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    posted a message on How much is a loading screen worth?

    @xcorbo: Go

    If you're serious, I'll send you a PM tomorrow with what I'm looking for.

    Also, I'd like to point out that I could pay two bucks to tip a bartender for just filling up a couple of glasses. I think tipping for custom map work seems pretty reasonable. I definitely want people to feel like they've done something valuable for me.

    Posted in: Artist Tavern
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    posted a message on How much is a loading screen worth?
    Quote from zeldarules28: Go

    Especially if you already have the logo done

    Yah, brah, you made it!

    I think i'll start with grenegg's suggestion and see what I can crap out.

    Posted in: Artist Tavern
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    posted a message on How much is a loading screen worth?

    I'm interested in finding someone to create a loading screen for my map, but I want to attract someone with skill and I'd like to pay for the work. I know there is a request forum for this, but I just wanted to see if people had any real opinions on how much their time is worth. I have no image editing skills so I really don't know how difficult it is to create this kind of thing.

    I was thinking of offering somewhere between $40-$100 for the work, depending on the level of effort an artist wants to put into it. Does anyone have a suggestion on how this price range compares with the level of effort/skill to create a loading screen? The loading screen would be fairly straight forward, including a textured background (not an image), a logo (already have this as an image file), some game instructions, and a timeline infographic showing the player some pre-game story.

    BTW, if anyone who reads this has immediate interest in helping before I make the official thread in the request forum, send me a PM and let me know what you can do.

    -Skrow

    Posted in: Artist Tavern
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    posted a message on Eiviyn's Custom Map Review

    Can anyone tell me what Mapcraft is? I've seen lots of mentions of it, sounds like a video series or a podcast? A google search doesn't give me any obvious answers.

    Posted in: Map Review
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    posted a message on Subsistence Announce Trailer (codenamed Project Warfare)

    @xSun: Go

    Tough crowd over there at TL.

    I'm really interested to see how much an indy game studio can earn from selling a game on the marketplace. If it's successful, we could one day see companies making real games and campaigns for SC2. Unfortunately I don't think it's going to be as financially viable as other similar markets, like mobile device software.

    Posted in: Project Workplace
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    posted a message on Eiviyn's Custom Map Review

    @Eiviyn: Go

    Please teach me how to talk like you. Your accent goes down so smoothly.

    There can be a lot of frustration and poor gameplay in random custom maps, but you make it sound like you're having fun all the time. I like that, keep it up!

    Posted in: Map Review
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    posted a message on Stopping Missiles Mid-Air

    I am trying to write a trigger that will stop a missile mid-air, and then return the missile to normal speed a few seconds later.

    I have tried using a "Pick each unit" trigger that requires type "Missile", and then setting the picked unit speed to 0. This doesn't stop the missiles at all, and I can't find any other triggers that might work. Does anyone know?

    Unit Group - Pick each unit in (Any units in playingZone[1] owned by player 7 matching Required: Missile; Excluded: Dead, Hidden, with at most Any Amount) and do (Actions)

    Unit - Set (Picked unit) Movement Speed to 0.0

    Posted in: Triggers
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    posted a message on How was the Custom Map Scene at this Point in WC3?

    It's been said over and over. People can't play games that aren't on the first few pages of popularity. Want to play a multiplayer game on page 9? No one will join it. How can a community grow when the smaller games are unplayable? I would not spend a year making a custom map that might end up being impossible to play without a premade group.

    It's clear that they need a hybrid system between SC2 popularity and the WC3 games lobby. If no one joins a game for 30-60 seconds, the game can be flagged as "looking for more" and it would appear on a new tab that shows recently created games that need players. Ideally you'd also be able to sort these "looking for more" games based on which lobbies have been looking for the longest time, or need the most/fewest slots filled, or just sort the list by popularity.

    Quote from Lonami: Go

    I like that map, but I never find anyone to play with. The lucky times when joining a game finds me players, its afk retards.

