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    posted a message on Suggestions for Improving The Popularity System, discuss here!

    Several improvements have been made to the Join Custom Game section: The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game. Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip. Games are now organized into several pages to make finding your desired game type easier: Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page. Most Popular: Shows all game types, with the most played games sorted to the top. By Category: This page allows you to browse through Custom Games based on Category. Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular. Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page. Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing. Bookmarks: Use this page to view your Bookmarked maps. A search option has been added to the Join Custom Game interface.

    I'M SO EXCITED TO TRY THIS OUT!!!!!!!!!

    SEARCH OPTION!!!!!!!!!!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Pick each unit in "Area1", move picked instantly to "Area2" not working? help!

    I'm a novice. And I have no idea what is wrong with this trigger.

    Basically, I just want a unit to be moved out of Area1 and put in Area 2. This is triggered when another unit enters a Beacon to "Release this unit" and take its place (Something like that).

    Unit Group - Pick each unit in (Any units in AREA1 owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most 1) and do (Actions)

    Actions

    Unit - Move (Picked unit) instantly to (Center of AREA2) (No Blend)

    It's simple. but the Unit I want to move just stays there in the area. It is just an unediteded probe. Not "Missle, Dead, Hidden", it is owned by player 1. It is 1 unit.

    :(

    Posted in: Triggers
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    posted a message on Any way to copy AND rotate terrain?

    It would be a huge time savers and map symmetry ensurer if i could copy and reverse/turn terrain. (i need to do copy on 4 sides).

    When Melee map makers make their maps symmetry do they REALLY use that god-awful grid to ensure the map is perfect? :S That would be a time waster.

    Any help? Not possible?

    Posted in: Terrain
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    posted a message on Warning to those using Firefox while editing

    @PSGMud: Go

    And how are you certain it is that Firefox app? Seems rather coincidentical. "Somehow" means you dont know how it could effect it. I doubt firefox could interfere with the SC2 editor. It's most likely another problem.

    Posted in: General Chat
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    posted a message on Error on frontpage. Shoutcaster is "HD" not "Husky"

    Husky: SC Rally "The famous shoutcaster Husky is promoting a map called SC Rally. It's a car game featuring items and car AIs. It looks really like mario kart :)"

    Husky is a different person from HD. They both work in the same website but have different channels and all different commentaries. Video Clearly reads "HD becomes a pro rally driver?!" yet whoever put this on the page has mistakened him for Husky.

    Thought I'd point that out for fixing. :)

    Posted in: General Chat
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    posted a message on DotA 2 by Valve

    @kfrx: Go

    Came to say this. Don't take everything you read as fact, especially in this kind of scenario. This blog is made up, why someone would put in the time to construct such an elaborate lie is beyond me, but it's fake. It is a random blogspot with no proof that it is the creator writing the blog.

    Posted in: General Chat
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    posted a message on DotA 2 by Valve

    @enslavednumber: Go

    I don't know what you guys are getting at here, with the hate toward this new DotA. This sounds like my dream, well my dream was to have Blizzard and Icefrog come together to make a DotA remake. But since Valve is second to Blizzard for gameplay, innovation and support. I'll take them happily.

    A beautiful DotA remake (not "clone") with the same heroes (of course with the possiblity of adding more) with tweaked spells and items. Helmed by Icefrog and Valve, both renowned game creators and dedicated to supporting their games and communities. I tried LoL, beta and non-beta, and did NOT like it, it was imbalanced, cheap, cartoony and boring. Considering that they were free from the WC3 engine they still managed to dumb down DotA into a lifeless clone. I tried HoN, and well it's a low-quality rip-off of DotA, not much more to say. This has promise, so much potential, a real and big company behind it with a team bursting with ideas and innovations to complete the DotA experience. Primarily what DotA was seriously lacking in it's WC3 days, a proper matchmaking system and GUI suited ONLY for the game DotA. A seamless dota-catered engine, the "coach and newbie" system sounds promising. As well as the community rewards. I cant wait to see what they get up to.

    I do wonder though, if they will include more maps. Obviously, the "Allstars" map is key to it's success. But I would love to see some other maps (maybe just for fun maps) like DotA "Rumble" maps and other layouts. Just to add that little bit more.

    Read the gameinformer article if you aren't sold: http://gameinformer.com/b/features/archive/2010/10/13/dota-2-announced-details.aspx

    Posted in: General Chat
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    posted a message on How to change players Resource Income per Collection higher via triggers?

    For Example, much like in a Phantom map, if a player does something (kills a unit in my case) then his resource income per mineral and vespense collection will permanently increase? I tried the "modify player property" and messed about with the "Handicap" option but I'm not clear what im meant to set the value to?

    Could someone tell me how it does this in Phantom (when someone is selected is a phantom he gets a % more resources per collection). thanks :)

    Posted in: Triggers
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    posted a message on How to make CC transform into Planetary Fortress at Map Initilization?

    @progammer: Go

    Thanks progammer works now.

    Posted in: Triggers
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    posted a message on How to make CC transform into Planetary Fortress at Map Initilization?

    I'm sure this must be simple, but I'm a noob and what I've tried hasnt worked. I tried this trigger: Unit - Order Command Center [Co-Ords] to (command center -upgrade to Planetary Fortress) (replacing existing orders)

    Thought that would do it but I must be missing someething?

    Posted in: Triggers
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    posted a message on How do I check if unit is on certain terrian type?

