (Owner of (Triggering unit)) <Integer>

    Condition

    ((Triggering unit) is Excluded: Hallucination for player triggeringPlayer) == true

    or Required: Hallucination whatever effect you're trying ot get

    Posted in: Miscellaneous Development
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    posted a message on Waterworks [Multiplayer FPS-deathmatch map]

    Anything that has a camera following a unit like in a FPS, 3PS, and even just from above causes massive amounts of lag on b.net. Not to mention the use of W,A,S, and D movement which also causes a large amount of lag. I've already taken measures to scrap my 3PS camera/WASD and if/when the lag created by camera's and keyboard movement is gone i'll reimplement them. It will suck to see such hard work by all these people to go unnoticed if they don't fix the lag problems.

    Posted in: Project Workplace
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    posted a message on Bunker Ability based on cargo unit.

    What I'm trying to do is to get the bunkers attack type changed based on what unit is inside the bunker. Since my classes in my map all have different attacks and each attack is a spell I have created 4 redirect spells for the bunker. Currently everything is working out just fine. The bunker shows no attack ability until it is entered, and when entered it shows the appropriate spell based on the cargo unit. The bunker uses the cargo units energy as it should. However when I try to actually attack something with the bunker it won't allow me to. Clicking the button does nothing.

    Posted in: Miscellaneous Development
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    posted a message on Lobby teams don't match map team definitions

    This thread helped me to get the lobby to look correct. However I don't know if its placing people on the correct teams.

    http://forums.battle.net/thread.html?topicId=25026566171&postId=250240046070&sid=5000#6

    Posted in: Miscellaneous Development
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