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    posted a message on [Data] Mineral Editing Fast map style
    Just some clarification on the tutorial. Two questions- 1. Do we need to use a rich geyser? 2. Technically if we don't want it to look fancy can we just do step 3 or does that make two many units in one place and slidy or whatever you called it? Also in step 3 you said it places as a vespene geyser. There is a data field for editor model if you do want to change it. Along with like editor tooltip (useless lol) and editor name (generally copy of unit name unless edit).
    Posted in: Tutorials
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    posted a message on Starcraft 1 Remake Team
    @NamesAreUseless: I'm not sure if you figured out how to check count of buildings. In sc1 there was a trigger called Player Commands X of UnitType Anyways in sc2 it does not exist by default I remade it though it my lib. If download appears to bring up some page with a lot of text you may try doing a right click save as. (Lib is in the sig). I know the download works. Hope it helps. Lot easier than recoding it every time you need it.
    Posted in: Project Workplace
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    posted a message on Cat N Mouse Hills (need testers)
    @Hartgarde: Already had done a Hellion Transport. I think it will be pretty fair that way. I'm trying to stay away from air units but I don't know yet. I also just did the map and forgot to put the buying area X/ wondered why I ended up with so much space. Tech mouse is definitely happening. Along with the rines. I am thinking about whatever those things that jump are as I have some cliffs. Some really good ideas. I'll cred if I use any. I was thinking about a teleport upgrade for the mice but I'm not sure if that wouldn't be ridiculous.
    Posted in: Project Workplace
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    posted a message on Weapon Ammo system
    For the ammo - Could you just use an autocast spell?
    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Cat 'N Mouse. Lets rescue some mice.
    @limezor I'm doing a Cat N Mouse map also. Basically I decided to create a few conditions for it. I have a Player Has X Unit Type and Force Has X Unit Type. I threw them in a lib (in my sig). I have a system where anyone can be the cat so I am going to also have one trigger for dying and one for reviving. Not sure about the logistics yet but if you want to know I can pm you when I have it done. (It's next on my list)
    Posted in: Tutorials
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    posted a message on Zergomon!
    I'd definitely boot up Brood War and check out the Pokemon maps. I have definitely seen some decent maps. You could go pretty far with the idea though. Since you can alter pretty much anything
    Posted in: Project Workplace
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    posted a message on Same screen co op, camera issues
    Can you get the two points of the units and average them? Place the camera on that point You may have to script it though. @serius I think he wants to do like gauntlet view. Where maybe it stretches out if they get a bit far away but overall stay over all of them Edit: @Bounty_98 I made them into a library. Hope it works! check my sig for the library. PM me if they don't
    Posted in: Project Workplace
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    posted a message on Cat N Mouse Hills (need testers)
    //Last update - June 6 - Sorry for no updates. Burnt out on project for the last bit. Hope to hit it hard again soon and finish it up. Hopefully can get a test done this week. Cat N Mouse Hills - Left side is pretty flat. Right side is hills with a valley. Less room to build on hills but better view point and more minerals. Flatt areas have more space and less micromanaging intensive getaway options. ---Why? Terrain levels makes players actually work together. Sure you can go in the valley with all the minerals but if someone isn't watching your back the cat can come down and get you in a second Quick about me: Also I doubt you have met me online but I went by Drillhyde, then Deburner in SC:BW and Deburner in the SC2 Beta. I have made some Cat N Mouse Maps for broodwar ranging from quite terrible to pretty polished (Cat N Mouse Volcano-unfortunately a little too complex for CnM). Progress [70%] - Estimated Alpha Test June 2, 2010 (pm me or reply below) --Triggers [95%] - Just have to duplicate for different buying items. Maybe some slight alterations ------Additional Conditions/Actions [100%] - everything I need to make triggers --Units[40%] - Minimal work on Cat units. Need to work on mouse units --Map[75%] - balancing/add buying area & decorating --Balancing[20%] - --Buyable Stuff [40%] - Have general buying trigger done. need to decide what is buyable and such Problems with all past Cat N Mouse maps. ---Being Cat Fixed with you can call cat by typing "cat", or "i want cat", etc in first five seconds. otherwise it's random ---Cat Always Not Equal To Mouse I'm working on making the Cat have a decent chance all the time. This way mice can't be sloppy. Also testing instead of flat out release ---Mouse is Too Cheap Unit balancing again ---Buying Stuff, Dt's get in eachothers way I added blink to them. I also added a trigger so you if you decide to blink out of buying area you get teleported back asap. ---Mice always get to run The map is balanced more so that you need to micromanage your units to win (Mice and cats) ---Cat Camps Respawn on jail only when brought to the jail. Not if a mouse is just chilling there --Lose Track of Cat or Mouse It's a hero. Mouse not a worker although can still mine. Top Right of the command bar to select your mouse or cat. Cat Details -> http://forums.sc2mapster.com/development/project-workplace/2306-cat-n-mouse-hills-alpha-testing-wednesday/?post=12 KNOWN Problems: Baby Cat -> Cat (model does not change size, everything else works) I need testers. Please PM me.
    Posted in: Project Workplace
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