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    posted a message on Suggestions for Improving The Popularity System, discuss here!

    @BrotherLaz: Go

    There is no reason for any of us to continue to map with StarCraft II, unless your lucky or a celebrity. The community is dying simply because of the poorly designed custom map list. It should have been the strongest part of the entire chain, because oddly enough that's where you play the damn maps!

    After like 6 or so years of mapping for Blizzard games I just can't continue doing the same thing now that things are turning to shit. There is no purpose if there is no community.

    /ranting

    Essentially, they could go back to the Wc3 system and build upon that. hmph.

    Perhaps a protest would be in order? Meh, I'm an anarchist so not such a bright idea.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Release] Comprehensive Squad System

    Well, what is missing is formation. Allow the troops to form formations of all sorts of shapes similarly to Total War.

    Posted in: Project Workplace
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    posted a message on Progammer is taking over SC2Mapster
    Quote from progammer: Go

    Why every thread has to turn into pop sys and editor talks. Lets get back to topic and talk about how awesome I am

    Your awesomeness is beyond awesome, may your awesomeness awesome even the most awesome on this awesome site.

    Posted in: General Chat
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    posted a message on Progammer is taking over SC2Mapster

    I'm sure Blizzard will eventually address the most important issues that are turning off most modders.

    Quote from wingednosering: Go

    Horrible modding platform? I dunno about you, but I think the editor is awesome. I agree with the Battle.net integration though (who doesn't). The only real problem with the editor is actors (since half the actor fields seem to be only half-way programmed) and hard to learn. Once you learn, it's really powerful though. I suppose its a bit slower than WC3's but its quite a bit more effective.

    I do miss swords and bows though :(

    I feel like the editor will be made a high priority for Heart of the Swarm. They'll have had a year to make a second campaign and upgrade the editor. They don't need to remake all of battle.net, all the units, etc;

    It's not that I doubt the flexibility and the power of Galaxy Editor but I just feel empty and unable to contribute anything to the community. Surely I can make cool code, but attention has been nullified by the Data Editor since that is where all the attention is focused on.

    Retard: "OOO! I can use the data editor to attach a bomb on all spaceships within an area and then after they've exploded, I can create a big bang on every single dead unit and then create a nebula which will form new galaxies and stars using gravity. Oh oh oh! A baneling has this ability!"

    ...

    Also, it just doesn't feel the same when maps published on Battle.net stay there permanently. We the users aren't in charge of what maps are popular anymore. It's not like in the old days when we could simply host a map, it appears on the custom map list, people jump into it, and then launch and have fun.

    I'm seriously depressed...{I'm done going Off-Topic}

    Posted in: General Chat
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    posted a message on Progammer is taking over SC2Mapster

    Well, considering that StarCraft II is a horrible modding platform, support, Battle.net integration and user treatment wise, I wouldn't be surprised at them being heavily bored(Like I am).

    Then again, it might just be the whole no-WarCraft-fantasy atmosphere that turns some off.

    Go figure.

    Posted in: General Chat
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    Well, alright then.

    Quote from Bibendus: Go

    What do you mean by unit commands? Keeper hand, dig, etc?

    Ops, I meant unit overview, such as the number of units you have, what task they're currently attending etc.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    The map isn't easy on the eye judging by the recent screenshots.

    SUGGESTION TIME

    1. Looks great feature wise but what seems to be missing is colours and distinction between the different types of floors. Perhaps you could colour the leaves a bit brighter? Like brown-orange?

    2. Lower the height of the guard room doodads. They might make it hard to see the smaller unit types such as zerglings etc. and worms(?)

    3. Unit commands etc. shouldn't be located in the control bar to the right. It makes it look way too tight and clumsy. I'd recommend that you use the empty black space in the middle for the unit overview.

    That's all for now.

    Posted in: Project Workplace
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    posted a message on New ads are driving me insane.
    Quote from JakeCake26: Go

    Adblock programs should be illigal, it destroys all the free internet sites.. If everyone used those adblockers, people would have to charge you everytime you use their service.. Think of google, the only way they make money is through ads, would you rather pay 0.1€ for a search you make, than looking at their ads?

    Those who wouldn't buy anything regardless are those who install AdBlocking software. Websites will do fine without some people who've decided to use AdBlocker addons. For example, SC2Mapster will do fine because it is a spawn of Curser which also makes money using other means than simply ads.

    Posted in: General Chat
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    posted a message on When working on a map how do you keep the ideas rolling?

    Well, buy yourself a pocket sized noteblock. It's splendid for taking notes of spontaneous ideas. Just keep it around and eventually you should have a large collection of crazy stuff.

    Posted in: General Chat
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    I'd like to make some suggestions.

    Well, due to the nature of Dungeon Keeper's evil and dungeon like atmosphere I decided to add some lightning to my project to spice it up. But in your video I can't see that. What I'd like to suggest is for you to include some sort of lightning, that would give it a more infectious atmosphere, somewhat dark (wet?) creepy but without loosing the volume of colours.

    Secondly, I'm not entirely sure if you've changed this but I'd recommend that reduce the amount of green you've tinted the selected walls. Perhaps making it center around the player's colour a bit or make it a bit more zergish, that is, purple, or bloody as a target. Just can't see green working very well.

    That's all for now. Keep up the good work.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)

    Just came to say that I will no longer be working on this project. Currently busy working on a new Risk Engine that, hopefully, will power Risk Revulsion in the nearest future.

    Looks good so far and good luck Bibendus.

    You may continue to use this thread as long as you like.

    Posted in: Project Workplace
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    posted a message on DavidCraft Machinima

    @DavidCraftMachinima: Go

    Quote from DavidCraftMachinima: Go

    @GnaReffotsirk: Go :P well that's good.

    i'm curious why the machinima community for starcraft hasn't really developed yet. there has been a lot of great work with individual clips, but nothing in the form of a web series, which is surprising given that WOW has some of the best machinima series. i realize the game is young, but i'd love to see the community grow a little more given that the galaxy editor is such a great tool for creating easy animation

    Spearhead its growth then.

    To be honest, it was really great. Really made be think back to the WC3 days when machinimas were a really hot map type to make. Perhaps you could create a YouTube channel specifically for SC2 cinematics, where people could upload all of their works.

    Anyhow, I wouldn't mind watching more of that machinima you made.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)

    Just want to let you guys know (more specifically Bibendus) that I've postponed all Galaxy editing for now. It's most due to my homework load I've been receiving lately.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    So how does your trigger behave? Each wall gets the nearest imp or each imp gets the nearest wall?

    Well, I simply add the units to a unit group grid which the block has reference to. Once the unit has been added the block will decide what it does. E.g. if the tile should be claimed then it gets claimed.

    So far so good.

    EDIT: The workers are added to the block if that block is the nearest tile available.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    Today I completed the new custom made sight check. It works good but it's a bit heavy with 50-100 units forcing my computer to make small freezes every 0.5 seconds. With less units it works great so I will keep it as it is for now. Now I'm focusing on the wall digging with face occupation check. It usually works but sometimes I get all workers trying to dig the same spot, checking what's wrong ;)

    Edit: Whoa I did it :D However we are making a mistake working with imps threads because each imp searches for the nearest dig tile, however a dig tile doesn't receive the attention of the nearest imp. I suppose i must switch the thread to the dig tile instead of the imp.

    I actually ditched the imp thread for the block thread too.

    Anyhow, I might return to working on the map now. Most of my school projects are done.

    Posted in: Project Workplace
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