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    posted a message on Suggestion: grey out maps with currently nobody in the lobby

    If the join-leave spam to bring game ratings higher up is used, wouldn't that look like every map is populated? Say you were trying to push your map and didn't want to play, you'd end up hosting and someone sees that a game is open, so when they try it out, the host leaves and rejoins the same lobby over and over again, working against players AND creators.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Remakes of old wc3 custom maps

    Yeah I never understood why some folks seem to be offended that other people enjoy the game in a different way. Also, asking for innovation and DotA in the same post is ... well... yeah.

    Posted in: General Chat
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    posted a message on freaking validators

    The overlord spawn creep ability sounds sort of like what you're doing, maybe that would help?

    Posted in: Miscellaneous Development
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    posted a message on Small issue

    At the moment there is no solution other than making higher terrain to cover the water up. It sucks. Hopefully Blizz will add the ability to "trim" water down manually at some point.

    Posted in: Artist Tavern
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    posted a message on [Info] Patches 14-15.1 Editor Changes

    Same here. I decided to give up on map making til the next phase of beta.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Diablo Starcraft 2

    I've seen most of the component abilities you'd need explained elsewhere, yeah. For minions I suppose you could use triggers and create a region around your hero, and order units to attack targets in that region, while ordering units that left the region to run back into it. Not sure about the exact mechanics off the top of my head, as my editor got broken with the last patches, but as far as I know it could work.

    Posted in: Project Workplace
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    posted a message on [Info] Patches 14-15.1 Editor Changes

    So, if the beta is being taken down, would I still be able to reinstall if I'm having the same issue?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Can't Use Editor

    Ah thanks, I would never have thought to look there.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Fungal Growth

    It is possible, but I don't know the specifics enough to tell you how to go about it. The general idea is to have the behavior apply another behavior from the first target that seeks out more targets. Mutalisk attacks work like this. just make a debuff with a search function that checks for the absence of that debuff on all targets within X yards and apply the fungal growth effect, then repeat for each new target. I've seen other maps use a %health effect, but I don't know if it was achieved through triggers or data editor.

    Posted in: Miscellaneous Development
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    posted a message on giving the DT scythe to zealot

    Wasn't there a project to do just that? I seem to remember someone deconstructing doodads and removing weapons, putting them into separate models.

    Posted in: Miscellaneous Development
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    posted a message on Hi everyone!

    Yeah I'm not sure what that guy's attitude problem is, but whatever.

    Welcome aboard enjoy your stay!

    Posted in: Off-Topic
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    posted a message on Can't Use Editor

    Is it literally on startup or on map loading? I haven't used it since the recent patch, but today when I try to load a map, of any kind, even a new blank one, I get a crash.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Orders of a Dying Unit

    Might be a bit much overhead, but you could store the unit's current orders, update when unit gets new orders, then just use that when the new unit is spawned. It's inelegant and I'm sure someone else will have a better idea, but that might work.

    Posted in: Miscellaneous Development
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    posted a message on Fallout-inspired Post-Apocalyptic RPG

    After reading your inventory/interface design the gadgets/consumables make a lot more sense. I was mainly throwing out ideas from a fallout perspective rather than a SC2 interface perspective. That said, if you want to take the shield booster off primary command card, how about changing the functionality from an in-combat boost to something more like a temporary buff or on-the-fly character configuration. Say for example it's a 20-30 second duration buff with a 2 minute cooldown, that adds +2 to the shield armor value, but costs you 30% of your energy regeneration rate (or whatever, arbitrary values). You'd be more suitable to take on high-damage encounters, but less able to continue fighting for extended periods of time, unless you spent energy cells to recharge. You could also make it something like the Immortals' Hardened Shields ability, reducing massive damage to a flat amount until the shield fell or the effect wore off. The latter idea would prevent players from using it to trivialize bigger groups of weaker enemies.

    You mentioned the ability to use non-combat skills to deal with certain situations. How would these come into play?

    Also, regarding the command card thing. I know you're already looking at a massive undertaking with the entire project and completely understand not wanting to take on anything else... but... If you use your overland map system as demo'd you'd kinda want to remove the minimap to avoid immersion breaking. And if it's all revolving around one hero, the group selection panel in bottom middle would be redundant as well. You could take the idea one step further and trash the command card in favor of a different UI that's more organized with fewer design constraints that would accommodate your system better. That would be a ton of extra work though, probably not worthwhile unless you wanted to make a series of RPG's with the same basic idea set.

    Posted in: Project Workplace
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