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    posted a message on FantasyCraft (based on Final Fantasy series)

    Wow!!!!

    Posted in: Map Feedback
  • 0

    posted a message on [video] Power Towers

    I'll post this up on the BNet forum once it's backup as well...

    LOVE the shadow tower. Pathing is a lot better and normal is a pretty decent challenge. Can't wait to see what you come up with next. The element tower mechanic is pretty nice as well. After a play through I thought up a few more ideas for ya.

    All bugs/improvements are based on v2.5

    --Bugs--
    
    If player 1 leaves during the lobby then the stats information is meased up.
    	* I was player 5 but only 4 people were shown, and the first slot was completely break.
    
    Waves
    	* Currently the text shows but other than line I don't see much of a difference and that difference is they spawn right behind each other (if it's intended I like it)
    	* Wave 69/70 units have no minimap icons/squares
    	
    Jace
    	* REALLY OP, at least on easy going to try standard next
    		* Granted I have 2 Jaces using oposite skill sets
    	* Critical Strike doesn't show the current chance to crit, says 25% at all times while the learning page shows it a max of 45%.
    	* Learn Withering Agony doesn't show the current damage in the description, stays at 20% while Wither Agony will show 20/30/40/etc.
    	* +++MAYBE+++ Limit the amount of Jace's you can have
    
    --Improvements--
    General Towers
    	* Can you add the show range button that's on gens/caps to all towers please
    
    	
    Elemental Towers
    	* I believe it would be better if the, forget the word you use ingame, infect would last for 5-10 seconds and wear off instead of wear off after they've been hit by a different tower.
    	
    
    Locust Tower
    	* Additional locust info, Rate of fire for locust, amount of locust, range of locust
    
    
    Shadow Tower
    	* Can you have CRIT pop up and AGONY popup when the proc
    	* Maybe change shadow tower to Jace
    	* Possibly add the backstory of jace to the tower description once it's placed?
    	
    
    --Ideas--
    Traps
    	1. Baneling Trap
    		* Spawns 1 of 3 baneling types, you select which you want to autocast, that follow units until they explode
    		* 1 baneling every 10 seconds (-1 second per level)
    		* Since it's only spawning 1 every 5-10 seconds I believe the damage needs to be significant.
    		Baneling:
    			A. AoE
    			B. Singe Target
    			C. DoTs target and creates a pool of ooze on the ground that lasts for 3 seconds and DoTs all that pass through it.
    
    			
    General Towers
    	1. Snipers Nest
    		* Incredibly long range, 20+
    		* Really high damage
    		* Really slow Fire Rate, like 5.0 or greater
    
    
    Prisoner Towers (I like the idea of having them locked away for a long period of time and escaping)
    	Seeing as you have some backstory for the shadow tower, this gave me an idea for some more merc towers.
    	* Similar tower mechanic of Jace
    	* Have text popups when skills are used
    	* All towers require the same total XP to hit max level regardless of amount of levels
    	* +++MAYBE+++ have a cap of total prisoner towers
    	
    	1. Alchemist Mercenary
    		* 8-10 total levels (total xp needed for all (8-10) levels is same as Jace)
    		* Does 0 damage per attack BUT puts a stacking debuff on the unit, fire rate is 2 (-0.1 per level)
    			DEBUFF: 
    				* maximum of 10 stacks per unit
    				* The debuff does AoE damage to all units within a base range of 2 (+1 per 2 levels)
    					* with 10 stacks the damage would have around 60% the damage of a lvl 5 tank
    				* Stack deals damage every 1 second
    				Skills:
    					* Decrease stack fire rate by 0.15 per skill pt
    					* Increase damage by 10% per skill pt
    					* 2% chance to hop to a target, per stack attack, within a range of 2, +2 range per skill pt
    	2. Time Mage
    		* 8-10 total levels
    		* Does minor damage and has no effects (effects come from skills)
    		* Fire rate of 2 (-0.05 per level)
    			Skills:
    				* Young Again, increase movement of unit by 15% and increase damage taken by 25% (+15% speed, +25% per skill pt)
    				* Old Age, decrease movement speed of unit by 20% (+15% per skill pt)
    				* Infect, 5% to hop to a target within a range of 5 every 3 seconds (-0.5 firerate per skill pt)
    				!!! Young Again and Old age do NOT stack, either keep the first one or overwrite the current.
    	3. Genie
    		* Randomly chooses, every attack, another towers skill/attack (skills/attacks levels is based off of a skill)
    		* Fire rate of 1.5 (-0.05 per level)
    		* 8-10 levels
    			Skills:
    				* Intelligence, increases the skill/attack used by 1 per skill pt
    				* Mystify, 5% chance per attack to use 1 additional attack
    					Sub-Skills:
    						* Increase the chance by 1.5% per skill pt
    						* Add 1 additional skill per proc per skill pt
    
    Posted in: Map Feedback
  • 0

    posted a message on Fields of Glory [Medieval Conversion]

    Awesome!

