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    posted a message on CoreFight
    Quote from Xtremedesyr: Go

    quote: You can find CoreFight at the bottom of the popularity list in EU and NA servers

    :< makes me sad

    that's the bad part about making a clone of a map on the first page =/ at least there's a search bar though

    Posted in: Map Feedback
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    posted a message on Does your map drop players at load?
    Quote from RodrigoAlves: Go

    @SouLCarveRR: Go

    Banks can only work if they are opened during the loading screen.

    I think it's banks because they were the cause of loading screen freezing (an old bug that Blizzard fixed). Now, when the bank isn't load, the loading screen doesn't freeze anymore, but sometimes it drops the players. Also, I've received reports of people saying that all the players were dropped, and the few that weren't dropped did not have their scores (banks didn't load).

    This is false. i have my banks set up to preload, and syncronize, then open. after 3 game seconds have elapsed. and it works perfectly

    Posted in: General Chat
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    posted a message on Troll Tribes for Starcraft 2

    I was previously making a Troll Survival Map, but it's been put on hold so i can work on a map that interests me more =/

    Once my current project picks up and is at a nice replayablity point, i'll pick back up on my troll tribe map. It uses custom WoW models and complete armor sets, and supports a very realistic ecosystem where over hunting can decimate a population before they have time to repopulate the area.

    I think what put a hold on it for me was the item recipe system, it's a pain in the @$$. anyways if someone could help find an easy way to do that, i'll get back to the project when i have time.

    Posted in: Map Suggestions/Requests
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    posted a message on Need some help with a capture trigger

    ok, than just leave out the condition that checks to see what life (percent) the triggering unit is at, and it'll work

    Posted in: Triggers
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    posted a message on Need some help with a capture trigger

    do u want the player to be able to capture the unit as soon as he aquires it? or after he's dealt some damage to it, or when the unit is at a certain amount of health or what?

    what i would do is -

    make the event "unit takes damage" leave all defaults

    Condition "damaging player != (not equal) 15 (hostile Player)

    owner of trigger unit == 14

    Set actions to: Change ownership of Triggering unit to Damaging player and change color

    lets say you wanted to make it so the damaging unit (unit being captures) has to be at 25% health to be captures, add a condition that says "(Triggering Unit) life (percent) <= 25%

    Posted in: Triggers
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    posted a message on Game Randomly Drops SOME Players At Loading Screen

    i've changed EVERY trigger of mine that was previously set to "Map Initialization" to a "time elapsed" from about 2-5 seconds. dont know if there was any change in the drop though.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on need help with hero transformation

    Using triggers, you can replace the marine with either the marauder or firebat. use integer variables to keep track of what levels the marines abilities are at. and depending on the variables you can pick which unit to replace the marine with.

    Hope this helps, if not give me a better understanding of what your setup is, and what your tryna do

    Posted in: Miscellaneous Development
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    posted a message on MangledMind's Impossible Bosses

    @joecab: Go

    haha yeah thank you for that, i realized it after i published that the normal testing speed i use in offline, is VERY different from online's default setting of Faster. i'm working on the treant's walk animation aswell as many other sound and visual effects. all will be coming shortly.

    Suprisingly ive only been working on this map for only a lil over a week now. just released it on NA server's last weekend with 4 heroes, and a buggy boss fight. now pretty much everything that's been released is working flawlessly, say for some ongoing balancing tweaks.

    Edit: i just finished uploading the first boss encounter video!

    Posted in: Map Feedback
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    posted a message on Card Shuffle (Remake)

    Mind Rot: And they say video games rot your brain...

    Posted in: Project Workplace
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    posted a message on MangledMind's Impossible Bosses
    Quote from DarkRevenantX: Go

    Belongs in Feedback; moved.

    Ah ok cool, thanks very much =)

    Posted in: Map Feedback
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    posted a message on MangledMind's Impossible Bosses

    Hello all, hope it's not too tacky to start a review about my won map, but just tryna help get it out there, as im sure many people will enjoy it as much as me and my beta testers have.

    The map name is MangledMind's Impossible Bosses, and is currently in ALPHA stage.

    It has 7 Heroes, each with 4 unique, and pretty well synergized abilities.

    There is currently 1 fully completed boss, with both a normal and impossible mode (the only thing that changes in modes is the mechanics of the fight, all states are the same - to keep it skill based)

    The PvP arena can be played with any number of players from 2-12, as long as each team has the same number of players. and provides endless gameplay as team combinations can be endless.

    I intend to have upward of 30 Heroes, and at least a dozen bosses, and several different arena "pits" and my next one will be something similar to Alterac Valley in WoW.

    The map uses all custom models from WoW, and NONE OF THESE BELONG TO ME. im just using them to enhance the feel of the map, and they have much more animations to choose from than marines with guns... which is not what i was looking for.

    anyways i hope you give the map a try, here's a PVP Promo video for the map, soon i'll be adding the Boss fight Promo video. This was 1 game with 4 people, and lasted 3 hours and was a blast. Tygerwoods is a beta tester of mine, and TacticalCow and Pointform were to pubbies we got to join us to help test the game and make the videos.

    Embed Removed: https://www.youtube.com/v/m0XSD3zVdAs?fs=1

    Embed Removed: https://www.youtube.com/v/YwsK5cTruH0?fs=1
    Posted in: Map Feedback
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    posted a message on Game Randomly Drops SOME Players At Loading Screen

    not enough for me to think it'd cause this kind of problem. but to be on the safe side, would it be better to change these trigger events from Map Initialization, to time elapsed?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Game Randomly Drops SOME Players At Loading Screen

    Hello everyone, my map's name is MangledMind's Impossible Bosses. and the problem ive recently discovered is that my map is randomly dropping some people from my map during the loading screen.

    Facts:

    - Hosted game twice, first time friend 1 and 2 got dropped, second time friend 1 and 3 got dropped (seems to be about half the players every time)

    - I use press any key to load, becuase i read somewhere that helps prevent this kinda thing...

    - I dont use a custom loading screen

    If anyone knows anyway i can fix this please respond ASAP as this renders my map virtually unplayable!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Blizzard is cheating again

    from what i would imagine, they're prolly doing this to test to see if featuring maps on the front page makes any difference. becuase them telling everyone their doing this would completly void the experiment. sadly though these maps take up 3 valuable slots on the top page that every map maker strives for.

    Posted in: General Chat
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    posted a message on HOW TO? channeled ability (like mage's arcane missiles in WOW)

    awsome thanks guys, with your help it turned out to be a lot easier than i thought. if you'd like to see my first channeled ability in action search MangledMind in the custom maps, and pick the Soul Reaper hero under "RANGED" and use Mass Shadow Bolt. Maps still in alpha stage but first boss fight an PVP arena are fully functional. i'll be making a video to promote the map after a few more updates.

    Posted in: Data
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