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    posted a message on Vespene Wars
    Im currently having trouble with the map as there are some things im unable to do as well as things I am taking care of IRL. Currently I have no ETA on the map and havent been working on it for over a month but I want to get this map released. If you would like to help work on this map then please feel free to send me an email at [email protected] and ill be happy to talk about how to improve the map. Thank you
    Posted in: Project Workplace
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    posted a message on combo items - removing requirements
    @BasharTeg: for some reason using the last created inventory item i cant set a value like that, the only available values are what are already created on the map
    Posted in: Triggers
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    posted a message on combo items - removing requirements
    well i tried this Stat Buffer Events Unit - Any Unit Buys Any Item Local Variables Conditions (Last created inventory item) == (Inventory Get Random Item Of Type(No Unit, Stat Buffer<n/>Combo Item)) Actions General - If (Conditions) then do (Actions) else do (Actions) If (Item carried by Dead Unit[(Owner of (Triggering unit))] in 1) == (Inventory Get Random Item Of Type(No Unit, Agility Buffer<n/>+7 Agility<n/>+4 Strength<n/>+4 Intelligence)) Then Unit - Kill (Item carried by (Triggering unit) in 1) Else and did 1 through 9 since the player has 9 inventory slots, including other bags just to be safe, and it still doesnt work. idk what to do
    Posted in: Triggers
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    posted a message on Items Broken
    @DrSuperEvil: i just set the stack count to 5 and the strength buff (strength, agility, intelligence) stays after the item is unequipped and is reapplied every time its re-equipped EDIT: figured it out, i was using a seperate buff for each attribute, so i thought maybe if i put them all into 1 buff it would work....it did
    Posted in: Data
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    posted a message on Items Broken
    @DrSuperEvil: the buffs are default showed and yes they are being applied, and yes the inventory slot is equip. the thing is one of the buffs doesnt apply to the attribute and stays after being unequipped
    Posted in: Data
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    posted a message on Items Broken

    ok so basically heres the problem
    you have a hero that uses strength agility and intelligence, you buy a stat buffer that increases these stats by equipping them and gaining a buff, only problem is one of these stats either isnt gained or the buff stats after you unequip the item. i have no idea what could be wrong, i have all 3 equip behaviors for the item setup and everything
    any thoughts?
    thanks in advance

    Posted in: Data
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    posted a message on Publishing Error?

    im having an issue transmitting archive file as well. it would go to 45% and wait about 2 minutes before failing. thing is i havent had this issues until now with my map and i need to test it but i cant publish it -.-

    Posted in: Miscellaneous Development
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    posted a message on combo items - removing requirements

    thanks! although im having difficulty selecting inventory items of a certain type, then removing those items from the units inventory. any ideas?

    Posted in: Triggers
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    posted a message on combo items - removing requirements

    hey i have the combo item setup - player picks up items required to purchase item, item becomes available for purchase, player purchases item - but i cant figure out how to remove the items required to make the purchase
    i also wasnt sure if this was a trigger or something that can be done in data
    any thoughts?
    thanks in advance

    Posted in: Triggers
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    posted a message on Vespene Wars
    I am currently working on a 2v2 (could be 3v3, 3ffa, or 4ffa in the future) hero defense style income based map and id like to share it with you before I release it. Each player will gain income by sending units to the opposite team, that will spawn from the left side of the lane and proceed to the right side of the lane, to kill the enemy teams vespene tank. Killing these units earns you minerals that allow you to purchase items from each heroes unique item shop to be equipped. These are the current numbers for the game: <u>Heroes</u> Current heroes semi - finished but playable: 3 Current heroes in development: 1 Current goal: 8 <u>Mercenaries</u> Current number of units you are able to send: 18 Current goal: 26 <u>Items</u> Current number of items per hero: 9 Current number of combo items: 4 (1 per playable hero, 1 for all heroes) Current goal: 3 or 5 per playable hero If you have any questions, comments, or suggestions please feel free to post them. This post will serve as an update for future changes.
    Posted in: Project Workplace
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    posted a message on Zombie Survival Hell

    well i couldnt make it boring by having just one zombie. the multiple types of zombies make the game a bit more complicated, plus i wanted to use several different units in the first place

    as a note, im currently having difficulty with some triggers so itll be a while until i can get the map working properly

    Posted in: Miscellaneous Development
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    posted a message on Diablo Starcraft 2

    @Brethern: Go

    wow i didnt know that someone else wanted to do the same thing, i was working on a Diablo 1 map recently (looks like ur doing d2 by saying necro) and it told me that Diablo wasnt an acceptable name...i was like WTF?!?! but good luck with diablo 2, that may actually be a good map with enough work

    Posted in: Project Workplace
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    posted a message on Zombie Survival Hell

    Hello all you fellow mappers and gamers, id like to let you know that ive been working on a survival map, oh yea, its got zombies! I hope you are all interested in seeing the following features in the map, and theres more to come:

    EDIT: Release date cannot be determined as of now because of the college classes im taking. Ill try to find the time to finish the map sometime. Hopefully ill be able to make it so you level up your unit and are able to level up three different stats. There is no set release date yet

    Currently, whats in bold is finished, whats in bullets will hopefully be implemented.

