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    posted a message on Any solution for multiple Raynor Penetrator Round bug now?

    @Kueken531: Go

    If your method works for finite number of units, would you mind sharing it?

    Posted in: Data
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    posted a message on Any solution for multiple Raynor Penetrator Round bug now?

    bump. surely a hero will come to rescue?

    Is there a way to use local rather than global??

    Posted in: Data
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    posted a message on Make unit follow mouse + more

    How do you order a unit to follow owner's mouse AUTOMATICALLY (as in Diablo)? Also, how would you make unit face direction of owner's mouse?

    I thought I could figure these out since Patch 1.2 added Mouse Moved trigger event but I am stuck and have no idea what to do...help!

    Posted in: Triggers
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    posted a message on Square Tilesets instead of diagonal

    In BW, there was editor called SCM Draft that allowed you to put square tiles on the map instead of ordinary diagnoral tilesets/terrain.

    How would I do this in SC II editor?

    Posted in: Terrain
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    posted a message on Zergling Blood II- Testers Needed

    Oops, epic mistake! The date is January 11th, not January 9th!

    Posted in: Map Feedback
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    posted a message on Zergling Blood II- Testers Needed

    Zergling Blood will be tested on this Tuesday, January 9th at 7pm (US central time zone) in US/NA server. If anyone's interested in signing up for testing it's not too late! please PM me with your SC II ID and character code.

    Posted in: Map Feedback
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    posted a message on Spider Mine that always follows target unit

    @sdragoon7: Go Found a simple answer. Go to Effect-> Spider Mine burrow and uncheck auto cast and autocast (On). Check Autocast (idle). Then the spider mine will follow the unit forever.

    Posted in: Data
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    posted a message on Zergling Blood II- Testers Needed

    @EpicDo0oM: Go Thanks, EpicDo0oM! Some people from community like you already contacted me to testing the map, and I will let you guys know soon as possible when the testing will start. I will try to test the map with few players (3-5) at first...at least 10 games heh.

    Hopefully you're playing in US/NA region...because that's where I will be testing the map. See you soon!

    Posted in: Map Feedback
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    posted a message on Zergling Blood II- Testers Needed

    Greetings, fellow organism! I present to you Zergling Blood II, a remake of very popular Broodwar map that is still far better than most "popular" SC II custom maps unworthy of descent gamers' time. I rarely play SCII now because best BW maps are so much superior, in depth, and user friendly than SC II maps rigged by popularity system.

    Just as in Zergling Blood I, zerglings are spawned for you. You are rewarded with heroes every 100 or 200 kills and heroes are altered only in stats so that even beginners who play the map will already know 90% of game and develop untested, creative and awesome tactics that you will never have chance to perform because you rarely got to control units from different races at once.

    But beneath that simplicity there lies great depth that relies on keen sense of micro/macro for win. Dominate the game and showoff your talent by killing enemy players' heroes while keeping yours alive. This is map designed to raise SC II to a insane level of intensity.

    Some details to note: 1. perdition turret (life turret) defends your base. If it's destroyed, you lose the game

    2. lockdown (BW ability) returned! It will be available to ghosts and Tosh.

    3. you will win by killing all enemy life turrets or getting highest kills in given time

    4. As your kill increases, your heroes will tend to get stronger. However, they're often very vulnerable and easy to kill. Your micro is essential to their survival.

    I am addicted to beauty of rendering enemies to ashes in Zergling Blood in BW. I want to bring same experience to gamers who play this map.

    That is why I want you to see whether the map is balanced and user friendly enough. If you're interested, please PM me with your SC II ID and character code!

    Posted in: Map Feedback
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    posted a message on Spider Mine that always follows target unit

    Bump. Help!

    Posted in: Data
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    posted a message on Spider Mine that always follows target unit

    @shardfenix: Go

    I tried your method but it did not work...can anyone help? I tried increasing spider mine's unburrow follow range and casting range extra to 100 but still it wont follow a target forever.

    Posted in: Data
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    posted a message on Spider Mine that always follows target unit

    Bump.

    Posted in: Data
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    posted a message on Spider Mine that always follows target unit

    In BW, activated spider mine chases its target unit FOREVER until itself is destroyed or suicides. In SC2, activated spider mine chases its target unit only for small range when target moves far away then stops, and burrows itself.

    How would I need to alter spider mine behavior so that it will always follow its target unit unless itself is destroyed/suicides?

    Posted in: Data
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