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    posted a message on The Texture Shop (request icons and textures)

    @Zarakk: Go The only way to know for sure is to let me/us try.

    Modesty aside, nothing so far has been challenging. But i also dropped my standards for quality in order to finish all this stuff in the least time possible.

    I think it's important to be as specific as you can in requests, figuring out exactly what people want is sometimes the hardest part when artistic skill/ability isn't an issue.

    @Redknox1994: Go time and patience is my biggest enemy. But this request actually interests me, so patience won't be an issue.

    Posted in: Art Assets
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    posted a message on [Dungeon Wars] - Out of Beta, Video Included

    Seems to me like 3 things happened to cause this whole discussion to go sideways:

    • Most people came into this thread thinking that it was for Hive Keeper
    • The first post asked the OP to change the map name due to confusion
    • Bandwagon effect took place making everyone move towards a certain direction with their comments

    Current consensus:

    • Hive Keeper is nice, yes.
    • People working on the map are very capable
    • I get to be on Hive Keeper's credits page, because I'm a secret agent on par with James Bond himself. (Just a joke, in case all you serious people in here take me for a narcissist)

    But...

    That isn't to say that the op's map can't come out to be more popular in the long run.

    Because...

    • A lot of people can write AI's, it doesn't make them masters of game creation
    • Nor is it a recipe for automatic success.
    • Whether Hive Keeper will have lasting success is still to be seen
    • Aside from the relatively small fanbase it has created here, there isn't enough info to determine how it will rank according to this map.

    @Pottfish: Go I think this whole discussion could've went in a totally different direction if you had actually included pictures and sample gameplay.

    Your map sounds interesting, and has a lot of elements that could work quite well together without making the gameplay too complicated. Please show us more soon. And try not to let negative comments sway you, try to think of it as constructive criticism. The opinions of mappers that have seen maps rise to success or fall to page 23525419 is very worthy of "considering".

    For balancing, you wanna release a beta to the public and work from there, this place is more for asking construction questions. So ask more specific questions, and give us more info aside from a short description.

    @ZealNaga: Go Please don't make it a personal matter, Bibendus hasn't said anything. All that is happening right now is that he made a map influenced by the same game as Hive Keeper, and controversially named it Dungeon Keeper, potentially confusing a bunch of DK and Hive Keeper fans.

    I like Hive Keeper's concept too, but lets be honest about a couple things:

    • mapster's opinion doesn't matter as much as the masses on Bnet.
    • Masses on Bnet have been liking maps that are more like the OP's rather than Hive Keeper.
    • Most people on Bnet don't even know Hive Keeper exists, and DK fans are NOT the majority of SC2 gamers.

    Edited: to make it less "wall of text" like

    Posted in: Map Feedback
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    posted a message on Couple questions

    @NoXiOuSMoB: Go

    try using Ctrl+W while highlighting parts of the if-then-else statement, it should open up menus to select conditions, and you add actions into the "then" section like you would inside a trigger body.

    If you would rather not use Ctrl+W (New Element), you just have to make sure you understand what type of stuff goes into each section. Under the "if" part its a condition element, and under then/else its an action (ex: you could nest another if-then-else inside).

    Logic programming isn't for the feint of heart, hopefully you already know how if-then-else statements work in general.

    Posted in: Triggers
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    posted a message on The Texture Shop (request icons and textures)

    @Redknox1994: Go You shall be surprised!.... When I have time. xD

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @Zarakk: Go

    Here you go, hope it works out for you.

    Posted in: Art Assets
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    posted a message on Couple questions

    Lets pretend the korhal flag is the unit that you would build to conquer a state.

    How about you just make it so that whenever a flag is built near the vacinity of a state/city, the state building becomes yours (unless there is already a flag there, indicating it belongs to another, so it needs to first be destroyed along with all defenses in the region), and then income is dispersed by looking up how many states you have accumulated multiplied by the income value.

    This should be easy to implement, if not, you need to hang around here more and learn a ton more than you already have. Because in order to make a good modernized version of Diplomacy for SC2, you're gonna need a lot of knowledge. The basic mechanics of the game are the easy part. This is the kind of map that will benefit greatly from some sort of bank-assisted ladder, GUI (especially for formation of alliances), etc. Basically, all the features that would add to the game without taking away from the team-based competitiveness of the game.

    Best of luck to your journey, plenty of people around here willing to help you get up to pace.