    • -UI: Hopefully you will be able to select a variety of weapons depending on what hero you select at the start. I may also be able to change it so you can have either a close up camera or a birds eye camera by simply pressing a button on the UI.
    • -Hero Levels: Hopefully you will be able to level up your hero and select one of three statistics to make your hero either stronger, faster, or tougher. Im hoping to implement Double Tap(Attack Speed), Hollow Point Shells(Increased Damage), and Armor Upgrades(More Health and/or Armor).
    • -Special Munitions: Hopefully you will be able to use grenades and possibly either C4 and/or Claymores to help defeat the zombies better. You may even be able to plant lines of C4 and/or Claymores for remote detonation. This will be a serious help when it comes time for the tougher zombies.

    -Units: You have a selection of 4 units when you start the map: Quick Shot Infantry(Marine) which shoots the fastest but has the lowest damage and range, and moves at a decent speed, Light Infantry(Reaper) very similar to the quick shot infantry, however a little higher in the stats except slower firing rate, Heavy Infantry(Marauder) deals the most damage and has better than average range, but moves the slowest, and Accurate Infantry(Ghost) who deals the most damage at the longest range, and moves at an average speed. Each unit has its benefits and its downfalls(Unit names may be changed in the future)

    -Ammunition: If you wanna even shoot, you have to collect ammo randomly scattered around the map. So if you dont work as a team collecting ammo and being a team about who gets the ammo and when, you will screw your team over, or the other way around. Good part is as when the game is almost over, ammo is available in the center of the map also.

    -Zombies: There are 6 different types of zombies, which are: Standard Zombie - Slow moving, low damage, low attack speed, low hit points. Easy kill Zombie Dog - Faster moving, lower damage, higher attack speed, low hit points. Pay attention for this one Zombie Elephant - Slower than the dog, faster than standard, this one has high damage, medium attack speed, and medium hit points. If you dont watch out, he'll kill you Carrier - Simple kill, however upon death, the Carrier spawns 2 Standard Zombies and a Zombie Dog. Get Ready Giant Needle Zombie - Medium speed, high damage, medium high hit points, fast attack speed. Work as a team to take him down Giant Acid Zombie - Medium to high speed, highest damage, highest hit points, fastest attack speed. Be prepared, its deadly (Zombie names, types, or amounts may change throughout development)

    -Map Layout: The map layout will hopefully look like a cityscape, im not that heavy into doodads or scenery so try not to expect much. The map may however be either easy, or difficult to navigate. There will be sort of an outpost in the center of the map as kind of a holdout were larger ammo stashes will be kept, although wont be available till late in the map as noted above.

    If you have any suggestions or comments for this map please feel free to post, ill try my best to make it work, or ill have to tell you that it simply wont work. But you wont know until you try! Changelogs will be displayed in this post when the map is released.

    Posted in: Miscellaneous Development
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    posted a message on Diablo Classic

    Hello all, im working on a Diablo Classic map that will hopefully be able to play within a month if everything goes smoothly and I can implement everything that im trying to. Heres a basic workout of how the map is going to be.

    -Town: The town will consist of 3 people: Pipin the Healer, Deckard Cain, and Griswold the Blacksmith. Basically what im trying to do is let you heal at Pipin, get quests from Cain, and upgrade your hero from Griswold.

    -Quests: Right now theres 4 quests: The Butcher(in order to proceed to the Catacombs), Zhar the Mad(In order to proceed to the Caves), Blackstorm the Horned Demon(In order to proceed to Hell), Archbishop Lazerus(In order to proceed to Diablo), Diablo(In order to win). Theres also The Skeleton King, which is completely optional.

    -Dungeons: There will be 4 dungeons, and each must be completed before proceeding to the next dungeon. The Labyrinth, The Catacombs, The Caves, and Hell. Each area has its own unique monsters that give different rewards.

    -Spells: Each hero will have its own unique spells, to make things a little less complicated in development. These unique spells will be made to help that specific hero.

    -Travel: In order to complete the map, it is HIGHLY recommended by me that all heroes travel TOGETHER, because if you decide to go off on your own, it is likely that your gonna die.

    I hope you enjoyed this brief preview of the map, and know that nothing that I have said is final and can change at any time to better suit the map.

    Posted in: Project Workplace
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