• 0

    posted a message on Aura indicators how the hell?

    Thanks!

    Posted in: Artist Tavern
  • 0

    posted a message on Aura indicators how the hell?

    Im in need of some 2d aura indicators in a mod i am making. Whats i want Im capable of doing the graphics myself just how the hell does one attach these to units?

    Posted in: Artist Tavern
  • 0

    posted a message on Diablo 3 UI

    I tip my hat to you sir

    Posted in: Project Workplace
  • 0

    posted a message on TGS SC2 Edition (Dota style map) Calling for modders

    What is TGS (The Great Strategy)?

    TGS is a brilliant map that went practicly unnoticed by the custom game community in WC3. What made it unique was that heroes didn't have abilities by default. They were bought by resources gained by leveling up.

    Also players could choose to invest into their money not into their heroes equipment but to their teams creeps! Players could buy more unit types to spawn, add more of the same and buy upgrades for the units. This resulted into more tactical game play and freedom never seen before or since in a game like this. While still retaining nice balance. http://war3.incgamers.com/?p=mod&m=6327 (Link to the original map)

    Why should it be remade?

    1. Most importantly it needs to be remade so the fun that is TGS can be experienced by more people.

    2. I believe the map failed in WC3 because of rather terrible terrain design.There were no roads to allow quick lane transitions roads to allow for ganking or defending other lanes and the map was terribly crumbed no real room for team fighting.

    3. Just to make use of the endless possibilities of the galaxy editor(mainly the abilities part in the case of this map however)

    4. There dont seem to be many Dota or well AoS in general in development and without a doubt many are looking to play some when SC2 comes out.

    But a remake.. really? too dumb to do anything original?

    Yes it will be a remake. But what we will do is use Blizzards successful game making formula! 1. Take a game format you love 2. Study the competition 3. Take the best from what they have 4. Make it your own! (You know its true! Consider what they have done in the past )

    My plan as it stands now the plan is to take the

    • Ability system from TGS (with a few key changes)
    • Creep wave system from TGS.
    • combat log system similar to LoL.
    • Add highlights to unit bars that reflect their affliction compared to you similar to LoL.
    • Custom UI that is more fitting for a game like this.
    • Open and gank friendly map design from other MOBAs.

    And to make it our own!

    • Add more freedom by leaving the decision of what attributes to increase on level up to the player.(will be made up to the melee heroes by giving them a extra multiplier to damage)
    • Bring in spell damage scaling based on intellect!!
    • Make 2 of the 5 abilities on heroes preset. This will help direct the development of heroes in the absence of hero type system(int,str and agi for those unfamiliar with WC3) and free attribute distribution, but still allow for multiple builds
    • More speedy game play(high ms, high damage) We will still aim to keep the games quite long by having towers be able to take a lot of punishment from creeps, but have heroes be able to bring down the towers quite fast, so not to discourage back dooring too much.

    Ok, i am convinced what can i do for the benefit of this epic?

    I am looking for a couple of people to help me make this map a reality.

    1. Someone who knows their way around the triggers to make: The UI,Spawning triggers,Combat log etc..

    2. While i have more than a few ideas for abilities and heroes you can never have too many! Guy/guys who will come up with/and or make abilities,heroes and items

    When do we plan to finish?

    I am hoping to have a release ready version by the time game is released. Would be nice to get it play tested beforehand if they allow custom maps to be played on Bnet before release.

    Posted in: Project Workplace
  • 0

    posted a message on MapUI

    Now this IS TRULY GROUNDBREAKING !

    Posted in: Project Workplace
  • 0

    posted a message on Morphing a building into another

    @alderis: Go

    Hey i have another morphing related problem. When my tower upgrades to rank 2 it has no weapons(yes it been added to the unit)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Morphing a building into another

    You need to modify the events on the actors involved and add: Morph..finish morph from UNITNAME morph to UNITNAME2 Destroy to the spawning pool

    Posted in: Miscellaneous Development
  • 0

    posted a message on Sentry beam

    At this point the maps production has come to a complete halt thanks 2 persistent problems.

