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    posted a message on Playable city terrain
    Quote from Bilxor >>

    This looks awesome! I don't know what I would change. Maybe just the outskirts yet because you haven't gotten to them yet. Would like to see some in-game angles to see how the map handles obstruction from buildings.

     Thanks for the feedback, and yeah the outskirts aren't done yet.  The obstruction from the buildings is basically standard, you would see the highlighted unit through the structures but I'm thinking of some workarounds for some areas that are tighter than others.  I don't want the view to be obstructed very much in the game, so a lot of the tall buildings are spread out a little bit so they dont cover up important areas.
    Interior areas basically switch your camera to a third person view (since the doodads are all placed within the building doodads themselves), and back to a top down view when you exit a building.  It's also buildable on the inside of buildings as well.
    Most of the map, the tall buildings aren't very troublesome though, but I might make the camera just change slightly in tighter areas so there isn't an issue.
    Posted in: Terrain
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    posted a message on Playable city terrain

    I'm working on a map with a playable city terrain with interior design (still a work in progress on interiors), was wondering if anyone could give any feedback or suggestions maybe some ideas for additional assets because I'm not sure entirely what else I should incorporate into a map like this.

     

    One shot features some easier lighting to look at, the darker lighting is for ingame.

     

     

    Posted in: Terrain
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    posted a message on Right Click on Move

    I've been trying to remove this display for awhile, and I don't ever recall having this issue before on making maps or units. It's a consistent problem on multiple maps, regardless the dependency I pick. How do I prevent this right click to move or attack from appearing on the command card? It's really irritating to me, it blocks off basic command card abilities. I appreciate it, have a good one.

    This is also a problem on newly created maps. There's no reason for this to be happening, yet it's happening. Is it a problem on my end? I don't think it is, I've never seen this before, nor do I know how to remove it. I've tried using the campaign mod dependencies, and the normal mod dependencies, as well as Wings of Liberty and Heart of the Swarm. I can't find a way around this from happening. It happens to units that are not editted, and it happens to units that are editted.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on SimCity for StarCraft 2

    Roads that decay over time sounds more realistic, but like too much work for Starcraft 2.

    Posted in: Map Suggestions/Requests
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    posted a message on Nightfall Online

    Placeholder

    Posted in: Project Workplace
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    posted a message on Nightfall Online

    Nightfall Online

    Introduction

    Nightfall Online is an RPG coming to Starcraft II. Duty calls, you are a warrior sent to a wartorn planet in the efforts to end the war and bring peace back to the planet. However, many obstacles face your way...

    Planned Features

    • In-Game Ranking Structure
    • RP / Public Game Modes (RP Mode allows players to enter God mode, give any items, etc..).
    • Dungeons & Epic Loot
    • Custom UI
    • ...a lot more plans

    Screenshots

    These screenshots are alpha screenshots, more will be coming as the map develops.

    Outside Nightfall Forward Operating Base

    Posted in: Project Workplace
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    posted a message on New map I am working on

    Well, what exactly is that going to do? This is going to be a gameplay map.

    Posted in: Terrain
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    posted a message on New map I am working on

    Alright, so I haven't used the map editor for over 2 years now and got a new computer and really want to take a crack at making a Starcraft 2 map again. This map is basically going to be a survival map, the objective is to find out who the Mafia players are, and who the murderer is, and try to stay together as a team. It's simply Mafia, but players control their units and determine their actions on their own instead of using a GUI to play the entire game.

    One of my goals, is to have a nice looking terrain. I want to hit a nice looking terrain for everybody on all ends, including users with a low-end computer playing on the lowest detail. While I do show my settings on ultra in these pictures, I have some doodads and other things setup ingame to add more detail to the game for players on a low detail graphics setting.

    The terrain is still fairly new, and I am looking for criticism at a detail oriented level. We're talking realism, is something out of scale? Let me know, if objects just do not fit in, that too.

    Posted in: Terrain
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    posted a message on A New Warcraft?
    Quote from zenx1: Go

    Never played wow but I sure would like to see how lich king begins his journey!!!

    That's Warcraft 3: The Frozen Throne.

    I didn't see any destroyed lore in WoW at all, just a bunch of little kids bitching about how Blizzard makes their games when they really have no clue.

    Posted in: Off-Topic
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    posted a message on [Development] League of Champions
    Quote from zeldarules28: Go

    hero rotations.......champion points....buying champions...... hmmmmmmmmmm??? League of legends.... league of champions

    I see where your inspiration lies lol.

    I kinda wanted to do something similar. However I would encourage you to add in the stuff that persists through multiple games, like a level or tracker to show your total wins or something.

    Oh and not to sound mean or anything but.....Do you have the skills to make a map like this? A lot of people decide to make DOTA maps for thier first map or whatever. Again, you might already have made some really crazy ones and be an amazing mapper......Anyway if you do happen to be a newbie feel free to check out my DOTA tutorial in my signature. It will show the basics of making a DOTA map. Good luck man :D

    I've already made maps in the SC2 editor, and used to map in the Warcraft 3 editor. Right now, I'm working on heroes and the terrain (making sure it's all even, and making it pretty. Some of the triggers are done, but will be worked on later as they are not a priority right now.