    @EternalWraith: Go

    Very Cumbersome indeed :( I wouldn't be able to do what I truly wanted with my map if I used regions, so I wouldn't make it in that case :(

    @beacon666: Go

    Sorry, but whats a blue post? How long until this function is in the editor? It is good news that it might be coming though :)

    Posted in: Triggers
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    posted a message on How do I check if unit is on certain terrian type?

    This function was most definitely in the WC3 TFT editor. I can't see it here though. :(

    What I want to do is have an if/then/else function that would go... If [Zealot] is on [Terrain - Xil Sand] Then

    This is essential for my map. However i cant find a condition or event to do this. Any help please? Know the trigger? Another way I could do this?

    Thanks :)

    Posted in: Triggers
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    posted a message on Many hands...

    @Pshyched: Go

    I like the map, I especially like the Terran rocky outback setting. I had great fun exploring the top left run-down settlement. Though unfortunately, the messy Zerg colony that is randomly added and the strange Protoss "tab" really doesnt fit in with the rest of it.

    Some of the desert rock roads were very funny to add a card and first person view to and drive about the place tehe! :D I like it as a simple role playing game.

    Posted in: Terrain
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    posted a message on Battle.net Popularity

    My suggestion is a "Thumbs Up" System and a "Map Sections".

    THUMBS UP SYSTEM There should be two ratings for each map. It's Popularity as before, and it's "Thumbed Up" Rating (shown by a thumb and a percentage). After a game players must thumb up or down a map. The percentage is calcuated by thumbs up per UNQIUE plays. For example if 3 in 4 people that play the game give it a thumbs up it will have a 75% thumbs up rating. A game on screen would look like this Blood TD Category: TD Mode: FFA Thumbed Up Symbol: 62%. No popularity bar in any list apart from the "Popular List", as it discourages people joining games. If people dont know how popular games are it will let them actually try the game first. And games will fill up more evenly (especially newer ones).

    MAP SECTIONS There should sorting catergories for groups of maps. A "New Releases", "Highly Rated & New" "Highly Rated & Premium", "Popular" and "Evaluated". I know this is quite extensive, but with a good layout it would be entirely possible. Default list would be "Highly Rated & New" to let new good maps get in to circulation.

    1. "New Releases" would a sequential list of NEW maps in order of release into the B.net system. Once a map gains over 75% thumbs up and at least 50 unique plays it is moved into the "Highly Rated & New". If after a week if it has 75% thumbs up with 50 unique plays or more it will be moved into the "evaluated" section. Games will stay in the "New Releases" section until they have 50 unqiue plays.

    2. "Highly Rated & New" will be the default list. For a map to gain entry into the "Highly Rated" section they must have at least 50 plays (to prevent people and their friends simply thumbing up their own map - so a little push is needed for the inital plays from the New Releases section). It will consist of maps with a Thumbs Up Percentage of 75%, more than 50 unique plays, and at not older than 1 week old.

    3. "Highly Rated & Premium" will consist of maps older than 1 week old, more than 100 unique plays, and a Thumbs up Percentage of 75%

    4. "Popular" will be as before and based purely on plays in the last 1 hour, regardless of thumbs up or newness.

    5. "Evaluated" is probably the trickiest category. These will be games with a 74% thumbs up percentage or less. They will be sorted by thumbs up. The way for a map to get out of the "Evaluated" category is for the map maker to release an update of the map. If the map has spent longer than one week in the evaluated section AND has a 50% thumbs up or less AND the maker updates his map it will be (after a week) put back into the new releases for another chance to gain above 50% thumbs up, when it is put back into the New Releases it's thumbs up and plays is reset. Generally maps between 74% and 50% likes will be in this category.

    When you search for a map in Join or Create it will tell you the map name, category, mode, thumbs up percentage( or just popularity if your look at the popular list), map sectioning. Examples... //

    Blood TD, TD, FFA, New Releases.

    Poker Game, Card Game, Full Deck, 78%, Highly Rated & New

    Bounty Hunters, Custom, FFA, 91%, Highly Rated & Premium

    Nexus Wars, Custom, 4v4, (Popularity Bar), Popular

    Super DotA, AoS, 5v5, 51%, Evaluated//

    This should even out the pages and make for 5 concise categories. As the default is "Highly Rated & New" and no map can stay in the category for more a week it will allow a constant stream of new and good games to get played. I do believe this would be a lot better for map makers and players in all respect. Of course it would need to be tweaked in some way I've probably missed to stop and abuse of the system.

    Posted in: General Chat
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    posted a message on [Release] Catalyst

    Hi there Eiviyn. I really enjoy playing your map, but I'd just like to pick up on one problem I experienced which may or may not of been touched upon before.

    I once was playing a game and had to go idle for about 30 minutes. I had only been playing 10 minutes before hand. When I came back I had very basic items and chassis's compared to all other players (3v3, the rest weres still playing). From this position of nothing, I had like 100k+ minerals from my "income over time". I was able to quickly and easily tech up to seemingly the same level as all other players. Me returning to the game after 30 minutes meant my team was able to almost instantly push against the opponents and win the game pretty easily in about 5 to 10 minutes after my return.

    I found this odd, that a player who had not even been playing was able to catch up SO easily. I (along with some others I see) believe that the income over time is too great, where-as the reward for hero kills and unit kills in terms of minerals is too low.

    My suggestion would be to either make income over time lower/slower and compensate by giving players better mineral rewards for actually playing the game. Though I'm sure you'd have your own way of tackling this.

    Posted in: Project Workplace
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