    Posted in: Triggers
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    posted a message on Boy...., do i have a big Dream!!

    I think its time to step away from SC1, no matter how great a map was in SC1, porting it directly to SC2 is wasteful of Galaxy Editor's capabilities. However, we should definitely learn from the concepts of the old maps for brainstorming new ideas.

    We COULD make a map called "Temple Siege", and modernize it with the current capabilities of the editor, but it will definitely not play like the original, so the only thing you really took was the name and the general concept anyways.

    Your description sounds like another AOS variant. There are already plenty of those on SC2 already, just look around battle.net.

    Some lack the simplicity that made SC1 maps fun. New features shouldn't convoluted, but should be intuitive and quick to pick up on. But that is going offtopic.

    Posted in: General Chat
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    posted a message on Starting an actual wiki

    I recommend that the data fields be formatted in a table to match the way the editor display them in Table View.

    And then there's the question about how to organize all the data, where a common consensus needs to be formed. Should we attempt to fit every data field, its description, and how to use it, on the same page? Or should each field receive its own page, so that the Data type page only has links to pages for each data field. (ex: Mover would have separate pages for Height Map, Motion Overlays +, Motion Phases +, Pathing Mode, and Placement +). Or maybe only have separate data field pages when you cannot fit the usage info in one line.

    Also, the way the main wiki page looks is very sterile. Someone with artistic edge needs to go in there and fix it up.

    I use to update the wiki every now and then, but since all the chaos started happening, it was very discouraging to continue.

    Posted in: Wiki Discussion
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    posted a message on Looking for a SC Image

    You might've just missed the correct file to look through on MPG editor.

    Easier to find stuff through GE directly with all dependencies added.

    Here they are in PNG and DDS form:

    Posted in: General Chat
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    posted a message on Putting Ads in custom games.

    If you're making profit off Blizzard content, Blizzard will either find a way to get a cut of the profit made or remove your map. It's the only logical way a company will act. And Blizzard of today will readily do this.

    Posted in: General Chat
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    posted a message on The Texture Shop (request icons and textures)

    looks like he hasn't logged on since his message. xD I have a feeling he wants something like what i did for the blue flame before.

    Posted in: Art Assets
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    posted a message on This is so not Starcraft, but advice from peers would be nice!

    @AlexO6: Go

    There's a lot of girl topics? It could be because Winter is cold and coldness makes you lonely, and also the period when people most want to hook up. For warmth, obviously.

    M.O.B. is an extreme form of "taking care of business first". Taking care of your own livelihood first is always a good idea, especially when it sets you up to be a better choice for women. You tend to get more girls when you're not looking.

    I believe it's a byproduct of the mentality and attitude you have when you aren't overly concerned about getting into a relationship or getting laid.

    Also matches the science behind "finding a suitable mate".

    Posted in: Off-Topic
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    posted a message on Im Done with girls . . . [Solved]

    Glad you changed your mind, i was slightly worried you were going to venture into the dark side. May the teachings of James Bond be with you.

    Posted in: Off-Topic
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    posted a message on Captain FalconĀ“s Pimps VS Zombies

    @SouLCarveRR: Go is right, wheres dem hoez? You can't have pimps without hoez. That's like self-proclaiming as a king without subjects or land.

    @Crainy: Go People have gotten taken down for less. I wouldn't be too surprised.

    Posted in: Project Workplace
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    posted a message on Naruto Hokage Battle

    let me recommend using command card levels along with corresponding shortcut keys to create some sort of "forming of seals" through key presses.

    For Sasuke, something like when you have enough chakra you press

    A -> S -> D and click to use Fire Blast

    or

    A -> S -> C and click to use Giant Fireball

    3 - 4 initial seals on the top level should do it, and then each level would have another seal. Categorize elements according to the initial seals, and then branch to sub-categories with the next command card level. If you don't plan to have too many different skills, then 2 layers of command cards should suffice. Be able to do key combos fast and accurately when you want to use a particular jutsu would be a skill that improves as you practice with your character.

    When you have a bunch of cooldowns and several abilities at your disposal, it'll definitely pose as a challenge to use whatever skill you want at anytime you want. Especially when they aren't all laid out in front of you.

    Blood-line limits would be achievable on the top layer command card, because they are an inherent ability that shouldn't take too much effort to utilize but costs large amounts of chakra, stamina, or both.

    Posted in: Project Workplace
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