    Edit: This gave me another idea. You could flag your game as "looking for more" and also flag it to only reveal to other players who have bookmarked the game. On the looking for more list, you could set it to only show games that you have bookmarked and/or games that are only looking for other bookmark players. This would let you attract people who (hopefully) already know something about the game and liked it enough to bookmark it. You'd have a more exclusive group of players, and hopefully no afk retards.

    It would also be nice to have a 5 star rating system on published maps. It could even be restrictive, like requiring that a player has been in a map for more than 5 minutes for three games before it can be rated.

    The SC2 editor itself is complicated, but I think if players had more visibility into fun smaller projects it would get more people excited to try to learn the editor and make their own games.

    And finally, time is a huge factor. It can take a year or longer to make a great game. I'd say give it more time, but with the rocky start for the first year there may not be very many newcomers to give the community fresh ideas.

    Posted in: General Chat
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    posted a message on Element Tower Defense

    Despite what a lot of people have said, I think the towers look pretty good. I know the tower models in the game are limited, and you did well with cool models and projectile patterns to make it look great.

    Back in WC3, my favorite strategy was to focus on the money towers and it worked well. It works pretty well in this version too.

    Overall, great job on this project. It's the best SC2 tower defense so far, very polished with good gameplay. I am sure there are many new things in this version, but I can't really pinpoint many difference between this version and the WC3 version. But I think that's fine since this project wasn't about doing something new, it was about reincarnating that same popular game in SC2 for the next decade.

    A few thoughts:

    -From time to time I'd see a number in white on the body of a creep (3, or 1), and I had no idea what that meant. Bug? Does it just mean something I don't know about?

    -Long range towers near the sides of one player's formation can attack enemies in another track. I can't think of a good solution for this, but I think it could be a real problem.

    -I would like to be able to read an armor tooltip on the creep itself that tells me what it is weak to. Maybe this isn't possible given the matrix of damage types?

    -Why is every tower a model of some kind with a projectile launching from it? Maybe I haven't tried enough tower types yet, but I didn't see any of the normal tower units in the game (missile turret, auto turret, etc). Was this done intentionally?

    Posted in: Map Feedback
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    posted a message on Spawn SCV Holding Minerals

    Just want to add the solution to the knowledge base.

    This can be done by adding the behavior "Carry Mineral Field Minerals" to the SCV. It will make the mineral crystal appear in its claw.

    Posted in: Miscellaneous Development
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    posted a message on Bomberling (Bomberman Style)

    This looks fantastic! I'll have to try it after work today.

    Posted in: Project Workplace
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    posted a message on Spawn SCV Holding Minerals

    I want to be able to spawn an SCV using triggers, and I want the SCV to be holding either mineral or vespene in its hands as soon as it spawns (don't want it to gather). I've looked through the actors, but I can't figure out what triggers the visual effect of the mineral crystal to appear in the SCV's claw.

    Does anyone know if this is possible?

    Posted in: Miscellaneous Development
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    posted a message on Thinking about getting WoW....

    It's still the best MMO and it's fun if you want a casual skinner-box gameplay in your life. It will probably be hard to stick with it without friends in the game, but it's still enjoyable to level up for a while and murder murlocs. The end game is really take it, or leave it immediately when you reach max level.

    Actually I am just surprised that there is a Blizzard nerd who hasn't played WoW yet.

    Posted in: Off-Topic
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    posted a message on Computer Specs and Galaxy help

    I have a gaming PC with a great graphics card and processor, 3GB of ram, and classic 7200rpm hard disks.

    I bought a laptop for map editing, and it has a slower processor, same ram, but its running with an SSD hard drive. Let me tell you, that thing is fast! When I test a map on my laptop it has much lower graphical settings and frame rate than my gaming PC, but it loads the map up much faster. You'll be testing maps a lot, so you want to cut down on those load times. SSD is a great technology, but it is very expensive for the storage space you get.

    Posted in: General Chat
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    posted a message on Published Maps Speed

    @ManBearPig2012: Go

    I can't say why you are seeing this, but I recently implemented a trigger to set the game speed on map initialization. You could always set it at this point, and it might even be possible to check the game speed, and if it's lower than Normal you can set it to whatever you like.

    Posted in: Miscellaneous Development
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