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    posted a message on Remaking Angel Arena

    One more skill to do: a charge ability that does damage.

    Posted in: Team Recruitment
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    posted a message on Remaking Angel Arena

    Heal Area skill works fine. It would be great if you do the following : make pluses appear on every unit that is healed (like the medivac heal). Also if you can make a war3 hero leveling system with 4 skills that can be leveled.

    Posted in: Team Recruitment
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    posted a message on Make a "Heal Area" skill

    I tried but I am doing something wrong. Please help me.

    Posted in: Data
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    posted a message on Remaking Angel Arena

    I am full of ideas. Here is little something to begin with: I need you to make me this skill: http://forums.sc2mapster.com/development/data/17047-make-a-heal-area-skill/#p2

    Posted in: Team Recruitment
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    posted a message on Remaking Angel Arena

    Yes.

    Posted in: Team Recruitment
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    posted a message on Make a "Heal Area" skill

    I need the following: The skill is like EMP but instead destroying shields in an area the magic heals all friendly units there. Please help.

    Posted in: Data
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    posted a message on Remaking Angel Arena

    You design. What I need is : Two bases. Arena between them (with creep spawn points).

    DO NOT make place for heroes (like in war3) because the picking will be made with dialogs

    Posted in: Team Recruitment
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    posted a message on Remaking Angel Arena

    OK. So here is the deal : make the basics of the terrain, some doodads and then upload so I can see it. If it is good you are IN.

    Posted in: Team Recruitment
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    posted a message on Remaking Angel Arena

    OK Tell me what can you do? I mean data/terrain/triggers?

    Posted in: Team Recruitment
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    posted a message on Remaking Angel Arena

    Hi. I believe you know the War3 map Angel Arena. Here is a brief description anyway : there are 2 teams of 1/2/3/4/5 players. Everyone picks a hero. There are two bases with shops and arena between them where the player can fight. There are neutral warriors and bosses on the arena. This is about Angel Arena. Now the new things: Heroes will not level up. They will get skill points instead. With skill points they can upgrade any of their 4 skills. There will be several modes like: AP - all pick - everyone chooses his hero AR - all random - everyone receives a random hero DM - deathmatch - every time someone dies he is given a new hero Right now I am working on the map but I need a team to help me. If anyone is interested post here. Thanks.

    Posted in: Team Recruitment
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    posted a message on Recruiting a team for a fast-paced map

    I have an idea of a really bug map. Its core will be a bounty-hunters like game (units that have a spell to shoot a fireball in a given direction) But it will not stop here. There will be drops from enemies (to regain health, to increase speed, decrease cd etc). There will be account-wide ranks (you kills/deaths/wins will be saved in your account) If there are any people who are interested post a comment here and I will give more details.

    Posted in: Team Recruitment
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    posted a message on PcGamer interview with Chris Sigaty

    Here is the whole interview (I didn't find a thread about it)

    On Wednesday, Blizzard deployed the first major balancing patch for Starcraft II, swinging the nerfbat at supposed Terran dominance. Already, the Starcraft II team are planning their next update, which as Chris Sigaty, Starcraft II’s lead producer explains, “we’d like it out by the end of the year.” Read on to discover what’s on the table.

    Chris said to PC Gamer that the next patch is “largely our e-sport patch. A couple of big things that will be in there are support for the season rolling, so players can look at the history of how they did in past seasons. There will be bugfixes, balance changes and tweaks, too. Chat is the other major thing we want to get in there next patch. We’ll also add more significant features to the editor.”

    The 1.1 patch began to address balance issues within Starcraft II. The changes seemed small – mostly changes to build times. But the community seems convinced that Starcraft II isn’t balanced yet, in particular, there’s a sense that the Zerg are underpowered. How do Blizzard respond?

    “You can go up and read on the forums at any one time and there are a bunch of different theories about balance and imbalance. We’re being very cautious about making large swinging changes right now because at the highest level things are actually very strong. The things that we’ll probably be addressing are the 2v2 and larger scale games. Ultimately, the 1 to 1 is what we want to keep as sacred as possible, but as a result right now there are some things that we need to address in the 2v2 at the higher level. We’ll be looking at ways to do that without affecting the 1v1 balance.”

    Chris is also keen to address the ongoing idea that Zerg remains underpowered – an idea fuelled partly because so few Zerg players made it into the top 200 Starcraft II players in North America.

    “That’s not actually the case,” says Chris. “We have fewer Zerg players overall. I avoid playing Zerg as much as possible because I find them to be just more complex in general. Zerg, or rather larvae management is harder for me to deal with, so I don’t enjoy playing them as much.”

    But don’t expect the game to perfectly balanced following the 1.2 patch. Balance, explains Chris, “is an ongoing process that, honestly, will take a year of longer to do. Even after Brood War was released we still patched and continued to drive towards a really solid final balance.”

    There are some interesting things but what caught my attention was: We’ll also add more significant features to the editor. Knowing what the editor can do now I can just stay and wait to see what else can Blizzard add (and I don't mean "a way to get mouse XY). How knows, maybe we will be able to create Operating Systems in 1.2 XD

    Posted in: General Chat
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    posted a message on Need help with creating a Tower Wars map

    Here is a brief explanation of what a "Tower Wars" map is. There are 2 teams each consisting of some players). Everyone can do 2 things: build towers and send waves of creeps. You have to build your towers in order to create a maze so you can defend your base from the enemies' creeps. Every 20 seconds you get minerals (income). To increase your income you have to buy creeps (when you buy a creep it automatically starts walking towards the enemy base. The more expensive a creep is the stronger it will be (harder to kill) and the more income it will give you. If you are interested post a comment here.

    Also if anyone knows a tutorial on how to check whether path is blocked by towers (making a wall so creeps cannot pass) please give me a link.

    I need data editors mostly (to make tower attacks etc)

     If you have any ideas feel free to post them here

    Posted in: Team Recruitment
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    posted a message on Creating a "find-a-job" site for map-makers

    You all know job-finding sites where you can post the jobs you are looking people for or search for a job fitting your skills.
    I am going to make a similar site.
    Jobs will be separated into categories like Triggerer/Data Editor/2D artist/3D artist etc.
    Each of the categories will have sub-categories. For example:
    Triggerers will be divided into UI makers, bank makers etc
    Data Editors will be ability makers, unit creators etc

    For the site I will need a team to help me because there is so much work to do.
    I will need someone to do the design, and people to help me with the programing.

    If you want to do the design of the site PM me and I will tell what exactly I will need (like buttons, menus etc)
    If you want to help with the programing PM me.
    IMPORTANT: PM me only if you want to help. Do not PM me to ask me for help.
    The site will be written in the following languages (make sure you know at least one of them before PM-ing me):
    HTML5
    php
    mySQL
    JavaScript (the jQuery library will be used mostly)

    If you have any ideas post them here.

    Posted in: Team Recruitment
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    posted a message on If Star Wars and StarCraft had a child...

    Quote from EternalWraith:
    Quote from nameispending: Go

    So I'm brainstorming a Star Wars/StarCraft map where BCs are Star Destroyers, Tanks are AT-ATs, Goliaths are AT-STs, Marines are stormtroopers, etc.
     How difficult would something like this be? Is it possible to pull models from the SW RTS and use them in SC? Would I have to make each custom model?

    Possible it is, but learn the ways of design you must.
     Not so important is appearance. Making it believable is what you seek.
     Good luck Padawan.
    ----

    EPIC

    Posted in: Artist Tavern
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