    Yes I have experience in making a map like this. I'm gonna work on my own encryption for scores and other handy features soon. Scores will be tracked, such as Games played, wins, losses, kills, assists, and champion points/champions. I'll check out your tutorial and see how it is though. :-)

    As you can see, the terrain isn't anywhere near complete. I have about 7 champions done so far.

    http://img88.imageshack.us/img88/9451/terrain007.jpg

    Posted in: Project Workplace
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    posted a message on [Development] League of Champions

    League of Champions is an AoS (Aeon of Strife) map in development exclusively for StarCraft 2.

    About League of Champions is an AoS (Aeon of Strife) map in development exclusively for StarCraft 2. Terran and Protoss forces combat against eachother to claim the temple in the middle of the battlefield. It was once told that the Argus Stone is within the temple's walls, now all the races of StarCraft are going to reclaim the artifact.

    Champions Every week 7 heroes will be available to all players afterward, new heroes will be available and the previous heroes will be unavailable (some may be available the next week from the previous week). Every time a player wins a game, they earn 100 Champion points (a loser gets 50 points, so staying in game is encouraged). Champion Points can be spent on Champions (which will ALWAYS be available to the player who purchased it), and other goodies (Not beneficial).

    There are 3 different stats in the game: Attack, Defense, and Magic. Every point the player has in each stat increases their attack damage and spell damage depending on their class. Defense is obviously more oriented to tank classes.

    Information about specific Champions will be released soon.

    Strategy The game will be heavily dependent on farming, and teamwork. Players can push to their opponents towers to work their way towards victory, along the way they will encounter their other team's mobs. These mobs give out over 25-30 minerals per kill (a player kill is by default 150 minerals, a player who has a streak has a higher mineral value based on their streak). Later in game once players reach a higher level, they will all team up and work on pushing the opponent into their base and to victory.

    Little extras to helping your team win are extra mobs in the forests. The Zerg have forces on the planet but their swarm hasn't yet arrived, so you might want to kill off the forces they have on the planet. They give 25-30 minerals like any regular mob. Some Zerg creatures give buffs to whoever kills them. There are 2 epic mobs on the map which will give a team mineral reward and a buff to all players who participate in the killing. They require a team to kill.

    If you have any suggestions for heroes or other features; please feel free to suggest. There is a lot of work to be done, but everything is going through an organized development process. Terrain isn't completely done yet, so I will show more screenshots once it is a bit more on the completed side.

    Posted in: Project Workplace
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    posted a message on New Zergling Burgers Video!

    It's a good idea.

    imo Zerglings/Hydralisks should be ordered from a shipment. Every now and then a new shipment will arrive and you gain more inventory.

    For example, your shipment will cost 350 minerals, and you will receive 6 zerglings, and 1 Hydralisk. If you don't meet the payment, you will not receive any of the creatures you ordered. Plus the option for players to expand their horizon by purchasing bigger stores which can hold more customers and feature better upgrades.

    Keep the game small to where you don't have to do a lot, such as work with hatcheries. Give players the option to control how much they give out, what they give out, how much they charge. The better businessman will claim victory.

    Shipment 1: 6 Zerglings, 1 Hydralisk 1 Zergling can make 5 burgers. 1 Burger can cost a customer 25 Minerals. 1 Zergling = Profit of 125 minerals 1 Hydralisk can make 12 burgers. 1 Burger costs 40 minerals. 1 Hydralisk = Profit of 480 minerals. Total Profit: 605 minerals (Player made 255 minerals of profit from that one shipment, the next shipment will be larger and the player can sell more food.)

    Like you said Hydralisks will be illegal too, so maybe a higher price will be necessary. Since players will make more money off of Hydralisks, then they will be likely to get fined for selling of Hydralisks. If a player reaches 0 minerals, their store closes.

    Just some ideas.

    Posted in: Project Workplace
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    posted a message on Phantom Mode
    Quote from s3rius: Go

    @SouLCarveRR: Go

    I agree fully. I actually hoped they'd make Sc2 look more like this instead of focusing so much on 3D and fancy animations. Who needs this kinda crap honestly. Graphics is totally overrated as long as you have online achievements and 300 apm per game.

    Bawk on topic: Now, this map is so old already and I haven't noticed it anywhere - I know the gameplay from Wc3 and it was quite fun. Be damned, popularity system, be damned!

    Everybody has different opinions. Graphics aren't overrated when you're showing screenshots of a game, then graphics ARE everything. It's all for advertisement ... etc. But whatever, right?

    Posted in: Map Review
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    posted a message on [Review] Blizzcon Custom Map from SC2Legacy
    Quote from WraithChaser: Go

    I can't believe people actually don't know how DoTA started. Icefrog made it as a custom map for WC3, just ike DoBRP or Footmen Wars. Technically his character Zeus is based off of Muradin (Mountain King) because that was the model! He has the same abilities too. And no need to fucking flame, I wasn't flaming you dumbass.

    This post is funny because Icefrog didn't even make DotA. He just modded it.

    Posted in: Map Review
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    posted a message on Nuking without a ghost
    Quote from uiasdnmb: Go

    Have you checked ability arc? You need to make it high enough like 360 degrees so building can cast it all around itself, or else it will make futile attempts to rotate toward target point. You can also add a turret to the building i think.

    What he said. Make the ability field Arc - 0 to Arc - 360

    Posted in: Data
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