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    posted a message on Voliar's Revenge

    Need any help with ideas? The editor has proven a bit too complex(and buggy at times) for me to implement the stuff I think up(I miss the Wc3 user-friendlyness), so I'd gladly give suggestions on abilities and stuff to people who can actually do them.

    Posted in: Project Workplace
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    posted a message on [Contest] Arena Terrain Design

    @rrowland:

    Well, I could certainly lower the cliff level and reverse the ramps, my only bother then is that the only thing it can be used for without sacrificing yourself is block the subway.
    Then again... the possibility of sacrificing one member to take out the entire other team would make for some interesting gameplay.
    I'll get on it.

    There, a V2

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    Ok, here are some pics of my map.
    Note the tilted symmetry.
    Now, as you'll see in one of the pics below, this arena does not contain automatic hazards, but a triggered one.
    Stepping onto a plate in the middle arena will raise the lava level after 3 seconds, blocking the subway entrances(which function like teleporters), another 3 seconds will raise it to engulf the low ground, but the middle and high ground are unaffected. Leave the plate and it will go down one level every 3 seconds.

    Oh, and the zealots used here are normal size, but I did use double sized ones to check playability. My earlier trouble with terrain objects and dependencies forced me to reset all unit data.

    Since these are editor shots you can't see the weather effects, but they're really nice.

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    You can do a lot with the Avernus tileset, it doesn't have to be space stations, it can be industrial complexes and stuff as well.
    My arena is a thermal energy well(i.e a lava map).

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    Well you can add cliff types, but it seems that textures have to be replaced.

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    @rrowland:

    K, but would a few mysterious pieces of high technology be alright? I'm asking because I've got another arena concept in mind, and it contains some tech-based hazards, like old generators going wild and creating electric storms, that kind of thing.

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    It only shows up on this particular map.
    I managed to get rid of the objects by temporary deletion and then deleting the campaign dependency.
    However, the cell problem is still there without the terrain object.

    EDIT:
    SOLVED!
    I brought back the campaign dependency and used a different terrain object, then deleted it. I had to re-do some terrain, but the problem seems to be gone.

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    Just go to Window and then Lighting and mess around with the parameters.

    Ok guys, I need help. There's somehow been a huge bug on my map. I placed a terrain item, and then got rid of it, but the area where it was is still transparent. I tried manually filling those cells, and it worked, until I altered cliffs on that level, which is when it went back to how it was. After this, every time I restart the editor the terrain object is back, and it even seems like the damn thing is multiplying. I also have a "trench" terrain object stuck on the right side of my map, also multiplying, but can't be selected.

    Posted in: General Chat
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    posted a message on [Contest] Arena Terrain Design

    Does it have to be Terran post-apocalypse, or are Protoss remnants good as well?

    Oh, and will the teams have colors? I might think about adding some colored object to their starting point in that case.

    Posted in: General Chat
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    posted a message on DotA 2 by Valve
    Quote from Fullachain: Go

    What we need is someone to make a better AoS altogether in SC2 :p

    Well I'm working on a 3-way one :P Though it's mostly for the lulz, dunno if it'll actually turn out good.

    By the way, why should we even care about this here in the SC2 community? I mean it's a standalone game developed by Valve.

    Posted in: General Chat
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    posted a message on [Library] StarMovie: Play a video inside map

    Nothing wrong with exposing a Rickroll :P

    Posted in: Trigger Libraries & Scripts
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    posted a message on [sc2ro] Pesik - Custom Map Presentation
    Quote from zenx1: Go

    I would prefer if the name was hungry hungry zergling

    and the zerglings movement could be a bit smoother.

    Me and some guys already built that during the Beta. We used Marauders rather than Marines, but the map was pretty much the same, same tileset and terrain for example. I built a lava trigger to cleanse the arena each turn :D

    Posted in: Map Review
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    posted a message on Legend of Zelda!

    Awesome.
    But dude.... Link to the Past version. Please.

    Posted in: Project Workplace
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    posted a message on [skin - WIP]Thunder Trooper

    A liquid nitrogen trooper would be awesome. Frostbite damage and slow to biological, freeze and armor reduction to mechanical, slowed building speed for structures.

    And I don't see what's so bad about a water trooper :/
    Pressurized water can cut through armor. We already have Water Jet Cutters.

    Posted in: Artist Tavern
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    posted a message on A map above the clouds

    Tried lowering specularity and then increasing specular scale of the water?
    I did it on one of my maps, made the water look like liquid hydrogen or something.

    Posted in: General Chat
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