    Posted in: Project Workplace
  • 0

    posted a message on Random Terrain Generator ?

    Why do people make pointless posts full of saying it's hard, complicated, a lot of work or you can't do it because I suck at triggers/coding/programming.

    Please stop posting if you have nothing constructive to say, if you aren't helping no one gives a shit what you are saying.

    Posted in: Triggers
  • 0

    posted a message on NA Map Nights

    I recommend Conquerors Blood!

    Posted in: General Chat
  • 0

    posted a message on Conquerors Blood - Beta (NA)

    Project page: http://www.sc2mapster.com/maps/conquerors-blood/

    Screenshots: http://www.sc2mapster.com/maps/conquerors-blood/images/

    I'm looking for some people to test the game tomorrow night with me, 7-8pm EST. This game is publicly published no BNet so anyone can test it themselves, computer players are automatically removed though so you do need actual people to test it with you. The game is designed to be most fun for 8 players, but can be played with as few as 2.

    The object of Conquerors Blood is very simple; spawn units, earn new ones and kill your enemies.

    Spawning Units: To spawn units you go to your selection island, F4, and move units to the areas between the force fields. You can spawn at max 2 units simultaneously.

    New Units: Getting new units is very simple, you kill your enemy. Every 100 kills you earn a new unit, eventually you get to Hero units and those are separated by 150 kills.

    Upgrades: You will get upgrades for your units when you destroy buildings, every even number of buildings you destroy will grant you a new upgrade.

    Middle Buffer: In the middle of the map their is an area that is lowered and is engulfed by fog. Every 5 seconds your units stay inside this area they will be granted a health bonus.

    Winning: Winning is very simple, destroy you enemies "Tower of Flies" in their base. The second this building is destroyed that player is defeated and all of their units are removed from the map. This also counts towards your building destruction count.

    Posted in: Map Feedback
  • 0

    posted a message on Creating new User Interface /RPG map

    Both/Ether

    Posted in: Team Recruitment
  • 0

    posted a message on Providing a Ventrilo/Teamspeak for our community

    TS3 would be far more useful than Ventrilo. Ventrilo is simply too old and outdated. Awesome idea xD

    Posted in: General Chat
  • 0

    posted a message on Creating new User Interface /RPG map

    If you still need a coder let me know.

    Posted in: Team Recruitment
  • 0

    posted a message on Making trigger choose a random text tag?

    Why use cases and if's when all you need to do is create a text array and send then use this to create them.

    Text Tag - Create a text tag with the text testMsgs[(Random integer between 0 and 2)] for (All players), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0, initially Visible, and fog of war enforcement set to false

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Library] Voting System

    Updated

    1.00.001

    • Fixed voteCalculator bug returning incorrect wins
    • Fixed voteTally recording incorrect players voting
    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on [Library] Voting System

    http://www.sc2mapster.com/assets/nakama-voting-system/pages/main/ http://static.sc2mapster.com/content/files/446/58/Nakama_Voting_System_1.00.000.SC2Lib

    Nakama Voting System (V_1.00.001)

    Change Log:

    1.00.001

    • Fixed voteCalculator bug returning incorrect wins
    • Fixed voteTally recording incorrect players voting

    1.00.000 +Initial Release

    Features:

    • Designed to be called while setting a variable
    • Can have a max of 10 vote options to choose from
    • 16 player support
    • Delay votes (If a vote is in progress the delay starts once it has ended)
    • Default option for non voters (Specify a default option for people who didn't vote)
    • Vote time limits (with a countdown timer)
    • Only supports button votes (think of difficulty setting votes)

    This might be a little overwhelming at first but it's actually pretty simple to use.

    • generalDelay, (How long you want to wait for the vote to start after you have sent the command through)
    • generalDefaultOption,(-1 will disable this | Vote option to increase by 1 for people who didn't vote)
    • timerTitle, (Title of the timer)
    • timerSeconds, (Amount of seconds for the timer to countdown from)
    • dialogTitle, (What you want to call the Vote)
    • dialogWidth, dialogHeight, (Width and Height of the vote)
    • dialogOffset_X, dialogOffset_Y, (Where you want the vote to shop up from 0,0 = top of screen)
    • dialogButton_Amount, (Total number of options for the vote [Going to be increasing this in the next version to be limitless])
    • dialogButton01_Width, dialogButton01_Height, (Button Width and Height)
    • dialogButton01_OffsetX, dialogButton01_OffsetY, (X and Y cordinates of the button from the top-left of the vote background [NOT top of screen])
    • dialogButton01_Tooltip, (Text/Information you want displayed when someone hovers over a button)
    • dialogButton01_Text, (Text that shows up on the button itself)
      • The rest of the buttons work the same way (max of 10)