    1. A utterly game breaking problem cause by using Morph (made based on hive -> lair) To upgrade the Towers in my map from rank 1 -> 2 and so forth. Now the issue is that while a tower placed from the terrain editor will have the weapons it should have, one upgraded from a previous rank does not have any weapons on it. In short rank 1 tower build with a builder has its weapons and functions properly. rank 1 -> 2 rank upgrade is used -> the tower changes but existing weapons are lost but no weapon is gained. (These upgrades can be found under in abilities with names rapid,single,splash and arp in the mapfile)

    [SOLVED: Lesson is dont dublicate - problem was cause by towers using duplicate ATTACK ability resulting in breaking of some actor events]

    2. I wish to have towers that shoot beams. The damage is done as it is meant to 0.3 intervals and a huge spike of damage at the end with a separate damage effect. The actors for the beam is where i have a problem. I decided to base these weapons on Sentries(Distruptor beam) weapon(mainly because Void Rays attack beam is such a fucking mess) I have copied the actors involved in sentries attck and set the events of said actors to correspond to my effects as far as i know. But when the weapon i used (a unit equipped with it attacks) The beam actor impact, beam and lauch animations are created just as it should be.

    However the beams are never destroyed. Even with events of the actors set so that they SHOULD be destroyed at the event of stopping attack or the beams final burst is activated.(called Voidbeam final burst)This results in permanent beams originating from the unit to the attachment point where the target is or was when it gets destroyed(a fuck load of beams floating in the air).

    (The Actors and effects for the weapon are found under name: Void beam. Weapon itself is called Armor Denouncer.)

    [SOLVED Ref link: http://forums.sc2mapster.com/development/map-development/1633-help-with-beam-weapons/]

    Posted in: Miscellaneous Development
  • 0

    posted a message on Weapon firing point of origin [SOLVED]

    Thank you a thousand times :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Weapon firing point of origin [SOLVED]

    Ok so my TD is almost complete. There is but two problems left to deal with(as far i know my friend is doing the triggers) and this is as shitty as they come. So i am trying to use warpgates,webgates and other buildings without weapons and therefor no attachments for weapons as towers in my tower defense. Now in WC3 editor it was easy to just use a offset to get the firing point right, but galaxy it seems that its next to impossible to get the firing point right.

    So if anyone has a clue how to get a gateway to shoot a voidray beam out of the black hole thingie it would be GREAT!

    and the second problem is a lot more simple. Void rays beam and where to set the time when the beam gets to the next level (if possible also how to get it to reset the stacks upon killing a unit((a mere grafical reset will do just fine)) )

    SOLVED USING REPLY NBR 1

    Posted in: Miscellaneous Development
  • 0

    posted a message on Help! Missile point of origin and a couple of other problems

    Thanks for the tip currently trying to figure out which values to modify to get a 10% increase in dmg ^^

    Posted in: Miscellaneous Development
  • 0

    posted a message on Help! Missile point of origin and a couple of other problems

    Hi! i am making a TD and have noticed that one of towers based on a Y-axis stretched bunker. I added a attack and apparently the stretching threw off the source unit point of origins location. So i am wondering how to fix this. If there is no known fix please suggest a suitable model for a sniper tower :)

    Also: Is there a way to grant towers upgrades that apply exclusively to themselves (i want to give the control of how the towers damage develops over to the player in form of a multitude of possible upgrades to give to the towers)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with terrain

    thanks for the nearly instant and accurate answer! Saves me a ton of time ^^

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with terrain

    Ok so i am currently making a TD map. I have made the towers and waves. But i have run into a problem. Is there any way to copy the terrain from a certain part of the map (player 1s area) and paste it else where on the map? So i don't have to put hours of work on every players area.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.