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    posted a message on Looking for Rock the Cabinet Co-Op partner

    I think that Co-Op maps are one of the coolest ideas Blizzard has had, yet executed so poorly, so I think the contest is the perfect time to show if I know what I'm doing any better than they do or not.

     

    I'm not the best at bringing a project to completion on my own, I'm interested in grabbing somebody who could help create an exciting Co-Op map to help with development, input, and bringing the whole thing to a finished map.

     

    I'd certainly want to toss ideas around with the partner to see what we both think would be the most fun, but what I think the Co-Op maps are currently missing is a sense of trade: If one of your bases ever gets destroyed, its probably game over. In contrast to ladder, where losing one of your bases is an everyday occurrence. So, my first idea for a Co-Op map was one where this was emphasized, and the objective is more about surviving and thriving than stacking 200 supply and deathballing.

     

    The thought was to have a Torrasque (if I'm being old school, Brutalisk if more modern) rampaging through the map into your base. The theme would be about safely fleeing from your position, much like the Terran fire wave mission. I would expect there to be several base areas for the players move into, each with a long winding path and a shortcut with a bridge. Part of the objective would be to destroy the bridge after the Torrasque comes in, so it needs to go the long way back around after it attacks your base. The pattern would repeat, only with your partner buying time with his own base as you rebuild, so that you can each cover each other when needed. Hopefully, by the time you have reached the end of the map, you have worn the Torrasque down enough that a combined stand can finish the unit off and win the mission for you.

     

    While Terrans move well enough, and a cheaper supply depot calldown ability should round things out, I think this would require a couple mechanics for the other races. Zerg do well enough with single unit production buildings, so I would think that for this map the second building of a top and onward, presumably built at a fallback base before the frontmost one is destroyed, would be significantly cheaper. For Protoss, I would imagine a recall type of ability being available for buildings, so that you can warp them behind when the Torrasque approaches.

     

    I am as competent as anybody in modifying Data values, and creating new units as required. I have a good skillset in  triggers, probably my biggest strength. I have little practice with Actors, and am not terribly good at terrain design, so I would love somebody who is complementary to my skills.

     

    Let me know if you're interested in trying to cooperate with me!

    Posted in: Team Recruitment
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    posted a message on SC2 Generals - Co-op missions

    Metal Gear?!?

    Posted in: Team Recruitment
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    posted a message on SC2 Generals - Co-op missions

    I, for one, look forward to a rousing 3 player match with my dream team of Ariel Hanson, Tal'darim asshole guy, and ariel hanson.

    More seriously, I do find the Co-op missions having the right spirit and totally lacking in proper execution. (I cringe every time the Hybrid just up and spawn next to the train in the one mission. Were they supposed to have "stepped out"?) I had just been thinking today what it would take to actually do better. (Aside from gating the most interesting abilities the maps offer)

    Even if it is a set of just two different but genuinely entertaining maps that make it seem more like a proper series than a one-off map, I'd like to help.

    Posted in: Team Recruitment
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    posted a message on Hybrid Collaboration - Need more Mapmakers
    Quote from yukaboy: Go

    I had this fear after creating the thread, but don't worry, the first level will be presentable very soon. At most in a few days.

    -child voice- Is it done yet?

    I'd be willing to contribute, but I think it is important to show off how it is going to start off first. If the idea is to begin quickly and have a hands-off approach... taking a long time and getting off schedule seems like a bad sign to me.

    Posted in: Team Recruitment
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    posted a message on Hybrid Collaboration - Need more Mapmakers

    Your project idea does sound interesting, but I think it would help a lot if you display your first map as an example of what you would like to be happening with this series.

    Posted in: Team Recruitment
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    posted a message on Hybrid Collaboration - Need more Mapmakers

    If they're meant to be completed back one at a time by single authors or a single group, how are you planning to handle it when there are multiple people in the queue waiting?

    Posted in: Team Recruitment
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    posted a message on Remaking Rule of the Dollar

    Are you still working on this? I'd be happy to help with triggers. This topic might better belong in the Team Recruitment section though.

    Posted in: Map Suggestions/Requests
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    posted a message on Harvest Earth 2

    I'm still wanting to get this off the ground. Anybody interested?

    Posted in: Team Recruitment
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    posted a message on Harvest Earth 2

    So would anybody like to cooperate with me on this and actually get it done?

    Posted in: Team Recruitment
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    posted a message on Harvest Earth 2

    So does anybody want to focus on trying to make a new map instead of arguing about whose unimplemented idea is theoretically best?

    Posted in: Team Recruitment
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    posted a message on Harvest Earth 2

    @electricprism: Go

    Pseudocode, dude. : )

    Show me how you'd write a function to handle all of the plants growing into new ones when fully watered.

    Posted in: Team Recruitment
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    posted a message on Harvest Earth 2

    @LitePollution9: Go

    No, you literally get a screen full of red errors when SC2 can only run 200 triggers at once, or whatever it was, and you have 300 plants trying to grow all at the same time because it is raining.

    Quote from electricprism: Go

    Do you fail to see the advantages of a generic function applicable to every unit in existence over adjusting a hundred variables in the data? I hope not!

    I used a data effect to add 1 mana to every plant with the "watered" status at the end of each day. Each plant also had a "grow" ability to morph it to the next stage when its mana reached 100%. Specifically, I have a timer trigger activate that effect, so I get the benefits of both trigger timing/calendars/whatever and data.

    What does your grow function look like?

    foreach plant in plantgroup{
     if(percentage(plant.mana) == 100{
      switch(UnitTypeOf(plant))
      case(stage1potato)
      ...
      case(stage2potato)
      ...
     }
    }
    

    No thanks. I'll stick with something actually maintainable. Data changes in custom maps aren't affected by the main game unless you're actually using the original unit, last I recall. Updates are no problem with either data or triggers.

    Posted in: Team Recruitment
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    posted a message on Harvest Earth 2

    @DarkForce9999: Go

    I'm around every day. ^ ^ I just forgot to log in. Who are the "two other"?

    I'm actually still kicking myself all the time that I'm not working on this or another project.

    P.S. You don't want triggers growing your plants. Only so many triggers can run at once, and if they all do it at the day flip... you get a nice screen full of red errors. I had a decent data system going. Its a bit harder to debug when things go wrong, but much more reliable.

    Posted in: Team Recruitment
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    posted a message on Harvest Earth 2

    @PsionicData: Go

    I actually tried my hand at this myself, but that was about 2 years ago, and I really didn't get any offers for help. http://www.sc2mapster.com/forums/general/team-recruitment/13616-need-several-positions-for-a-farming-map/

    Unfortunately, a couple months ago I deleted the map that I had, with most of the basic systems in place. I'm not sure if you'd prefer to start from scratch, but there's still probably an old copy of it hanging around in an online file locker or something that I could dig up.

    Posted in: Team Recruitment
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    posted a message on The Settlers of Char Needs Bigger Team

    @KOAMorne: Go

    You should only need 1 point, and then be able to math-hex the rest out.

    Posted in: Team Recruitment
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