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    posted a message on Wonk_Sauce (fleet RTS) - development thread, yo!
    Quote from Biophysicist: Go

    I hate to disregard feedback, but the attempt at humour in the lore was something I knew would annoy some people, but I don't really care. Some will like it, some won't. Same with every game, gameplay element, story, etc. I assure you that my next project (which is currently in the early planning phase) will be more to your liking.

    This. Stay with it. It will be win. Seems kind of stiff to not be able to laugh at the lore. I was roflchopping. But, this kind of thing also strokes my massive funny-peen.

    Posted in: Project Workplace
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    posted a message on [Contest] Wallpaper

    @Lennywing: Go

    I honestly have no clue. I assume if there is a 1 screenshot limit then your first screenshot will be your entry.

    Posted in: Project Workplace
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    posted a message on Epic Starcraft Dream...

    BRAIN STORM DREAMS, MAKE MAPS, GOOOOOOOOOOOOOO.

    Posted in: Off-Topic
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    posted a message on [Exporting] Help, Character Export

    So, I generally create my hero units on a different map from the map I plan to use them in, mainly because I don't want to mess something up after I've finished fleshing out of the terrain. Is there anyway to export my character to another map? Thanks.

    Posted in: Project Workplace
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    posted a message on [Contest] Wallpaper

    Another few screenies.

    Posted in: Project Workplace
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    posted a message on Epic Starcraft Dream...

    I had a dream that I had the bubonic plague.. yet, I've never had the plague.. indeed, interesting.

    Posted in: Off-Topic
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    posted a message on [Contest] Wallpaper

    ED: Nevermind. Here's my submission.

    Posted in: Project Workplace
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    posted a message on How to make burrowed units 'hostile'?

    @Ocedic: Go

    Yes, that would be problematic. I got nothing. I've had this same problem and ultimately ditched my map idea because of it. Only thing I can think of is add a ranged weapon, as suggested, that does 0 damage and has a decent range with the min. range being close to the max range [i.e. Max:7 Min:6, or something] that way they attack and then are forced to unburrow and melee. Not sure if that would work, though.

    Posted in: Miscellaneous Development
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    posted a message on How to make burrowed units 'hostile'?
    Quote from Ocedic: Go

    @WhiskeeGX: Go

    Yeah I have. Also have tried disabling the requirement for burrow. The filthy zerglings continue to hide :(

    You can put points on the burrow spots and have an order issued when a unit enters within to unburrow. Also, I lol'd.

    ED: Didn't see this was suggested already, nevermind.The filthy zergling part is still funny ;).

    Posted in: Miscellaneous Development
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    posted a message on Making Free Abilities/Example Ability Thread
    Quote from Slypoos: Go

    @Hartgarde: Go

    Once you reach full charge the unit starts glowing, maybe It's not noticeable enough?

    @revolu7ion: Go

    I'm working on adding comments to all the aspects of the ability, will be uploaded later today as i have to go to work right now

    Just got in from said work.

    After reviewing the charge up, I'd say its definitely noticeable enough, albeit a little subtle. However, I think adding much more might make it too much. How hard would it be to change the missile actor?

    Also, Though I have no use for it currently, I can see its functionality in a lot of different map types, the esteemed Scorpion's ["GET OVER HERE"] Spear would be an awesome spell. Using the infestor's neural parasite chord as the spear.

    The above idea can be thrown on the after-burner though, I just figured I'd throw it on the list when ever you feel like slapping it together.

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread
    Quote from Slypoos: Go

    @Hartgarde: Go

    Something like this? It does more dmg the longer u charge, and at max charge(5 seconds) it stuns the target for 2 seconds

    Ah, man you're awesome. Exactly what I wanted, definitely wanted to be able to move while charging as well. The only other thing, which is not necessary at all, would be to make the charging color change or add more volume to the charge the longer its charged. Kind of a noticeable "oh, lol this ability is getting stronger" animation. That and a tutorial would be omfgamazing. Thanks a lot!

    Posted in: Project Workplace
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    posted a message on Making Free Abilities/Example Ability Thread

    Would it be possible to make a short tutorial with [some] of the spells you create?

