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    posted a message on Temple Garden (Melee Map)

    Hey,

    I'm lookin for feedback on this project: http://www.sc2mapster.com/maps/temple-garden/

    This is a melee map I made, designed for two players.

    It features 10 expansions total, 2 of those are high yield, 2 other expansions are on islands. The naturals are designed to be easily defendable via a single small ramp, but a nearby cliff can be used for harassment. The cliff expansions themselves are close to the main bases, too, but the long walking distance encourages taking control of the middle.

    http://static.sc2mapster.com/content/images/20/122/TempleGarden.jpg

    I would really appreciate any feedback regarding layout, balance, textures and use of details. If you are testing this map, please make sure you see if you can drop units on the outer cliffs - I tried adding pathing blockers but I was still able to drop at some places (so I ended up spamming pathing blockers all along that cliff - would love an explanation on how this could be solved better). I'm also curious about the mineral and gas placement.

    A note on expansions: It's hard to tell from the overview, but the third expansions directly next to the natural is actually quite a long walking distance, as I'm trying to encourage players to take control of the huge middle area, from where you can better defend the cliff and high yield expansion.

    This was my first melee map, so I'm really looking forward on feedback, thanks!

    Posted in: Project Workplace
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    posted a message on Adding Slow Effect to a Tower

    @Ateyth: Go I had the same issue, see this thread: http://forums.sc2mapster.com/development/map-development/525-adding-slow-effect-to-weapon/

    Feel free to download my map and check out how I solved it for the Spore Crawler: http://www.sc2mapster.com/maps/two-player-td/

    Posted in: Miscellaneous Development
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    posted a message on Adding Slow Effect to Weapon

    @TGhostdk: Go

    Thanks! That helped.

    In addition I also had to remove the "Marauder Punisher Grenades researched" validator from the Slow Effect.

    Posted in: Miscellaneous Development
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    posted a message on Adding Slow Effect to Weapon

    I'm trying to modify a Spore Crawler so it applies the Marauder Slow Effect in a small splash radius, but it seems I'm getting nowhere with the data editor. I feel like it shouldn't be too hard adding an effect to the spore crawler weapon, but no matter what I try I can't get the slow to work. Even changing the weapon to the marauder weapon only results in the spore crawler shooting marauder grenades without the slow effect.

    Basically I'm still not sure which part of the data fields in the editor modify the effects (damage, area, targets) and which modify the art/animation/sound.

    Anyone who could explain how to achieve this effect?

    Posted in: Miscellaneous Development
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    posted a message on Issue with Unit Weapon Modification: Point Defense Drone

    @WraithChaser: Go

    Yeah, that's my issue, the point defense drone laser doesn't have a damage amount. I'll try to apply the laser effects to a different weapon then, thanks.

    Posted in: Miscellaneous Development
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    posted a message on Issue with Unit Weapon Modification: Point Defense Drone

    Hey,

    I'm currently stuck on changing the weapon effects of the Point Defense Drone. I want to keep the laser visual and audio effect, however the laser doesn't seem to have a "Damage amount" field, so I don't really know how I can get it to work so it actually deals damage.

    The data stuff with is still a bit confusing to me, I have been able to modify most other units abilites, but on this one I'm stuck. If anyone can point me in the right direction on how to accomplish this, would be much appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Very basic question!

    @Adorielen: Go You need to create a trigger on map initialization, Player - Make Player X and Y treat each other as allied...

    Posted in: Miscellaneous Development
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    posted a message on Timer & Waves
    Quote from PatchOne: Go

    sorry to "spam" this, but is the timer thing bugged or simply noone know how it works?

    Hey,

    I'm not entirely sure about your trigger, but to me it looks like what you do is after 5 seconds game time: - create 5 overlords multiple times - create a new timer that runs for 20 seconds, during which you display a text

    What you want to do is spawn 5 overlords every 20 seconds, I assume. But those overlords are only tied to your first timer (the 5 second one).

    I think you need a trigger with "Event" Timer - Every X seconds of Game Time / "Actions" Spawn 5 Overlords. If you need the 5 seconds at the start before the wave timer starts, put that one into another trigger and have as action: Run Trigger (your spawn overlords trigger).

    Hope this helps, I'm still trying to get a hang of things myself, so excuse me if that wasn't correct. ;)

    Posted in: Miscellaneous Development
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