    Default Grammer Text

    lib_voteCreate(, generalDelay, generalDefaultOption, timerTitle, timerSeconds, dialogTitle, dialogWidth, dialogHeight, dialogOffset_X, dialogOffset_Y, dialogButton_Amount, dialogButton01_Width, dialogButton01_Height, dialogButton01_OffsetX, dialogButton01_OffsetY, dialogButton01_Tooltip, dialogButton01_Text, dialogButton02_Width, dialogButton02_Height, dialogButton02_OffsetX, dialogButton02_OffsetY, dialogButton02_Tooltip, dialogButton02_Text, dialogButton03_Width, dialogButton03_Height, dialogButton03_OffsetX, dialogButton03_OffsetY, dialogButton03_Tooltip, dialogButton03_Text, dialogButton04_Width, dialogButton04_Height, dialogButton04_OffsetX, dialogButton04_OffsetY, dialogButton04_Tooltip, dialogButton04_Text, dialogButton05_Width, dialogButton05_Height, dialogButton05_OffsetX, dialogButton05_OffsetY, dialogButton05_Tooltip, dialogButton05_Text, dialogButton06_Width, dialogButton06_Height, dialogButton06_OffsetX, dialogButton06_OffsetY, dialogButton06_Tooltip, dialogButton06_Text, dialogButton07_Width, dialogButton07_Height, dialogButton07_OffsetX, dialogButton07_OffsetY, dialogButton07_Tooltip, dialogButton07_Text, dialogButton08_Width, dialogButton08_Height, dialogButton08_OffsetX, dialogButton08_OffsetY, dialogButton08_Tooltip, dialogButton08_Text, dialogButton09_Width, dialogButton09_Height, dialogButton09_OffsetX, dialogButton09_OffsetY, dialogButton09_Tooltip, dialogButton09_Text, dialogButton10_Width, dialogButton10_Height, dialogButton10_OffsetX, dialogButton10_OffsetY, dialogButton10_Tooltip, dialogButton10_Text)

    Couple Examples

    gv_test[0] = libnakV_gf_lib_voteCreate(1.0, 2, "Difficulty Vote", 1, "Vote for map Difficulty", 600, 1200, 0, 50, 10, 400, 75, 100, 100, "Easiest difficulty in the game.", "Nubish", 400, 75, 100, 175, "Second easiest difficulty.", "Easy", 400, 75, 100, 250, "Standard difficulty. /n Include what each difficulty does.", "Normal", 400, 75, 100, 325, "Second hardest difficulty on the map!!", "Hard", 400, 75, 100, 400, "lolololol", "Masochistic", 400, 75, 100, 400, "lolololol", "Masochistic", 400, 75, 100, 400, "lolololol", "Masochistic", 400, 75, 100, 400, "lolololol", "Masochistic", 400, 75, 100, 400, "lolololol", "Masochistic", 400, 75, 100, 400, "lolololol", "Masochistic");

    gv_test[1] = libnakV_gf_lib_voteCreate(0.0, 3, "Difficulty Vote", 1, "Vote for map Difficulty", 600, 600, 0, 50, 1, 400, 75, 100, 100, "Easiest difficulty in the game.", "Nubish1", 400, 75, 100, 175, "Second easiest difficulty.", "Easy", 400, 75, 100, 250, "Standard difficulty. /n Include what each difficulty does.", "Normal", 400, 75, 100, 325, "Second hardest difficulty on the map!!", "Hard", 400, 75, 100, 400, "lolololol", "Masochistic", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test");

    gv_test[2] = libnakV_gf_lib_voteCreate(0.0, 4, "Difficulty Vote", 1, "Vote for map Difficulty", 600, 600, 0, 50, 3, 400, 75, 100, 100, "Easiest difficulty in the game.", "Nubish2", 400, 75, 100, 175, "Second easiest difficulty.", "Easy", 400, 75, 100, 250, "Standard difficulty. /n Include what each difficulty does.", "Normal", 400, 75, 100, 325, "Second hardest difficulty on the map!!", "Hard", 400, 75, 100, 400, "lolololol", "Masochistic", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test", 0, 0, 0, 0, "", "Test");

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Need logic help with buggy script
    Quote from s3rius: Go

    Good job digging out an almost 3-weeks old topic.

    Forum nazi alert!

    Posted in: Galaxy Scripting
  • 0

    posted a message on Basic Blood

    Done

    Posted in: Project Workplace
  • 0

    posted a message on Basic Blood

    Basic Blood Page

    A map I created to learn the editor and it's limitations.

    -Quick Break Down- Units are automatically spawned for you. Earn new units via kills. Win by destroying everyone's fortress. Middle of the map gives a small buff.

    I won't be adding any new features to this, BUT, I will be bug fixing, patching and just adding some more polish. The reason I won't be adding any new features is because I'm going to work on a brand new map, it will be a blood as well, which will be more people, more units, more customized and a couple more features I will be adding ;). Anywayz....

    Let me know what you guys think and about any bugs you may find as well.

    Posted in: Project Workplace
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