    Name can be whatever, really, but if you need something: Charged Power Shot, with a 10 second CD, no energy requirement.

    I really wanted to have a charged up power shot [akin to the x-buster in MegaMan X] that will stun a target for a few seconds [akin to the energy blast Vile uses when you fight him the first time and Zero shows up to kick ass.]. If you're unfamiliar with that series then a blast effect [like the yamato cannon] that stuns will be great.

    I'm clueless on creating new abilities though, currently I've been using the Yamato Cannon as a placeholder.

    Posted in: Project Workplace
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    @s3rius: Go

    Lurker Hero. I know the unit is in the editor yet, but, he'd be an excellent ambush unit. Armor type: Psionic [? Not sure, not really great on balance.] [Unburrowed the Lurker has a weak ranged attack.]

    Abilities: Burrow: Greatly increases damage for subterranean spines.

    It's a Trap: Increases damage to marked units [aoe marker]

    Subterranean Caverns: Creates a burrowed "blink" spot.

    Ultimate: Ghost image of the Lurker [as seen in the video, the Dark Templar Strike] running in a line from the Lurker's position firing off spines in random directions, units that get "ran over" will be stunned. Units stunned this way take additional damage.

    Obviously, I am going for a hero that has ways to keep stacking the damage on.

    Brain is drawing blanks. Really though, Lurker hero.

    Posted in: Project Workplace
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    posted a message on [Data Editor] Help! Flavor Text, Spells, and Other!
    Quote from Bobo6969: Go

    Problem 1: I think the after image thing is an actual animation model, you wud have to remake the model in a modeling program like 3dsmax or sumthin, you can change it to something else and its quite simple, go to Data Type>>Actors search blink and ull find 3 things and theres 2 things we are interested in "Blink Origin Model" and "Blink Stop Model" which are pretty self explanitory, click on one and near the bottom ull find "Model" and change that to w/e and tada!

    Problem 2: By "flavor text" i assume u mean the tool tip lol, thats under Data Type>>Buttons find blink and the tooltip is at the bottom

    Problem 3: Find the weapon you are going to change the art of, for example ill use the Void Ray - Prismatic Beam, now click that and you'll find something called "Icon" and ull have to search what u want to change it to

    Tool tip, yes. Jesus, I couldn't remember that last night to save my life, lol. There is one other thing, I couldn't find scale in the data fields, for my hero baneling, I want to make him a little smaller than he is.

    Thanks for the help guys.

    Posted in: Miscellaneous Development
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    posted a message on [Data Editor] Help! Flavor Text, Spells, and Other!

    Alright, so I've been playing around with the data editor while I try to learn the map editor and have ran into a few snags.

    I'm currently working on a small-scale 1 player RPG, featuring Blinkie the Baneling. Blinkie will have a lazer gun, the blink ability [hence the name], burrow and maybe another custom spell [though I have no idea how to do this and don't want to get ahead of myself, so I'll stick with the aforementioned]. I'm mainly doing this to learn the map editor, but mostly for my own amusement. I hated the editor at first, but I'm really starting to enjoy it.

    Problem: When I use blink the after-image of a stalker appears, Blinkie is a baneling! Outrageous. I would like the tracer-image or after-image, whatever you want to call it, to be a baneling, I have no clue how. I thought about making a Blink ability that uses the warp in effect from a Warp Gate.. however that is beyond me. [Though, a tutorial would be nice if someone feels like whipping one up] Is there anyway around this, short of making a new ability? I don't have to have the tracer-image be a baneling, but it would be a nice touch.

    Problem #2: I want to be able to add flavor text to the blink ability, not have it say some drawl about Stalkers being able to blink every ten seconds.

    Problem #3: I would like to use a different image for my Lazer Gun art [not sure what to call it, but its the little box that displays Zerg Carapace/Zerg Melee, that thing.] to the image art of a Protoss Air Weapon. I know, that last one is a bit confusing and I apologize.

    Thanks, guys. Let me know if I was unclear, its getting late and my brains start to malfunction right after work.

    Posted in: Miscellaneous Development
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